Chang Jiang (Choko)

Author:
Mr.Suzuki
Release:
"Micom Basic Magazine" July 1989 Issue
Original title name:
長江 ("Yangtze River" in English)
Space: Click.,   GRAPH: Beg for help.,   Shift: Teleport the piece.
(See below for details.)

The game:

If you click on a hiragana piece, the piece will move the shortest distance to a katakana piece with the same reading.
If both of pieces collide, they disappear, but if there is a block or other piece in the way, the piece's movement stops there.
The objective of the game is to erase all 15 pairs within the time limit indicated in the lower right corner of the screen.
If a particular piece is in the way, you can teleport it by moving the cursor over it and pressing Shift key.
However, only the number of times is shown on the right side of the dice.
If you move the cursor over a piece and press the GRAPH key, it will tell you where the other piece of the same pair is.
There is no limit to the number of times this can be done.

Note:

Fatal issue: No charactors are shown at the title screen.
Modify the line #800 as below. Since the title logo consists of two sprites, it needs to be erased when showing the game screen, so the line #870 needs to be modified.
choko-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).
choko-checksum
choko-screen Sorry if there are any typos, however, I have tested my data, and had no problems.

My suggestions for English version:

choko-en-suggestions
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
choko-checksum-en-version
choko-en-suggestions Fully tested!

Joystick support:

"STICK(0)" is found in the lines #280 and #830.
"STRIG(0)" is found in the lines #280 and #850. The quickest way is to simply replace each "0" with "1".
In addition, modify the following lines.
choko-joystick
Trigger 1: Click.,   Trigger 2: Beg for help.,   Trigger 2 holding D-pad (any directions): Teleport the piece.

For Amiga CD32 + FDD users:

Modify the code as below.
choko-amimsx
The lines #10 & #760: PAGE 1 would be also shown while the title screen & the game screen.
The line #70: The black line appeared on the pieces.
The line #250: AmiMSX failed to PAINT when drawing the dice on the PAGE 0 so that it looked bad.


Con Con Land

Author:
Maison Ikkoku
Release:
"Micom Basic Magazine" Apr. 1989 Issue
Space: Restart the current level.,   Y: Yes.,   N: No.

The game:

Push the cherries toward your little fox. Once you have given three cherries, the level is complete.
The even level is a snowfield and the ground is frozen, so once pushed the cherry keep sliding until it hits something.

Note:

Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
concon1-checksum
concon1-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:

concon1-en-suggestions

Joystick support:

concon1-joystick
By the modifications described so far, each checksum changes as follows (using version 3.1 coded by the "MSX•FAN" team).
concon1-checksum-en-version Fully tested.


Crystal Story

Author:
Mr.Nagayama
Release:
"Micom Basic Magazine" Feb. 1988 Issue
g: Return to the title screen.,   c: Continue the game.,
Tap "a" key: Push the opponent (Player #1).,   Tap "l" key: Push the opponent (Player #2).

The game:

This is a MSX2 port of the paper-based game "Tsume-Pengo" created by Mr. Kawashima at a circle called SPREAM.
When you press the yellow ball or green block, they will slide until they hit something. If you press a green block that is not sliding any further, you can break it.
Line up the three yellow balls vertically or horizontally within the number of steps determined.
However, if you line them up along the outer frame, you will be disqualified.
After completing all 30 levels, you can play a mini-game for two players.

Note:

Issue: Your charactors remain in the mini-game.
crystal-story-ending-game
Modify the line #960 as below.
crystal-story-line960
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
crystal-story-checksum
crystal-story-screen Sorry if there are any typos, however, I have tested my data, including the ending, and had no problems.

Joystick support:

This game originally supports joystick, but it recommends to modify following lines.
crystal-story-joystick
Trigger 1: Return to the title screen. / Continue the game.,   Trigger 2: Start the game from the 1st level.

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 #640.

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 loading the program, type:
crystal-story-amimsx-part1
"CR-STORY.BIN" will be saved automatically. You will get the "Ok" message soon. Then type:
crystal-story-amimsx-part2
Finally save the program. Now load the game with AmiMSX.


The Return of Rainbow II

Author:
Isao Yamasaki (for code)
Soichi Tanaka (for sounds)
Takao Yamasaki (for test playing)
Release:
"Micom Basic Magazine" May 1989 Issue
Return: Restart the current level. / Start the game or enter the password.

The game:

This is MSX2 port of PC-8801mkIISR game created by Y.Murakami ("Micom Basic Magazine" June 1988 issue).
The object of the game is to destroy all crest blocks within a time limit.
Crest blocks can be destroyed by head-butting them from directly below and jumping & stomping on them from directly above or fall down toward them.
However, if there is no block immediately above the crest block, an attempt to head-butt it from directly below will ride on top of that crest block.
You can create blocks in front of you like in "Solomon's Key" but you cannot make them disappear.
Furthermore, you can jump straight up, but you cannot jump sideways.
You will not be able to complete even the first level unless you get used to those cons.

Note:

Modify the code as below, otherwise the figures of the hero & the enemies corrupt.
rainbow2-lines-for-hero
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
rainbow2-checksum
Sorry if there are any typos, however, I have tested my data, including the ending, and had no problems.

My suggestions for English version:

rainbow2-en-suggetions

Joystick support:

"STICK(0)" is found in the line #50.
"STRIG(0)" is found in the lines #40, #730 and #740. The quickest way is to simply replace each "0" with "1".
In addition, it would be better if you modify the following lines.
rainbow2-joystick
Trigger 2: Restart the current level.
You can press Trigger 1 instead of Return key at the title screen.
In other words, you must press Trigger 1 instead of Return key after typing the password.


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