Green Slime

Author:
Shampoo (Silver Snail)
Release:
"MSX•FAN" Nov. 1990 Issue

A number of personal produced games for the MSX had been submitted to magazines,
regardless platformers or not, in which the player controls a blob, however,
this game is the only platformer in which a blob moves like a blob.
This game is also one of the games that were called "single screen programs" of 960 bytes or less.
For a beginner typing MSX games, a "single screen program" would be a good practice.
However, if you are planning to play on a retro game console such as CD32 or SNES, it is not suitable for beginners to practice.
This is because the command called "On Sprite Gosub" does not work with MSX emulators that work with those consoles.
Since these emulators are old and not updated, the game needs to be modified to match the emulator's specifications.
Each checksum for ORIGINAL version is as follows (using version 3.1 coded by the "MSX•FAN" team).


Joystick Support:

You can see "STICK(0)" & "STRIG(0)" are in the line #3. The quickest way is to simply replace each "0" with "1".
In addition, it strongly recommends you to modify the line #6 as follows to restart the game by Trigger 1 instead of up+left keys.


For CD32 users & SNES+AD Adapter users:

Unfortunately, neither "AmiMSX", "fMSX"(Amiga port), nor "MSXAdvance" can emulate "On Sprite Gosub" command.
When you use "AmiMSX" or "fMSX"(Amiga port), nothing happens even though your slime collides with an enemy.
When you use "MSXAdvance", the game becomes over immediately after it runs the game. To avoid this issue, select "Off" for "Fake Spritecollision",
however, it becomes the same situation as "AmiMSX" or "fMSX"(Amiga port).

The only way to solve the root problem is to delete that "On Sprite Gosub" and define collision detection by specifying coordinates instead.
Modify the lines #1 and #5 as follows.


>>Return to the "Blob Games" main page
===============================================================================

...So how about the game called "Cave"? ...This game also has "On Sprite Gosub".

Cave

Author:
Osamin
Release:
"MSX•FAN" Apr. 1988 Issue (p.52)

Each checksum for ORIGINAL version is as follows (using version 3.1 coded by the "MSX•FAN" team).


Joystick support:

"STICK(0)" is found in the line #5.  "STRIG(0)" is found in the line #7.  The quickest way is to simply replace each "0" with "1".

For CD32 users & SNES+AD Adapter users:

Delete "On Sprite Gosub" and define collision detection by specifying coordinates instead.  Modify lines #1 and #5 as follows.


Cave (The enhanced version)

Modified by:
"MSX•FAN" team
Release:
"MSX•FAN" Apr. 1988 Issue (p.53)

Particular attention should be paid when typing lines below.

Each checksum for the enhanced version is as follows (using version 3.1 coded by the "MSX•FAN" team).


For CD32 users & SNES+AD Adapter users:

This version doesn't have "On Sprite Gosub" command, however, the same issue happens.
"VDP(8)AND32" also causes the same result as "On Sprite Gosub".
Delete it and define collision detection by specifying coordinates instead.  Modify the lines #6 and #7 as follows.

Now enemy's ships have collision detection.


...So how about the game called "Gururin"? ...This game also has "On Sprite Gosub".

Gururin

Author:
Nu~
Release:
"MSX•FAN" May 1991 Issue
Japanese title name:
"グルリン"

Each checksum for ORIGINAL version is as follows (using version 3.1 coded by the "MSX•FAN" team).


Joystick support:

"STICK(0)" is found in the line #60.  The quickest way is to simply replace each "0" with "1".

For CD32 users & SNES+AD Adapter users:

Delete "On Sprite Gosub" and define collision detection by specifying coordinates instead.  Add the line #65 and modify some lines as follows.

In addition, modify the line #65 as below if you load the game using AmiMSX. It is because unfortunately AmiMSX is unable to "enlarge sprite".

Note for SNES+AD Adapter users: Unfortunately, There are no concentric circles.
As well as "Sentakki Action"("MSX•FAN" Feb. 1992 issue), MSXAdvance can't emulate "CIRCLE" command.
Unlike "Sentakki Action", it is not unplayable, but it would be visually less interesting.


...So how about the game called "Sword Battle"? ...This game also has "On Sprite Gosub".

Sword Battle

Author:
Hiro
Release:
"MSX•FAN" Sep. 1992

Each checksum for ORIGINAL version is as follows (using version 3.1 coded by the "MSX•FAN" team).

Sorry if there are any typos, however, I tested my data, including the ending, and had no problems.

For CD32 users & SNES+AD Adapter users:

Delete "On Sprite Gosub" and define collision detection by specifying coordinates instead.
Modify the lines #1, #2, #8, #36, #37 & #41 as follows.

If you use AmiMSX, change each "32" in the line #8 into "16".  It is because AmiMSX is unable to "enlarge sprite".


...So how about the game called "Taiso Jinrui Matman"? ...This game also has "On Sprite Gosub".

Taiso Jinrui Matman

Author:
Kenichi Obana
Release:
"MSX•FAN" Nov. 1991 Issue
Japanese title name:
"体操人類マットマン"

Particular attention should be paid when typing lines below.


Joystick support:

"STICK(0)" is found in the lines #90, #320, #330 & #340.  "STRIG(0)" is found in the lines #90, #320, #330.
The quickest way is to simply replace each "0" with "1". In addition, you must modify the following lines.
taisou-joystick
Trigger 1: Jump.,   Trigger 2: Show the menu./Quit the menu.,   Trigger 2 holding D-pad down: Restart the game immediately.

For CD32 users & SNES+AD Adapter users:

Delete "On Sprite Gosub" and define collision detection by specifying coordinates instead.
Modify the lines #20 & #100, delete the line #260 and add the line #125 as follows.

Only I can tell is that the line #125 is the result of showing the author's model play as same as the original version.


...By the way, how about the MSX2+ game called "Black Bass '95"? ...This game also has "On Sprite Gosub".

Black Bass '95

Author:
H. Kido
Release:
"Mycom Basic Magazine" May 1995 Issue

For MSX2 users:

Your machine can recognize neither "_ANK" nor "_CLS" unless you didn't load "Kanji.ROM".
In addition, this game also needs "FM-PAC".
At least, the code must be modified so that you don't have to load "Kanji.ROM".
You can also make the game PSG version. See below.

For Amiga CD32 + FDD users:
Furthermore, delete "On Sprite Gosub" and define collision detection by specifying coordinates instead.
Modify the code as below.



>>Return to the "Type-in programs" for MSX/MSX2 page