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Breakout User Manual | ||
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Game Overview: | ||
Breakout is a rewritten version of the game Breakout for the Atari 2600. It is a game where you control a paddle. | ||
and try to bounce a ball off of it to break an array of colored blocks. | ||
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Important things to know: | ||
- Your score will only be saved when you die; if you return to the home screen before that, your score will be | ||
lost. | ||
- The speed of the ball increases as you progress. | ||
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Gameplay: | ||
When you start a new round, your paddle will be in the middle of the screen. You can press the A button to send | ||
the ball off and begin playing. After breaking all of the blocks, you will encounter a win screen. Pressing A on | ||
the win screen will start a new round with your score in tact. You can find your lives in the upper right corner | ||
of the screen , and your score in the upper left. When your lives run out, you will get a death screen. When the | ||
death screen occurs, your score will be saved to the leaderboard. | ||
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Controls: | ||
A - Launch ball | ||
Left - Move paddle left | ||
Right - Move paddle right | ||
Start - Pause game/view scores | ||
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Scoring: | ||
1st row: 100 points | ||
2nd row: 50 points | ||
3rd row: 25 points | ||
4th row: 10 points | ||
5th row: 5 points | ||
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Tips: | ||
- Position your paddle to where the ball is going to be rather than where it is. | ||
- Try to get the ball bouncing between blocks to increase the score fast. | ||
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Credits: | ||
- HalloSpaceBoy: Porting to PicoBoy | ||
- Steve Wozniak: Original game design |
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Demo Program User Manual | ||
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Game Overview: | ||
This is a game designed to test the PicoBoy hardware and capabilities. | ||
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Gameplay: | ||
You go through 7 stages that tests the PicoBoy hardware and capabilities | ||
- The Intro | ||
- The DVD Bounce Section | ||
- A Chase the Goal Section | ||
- A List Drawing Section | ||
- A Button Testing Section | ||
- A Closing Section | ||
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Controls: | ||
It depends on the section, they will be explained. | ||
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Scoring: | ||
None. | ||
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Credits: | ||
- HalloSpaceBoy: Original Game Design and Programming |
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Flappy Bird User Manual | ||
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Game Overview: | ||
Flappy Bird is a game where you control a bird that flaps wildly to navigate a series of pipes. | ||
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Important things to know: | ||
- Your score will only be saved when you die; if you return to the home screen before that, your score will be | ||
lost. | ||
- The speed of the game increases as you clear pipes | ||
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Gameplay: | ||
You control a bird that flaps its wings to navigate through pipes. As you continue to dodge pipes, the speed that | ||
the game runs at will speed up until you hit a pipe and lose. | ||
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Controls: | ||
A - Flap | ||
Start - Pause/View Scores | ||
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Scoring: | ||
Each pipe adds one point to your score | ||
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Tips: | ||
- Think about where a flap will take you far into the future, this makes it easier to not flap too high. | ||
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Credits: | ||
- HalloSpaceBoy: Ported to PicoBoy | ||
- Dong Nguyen: Original Game Design |
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Game Of Life User Manual | ||
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Game Overview: | ||
In the Game Of Life, a set of pixels are added to or subtracted from in accordance with these rules: | ||
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- Any live cell with fewer than two live neighbors dies, as if by underpopulation. | ||
If a live cell has 0 or 1 live neighbors, it dies in the next generation. | ||
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- Any live cell with two or three live neighbors survives to the next generation. | ||
If a live cell has 2 or 3 live neighbors, it remains alive in the next generation. | ||
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- Any live cell with more than three live neighbors dies, as if by overpopulation. | ||
If a live cell has more than 3 live neighbors, it dies in the next generation. | ||
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- Any dead cell with exactly three live neighbors becomes a live cell, as if by reproduction. | ||
If a dead cell has exactly 3 live neighbors, it becomes alive in the next generation. | ||
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Following these rules, a simulation will play out that you can watch. | ||
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Important things to know: | ||
- This is a zero-player game. There is no score and no lives. | ||
- If the simulation dies, you will go back to the drawing board. | ||
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Gameplay: | ||
You can either draw patterns or choose random patterns to create your cells. You can then begin the simulation. | ||
and watch the Game Of Life play out. | ||
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Controls: | ||
Up - Move cursor up | ||
Down - Move cursor down | ||
Left - Move cursor left | ||
Right - Move cursor right | ||
A - Create cell | ||
B - Destroy cell | ||
Select - Create random pattern on screen | ||
Start - Begin simulation/End simulation prematurely | ||
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Scoring: | ||
There is no scoring. | ||
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Tips: | ||
- Experiment! Have fun trying out ideas for cellular growth and patterns! | ||
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Credits: | ||
- HalloSpaceBoy: Modifications to run on the PicoBoy | ||
- Matthieu Mistler: Original port to Raspberry Pi Pico | ||
- John Conway: Original Game Design | ||
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Minefeild SDK Demo User Manual | ||
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Game Overview: | ||
Minefeild is a game that is meant to show off the PicoBoy SDK in an interesting and fun way. It is simplistic | ||
game about moving on a grid and dodging mines to reach a goal. | ||
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Important things to know: | ||
- Your score will only be saved when you die; if you return to the home screen before that, your score will be | ||
lost. | ||
- You move on a grid. | ||
- Sometimes reaching the goal is impossible. | ||
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Gameplay: | ||
You control a robot that needs to dodge mines to reach a goal. If you touch a mine, you will have a game over. | ||
If you reach the goal, you will move onto the next level. | ||
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Controls: | ||
Up - Move the robot up | ||
Down - Move the robot down | ||
Left - Move the robot left | ||
Right - Move the robot right | ||
Start - Pause/View Scores | ||
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Scoring: | ||
Every level you clear increments your score | ||
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Tips: | ||
- Dont hold a button, you will go too fast and die | ||
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Credits: | ||
- HalloSpaceBoy: Original Game Design and Programming |
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Pac Man User Manual | ||
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Game Overview: | ||
This is a port of the 1980 arcade classic Pac Man for the PicoBoy. It is a game where you eat pellets and run | ||
away from ghosts. This port has all of the same rules with a simplified ghost AI to fit on the PicoBoy. | ||
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Important things to know: | ||
- Your score will only be saved when you die; if you return to the home screen before that, your score will be | ||
lost. | ||
- At 5000 points, you will get a 1UP | ||
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Gameplay: | ||
In Pac Man, your main goal is to consume all of the pellets in the maze that you are trapped in. While you collect | ||
the pellets, you are chased by 4 ghosts: Blinky, Inky, Pinky, and Clyde. Each of these ghosts has a different AI | ||
that is chasing you. Even though these ghosts are threatening, you can turn the tables on them by eating a power | ||
pellet. This will make the ghosts scared, making them eatable for points. After clearing the maze of all of the | ||
pellets, you will get a win screen. If you are killed by a ghost and lose all of your lives, you will get a game | ||
over. | ||
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Controls: | ||
Up - Move Pac Man up | ||
Down - Move Pac Man down | ||
Left - Move Pac Man left | ||
Right - Move Pac Man right | ||
Start - Pause/View Scores | ||
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Scoring: | ||
Pellet - 10 points | ||
Power Pellet - 50 points | ||
Ghost - 100 points | ||
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Tips: | ||
- Use your power pellets strategically to minimize the ghosts on the map | ||
- Hide in parts of the maze where the ghosts get confused | ||
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Credits: | ||
- HalloSpaceBoy: Porting to PicoBoy | ||
- Toru Iwatani: Original Game Design |
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Space Invaders User Manual | ||
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Game Overview: | ||
This is a port of the 1978 classic arcade game Space Ivaders. It is a game where you play as a gunship fighting | ||
against an array of aliens. | ||
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Important things to know: | ||
- Your score will only be saved when you die; if you return to the home screen before that, your score will be | ||
lost. | ||
- The green squares above the gunship are sheilds that block player and enemy bullets. | ||
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Gameplay: | ||
You control a gunship fighting aliens. Your goal is to take out the aliens before they take you out. If you | ||
kill an alien, the others will speed up. As the aliens move about they will fire bullets down at you, if you | ||
are hit, you will lose a life. If you can kill all of the aliens before they kill you, you win the | ||
round and move onto a more difficult round. If you lose all three lives or the aliens reach you, you get a | ||
game over. | ||
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Controls: | ||
Left - Move the gunship left | ||
Right - Move the gunship right | ||
A - Fire a bullet | ||
Start - Pause/View Scores | ||
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Scoring: | ||
1st row of enemies - 10 points | ||
2nd row of enemies - 20 points | ||
3rd row of enemies - 30 points | ||
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Tips: | ||
- Lead your shots to hit enemies more accuratley | ||
- Use your sheilds as a cover and shoot through them | ||
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Credits: | ||
- HalloSpaceBoy: Ported to the PicoBoy | ||
- Nishikado Tomohiro: Original Game Design |
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Starship User Manual | ||
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Game Overview: | ||
Starship is a game where you dodge projectiles and stay alive for a certain amount of time. As the level | ||
increases, the amount of time increases, as does the number of enemies. Starship was originally a game | ||
written for the GameBoy by HalloSpaceBoy, but was ported to the PicoBoy for its better graphics. | ||
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Important things to know: | ||
- Your score will only be saved when you die; if you return to the home screen before that, your score will be | ||
lost. | ||
- Your number of lives resets at the beginning of every level | ||
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Gameplay: | ||
You control a spaceship, and your main goal is to dodge the projectiles fired at you by enemy ships. After a | ||
certian amount of time alive, you will pass the level and move on. If you lose all 3 lives in this time, you | ||
will get a game over. In Starship, there are two different kinds of enemies: static enemies and follower enemies. | ||
Static enemies will stay in place and fire at a set rate; follower enemies will follow you on whatever axis | ||
they move on while firing at you. | ||
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Controls: | ||
Up - Move spaceship up | ||
Down - Move spaceship down | ||
Left - Move spaceship left | ||
Right - Move spaceship right | ||
Start - Pause/View Scores | ||
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Scoring: | ||
Every level that you pass adds one to your score. | ||
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Tips: | ||
- Don't stay in one spot for too long; it will lead to sticky situations. | ||
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Credits: | ||
- HalloSpaceBoy: Original Game Design and Programming |
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Tetris User Manual | ||
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Game Overview: | ||
Tetris is a classic puzzle video game created by Russian game designer Alexey Pajitnov, first released in 1984. | ||
It is a very fun and addicting game, making for a perfect addition to your library. | ||
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Important things to know: | ||
- Your score will only be saved when you die; if you return to the home screen before that, your score will be | ||
lost. | ||
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Gameplay: | ||
In Tetris, you must manipulate falling tetrominoes to fit perfectly together in the provided space. When a | ||
perfect line of tetrominoes is completed, the line dissapears and the blocks above it fall down. If your stack | ||
of tetrominoes gets too high, you will end up with a game over. As your score increases, the speed at which the | ||
blocks fall increases, making for a well-paced difficulty curve. | ||
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Controls: | ||
Left - Move tetrominoe left | ||
Right - Move tetrominoe right | ||
Down - Move tetrominoe down faster | ||
A - Rotate tetrominoe clockwise | ||
B - Rotate tetrominoe clockwise | ||
Start - Pause/View Scores | ||
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Scoring: | ||
- A single line clear: 40 points | ||
- A double line clear: 100 points | ||
- A triple line clear: 300 points | ||
- A quadrouple line clear: 1200 points | ||
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Tips: | ||
- Leave a 1-block wide gap to maximize quadrouple line clears | ||
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Credits: | ||
- HalloSpaceBoy: Ported to the PicoBoy | ||
- Vincent Mistler: Ported to the Raspberry Pi Pico | ||
- Alexey Pajitnov: Original Game Design |
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from time import sleep | ||
from random import randint | ||
import struct | ||
import sys | ||
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class PicoGameBoy(ST7789): | ||
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