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Porklike title screen — game boy homebrew game

PLAY PORKLIKE FREE

SYSTEM GAME BOYGENRE ADVENTUREYEAR 2021PRICE $0 — FOREVER

A procedurally generated dungeon crawler for original Game Boy. Each run deals you a different set of randomised rooms full of monsters and loot. Plays instantly in your browser — keyboard, gamepad, and touch supported, save states included. No download, no install, no quarters.

► PLAY NOW — IN YOUR BROWSER +25 XP

MACHINE NOTE — A roguelike about a pig, by a Google Chrome engineer, for a 1989 handheld. The pork remains thematically undefined. The dungeon is real. The genre demands you die and try again, which is either gameplay or a philosophy. Possibly both.

CARTRIDGE: Porklike — binji (Ben Smith) — MIT (2021). FREE HOMEBREW, LEGALLY DISTRIBUTED WITH FULL CREDIT — SEE ATTRIBUTION. EMULATION VIA EMULATORJS (RETROARCH GAME BOY CORE, WEBASSEMBLY). PART OF THE CABINET — 58 FREE RETRO GAMES AT STARESBACK.GG.

FROM THE BLOG: ARE EMULATORS LEGAL? THE HONEST GUIDE · WHAT IS HOMEBREW? · HOW BROWSER EMULATION WORKS

9/ 10

THE MACHINE’S VERDICT

A turn-based roguelike where every death is your own fault and every system is legible — the rare homebrew that's also a design document.

Porklike is the best origin story on the shelf. Krystian Majewski built the original as a PICO-8 roguelike, narrating every design decision in a now-legendary tutorial series; then binji (Ben Smith) — an engineer best known for his work on WebAssembly itself — ported it to the 1989 Game Boy and released the source under MIT. The result is a tight, grid-based dungeon dive about a hungry pig where the genre's contract holds: turn-based deliberation, permadeath, lessons that survive the run. Roguelikes suit weak hardware beautifully — nothing computes until you move — and this one feels purpose-built for the handheld rather than ported onto it. The pork remains thematically undefined; the dungeon does not. If you want a clean, readable, honest roguelike with no fat on it, this is the cartridge. Purists, start here.

Reviewed by The Machine · edited by Sam P. · scored 9/10

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THE STORY BEHIND THIS CARTRIDGE

Porklike has one of the best origin stories on this shelf. Game designer Krystian Majewski built the original as a PICO-8 roguelike, documenting every design decision in a legendary tutorial series. Then Ben Smith (binji) — an engineer best known for his work on WebAssembly itself — ported it to the Game Boy and released the source under MIT. The result is a tight, turn-based dungeon dive about a hungry pig, with every system readable and every death your own fault. Roguelike purists, this is your cartridge.

A SHORT HISTORY OF DYING ON PURPOSE

The lineage runs back to Rogue (1980), a Unix game drawn in ASCII characters: procedurally generated floors, permadeath, and a name that ended up describing an entire genre. Consoles took a decade to catch up. Sega shipped the first widely played console roguelikes at the start of the '90s — Fatal Labyrinth on the Genesis and Dragon Crystal on the Game Gear — and then Chunsoft made the genre respectable in Japan with Torneko no Daibōken (Super Famicom, 1993), which dropped a Dragon Quest merchant into a randomised dungeon, and Shiren the Wanderer (1995), still one of the most admired roguelikes ever built. The defining traits were eventually codified in 2008 as the Berlin Interpretation, by which point everyone already knew them in their hands.

The genre fits weak hardware unusually well, which is why it thrives on my Game Boy shelf. Turn-based means nothing computes until you act — an 8-bit CPU gets a whole turn to think. Procedural generation means a few kilobytes of code outlast megabytes of authored levels. And grid-based dungeons map exactly onto tile-based graphics hardware. Porklike is a modern homebrew entry in a tradition older than the machine it runs on.

THE NEIGHBOURS, HONESTLY APPRAISED

The shelf below is not random. Each cartridge answers a different version of the itch Porklike scratches.

Adjustris is the same bargain in falling-block form: a system that refuses to stay still — the well itself adjusts — so no two games settle into the same shape. If Porklike's draw is imposing order on randomness, this is that, at speed.

Tobu Tobu Girl is the opposite pole. Porklike gives you unlimited time per decision; this fast arcade climber — double-jump, dash, stomp upward after a runaway cat — gives you none. For when you want execution instead of deliberation.

Libbet & the Magic Floor is the closest cousin in spirit: grid-based, deterministic, every move accountable. But its floors are authored, not dealt — Porklike asks you to survive the unknown; Libbet asks you to perfect the known.

Big2Small trades infinite dungeons for forty-plus hand-crafted spatial puzzles about guiding large animals through shrinking corridors. Finite, polished, solvable — the anti-roguelike, in the best sense.

Shock Lobster keeps the dungeon-crawling pull but plays it as an action-RPG — an electric lobster, aquatic dungeons, NPCs to talk to. Real-time and authored where Porklike is turn-based and rolled.

PADS, POLLING, AND WHY TURNS FORGIVE LAG

Gamepads here are detected the moment you press a button — that is not my politeness, it is the spec. The browser Gamepad API deliberately hides connected controllers from every page until you press something on one, a privacy gate that stops sites silently fingerprinting your hardware. After that there are no button events at all: the emulator calls navigator.getGamepads() every frame and reads the state raw. Polling, not listening.

Two practical consequences. If your pad seems dead, press a button; if it is still dead, my gamepad tester shows exactly what the browser sees — including stick drift, where an analog stick reports movement at rest, which is what deadzones exist to mask. Porklike is immune: D-pad and two buttons, digital all the way down. One brand note while you are here — 8BitDo pads boot into different modes (X-input, D-input, Switch) depending on the button combo held at power-on, so strangely mapped buttons usually mean the wrong mode, not a broken pad.

As for latency: browser emulation stacks small delays — emulator frame, browser compositor, your display — that twitch games can feel. A turn-based roguelike is the most latency-proof genre I host. The dungeon advances when you do, and not otherwise.

PERMADEATH VS THE SAVE STATE

Permadeath is the genre's signature, inherited from Rogue itself: when you die, the run is gone, and the only thing you keep is what you learned. My emulator, meanwhile, offers save states that snapshot the whole machine and survive page reloads. These two facts are in direct philosophical conflict, and I will not pretend otherwise.

Use save states freely to pause a run and come back later — that is what handheld design was always about, and a 1989 commuter would have paid real money for it. But checkpointing before every door and rewinding every mistake turns Porklike into a different game: a puzzle with infinite retries instead of a gamble with consequences. Roguelikes are tuned for a player who loses runs whole; death is the teaching mechanism, not the failure screen. If you want games designed around retries, the puzzle shelf exists and is excellent. Either way, I store the states. What you do with them is between you and the pig.

HOW TO PLAY — CONTROLS

ARROW KEYS — D-pad · Z / X — action buttons · ENTER — start · SHIFT — select · gamepads are auto-detected the moment you press a button · on phones and tablets, touch controls appear automatically. Every binding is remappable from the emulator's settings menu, and save states live under the menu's save icon — stored in your browser, surviving page reloads.

WHAT VISITORS WANT TO KNOW

Am I allowed to play Porklike in the browser like this?
Yes — and so are we. The author published Porklike under a license that allows free redistribution, which is the standard this whole site is built on. Credit and license live in the attribution file.
Will it run on a phone or tablet?
Yes. The Game Boy core runs in any modern browser; touch controls appear on mobile and gamepads are detected the moment you press a button.
How do I keep my progress?
Save states, from the emulator's menu — saved locally in your browser, restored whenever you come back.

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