Fupper

Author:
Hiroki Kajio
Release:
"LOG iN" Oct. 1984 Issue
Program length:
34 screens
Number keys and Return key are used in Construction mode.

The 1st file named "FUPPER.BAS":

First of all, I would like to say that you should get used to type game's code by typing other games' code before this game.
This is because it is difficult to distinguish between "0" and "O" in the magazine.
Still, particular attention should be paid when typing following lines.
String for "PLAY" function of the line #1690 includes "0", not "O".
Strings for "PLAY" functions of lines #1460, #1710, #1790, #1800, #1840 and #1860 include "O", not "0".
Strings for "PLAY" functions of lines #1470, #1700 and #1730 include both "0" and "O".
In addition, I'm strongly recommend to modify following lines.

The reason why add BLOAD"FUPPER.BIN" is to force to load the second file automatically.
Line #2040 and #2070 originally had "CAS:" strings, that were only for tape.
Original file name was "FDATA", but we believe that an extension is necessary.
"FUPPER" string should be also included, not only "F".
I'm assuming that we're managing a huge amount of MSX games' files, though.
To detect your typo, use version 3.1 coded by the "MSX•FAN" team.

Sorry if there are any typos, however, I've already tested my data and it works without any problems.
This game is originally for tape. It seems that part of the program's area of use overlaps with the disk's work area.
For modern emulator users, it recommends to press CTRL key during power on.
AmiMSX users (24990 Bytes left) and MSXAdvance users (24510 Bytes left) don't have to mind.
The game would be loaded after you RUN the 1st file if the 2nd file shown below is also on the same diskette.

The 2nd file named "FUPPER.BIN":

This game is originally for tape. It seems that part of the program's area of use overlaps with the disk's work area.
For modern emulator users, it strongly recommends to press CTRL key during power on. AmiMSX users (24990 Bytes left) don't have to mind.
Use "Monitoring RAM" program that "MSX Magazine" team coded.
(Don't have to use the author's specific "Monitoring RAM" code, that was listed as the 3rd file.
 It is because that version forces you to enter each checksum! Oh, what a pointless!)
...After you entered all data, don't forget to compare each checksum with that in the magazine.(Type "DB000".)
Save the file typing following:
BSAVE"FUPPER.BIN",&HB000,&HDC1F

My suggestions for English version & Joystick support:

It originally supports Joystick at the game screens, but you had to press Y, N, 1 and 2 keys at the title screen or construction mode.
You can use Trigger 1 and Trigger 2 instead of those keys.
First of all, load the 1st file (FUPPER.BAS) and type following:

Next, modify following lines.

Finally replace each "0" of string "STICK(0)" or "STRIG(0)" with "1".
"STICK(0)" is found in lines #3500 and #3640.
"STRIG(0)" is found in lines #2400, #2470, #2550, #2630, #2740 and #2810.
Save the file as another name. (Suppose to save the file as "fupperEN.bas".)
If we modify the code as described above, each checksum will change as follows.


Nevertheless, you can't avoid typing number keys & return key in Construction mode.
You can create and play new levels without saving it.
After you saved them, a file named "FUPPER.DAT" will be created on the diskette.
SNES users can create "FUPPER.DAT" on blueMSX and then create a ROM file.
If you're OK if you can't save, you can also create a new level on MSXAdvance
using its virtual keyboard to enter number keys and return key.

This game was later included in the "Bessatsu LOG iN 1: MSX Game Book",
and two difficult levels were suggested by its editorial staff.
He describes them as levels that can only be completed thanks to random numbers and the frequency of arrows...



Micro Iligks

Author:
Ascii (Akira Takeuchi, Hiromi Oba)
Release:
"LOG iN" Feb. 1984 Issue
Japanese title name:
マイクロ・イリーガス
F1: Change the background color of the clock (almost pointless).
F2: Enable an infrared scope.
Up and then immediately press down: Jump forward.

The 1st file:

After modified the line #30 as below, the second file would be loaded automatically.


The 2nd file named "ILIGKS.BIN":

Use "Monitoring RAM" program that "MSX Magazine" team coded.
...After you entered all data, don't forget to compare each checksum with that in the magazine.(Type "D9000".)
Save the file typing following:
BSAVE"ILIGKS.BIN",&H9000,&HCFFF

Features:

• There is a concept of time, and you can guess the direction by the position of the sun, which changes with it.
• You can only turn in 90-degree increments, but your view changes by 45 degrees during the turn.
 
• You can jump over the hole in front of you. While you jump, the height of your field of vision changes as well.
 
• When it gets dark at night, you can use the infrared scope to see what's ahead.  To continue using the infrared scope, you need batteries.
 
• Get food or water within 24 hours to prevent your own body from wasting away.
• Enemies are wandering around, and you can know the distance between you and them by sound.

Tips:

Here, I'll show where each enemy wanders around in Level 0.

Cheat:

Press a number key and Trigger 1 at the title screen to start from the latter level.  For example, after you press "2" and Trigger 1, Level 2 starts.
Unlike the commercial ROM cartridge version, this game only goes up to Level 2, so for example, if you press "6" and Trigger 1, Level 0 starts.

For CD32+FDD users:

Regardless using AmiMSX or fMSX, the sound becomes glitchy.
It makes the game harder because you can't know how to close you are to an enemy.
On the other hand, if your CD32's CPU is 020, the game is sluggish, however, time passes even more slowly.
So the game difficulty won't become higher than you expect, I think.

For SNES+AD adapter users:
Unfortunately, MSXAdvance causes fatal graphical glitches because MSXAdvance can't emulate "Screen 3".


Mocky

Author:
Takehiko Saso
Release:
"LOG iN" Dec. 1984 Issue
"0"~"2" key: Choose 1 Player mode or 2 Players mode / Keyboard (0) or Joystick (1 or 2) at the title screen.
Forward+Space(Trigger 1): Blow up a balloon.

The 1st file:

Add the line #20 as below, the second file would be loaded automatically.

Correct the author's wrong English.

It strongly recommends to modify the line #100 to avoid "Out of memory in 3040" error.

To detect your typo, use version 3.1 coded by the "MSX•FAN" team.

Sorry if there are any typos, however, I've already tested my data and it works without any problems.

The 2nd file named "MOCKY.BIN":

Use "Monitoring RAM" program that "MSX Magazine" team coded.
...After you entered all data, don't forget to compare each checksum with that in the magazine.(Type "D9000".)
Save the file typing following:
BSAVE"MOCKY.BIN",&H9000,&HC59F

Joystick support:

It originally supports Joystick(s) at the game screens, but you had to press 0, 1 and 2 keys at the title screen.
You can use Trigger 1 and Trigger 2 instead of those keys.  Load the 1st file and modified lines as follows.



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