Block'N

Author:
(MSX port by) Active Soft
Release:
"Program Pochette" Jan. 1987 Issue
Program length:
14 screens
g: Restart the current level.

Note:

Correct the line #1830 as below.
blockn-line1830
If you modify the code as described above, each checksum will change as follows. (Use version 3.1 coded by the "MSX•FAN" team.)
blockn-checksum
Sorry if there are any typos, however, I have tested all the 15 levels, and had no problems.

Joystick support:

Although this game originally supports joystick, it would be better if you modify the code as below.
blockn-joystick
blockn-screen Now you can use Trigger 2 instead of G key to restart the current level.


Block'N II

Author:
(MSX port by) CAT
Release:
"Technopolis" July 1987 Issue
Program length:
16 screens
g: Restart the current level.

Note:

In the lines of map data, CHR$(176) is used. CHR$(45) is not used.
In addition, it would be better if you modify following lines.
blockn2-lines1410-1420
If you modify the code as described above, each checksum will change as follows. (Use version 3.1 coded by the "MSX•FAN" team.)
blockn2-checksum
Sorry if there are any typos, however, I have tested all the 25 levels, including the ending, and had no problems.

My suggestions for the enhance version:

Modify the code as below!
blockn2-modification-for-new-version
If you modify the code as described above, each checksum will change as follows. (Use version 3.1 coded by the "MSX•FAN" team.)
blockn2-checksum-of-new-version
blockn2-screens-comparison It's more similar to the original X1 version!


Try the original X1 version's levels:

I've successfully ported the original X1 version's levels (20 in total) that have been much harder than ones CAT has created.
Download and copy "BL2MAPS.ASC" to the same diskette that the main program has already copied to.
After load the main program, then type:
MERGE"BL2MAPS.ASC"
RUN
blockn2-screens-comparison Enjoy!

Joystick support:

Although this game originally supports joystick, it would be better if you modify the line #320.
blockn2-joystick
Now you can use Trigger 2 instead of G key to restart the current level.

For 020 Amiga CD32 +FDD users:

Unfortunately the game hangs up when it shows the game screen.
You must delete "GOSUB940" in the line #160.


Heading & Kick

Author:
(MSX port by) Komeya no Cha-cha-cha
Release:
"Program Pochette" Jan. 1987 Issue
Program length:
9 screens
Z: Jump to the left.,   X: Jump.,   C: Jump to the right.,   G: Restart the current level.

For disk users:

hkick-graphical-glitch
A minor graphical glitch occurs after restarting the current level even once.
This is because Disk Basic always writes other data to F1AFH, F1B0H, F1B1H, and F1B5H.
To prevent this, modify the line #20 as below.
hkick-line20
If you modify the code as described above, each checksum will change as follows. (Use version 3.1 coded by the "MSX•FAN" team.)
hkick-checksum
Sorry if there are any typos, however, I have tested my data, including the ending, and had no problems.
This game is originally for tape. The 1st disk's work area will be destroyed after RUN the program, so do not save or load file(s) once you RUN this program.
Turn off your MSX once if you want to modify the program further.

Joystick support:

"STICK(0)" is found in the lines #90, #110 and #280.
"STRIG(0)" is also found in the lines #90 and #110. The quickest way is to simply replace each "0" with "1".
In addition, modify the code as below.
hkick-joystick
This is for Amiga CD32 and SNES+AD adapter users. Real MSX or modern emulator users must swap "STRIG(1)" with "STRIG(3)" in the line #265.
hkick-screen Trigger 1: Jump to the left.,   D-pad up: Jump.,   Trigger 2: Jump to the right.,
   Hold D-pad down & Trigger 2: Restart the current level.

For Amiga CD32 users:
Unfortunately you cannot move the main character if your CPU is 020.


Space Fighter 3

Author:
Pekin Genjin
Release:
"Program Pochette" Nov. 1986 Issue
R: Restart the game after the game is over.

Note:

Each checksum is as follows. (Use version 3.1 coded by the "MSX•FAN" team.)
spacef3-checksum
Sorry if there are any typos, however, I tested my data and had no problems.

Joystick support:

Although this game originally supports joystick, it would be better if you modify the code as below.
spacef3-joystick
spacef3-screen Now you don't have to press R key anymore!


Valown

Author:
Kazuaki Y.
Release:
"Program Pochette" Jan. 1987 Issue
Program length:
5 screens
Return: Start the game. / Return to the title screen.,   BS(CTRL+H) at the title screen: To select the level to start from.

Note:

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

Joystick support:

"STICK(0)" is found in the lines #160 and #400.
"STRIG(0)" is found in the lines #190, #360, #390, #400 and #450. The quickest way is to simply replace each "0" with "1".
In addition, it would be better if you modify the code as below.
valown-joystick
valown-screen Now you don't have to press Return or BS keys anymore!


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