Author: |
Dede |
Release: |
"MSX•FAN" Aug. 1989 Issue |
Program length: |
2 screens |
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. |
Author: |
上沢 幸 |
Release: |
"MSX•FAN" Dec. 1990 Issue |
Program length: |
3 screens |
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!) |
Author: |
DAL |
Release: |
"Mycom Basic Magazine" Sep. 1994 Issue |
Program length: |
2 screens |
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. |
Author: |
DAL |
Game designer: |
Takeshi Fukuda |
Release: |
"Mycom Basic Magazine" July 1992 Issue |
Program length: |
5 screens |
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. |
Author: |
Koji Yoshimura |
Release: |
"Mycom Basic Magazine" Apr 1991 Issue |
Japanese title name: |
"金と銀の玉子" |
Program length: |
5 screens |
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. |
Author: |
三木 一 |
Release: |
"MSX•FAN" Feb. 1992 Issue |
Program length: |
2 screens |
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? |
Author: |
SSR |
Release: |
"MSX•FAN" Sep. 1991 Issue |
Program length: |
2 screens |
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. |
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 |
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. 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. |