Locomotion (like) games for MSX1

For MSX2 games, see this page.

Diamond Field

diamond-field-screen
Author:
S. Ogawa
Release:
"Micom" Oct. 1984 Issue

*This game is excluded from my recommended games list due to the following reason.
While this game is great for a 1984 release, the printed code is difficult to read.
The font itself in the printout is poor and faded and gone in places.

Note:

The code is long enough for 15 screens. (1 screen = 40 characters x 24 rows.)
Particular attention should be paid when typing lines below.
dinamond-field-lines
In addition, it would be better if you modify the following lines.
dinamond-field-wrong-english
The line #1050: The original message was "You are Hi-Score!!".
The line #1300: The author asks you to use CHR$(176), however, that suggestion was worse.
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
diamond-field-checksum
Sorry if there are any typos, however, I have tested my data, and had no problems.
This game is originally for tape. This is because part of the program's area of use overlaps with the 1st disk's work area after run the program.
Don't be going to save the program file itself again after run it.

Joystick support:

"STICK(0)" is found in the line #630.
"STRIG(0)" is found in the line #1130.
The quickest way is to simply replace each "0" with "1".


Don't Stop

screenshot-of-Don't-Stop
Author:
Taka
Release:
"MSX•FAN" June 1989 Issue
Space / Trigger 1: Reverse the direction of the arrow.
GRAPH / Trigger 2: Rotate the arrow 90 degrees.

*This game is excluded from my recommended games list.
It's because now many superb games are in that list.
If you are really interested in "Locomotion" like games, go ahead.
The code is long enough for 3 screens. (1 screen = 40 characters x 24 rows.)
For each checksum, please refer to the magazine's page.(Use "version 2.1".)

For Amiga CD32 + FDD users:

The game itself would be sluggish and time would be out if CPU is 020. Fix the following lines.
dont-cd32


Lost Station

screenshot-of-Lost-Station
Author:
Kazutsu Soft
Release:
"Micom Basic Magazine" June 1989 Issue
Hold Space key: Increase the train's speed.
Back Space key: Undo. (You can't undo after you yourself turned.)
F1 key: Restart the current level.
1~9 keys: Change the game speed.
Return key: Enter the password screen from the title screen. You must also press it after you enter 3 characters.
A~Z keys: Enter a password (3 characters) at the password screen.

Note:

Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
checksum-of-lost-station
Sorry if there are any typos, however, I have tested my data, and had no problems.

Joystick support:

"STICK(0)" is found in the lines #170 and #570.
"STRIG(0)" is found in the line #280.
The quickest way is to simply replace each "0" with "1".
In addition, you can "undo" by Trigger 2 instead of Back Space key after modified the line #150.
You can also modify the line #1190 to start the game from the title screen by Trigger 1 instead of a key,
joystick-for-lost-station
For MSXAdvance (on SNES+AD Adapter) users:
Sorry, you have to define following keys for L, R, Start and Select when you want.
F1 key, 1~9 keys, A~Z keys and Return key


Rail Roader

screenshot-of-Rail-Roader
Author:
Game Arts
Release:
"MSX Magazine" Oct. 1985 Issue

*While "Lost Station" was a fusion of "Locomotion" and "Sokoban" elements,
this game is a pure "Locomotion" game.

Note:

Type "SCREEN0:WIDTH48" in advance.   Particular attention should be paid when typing lines below.
note-for-rroader
Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
checksum-of-rroader
Sorry if there are any typos, however, I have tested my data, and had no problems.


The Point Changer

screenshot-of-The-Point-Changer
Author:
Yasushi T.
Release:
"MSX•FAN" July 1991 Issue

*This game is currently excluded from my recommended games list.
It's because the trains can cross each other without colliding.
If you are really interested in "Locomotion" like games, go ahead.
The code is long enough for 4 screens. (1 screen = 40 characters x 24 rows.)
For each checksum, please refer to the magazine's page.


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