4-nin Hasami Shogi

Author:
永山治
When another game created by this author released in 1988,
his name was listed as "永山治" while this time his name is listed as "氷山治".
In Japan, the surname "永山" is far more common than the surname "氷山".
Unfortunately, it is unclear which was really correct.
Release:
"Micom Basic Magazine" Mar. 1990 Issue
Japanese title name:
"4人はさみ将棋"
A~z keys and Enter: Enter player's name.,   2~9: Give a handicap to COM.,   Y: Yes.,   N: No.,   g:Pass your turn.

The game:

The game can be played by up to 4 players, but if you press the return key without entering a name when entering a name, that opponent will become COM.
You can also give a handicap to COM by entering a number from 2~8 instead of a name.
COM can move pieces consecutively by the number of that number.
If you enter 9, all the pieces will appear on the track of the piece COM moves, as a special handicap.
In NEGAERI mode, you can change the piece(s) you have surrounded into yours, just like in reversi.
In DOUBLES mode, you can also take the piece(s) of two other opponents by surrounding with pieces from the piece of the opponent on the opposite side and your piece.

Note:

Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
4hasami-checksum
Sorry if there are any typos, however, I have tested my data, including the ending, and had no problems.
For modern emulator users:
It may be hard to control your main character. Either disable the emulator's joystick, or change "+" of "STICK(0)+STICK(1)+STICK(2)" to "or".
"STICK(0)+STICK(1)+STICK(2)" is in the line #1480.

Joystick support:

This game originally supports joystick, but requires typing keys before the game start.
For 1 player mode, it recommends to modify the code as below.
4hasami-joystick
D-pad left/right and Trigger 1: Select.,   Trigger 2: Pass your turn.

For Amiga CD32 + FDD users:

AmiMSX fails to PAINT when drawing the table and pieces, so that the game screen looks bad and it's hard to play.
Try another emulator or real machine. Run the program and when it plays the fanfare, press CTRL+STOP keys. Then type:
SCREEN8:SEPAGE1,1:BSAVE"4HASAMI.BIN",&H100,&HE8FF,S
Then Modify the code as below.
4hasami-amimsx
AmiMSX can't change the background color (by the line #1440), though!(Don't mind!)


Pusher part-2

Author:
SPM
Release:
"Micom Basic Magazine" Nov. 1989 Issue
Esc: Restart the current level. / Enter the level editor from the title screen.
This game originally needs MSX-MUSIC or FM-PAC.

The game:

This is MSX2 port of MZ-2500 game created by the same author ("Micom Basic Magazine" Jan. 1989 issue).
The object of the game is to push the extra stone to the door.
You can also push numbered blocks.
If you push against a block with a smaller number than the one you are pushing, the block will disappear, and the block ahead will be the sum of both numbers.
However, only the first digit is valid.
e.g. 5+5=10=0,  8+6=14=4

The level editor:

Press ESC key at the title screen to enter the level editor. First, press SPACE once. The cursor will appear.
You can move the cursor with the arrow keys. Use 0-9 keys to place the numbered block.
Put the extra stone by "," key. Place the door by "/" key. Place the starting point by F5 key. You can erase them with Space.
When you have finished creating the map, press ESC key.

You will be asked which row number you want to specify.
Since each stage has three rows of data, you would normally specify the following numbers:
Level #
Line # that you must specify:
1
2000
2
2030
3
2060
4
2090
5
2120
The lines for data will be output. Move the cursor to the line and press Return key to confirm. The program will automatically RUN again.
In the case of overwriting, the program will not RUN automatically, so you must RUN it yourself.
If you press CTRL+STOP to stop the game and save the program again, these new lines will be saved as well.
Now, I will show you how to play your own levels.
Depending on how many of your own levels you have created, the following modification points will vary.
pusher2-how-to-play-new-levels
# of levels you created
i
ii
1
0
1
2
1
2
3
2
3
4
3
4
5
4
5

Note:

Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
pusher2-checksum
pusher2-screen Sorry if there are any typos, however, I have tested my data, including the ending, and had no problems.

My suggestions for English version:

pusher2-en-suggestions

Joystick support:

pusher2-joystick
Trigger 1: Start the game. / Restart the current level.,   Trigger 2: Enter the level editor from the title screen.
By the modifications described so far, each checksum changes as follows (using version 3.1 coded by the "MSX•FAN" team).
pusher2-checksum-en-version Fully tested.

For Amiga CD32 + FDD users:

AmiMSX users also need to modify the following lines related to MSX-MUSIC.
pusher2-amimsx
PSG version! Non-MSX-MUSIC / non-FM-PAC users should modify the code in the same way.


Spring Egg

Author:
Momoko Morisawa
Release:
"Micom Basic Magazine" Sep. 1989 Issue
1~4 keys: Select the game speed.

The game:

You have to control the angel to guide the moving bulb into the hole and immediately pour a bucket of water on it so that it will bloom.
In this way, all the holes should be sealed.
If you delay watering, the bulb will escape from the hole.
Your angel should not even touch the devil(s) in black costumes.

Note:

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

Joystick support:

This game originally supports joystick, but requires "1" ~ "4" key to enter the game screen. It recommends to modify the following lines.
spring-egg-joystick
D-pad left / right and Trigger 1: Select the game speed.

For Amiga CD32 + FDD users:

AmiMSX and fMSX (Amiga port) cause a "COLOR SPRITE" issue. The black parts of the main character and enemy sprites are not displayed. Modify the code as below.
spring-egg-amimsx
The game crashes if it plays the BGM on 020 system. Modify the line as below.
spring-egg-for-020
If the game still crashes, you can disable the BGM. Modify the line as below.
spring-egg-amiga-cd32


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