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I recently re-discovered the 1983 ZX Spectrum classic by Jon Ritman, and accidentally re-made it.
While looking for info about the difference between BTN() and BTNP(), I learned that if you hold the same input for a long time, BTNP() gets automatically retriggered first once after 15 frames, and then after every 4 frames.
According to the BTNP() Ctrl-U documentation (look at the attached picture), you can modify the value of both the initial and repeated with POKE() using these addresses:
- 0x5f5c initial delay (def 15)
- 0x5f5f repeat delay (def 4)
The problem is that the info about the memory address of the repeat delay is incorrect, since after I personally tried to set a different value in the address 0x5f5f, the function kept getting retriggered every 4 frames, just like default.
After some digging on other sources like the Pico-8 manual and the Pico-8 Wiki, I discovered that the correct address is 0x5f5d, and after trying it myself I could verify that it was indeed correct.

Snowpeel
"Snowpeel" is a snowboard action game inspired by Excitebike on the NES.
Game by @kitasuna
Music by @mabbees
Controls
←→ Adjust board angle while in the air
↑↓ - Change lanes
X (X/V keys) - Boost (when boost is available)
How to Play
Overview
The snowboarder will move forward automatically. This is magic. Do not question it. As you progress through the levels, you'll encounter ramps that cause the snowboarder to jump.
While in the air after hitting a ramp, tap the left or right keys to adjust the angle of your snowboard to match the angle of the ground that you'll land on. If you align your board to the ground before you land, you'll continue boarding smoothly.
Background
This is my homework for the Youtube series "Pico-8 Tutorial - Shmup de Lazy Devs" (shmup:Shoot-em-up)
The course can be followed at:
URL Pico-8 Tutorial - Shmup
At the end of each video there was homework. As a result of doing the exercises, my end program looks and acts a bit different than the one of the teacher. I know I need to refactor the code (it's a mess)
I wrote my game in a way that, I hope, would encourage the players to re-run the game and try to beat their last high-score.
This is the first "game" I wrote. I would be grateful for any remark on graphics, music, game-play and bugs.

This is a step by step singleplayer tutorial for the real world card game of Euchre. Play through six levels, where each level introduces a new rule until on level 6 you're playing full blown Euchre. Can you beat all six levels?
Ver 2 changelog:
- fixed bug on level select
- added game speed option in pico8 menu
- changed button prompts to be "X or O" instead of "X and O"

The text of pico-8 is fighting!
Have a "friendly" competition with your friends or fight a menacing boss alone!
Controls:
- Dpad/Arrow keys: Movement and directional input
- O Button/Z: Jump or accept
- X Button/X: Attack or go back
Tips:
- Some places are too high to reach with just a normal jump; thankfully, you can wall jump!
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INFERNO – Fireplace & Timer
by manhill & claude ai
Sit back and relax. INFERNO turns your PICO-8 into a cozy pixel fireplace — complete with flickering flames, glowing embers, drifting smoke, crackling sounds, and a whole mantelpiece full of decorative items.
Or use it as a kitchen timer: set your minutes, watch the fire slowly grow from embers to a roaring blaze, and get an unmistakable alarm when time's up.
Controls
- ⬆️⬇️ Fire intensity
- ⬅️➡️ Ambient glow
- 🅾️+⬆️⬇️ Animation speed
- ❎ Cycle deco items
- PAUSE: Set/cancel timer and change palette
Hello Pico-8 community! As my first post on the BBS, I'd like to share a framework I threw together for parallaxes in 2D games.
You're free to use this framework for any of your own games. Credit is appreciated but not required.
Enjoy!
FAQ (also in the cartridge file):
Q: How do I add this to my
project?
A: Paste tab 1 into your
project.
Q: Will using this use a bunch
of tokens?
A: Token count is only based on
actual code tokens, and the
functions in tab 1 are made
to use few tokens. If you do
need more characters or
compressed capacity, delete
the comments in tab 1.
Q: Where is the documentation?
A: All functions in tab 1 have
Cavers with a loving family and 6-figure salary when they see the Cave of Doom and Despair with a 0% survival rate
Requires speed tech (https://celesteclassic.github.io/glossary/)






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