Ball Ball

Author:
XOR
Release:
The 1st file: "Micom Basic Magazine" June 1987 Issue (p295)
The 2nd file: "Micom Basic Magazine" May 1987 Issue
Program length:
12 screens
Y: Continue., N: Return to the title screen.

The game:

Imagine a style of "Marble Madness" combined with a puzzle game.
The objective is to control the white ball to collect all the "E" and go to the yellow goal floor.
Once you pass through a floor, it will crack, and if you pass through it again, it will collapse.
If you collide with a black ball, which is the enemy, you will be bounced backward two blocks. In some places you have to take advantage of this.
You can stop without rolling as long as you hold the space key, but you can only stop as many times as the number of "S" displayed in the upper right corner of the screen.
If you pick up an "S", your "S" will be increased by two.
Even though holding the space key, once you are bounced off by enemy, the number of "S" will be reduced by one.
The number of "S" is carried over to the next stage, so you should be careful not to waste it.

The 1st file named "BBALL1.BAS":

After modified the line #150 as below, the second file would be loaded automatically.
150 LOAD"BBALL2.BAS",R
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
ballball-1st-file-checksum
Sorry if there are any typos, however, I have tested my data, including the ending, and had no problems.

The 2nd file named "BBALL2.BAS":

Correct the author's wrong English.
ballball-2nd-file-line860
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
ballball-2nd-file-checksum
ballball-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:

ballball-en-suggestions

Joystick support:

"STICK(0)" is found in the line #190.
"STRIG(0)" is found in the lines #130 and #190. The quickest way is to simply replace each "0" with "1".
In addition, it would be better if you modify the lines #730 and #740 as below.
ballball-joystick
Now you can use Trigger 1 / 2 instead of "Y" / "N" keys after your game is over.


Ball Bomb

Author:
Tetsuya Ichiki
Release:
"Micom Basic Magazine" Aug 1987 Issue

The game:

bbomb-fig1

Green balls disappear when two of them collide.
The object of the game is to make all green balls disappear.

You control a strange red creature and can only push blocks with arrows on them.

When you push that block toward the green ball,
the green ball moves in the direction of the arrow on that block,
and the block itself disappears.

The pink enemies can not move,
but neither you nor the green ball must touch them.

bbomb-fig2

If you move the green ball as shown on the left figure,
you will be run over by the green ball and die.

bbomb-fig3
You can safely move the green ball
by moving the block with the arrow beforehand in this way.

Good luck!


Note:

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

Additional code:

There are no keys for restarting the current level after you stuck.
bbomb-line280
After you modified the line 280 as above, you can restart the current level by Trigger 1.


Carrying Fruits

Author:
Koyamakun
Release:
"Micom Basic Magazine" May 1987 Issue
Space key holding up arrow, D-pad down and Trigger 2 at the title screen: Continue from the last level reached after the game is over.

The game:

The original version was released for PC-8001 ("Micom Basic Magazine" June 1985 Issue) by Y.Shibamori.
The game was ported to MZ-2200 ("Micom Basic Magazine" Dec. 1985 Issue), Tomy Tutor (Apr. 1986 Issue) and JR-100 (Sep. 1986 Issue).
All you have to do is carry the four fruits home, however, even very early levels are not easy!

Note:

Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
cfruits-checksum
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 #20 and #800.
"STRIG(0)" is found in the lines #30, #260 and #790. The quickest way is to simply replace each "0" with "1".
In addition, it would be better if you modify the line #800 as below.
cfruits-joystick
Trigger 1 holding D-pad up and Trigger 2 at the title screen: Continue from the last level reached after the game is over.

My suggestions for the game screen:

This game was created using screen mode #5, however, nothing was displayed in the bottom 35 pixels of the screen.
So my suggestions is:
cfruits-my-suggestion
cfruits-screen-comparison


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