TIC-80 – fotografieNesbox (fantasy konzole) · 2017

Fantasy consoles

TIC-80

Nesbox (fantasy konzole) Year 2017 10 games

History & context

There is a whole category of gaming platforms that never got a plastic case, a chip, or a connector to plug into a TV — and yet they behave as if they had. TIC-80 is one of them. It is a so-called fantasy console: a purely software environment that has voluntarily imposed on itself the strict limitations of the 8-bit era (few colors, low resolution, modest memory) in order to awaken in the creator the same feeling that programmers once had on machines like the ZX Spectrum, Commodore 64, or NES. It is not an emulation of any existing computer — it is an invented machine that could easily have come from 1985, but was actually born in 2017.

The author of TIC-80 is Vadim Grigoruk (working under the Nesbox label), and from the very beginning he conceived it as an open-source and freely distributable project. In doing so, he set himself apart from his more famous model, the commercial console PICO-8 from the Lexaloffle studio (2015). While PICO-8 bets on being a closed system with finely tuned simplicity, TIC-80 offers a somewhat more generous resolution, open code, and a choice of several programming languages. The philosophy, however, is the same: limitation is creative fuel. Communities have grown up around both consoles, producing hundreds to thousands of small, clever games — platformers, puzzles, shooters, and miniature metroidvanias. It is "new retro" in its purest form: games made today, but with the soul of the eighties.

Technology: graphics and sound

At the heart of TIC-80 is a screen with a resolution of 240×136 pixels and a palette of 16 colors. That is roughly twice the area compared to PICO-8 (128×128), and it is precisely this small generosity that gives creators a bit more room for detail and text. The palette is editable — fifteen colors plus one transparent one, so the author can recolor the default set to suit the game's taste. Graphics are made up of 8×8 pixel tiles and sprites; the console has banks for both sprites and for the map, which are used to render the background and scrolling.

Sound is handled by four channels with programmable waveforms. TIC-80 offers a wavetable editor, so the creator can draw their own waveform shape, plus a sequencer for compositions and a set of effects. The result sounds typically "chiptune" — buzzy, raw, but surprisingly musical. The entire game, including code, graphics, maps, and music, is saved into a single cartridge (a .tic file), which nicely references the game modules of the era, only in the form of one small file.

Programming and tools

This is where TIC-80 shines most. It is essentially an entire development environment in a single window: right inside the console you will find a code editor, a sprite editor, a map editor, a sound editor, and a music sequencer. You do not need to install anything else — you open the console and create.

A great advantage over PICO-8 is support for multiple programming languages. Alongside the default Lua, TIC-80 can also handle MoonScript, JavaScript, Wren, Fennel, Squirrel, and others (the set expanded over successive versions). You run a game with the run command, and you browse and play finished cartridges from the online database directly in the console via surf — you flip through the offering as if it were a jukebox and launch the titles right away. Games can also be exported to standalone executable files or to HTML, so they run in a browser too.

Editions and versions

Because TIC-80 is not hardware, "models and revisions" here are replaced by versions of the program and distribution variants. The basic edition is free and open-source (the code is publicly available). At the same time, the author offers a paid PRO version, which mainly adds convenience for developers — for example, saving cartridges in a text form suitable for version control in Git, or more memory banks for larger projects. The engine itself is multiplatform: it runs on Windows, macOS, Linux, on the web via a browser, and thanks to its open code it has been ported to a number of other devices as well.

Clones and variants

Talking about "clones" in the case of a fantasy console is a bit of a paradox — TIC-80 itself is, in a sense, an open answer to PICO-8. The whole genre of fantasy consoles is diverse today: alongside PICO-8 and TIC-80 there are, for example, PixelVision8, WASM-4, or LIKO-12, with LIKO-12 being directly designed as an open counterpart to PICO-8. Each chooses slightly different limitations and a different "period character."

For players on Anbernic devices and similar handhelds, it is important that, thanks to its open-source code, TIC-80 runs natively directly on the device (on chips like the H700 it runs smoothly, though with more demanding cartridges it may stutter on weaker cards). PICO-8 on the same machines is typically launched through a separate core. For retro gamers this means access to a huge stock of small, often entirely free games beyond the classics of the era.

Today's scene

TIC-80 is in a way an "eternally living" platform — it is both a tool and an arcade at once. The community around it keeps releasing new cartridges, game jams are held, and the online game database keeps growing. Among the titles you might come across are, for example, Bombic, ESCAPE, Sumico, RobomanIA, Bunny Maze, Knight's Quest, Tic Tank, or the tongue-in-cheek ASCII Game. None of them cost a single penny in licenses, and you can play most of them in your browser within a few seconds. If you are drawn to the retro feeling but do not want to just play forty-year-old hits over and over, TIC-80 is the ideal gateway to a world where the eighties are being made anew — today, with love and open code.