Yoppal

Author:
Dede
Release:
"MSX•FAN" Aug. 1989 Issue
Program length:
2 screens
Left / right arrow keys: Changing the direction to move.,   Space key: Thrust
Joystick support:
"STICK(0)" is found in the lines #70 and #80.
"STRIG(0)" is found in the line #70. The quickest way is to simply replace each "0" with "1".
yoppal-screen
Games that move against gravity were called "Yopparai (drunker in English) games" by "MSX•FAN" magazine.
Anyway, as long as it can change the direction to move by D-pad left /right,
these games are divided into "caving missions" games of "gravity games" category on this website.
There are several simple MSX posted games of this genre, of which "Yoppal" is the most recommended.

It can be played with AmiMSX with no problem.
If you complete all 8 levels, you can see a beautiful demo.
=============================================
Let's see similar games!

Activity For Employment

Author:
上沢 幸
Release:
"MSX•FAN" Dec. 1990 Issue
Program length:
3 screens
D-pad left / right: Changing the direction to move.,   Trigger 1: Thrust,   Trigger 2: Replay the game after you die.
Each checksum of MY data is as follows (using version 3.1 coded by the "MSX•FAN" team).

The lines #70 and #90 seem not the same as the magazine's ones, however, I can't find differences.
Sorry if there are any typos, however, I've already tested my data and it works without any problems.
For modern emulator users:
It may be hard to control your dot. Either redefine Joystick's D-pad to any keys other than directional keys, or delete one of "STICK(0)+STICK(1)".
"STICK(0)+STICK(1)" is in the line #50. In addition, it strongly recommends to type following after you played this game.
SET BEEP 1,4
activity-screen
Similar to "Yoppal", you can see the trajectory of your path. However, you can only see a limited area around you and not the entire map.
Unfortunately, on AmiMSX, the screen is not displayed correctly and the player dies instantly at the start of the game.
This is because AmiMSX fails to PAINT in the Screen5 mode. Try another emulator or real machine. Load the code and type the following.(Don't save it!)
activity-create-levels-data
All the 9 levels' files ("ACTIV-1.BIN"~"ACTIV-9.BIN") will be created on the same diskette automatically. You will get an "Ok" message.
Then load the code again and modify it as below. (Now you can use AmiMSX.)
activity-amimsx

Attention!

Author:
DAL
Release:
"Mycom Basic Magazine" Sep. 1994 Issue
Program length:
2 screens
Left / right arrow keys: Changing the direction to move.,   Space key: Thrust
Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).

Sorry if there are any typos, however, I've already tested my data using "AmiMSX" and it works without any problems.
Joystick support:
"STICK(0)" is found in the line #4.
"STRIG(0)" is found in the lines #4, #6 & #7. The quickest way is to simply replace each "0" with "1".
screen-of-attention
This is a tiny version of "Concentration" which was released in 1992.
Unlike "Activity For Employment", once the map is displayed, it does not become invisible, but remains visible.
The same as in "Concentration", the previous game,
once the player dies or clears each level, the entire map will be displayed.
The goal point doesn't move left and right this time, though.

AmiMSX can't "PAINT" in the screen5 mode. You can modify the line #3 as below, but each circle becomes a rectangle.
attention-amimsx

Concentration

Author:
DAL
Game designer:
Takeshi Fukuda
Release:
"Mycom Basic Magazine" July 1992 Issue
Program length:
5 screens
D-pad left / right: Changing the direction to move.,   Trigger 1: Thrust
Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).

Sorry if there are any typos, however, I've already tested my data using "AmiMSX" and it works without any problems.
concentration-screen
As in "Activity For Employment", only the area around the player is shown,
but after the player dies or complete each level, the entire map is shown.

All you have to do is simply move toward the goal point, however,
the goal point is located at the bottom of the screen, moving left and right.
The more you complete the level, the more walls would appear,
but the placement of the walls is random, so it becomes a strong element of luck.

Kin to Gin no Tamago

Author:
Koji Yoshimura
Release:
"Mycom Basic Magazine" Apr 1991 Issue
Japanese title name:
"金と銀の玉子"
Program length:
5 screens
D-pad: Changing the direction to move.,   Return: Restart from the current level after the game is over.
Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
checksum-of-kintogin
Sorry if there are any typos, however, I've already tested my data, and it works without any problems.
Unfortunately, on AmiMSX, there is no collision detection for walls or goal due to the failure to "PAINT".
Try another emulator or real machine. Load the code and type the following.(Don't save it!)
kintogin-create-levels-data
All the 8 levels' files ("KINGIN1.BIN"~"KINGIN8.BIN") will be created on the same diskette automatically. You will get an "Ok" message. Then type:
SCREEN5:SETPAGE1,1:BSAVE"KINGINP1.BIN",&HB00,&H1C1F,S
"KINGINP1.BIN" is a golden egg for the title screen that should be drawn on the page 1.
Then load the code again and modify it as below. (Now you can use AmiMSX.)
kintogin-amimsx

Joystick support:
"STICK(0)" is found in the line #250.
"STRIG(0)" is found in the lines #110, #380 & #500. The quickest way is to simply replace each "0" with "1".
In addition, you can replay the game by Trigger 2 instead of Return key after you modified line #390 as following:
390 IF STRIG(3) THEN LE=3:GOTO 400 ELSE 380
kintogin-screen
As in "Activity For Employment", only the area around the player is shown,
but before you start each level, the entire map is shown for a second.

All you have to do is simply move toward the white goal point, however,
there is a time limit.
Touching the black circle causes instant death.
If you dive deep into the wall, you will also die.

After your all 4 lives run out, the game is over.
You can continue the game from the last level by Return key instead of space key.

Sentakki Action (a.k.a. "Sentucky Action")

Author:
三木 一
Release:
"MSX•FAN" Feb. 1992 Issue
Program length:
2 screens
Left / right arrow keys: Move left / right.,   Space key: Thrust. / Replay the game after you die.
Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).

Sorry if there are any typos, however, I've already tested my data using "blueMSX" and it works without any problems.
Joystick support:
"STICK(0)" is found in the line #5.
"STRIG(0)" is found in the lines #5 and #7.  The quickest way is to simply replace each "0" with "1".
For Amiga CD32 + FDD users & SNES + AD Adapter users:
There is no collision detection on the dirt so you cannot catch the dirt because neither "AmiMSX", "fMSX"(Amiga port), nor "MSXAdvance" can emulate "On Sprite Gosub" command.
So you must modify lines #1 and #8 as follows.


The game is for MSX1, however, MSXAdvance can't draw the map (circle).
MSXAdvance can't emulate "Circle" command.
In other words, there is no way to play this game on SNES+AD adapter.


You become an enzyme in the detergent and have to catch the dirt in the spinning washer.
The more dirt you catch, the more the cursor at the top of the screen goes to the right,
and the more you crash into a rotating object, the more the cursor goes to the left.
If the cursor reaches the right edge, you completed the game; if it reaches the left edge, the game is over.
Even more unfortunate is that inside the circle there is also collision detection in space other than that rotating object.
In other words, you can move only within the colored area (donut shape) shown on the right figure.
That doesn't have to be a washing machine, actually it's just the same result as displaying that donut.
In addtion, what should exist is not downward gravity, but buoyancy or centrifugal force, right?

Yopparai Special

Author:
SSR
Release:
"MSX•FAN" Sep. 1991 Issue
Program length:
2 screens
Left / right arrow keys: Changing the direction to move.,   Space key: Thrust,   Stop key (F7 key of Amiga keyboard): Replay the game after you die.
Joystick support:
"STICK(0)" is found in the line #40.
"STRIG(0)" is found in the line #40. The quickest way is to simply replace each "0" with "1".
In addition, you can replay the game by Trigger 1 instead of Stop key after you modified line #70 as following:


As in "Activity For Employment", only the area around the player is shown,
but after the player dies, the entire map is shown.
Your trajectory turns red at regular intervals, and if you touch them, you die.
More balls also appear, and of course you will die if you crash into them.
Your score is determined by how long you survive.
This means that there are not some courses that have different shapes from each other.

YuraYura Yupon

Author:
Akihiro Kirioka
Release:
"Mycom Basic Magazine" June 1997 Issue
Japanese title name:
"ゆらゆらゆうぽん"
Program length:
3 screens
D-pad: Changing the direction to move. Trigger 1: Thrust. / Replay the game after you die.
Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
yurayura-checksum
Sorry if there are any typos, however, I've already tested my data and it works without any problems.
yurayura-screen
For Amiga CD32 + FDD users & SNES + AD adapter users:
Unfortunately, neither "AmiMSX", "fMSX"(Amiga port), nor "MSXAdvance" can emulate "On Sprite Gosub" command.
It means that nothing happens even though you could goal.
The only way to solve that issue is to delete that "On Sprite Gosub" and define collision detection by specifying coordinates instead.
Modify the code as below.
yurayura-onspritegosub
For modern emulator users:
It may be hard to control your main character. Either redefine Joystick's D-pad to any keys other than directional keys,
or delete one of "STICK(0)+STICK(1)".  "STICK(0)+STICK(1)" is in the line #100.


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