Micom Basic Magazine 1987 August Issue

In my opinion, out of posted MSX games to 12 issues of "Micom Basic Magazine" published in 1987,
all 3 titles that I can recommend are in this August issue.  I'll introduce them in ascending order by title.

Pazuru

Author:
Crazy Soft
Japanese title name:
"八図留"

Note:

Particular attention should be paid when typing lines below.

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

Sorry if there are any typos, but I've already tested my data, including the ending, and had no problems.
* It takes a while for the first level to load after you RUN.



These are the three most difficult levels in this game.

Each time the ball falls one block in height, the direction in which it can be pushed changes,
and the ball must be placed in a depression to be erased.
You can also ride on the ball.
So it matters not only the order in which you move the ball, but also the control as a platformer.
Especially Level 13 requires a technique that should not be used in other levels.

Joystick support:

After modified the line #290 as follows, you can restart the current level by Trigger 2 instead of "A" key.



Tragedy

Author:
Atsushi Haraguchi

Note:

First of all, it strongly recommends you to correct original typos in following lines:

My suggestion:

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

Sorry if there are any typos, but I've already tested my data, including the ending, and had no problems except 1 issue described below.
...You will notice that your defense power does not become higher at all.
For example, If you modify 2 lines as follows, your attack power, defense power, and maximum HP will become higher evenly when you take treasure chests.

However, the difficulty would increase.   If your attack power is low in later levels,
you will have to hit the enemy with your sword many times, and even if your defense power is high, you will be at a disadvantage.
I think the result of adjusting the difficulty is the code shown in the magazine.

Joystick support:

"STICK(0)" is found in the line #210.
"STRIG(0)" is found in lines #160, #200, #1150, #1340 and #1650.
The quickest way is to simply replace each "0" with "1".
In addition, it would be better if you modify the line 1640 as follows.


For CD32 users:

On AmiMSX, the boss enemy sprite appears to be split into three.
As a matter of fact, the right half of the dragon consists of "character-patterns",
and sprites are actually two "sets of 32*32 dots" used for the left half of the dragon.


In this game, the "two sprites are enlarged by a factor of two and connected together" process is performed.
However, AmiMSX is unable to "enlarge sprite".
...If AmiMSX can't enlarge each sprite, how can it at least not split it into two?
We can modify that process to connect those sprites at equal size.
Lines #1210 & #1220 are for the boss enemy at the game screen.  Line #1630 is for title screen.
Line #2250 will also need to be modified in order to look natural after 2 sprite sets are connected.

To fix the player and regular enemies appearing to float in the air, simply raise the height of the floor.
Modify the line as following.


However, this is not enough because the treasure chest drops under the floor and scrapes the floor.
Modify following lines and the position of the treasure chest needs to be pulled up.

Then you will not be able to take the treasure chest this time.
It is also necessary to pull up the collision detection point of the treasure chest by modifying following line.

Oh, don't forget to modify the line #140 to fix player's collision detection.


The game speed is sluggish if your CD32's CPU is 020, though.


Vampire Killer

Author:
K. Shiedar

Note:

First of all, it strongly recommends you to correct original typos in the line #820:

My suggestion:

Particular attention should be paid when typing the line below.

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, including the ending.
However, it was extremely painful when I tried to get some potions or advance to the latter half of the fourth level.
Some of the walls that can be broken seem to depend on the timing of the swing of the sword.
I'm not sure if this is a glitch in the game or the author's intention.
Anyway, I'll show maps of all 4 levels.
Level 1           Level 2            Level 3            Level 4
The description(page 103) says that the magic sword is advantageous in defeating the red vampire at the end,
but don't be overconfident even if you could get the magic sword.


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