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Game review

Pico's School

5.5 / 10

Developer
Tom Fulp
Publisher
Newgrounds
Released
25 July 1999
Platforms
Browser (Flash)
Genre
Point-and-click action
Monetisation
Free. Made for Newgrounds itself, with no sponsor, ad preroll or paid edition — Tom Fulp was Newgrounds' own founder, so the game funded nothing beyond the traffic it brought the site
Players
Single-player only

The short version

Pico's School matters more as an event than as a game. Built in Macromedia Flash 3, before Flash even had a scripting language, it is a room-to-room point-and-click shooter that Tom Fulp rigged together out of movie clips standing in for variables — a genuine engineering feat for late 1999, and one that convinced a generation of amateur Flash authors that a browser plug-in nobody had designed for games could carry one anyway. Three months after Columbine, a teenager's answer to hate mail blaming the internet for the massacre was a game about surviving one, and that timing is the entire reason it got talked about at all.

As a thing to actually click through, it hasn't aged into anything more than it was: point at a door, point at an enemy, point at a target on their body, repeat. There's no difficulty curve, no real feedback loop, and no reason to play it twice except to see the aliens-as-goths twist play out once more. What survives is the object lesson it left behind — that a person alone with Flash 3 and a grudge could make something the entire early web would talk about — and that lesson outlasted the moment-to-moment game by a couple of decades.

Biggest strengths

  • A real technical achievement for its moment — Fulp simulated variables and state entirely through nested movie clips because Flash 3 had no scripting language to do it for him
  • The premise of pairing a school-shooting scenario with a last-act swerve into aliens and demons is still a genuinely strange, memorable choice, whatever else you think of it
  • Directly responsible for Pico becoming a recurring Newgrounds mascot, for the annual "Pico Day" tradition that has run most years since 2006, and indirectly for Pico's later cameo in Friday Night Funkin'

Biggest weaknesses

  • The point-and-click loop is aim-at-target, click, repeat, with almost no mechanical development across its length — a short game with even less to it than "short" implies
  • The shock premise, released three months after Columbine, was and remains the entire reason anyone talks about it; strip that context away and the writing underneath is thin
  • Combat is a single idea used exhaustively rather than varied — there is no second verb the game ever introduces

Who it's for: Flash historians, Newgrounds regulars tracing Pico's history back to his first appearance, and anyone curious what the site's founding myth actually plays like rather than how it's described secondhand.

Our recommendation: Worth ten minutes for the history, not for the game underneath it. Go in knowing you are looking at an artifact, not chasing a good time.

5.5 / 10

Pico's School is the game Newgrounds tells its own origin story around, and the story is mostly true. Tom Fulp built it in Macromedia Flash 3, in 1999, a full version before Flash had ActionScript to script anything with. To make a character remember which room he was in, which items he was carrying, or whether an enemy was still alive, Fulp had to fake variables out of nested movie clips — a workaround that, according to the game's Wikipedia entry and the retrospectives that cite it, gave the finished game "a complexity of design and polish in presentation that was virtually unseen in amateur Flash game development" at the time. That matters more than any single mechanic in the game itself: it is the reason other amateur authors looked at a stick-figure-and-doodle medium and decided it could hold something more ambitious.

What actually happens when you click through it

Strip away the history and Pico's School is a short point-and-click action game, structured as a sequence of rooms. Each room presents Pico with directional buttons to move to adjacent rooms; some are dead ends, some hold items to pick up, and some hold one of the goth-punk classmates who have opened fire on the school, whom Pico fights by pointing and clicking at exposed targets on their bodies until they go down. According to walkthroughs and wiki summaries of the game (there is no working save-state or achievement data from 1999 to check this against directly), the whole thing runs maybe ten to fifteen minutes end to end, culminating in a fight with the instigator, Cassandra, who turns out not to be human at all — the game escalates from a school shooting to an alien invasion in its closing minutes, and then closes on a joke about a new intake of students from "the city," Pico arming himself again as the lights go down.

That escalation is the one piece of design here that still reads as a choice rather than a limitation: it refuses to let the premise sit as straight tragedy, swerving hard into B-movie absurdity right when the material is at its most uncomfortable. Whether that is a tasteless non-sequitur or the release valve that made the subject matter possible to publish at all in 1999 depends entirely on what you bring to it, and both readings have had defenders for over two decades.

What doesn't hold up is the loop underneath the story. There's a single verb — aim, click, repeat — and the game never adds a second one. No weapon variety worth naming, no defensive option, no room where the puzzle is anything but "find the door with the enemy behind it." A game built to fit inside a Flash 3 file with no scripting language has a genuine excuse for being mechanically thin; that same excuse doesn't make the fifteen minutes more interesting to actually sit through today; it explains why they exist in that shape, not why they'd still be worth your time on mechanics alone.

The context the game can't be separated from

None of that context is incidental to reviewing it. Pico's School was uploaded on 25 July 1999, almost exactly three months after the Columbine High School massacre. Multiple retrospectives — cited on the game's Wikipedia page and repeated across Newgrounds' own community wikis — describe Fulp making it partly in response to a wave of hate mail Newgrounds received in Columbine's aftermath, blaming websites like his for the shooting. Turning that into a shooter starring a kid defending his own school, uploaded to the same accused website, is either a deliberate provocation or a very blunt piece of catharsis, and the record doesn't clearly settle which. What is not in dispute is that the timing is the reason the game got attention far beyond what its mechanics would have earned on their own — a fact the review has to name plainly rather than credit to the gameplay.

The site itself leaned into that history rather than quietly retiring the game. Pico became a recurring Newgrounds mascot off the back of it, the site has marked an annual "Pico Day" most years since 2006, and Pico later appeared as a guest character in Friday Night Funkin', whose 2020 Kickstarter promised — unmet, as of this review — to finish the long-stalled sequel, Pico 2, if funding reached $5 million. In 2021, Newgrounds even released a one-day-only April Fools' retelling, Pico's School: Love Conquers All, in which Pico talks Cassandra down instead of fighting her; the original was restored the next day, and both now sit on the site as parallel versions of the same founding scene. That is an unusually long afterlife for a game this short, and it is evidence the site's affection for Pico as a character has mostly detached itself from anyone still wanting to replay Pico's School specifically.

Is it still playable, and does that matter here

The original 1999 Flash 3 file and the 2006 Portal re-release both depend on the Flash Player that Adobe discontinued at the end of 2020. As of 5 September 2026, the game survives regardless: Newgrounds' own site now serves its older Flash content through the Ruffle emulator built into its player, and an independent Ruffle-hosted copy of the 1999 build is mirrored on the Internet Archive, playable directly in a browser with no separate emulator install. BlueMaxima's Flashpoint project also archives it as part of its wider Flash preservation effort. None of this required a live game server or an online leaderboard the way some Flash-era games did, so nothing about the experience has been lost to a shutdown the way it has for titles that depended on one — what you can play today via Ruffle is functionally the same short loop players clicked through in 1999 and 2006.

Final verdict

Pico's School earns its place in any account of how Flash gaming happened, and that account is worth having even though the game itself is a fifteen-minute point-and-click loop with one idea in it. Score it purely on what happens when you click through it today and it's a mediocre, dated shooter with no development across its length. Score it on what it did — proving a scripting-less version of Flash could carry something with real production ambition, and giving Newgrounds the mascot and the founding story it still tells a quarter-century later — and it's a genuinely significant piece of the medium's history. Both of those are true, and neither one should stand in for the other. 5.5 reflects a game whose historical weight is real and whose moment-to-moment design does not carry nearly that much on its own.

Pros and cons

Pros

  • A real technical achievement for its moment — Fulp simulated variables and state entirely through nested movie clips because Flash 3 had no scripting language to do it for him
  • The premise of pairing a school-shooting scenario with a last-act swerve into aliens and demons is still a genuinely strange, memorable choice, whatever else you think of it
  • Directly responsible for Pico becoming a recurring Newgrounds mascot, for the annual "Pico Day" tradition that has run most years since 2006, and indirectly for Pico's later cameo in Friday Night Funkin'
  • Free, always was, with no sponsor logo or preroll standing between the player and the game

Cons

  • The point-and-click loop is aim-at-target, click, repeat, with almost no mechanical development across its length — a short game with even less to it than "short" implies
  • The shock premise, released three months after Columbine, was and remains the entire reason anyone talks about it; strip that context away and the writing underneath is thin
  • Combat is a single idea used exhaustively rather than varied — there is no second verb the game ever introduces
  • The much-discussed sequel, Pico 2, was worked on for years and ultimately cancelled, so the story this game set up was never mechanically followed through on

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 4 / 10
  • Visuals 5 / 10
  • Originality 8.5 / 10
  • Interface 5.5 / 10
  • Story 4.5 / 10