PicoCalc Mini Apps

Compact programs designed for the ClockWork PicoCalc, written in MMBasic.

MiniMC – A character sprite edition inspired by Atari’s Missile Command, tailored for PicoCalc
MiniHJ – A tiny platformer built in MMBasic on the PicoCalc

(Running on WebMite_PICO2W_V6.00.03_PicoCalc.uf2)

The latest code can be found here on GitHub: SaharaHex/PicoCalc-Mini-Apps


Mini Missile Command 🚀

Welcome to this “PicoCalc” project, where we use MMBasic to build a simple game inspired by Atari’s “Missile Command,” but using character sprites instead.

The device (ClockWork PicoCalc / WebMite) runs the BASIC language. The code is divided into sub‑functions to break the tasks into manageable parts, handling everything from drawing the border and game layout to managing controls on the 4‑inch screen.

To keep track of the high score, the game creates a text file where the data is stored. This file is then read each time the game starts.

There are several parameters that adjust the difficulty based on the points you score. You can easily edit these directly on the device, as it includes a built‑in editor.

Loops are used to create the missile animation effects, handle the respawning of missiles and cities, and update the game state when a city is hit. They also erase previous missile positions to keep the gameplay running smoothly.

Missiles can be launched using a grid system, since the device has no mouse or joystick controls. The screen is divided into nine sections arranged in a 3×3 layout.

And the explosions are drawn within that range. ASCII characters are used to represent the missiles, explosions, and cities.

The main function at the end combines all the steps of the game and reads the user’s input.

This was a fun project on a well‑designed device. It can be flashed with different systems, including ‘Micro Python’ and others, which I may explore in the future.


Mini Hex Jump ↗️

Continuing from my previous build, Mini Missile Command, this project explores a tiny platformer built in MMBasic. Each level is handcrafted with simple BASIC code, yet together they create a surprisingly dynamic little world.

The game runs on the ClockWork PicoCalc (WebMite on the Pico 2 W), and everything — from movement and gravity to enemies and effects — is handled inside a single, tidy file.

The core game loop manages all the essentials: player movement, falling physics, collision checks, enemy behaviour, rain effects, and even teleporters. Gravity constantly pulls the player downward, giving jumps a smooth, natural arc. As you fall, the speed increases until you land on a platform, where the game resets your state so you can jump again. It’s a simple system, but it makes the platformer feel responsive and alive.

Each level is built as a clean block of code, with toggles for moving enemies, platforms, patrol zones, and weather effects. Level 8 introduces a real‑time rain system, with drops falling, erasing, and respawning to keep the screen active. Level 9 adds enemy patrol zones, giving the world a reactive feel. Level 10 brings in teleporters, letting you warp across the map instantly and opening up new puzzle‑style layouts.

Mini Hex Jump is a great example of how much you can create with just a few lines of BASIC and a bit of imagination. It’s been a fun project on a well‑designed device.

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