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Case study

experimental2025

Apeiron Remake

Browser remake of the classic 1994 Mac arcade game Apeiron. Deterministic fixed-timestep engine tuned for classic mechanics, procedural pixel-art sprites (zero image files), WebAudio synthesised SFX (zero audio files), mouse-first controls, and a Classic/Enhanced gameplay mode toggle with original scoring rules.

Where wild ideas take flight and curiosity leads

Field notes

Role

Creator

Read order

Evidence first, then constraint → build → proof. Use the chapter rail to jump sections; orbit to adjacent work from the bottom of the case study.

The Experiment Lab·✦III-Class Dwarf

Evidence

System surface

No public screenshot on file—generative preview stands in for the visual layer.

Signature viewpreview

Story arc

How this shipped

Where wild ideas take flight and curiosity leadsThree beats: what pressed against the work, how the stack answered, and what changed once it was live.

I · Constraint

The brief

Recreating a 1994 Mac game faithfully in the browser with zero assets — sprites and sounds all generated procedurally in code.

II · Build

The craft

Fixed-timestep game loop for deterministic physics. Procedural pixel-art sprites drawn entirely with Canvas API — no image files. WebAudio API synthesises all SFX from scratch. Classic mode preserves original scoring: extra life every 20,000 pts, up to 8 lives.

III · Proof

What moved after launch

Zero external assets — entire game in pure code. Fixed-timestep ensures identical behaviour across frame rates. Classic mode is accurate to 1994 original. Demonstrates low-level browser graphics and audio APIs.

Inventory

Stack & signals

JavaScriptViteWebAudioCanvas
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