Ball Ball

Author:
XOR
Release:
The 1st file: "Micom Basic Magazine" June 1987 Issue (p295)
The 2nd file: "Micom Basic Magazine" May 1987 Issue
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 the game is over.

For Amiga CD32 + FDD users:

AmiMSX fails to PAINT when drawing the title logo on the PAGE 1 so that the title logo looks bad.
Try another emulator or real machine. After it showed the title screen, press both CTRL key and STOP key. Then type:
SCREEN5:SETPAGE1,1:BSAVE"BBALL.BIN",&H0,&H279F,S
Then modify the line #30 of the 1st file as below.
ballball-amimsx


Don

Author:
Tetsuo Harada
Release:
"Micom Basic Magazine" Apr. 1987 Issue
Space / Trigger 1 holding arrow key / D-pad: Push a block.,   Up & left arrow keys when showing "GAME OVER" message: Continue the game.,
Space / Trigger 1 holding up & right: Show "Give up?" message.,   Return: Restart the current level.,   Another key: Cancel.

The game:

Push all the round blocks to the "G".
However, the direction to go depends on the type of block as follows.
don-pushing-blocks
The square block will keep going until it hits something, but the round block will only go 3 steps for every one you push.
Once you have a hammer, you can push a square block as many times as you like, but you can only push a round block as many times as the number of hammers you have.
The moment you hit a round block against the wall or a block other than "G", you will fail.

Note:

Correct the author's typo.
don-lines
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
don-checksum
don-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:

don-en-suggestions

Joystick support:

This game originally supports joystick, but it recommends to modify the code as below.
don-joystick
Trigger 2: Show "Give up?" message. / No.,   Trigger 1: Yes.

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)" to "or".
"STICK(0)+STICK(1)" is in the line #300.


Slide Game

Author:
Yo-Yo
Release:
"Micom Basic Magazine" July 1987 Issue
Space / Trigger 1: Move the tile you are now on in the direction of the last directional key you pressed.
Esc: To complete the current game.(See below.),   1 / 2: Select the game mode.,   y: Yes.,   n: No.

The game:

All yellow-green tiles must be connected. No yellow-green tile touches a green tile.
The red monster must be on a yellow-green tile.
When the above three conditions are met, press the ESC key and all the yellow-green tiles will disappear, completing the level.
Slide each tile, being careful not to touch the two types of monsters.

Note:

Modify the code as below.
slide-lines
The line #240: [Fatal issue] Your hero could walk on the score board / toward the edge of the screen.
The line #280: There was a bug that left a graphic of the tile that advanced to the left edge.
The line #300: It was necessary to fix a new bug caused by the modification of the line #280.
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
slide-checksum
Sorry if there are any typos, however, I have tested my data and had no problems.
slide-game-screen Now it's time to press ESC key.

My suggestions for English version:

The line #930: "Usotsuke!" means that "YOU LIAR!" in English, but it will be also good if it is "Not yet!".

Joystick support:

This game originally supports joystick, but actually it requires some keys. Modify the code as below.
slide-joystick
Now you can use Trigger 1 / 2 instead of "1" / "2" / "y" / "n" keys. Trigger 2 can be used as ESC key to complete the current level.

For Amiga CD32 + FDD users:

AmiMSX can't emulate "COPY(,), to (,),,XOR" so that it causes the fatal graphical glitches.
Modify the following lines.
slide-amimsx


The 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.
Download this CFRUITS.BIN" and copy it to the same diskette, then modify the code as below:
cfruits-my-suggestion
cfruits-screen-comparison

For Amiga CD32 + FDD users:

AmiMSX and fMSX (Amiga port) cause a "COLOR SPRITE" issue. The black eye portion of the main hero sprite is not displayed.
If the white part of the eye that hits the black eye is a transparent color, there is no problem.
cfruits-my-suggestion


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