SN8
A rendition of the classic Snake 2 on Nokia!
Controls:
- ARROWS: move the snake
- O/X: Turn left/right. Select the level on the main menu
Gameplay
Eat the red fruits, avoid walls and your own tail.
The more you eat, the faster you get.
Sometimes a golden fruit will appear for a brief moment: eat it to get 3x points!
Levels:
- Classic: there are no walls, you can warp from one end of the level to the opposite side
- Tunnel: Walls will appear on the top and bottom side of the level, you can warp only horizontally
- Box: You're surrounded by walls, you cannot warp
- Maze: Navigate the maze, but watch out for the spots where you can actually warp: the grass on the field can give you a hint ;)

Galaxy Invasion!
A tribute to the fantastic game by the great Big 5 Software co. (Bill Hogue and Jeff Konyu) who produced high quality games for the Tandy Radio Shack TRS-80, one of the first mass-market home computers released in 1977.
I was lucky enough to have one of these machines, which my father purchased when the Sinclair ZX81 was out of stock. I am so glad that it was because this was a far superior machine in my opinion.
On this machine I learned to program in BASIC and this has led to a 40+ year career in software development.
I first saw the original game running on a TRS-80 that my secondary school had in the computer department.

A simple timer desktop app, and the first thing I've written for Picotron :p It's an homage to a LöVE2D tool I wrote many years ago that served a similar purpose.
Features
- Counts up to 999:59:59
- Repeat mode (will restart the countdown after time expires)
- Stopwatch mode (will count up after time expires, or with no time set)
- Plays simple jingles when time is up / when a repeat triggers
- Larger-digit display for easier reading
- Shows the time the alarm will go off next
Keyboard controls:
- 0-9 number keys: input that digit
- R: toggle repeat
- C: reset/clear input
- space/enter: start / pause / resume
- = (equals): add a minute
Overview
Sorting a list is something every programmer has to do at some point, and there are so many algorithms for it depending on the use case. So for PICO-8, which algorithm should you choose, and how would you implement it? Wonder no longer.
Run load #sort in your PICO-8 console, then run the cart to bring up a chart of 28 different pre-made sorting functions. This chart will help you compare the token count and performance of these algorithms.
- Press ⬆️/⬇️ to move through the rows, and press ❎ to enable/disable a row.
- Press ⬅️/➡️ to move through the columns, and press 🅾️ to sort a column (ascending or descending).
Beat-the-Goalie game published today!
Today, I have published my first game made in Pico-8 - a penalty shootout game where you are the striker and the computer is the goalkeeper. The goalkeeper is paying attention and will try to predict where you're going to shoot next. Can you beat it?
Hope you enjoy!

Faucet v1.0
Faucet is a short puzzle game about pushing water around. In each level, you must find your way to the ladder to explore deeper in the flooded cave.
Controls
- Arrow Keys: Move
- Z/C: Reset (or select level in world map)
- X/V: Undo
Testing
Thanks to goldey2 and cocoacollei for playtesting Faucet!
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Hiya, so for my current project I'm trying to create a 10x10 grid of little sheep that are going to represent the player's score out of 100 at the end of the game. I had originally done it in a less economic way with each sheep being an individual table object but I came up against the token limit. I've tried to write this code here to get the same effect, but when I run it, all the sheep just appear in the top corner of the screen. Where am I going wrong? Many thanks!!!
function initendgraphic()
score=0
topcornerx=19
topcornery=25
sheepfield={}
column={
topcornerx,
topcornerx+9,
topcornerx+18,
topcornerx+27,
topcornerx+36,
topcornerx+45,
topcornerx+54,
topcornerx+63,
topcornerx+72,
topcornerx+81
}
row={
topcornery,
topcornery+9,
topcornery+18,
topcornery+27,
topcornery+36,
topcornery+45,
topcornery+54,
topcornery+63,
topcornery+72,
topcornery+81
}
sheepcountsprites={16,32,48,41}
end
function updateendgraphic()
for i=0,100 do
add(sheepfield,{
sp=rnd(sheepcountsprites),
value=i,
column=column.i,
row=row.i,
colour=function(self)
if score>=self.value then
pal(5,7) else pal(5,14)
end
end,
draw=function(self)
spr(self.sp,self.column,self.row,1,1)
end
})
end
end
function drawendgraphic()
cls(1)
rectfill(topcornerx-2,topcornery-2,topcornerx+90,topcornery+90,3)
--rect(topcornerx-2,topcornery-2,topcornerx+90,topcornery+90,4)
for sheep in all(sheepfield) do
sheep:colour() end
for sheep in all(sheepfield) do
sheep:draw() end
end

I'm working on this little proof of concept/practice cartridge to learn how to make a cutscene and I'm stuck. I tried to follow this cutscenes and coroutines article but it's still not working. I can't seem to get it to animate past the first frame of the rainbow.

Made in light of recent events regarding certain scoresub exploits and shortcomings, this code snippet will retrieve the current, accurate to the second time stamp from a remote trusted authority in a way that can be directly compared against stat(86).
As this protocol requires raw UDP access, it will not work for web players. Which I suppose functionally makes it useless.
local NTP_TO_UNIX_OFFSET=-2208988800
local LOCAL_TIME_ADJUST
local authority="time.nist.gov"
local timeout=10
function fetch_time()
if LOCAL_TIME_ADJUST~=nil then
--use cached time offset
return stat(86)+LOCAL_TIME_ADJUST
end
local udp=socket("udp://"..authority..":123")
assert(udp:status()=="ready","Failed to open raw UDP socket.")
local request=string.pack(">B"..string.rep("x",47),0x23)
local out,err=udp:write(request)
assert(out,err)
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