A complete mini arcade system that runs on hardware, desktop, and in the browser: play a collection of classic-inspired games on a 64×64 RGB LED matrix (HUB75 + MicroPython), on your computer with a PyGame emulator, or directly in the browser via WebAssembly (pygbag).
- Triple Runtime Support
- MicroPython + HUB75 LED Matrix: Runs on RP2040-based boards (Interstate 75)
- Desktop (CPython) + PyGame: Full emulator for development and testing
- Browser (WebAssembly) + pygbag: Play directly in any modern browser, no install needed
- 40+ Built-in Games: Classics, puzzle games, racers, shooters, reflex challenges, and compact original arcade games built for the 64×64 matrix
- Intro Screen: Animated logo display on startup
- 64×64 Display Layout
- 58-pixel playfield (rows 0-57)
- 6-pixel HUD at bottom (score + clock)
- High Score System: Persistent scores with 3-letter initials entry
- Memory-Optimized: Buffered framebuffer, packed grid storage, lazy font loading
- Controller Support
- MicroPython: Wii Nunchuk-style I2C controller (with auto-detection for variants)
- Desktop: Keyboard emulation (arrow keys + Z/X)
- Quick Start
- Web build (Pygbag)
- Hardware Requirements
- Software Requirements
- Installation
- Make Commands
- Game List
- Controls
- Usage
- Architecture
- Troubleshooting
pip install pygame-ce # or: make install
python main.py # or: make runpip install pygame-ce pygbag==0.9.2 # or: make web-install
python -m pygbag . # build + serve at http://localhost:8000
# Safari: make web-safari (adds required COOP+COEP headers)Push to main — the GitHub Actions workflow builds the
WebAssembly bundle with python -m pygbag --build . (Python 3.11) and deploys it to GitHub Pages automatically.
Local preview (build + serve at http://localhost:8000):
pip install pygame-ce pygbag==0.9.2
python -m pygbag .CI / offline bundle (writes to build/web/):
python -m pygbag --build .GitHub Pages: in your repo go to Settings → Pages → Source and select GitHub Actions. Every push to main triggers the workflow which builds and deploys automatically.
- Interstate 75 (W) by Pimoroni (PIM584) - RP2040-based HUB75 driver board
- 64×64 Pixel RGB LED Matrix with HUB75 connector
- Controller (one of):
- Wii Nunchuk + Breakout Adapter
- Compatible I2C joystick module
- Power Supply: 5V adequate for LED matrix (typically 2-4A)
- Optional:
- MicroPython Firmware (Pimoroni build recommended)
- Optional: Thonny IDE for uploading files
- Optional:
mpy-crossfor compiling to bytecode (reduces boot RAM usage)
- Python 3.7+
- pygame-ce 2.x (Community Edition — drop-in replacement for pygame)
-
Install dependencies:
pip install pygame-ce
-
Run the game:
make run # or manually: python main.py
A 640×640 window will appear showing the emulated LED matrix (10× scale).
pygbag packages the game as WebAssembly so it runs in any modern browser — no Python installation needed.
-
Install dependencies:
pip install pygame-ce pygbag==0.9.2 # or via make: make web-install -
Build and serve locally:
python -m pygbag . # build + serve at http://localhost:8000 make web # same, via Makefile (Chrome / Firefox) make web-safari # Safari (adds required COOP+COEP headers)
-
Controls in browser: same keyboard mapping as desktop — Arrow Keys,
Z/Spaceto confirm,X/Escapeto cancel.
Browser support: Chrome and Firefox work out of the box. Safari requires
Cross-Origin-Isolationheaders (make web-safarihandles this automatically).Automated deployment: every push to
maintriggers the GitHub Actions workflow which builds withpython -m pygbag --build .(Python 3.11) and deploys the result to GitHub Pages automatically.Note: High scores are stored in-memory while the page is open and reset on page reload.
The project now uses a tiny bootstrap approach to avoid on-device compilation memory errors:
-
Install
mpy-cross(optional but highly recommended):brew install micropython # macOS # or: pip install mpy-cross
-
Connect your Interstate 75 via USB
-
Upload with Make:
make upload # or manually: ./upload.shThe script will:
- Auto-detect connected devices
- Compile
arcade_app.py→arcade_app.mpy(ifmpy-crossavailable) - Upload both
main.py(tiny bootstrap) and the compiled module
-
Reboot the device - games start automatically
If you prefer manual upload via Thonny or ampy:
- Flash MicroPython firmware to Interstate 75
- Upload
main.py(tiny bootstrap file) - Upload
arcade_app.pyorarcade_app.mpy(the main application) - Optional: Upload
highscores.jsonif you want to preserve scores
For ease of use, a Makefile is provided with the following commands:
make install: Installs desktop dependencies (PyGame)make run: Runs the PyGame emulator locally (python main.py)make web-install: Installs pygbag for browser/WebAssembly buildsmake web: Builds the WebAssembly version and serves it athttp://localhost:8000make upload: Compiles and uploads the code to the hardware (./upload.sh)make build: Precompilesarcade_app.pyinto bytecode (arcade_app.mpy)make clean: Cleans up previous build artifacts and pycachemake clean-all: Cleans up all files and the python virtual environment
The arcade includes demo animations and over 30 games. Each game is documented in detail in the Game Documentation with gameplay notes and technical descriptions.
Detailed per-game documentation is available in docs/games.
| Game ID | Name | Description |
|---|---|---|
DEMOS |
Demo Showcase | Zero-player demos: Snake, Life, Cube, Spark, Plasma, Orbit, Warp, Bounce, Tunnel, Matrix, Fire |
2048 |
2048 | Sliding tile puzzle with merge scoring |
ARENA |
Arena | Top-down wave survival with movement and shooting |
ARTILL |
Artillery Simulator | Turn-based angle-and-power shell duel with wind and deforming terrain |
ASTRD |
Asteroids | Rotate, thrust, shoot asteroids in space |
BEJWL |
Bejeweled | Match-3 gem swapping puzzle |
BOMBER |
Bomber | Timed bombs, block clearing, and maze enemies |
BRKOUT |
Breakout | Brick breaker with rainbow bricks and optional powerups |
BTLZON |
Battlezone | Atari-style vector tank combat with radar, rocks, projectile shots, and waves |
CATCH |
Catch | Catch stars, avoid bombs, and keep the basket moving |
CAVEFL |
Cave Flyer | Tunnel navigation (starts wide, narrows progressively) |
CENTI |
Centipede | Atari-style segmented shooter with mushrooms and waves |
CGOLG |
Conway's Game of Life Game | Competitive Life battle with directed gliders and spaceships |
CLIMB |
Climber | Platform-jumping tower climb with scrolling height |
DEFUSE |
Defuse | Cut colored wires in sequence before the timer expires |
DODGE |
Dodge | Avoid falling blocks, dash to dodge |
DOOMLT |
Doom Lite | Mini raycaster FPS with rotating levels and enemy sprites; also powers the WINMAZE demo renderer |
FLAPPY |
Flappy Bird | Navigate through moving pipe gaps |
FROGGR |
Frogger | Hop across traffic lanes and advance through harder levels |
GOLF |
Golf | Tiny minigolf courses with aim, power, bounces, and obstacles |
INVADR |
Invaders | Shoot marching alien waves, protect shields, hit saucers |
KEEN |
Keen | Platformer with jumps, gems, keys, enemies, and exit doors |
LANDER |
Lunar Lander | Multi-level landing challenge plus optional scrolling v2 route mode with fuel powerups |
LASER |
Laser | Mirror-rotation puzzle: guide the beam into the target |
LOCO |
LocoMotion | Rotating railway puzzle with train routing |
MAZE |
Maze Explorer | Fog-of-war maze with gems, enemies, shooting |
MINES |
Mines | Minesweeper-style reveal puzzle for the LED matrix |
PACMAN |
Pac-Man | Collect pellets, avoid ghosts, power pellets |
PAIRS |
Pairs | Memory card matching on a 4x4 board |
PINBAL |
Pinball | Plunger launch, flippers, bumpers, targets, and multipliers |
PITFAL |
Pitfall Runner | Endless runner with snakes, pits, treasures (safe start zone) |
PONG |
Pong | Paddle vs. AI or optional 2-player paddle duel |
QIX |
Qix | Territory capture, avoid the enemy |
RAYRCR |
Ray Racer | Raytrace-style anti-grav racing with boost, energy gates, and rival hovercars |
REVRS |
Othello/Reversi | Board game with simple CPU opponent |
RTYPE |
R-Type Shooter | Side-scrolling endless shooter |
SABOTR |
Saboteur Stealth | Sneak through multiple patrol maps and reach the objective |
SIMON |
Simon Says | Memory sequence game with colored quadrants |
SKYWAR |
Sky War | Helicopter battlefield shooter with air and ground targets |
SNAKE |
Snake | Classic snake with red/green targets, wraparound |
SOCCER |
Championship Soccer | Atari-style soccer with direction-based passes and shots |
SOKO |
Sokoban | Multi-level crate-pushing puzzle campaign |
STACK |
Stacker | Timing game: trim and stack moving blocks |
TETRIS |
Tetris | Falling blocks with line clearing |
TRON |
Tron Lightcycle | Leave a trail, steer 90° turns, dodge CPU or optional second player |
TWRDEF |
Tower Defense | Build towers across rotating road and open-field layouts |
UFODEF |
UFO Defense | Missile Command-style defense with turret/base and wave/time settings |
WINGS |
Wings | Carrier strike game with fuel, ammo, targets, and landing |
Each game tracks high scores with optional initials entry.
Menu Navigation:
- Up/Down: Navigate menu
- Z (or Space/Enter): Start/Confirm
- C (or X/Escape): Open game options when available; otherwise Back/Cancel
In-Game:
- Directional movement: Arrow keys / Joystick
- Primary action (jump/shoot/rotate): Z button / Space / Enter
- Secondary/Back: C button / X / Escape
| Action | Keys |
|---|---|
| Move | Arrow Keys |
| Confirm/Action | Z, Space, or Enter |
| Back/Cancel | X or Escape |
| Player 1 Move in 2P | W, A, S, D |
| Player 1 Action in 2P | Shift where used |
| Player 2 Move in 2P | Arrow Keys |
| Player 2 Action in 2P | Z, Space, or Enter where used |
PONG:PLAYRswitches between1Pand2P.TRON:PLAYRswitches between CPU opponent and2P.LANDER:MODEswitches between classicV1and scrollingV2with route pads and fuel pickups.
- I2C Address: 0x52 (standard Nunchuk)
- Pins: SCL=21, SDA=20 (configurable in code)
- Buttons:
- C button: Back/Cancel
- Z button: Confirm/Action
- Analog stick: 8-directional movement (includes diagonals)
The code auto-detects controller variants including the "new signature" controllers (A0 20 10 00 FF FF).
