Dobingo

Author:
Mr.Takada
Release:
"MSX Magazine" Aug. 1989 Issue
1~6 keys: Select the mode.,   Arrow key holding space: Move pieces.,   Esc: Restart the game.

The game:

Align the entire row with the same color.
Furthermore, if numbers are written on each piece, they must also be arranged in numerical order from left to right.

Note:

Type SCREEN0:WIDTH36 before enter the code. [Issue] Please correct the shape of the downward arrow.
dobingo-line1150
Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
dobingo-checksum
dobingo-screen Sorry if there are any typos, however, I have tested my data, and had no problems.

Joystick support & my suggestions for English version:

Modify the following lines.
dobingo-joystick
Now you don't have to press 1~6 keys or Esc key!

For Amiga CD32 + FDD users:

AmiMSX fails to PAINT when make each piece on the PAGE 0 so that the game screen looks bad.
By making each piece a square, you can fill it without using the PAINT statement. Modify the code as below.
dobingo-amimsx
dobingo-screen-comparison


Fruit Dream

Author:
Takashi Hamada
Release:
"MSX Magazine" Jan. 1988 Issue
Space / Trigger 1: Rotate by 45 degrees.,   y: Yes.,   n: No.,   Arrow key / D-pad: Restart the game after the game is over.

The game:

Pick the fruits in the specified order.
If you make a mistake, pick a gray item and undo the last fruit you picked.
The game is over if you run out of time.

Note:

Type SCREEN0:WIDTH42 before enter the code.
[Fatal issue] Modify the line #600 as below, otherwise you will get a "Redimensioned array in 190" error.
[Issue] Correct the author's typo in the line #580.
fdream-checksum
Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
fdream-checksum
fdream-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 y or n keys after the game is over.
After modified the code as follows, you can use Trigger 1 / Trigger 2 instead of y / n keys.
fdream-joystick

For Amiga CD32 + FDD users:

AmiMSX fails to PAINT when make the screens / the title logo on the PAGE 0 / PAGE 1 so that the game screen / the title logo look bad.
Try another emulator or real machine. After loaded the code, modify it as below and RUN. Don't save it yet.
fdream-amimsx-part1
Now you can use AmiMSX. Load the code again, and modify it as below.
fdream-amimsx-part2
In addition, the INTERVAL value in the line #290 should be changed from 97 to 250 if CPU is 020.


Puzzle Square

Author:
Hiroshi Nakamura
Release:
"MSX Magazine" May 1989 Issue
Arrow keys: Move a piece.,   Space: Rotate a piece.,   Back space: Flip a piece.,   Esc: Restart the current level.
Select: Change a piece.,   Return: Place a piece.   Any key: Start the next level after complete the previous level.

The game:

Please fill in the purple area with 12 different pieces.

Note:

Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
psq1-checksum
psq1-screen Sorry if there are any typos, however, I have tested my data, and had no problems.

Joystick support:

Modify the code as below.
psq1-joystick
D-pad: Move a piece.,   D-pad left holding Trigger 2: Rotate a piece.,   D-pad right holding Trigger 2: Flip a piece.,   D-pad down holding Trigger 2: Restart the current level.
D-pad up holding Trigger 2: Change a piece.,   Trigger 1: Place a piece. / Start the next level after complete the previous level.

For Amiga CD32 users:

AmiMSX fails to PAINT after you place the pieces so that the next piece can be placed overlapping the previous one!
Try fMSX, but it will be too sluggish to load the game if your CPU is 020.


Suisu no Juji

Author:
Lucky
Release:
"MSX Magazine" Oct. 1989 Issue
Japanese title name:
"スイスの十字"
"Cross of Switzerland" in English.

1~4 and 6~9 keys or arrow keys: Move the cursor / draw a line.,   5: Determine the starting point for drawing the line.,
0: Make MSX search for where lines can be drawn. Once it's determined that no lines can be drawn anywhere, it's game over.
You can also use m,<,>,j,k,l,u,i and o keys.

The game:

Draw a line of length 4 connecting your cursor to the four points.
The more lines you draw, the higher your score will be.

Note:

Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
suisu-checksum
suisu-screen Sorry if there are any typos, however, I have tested my data, including the ending, and had no problems.
This game requires Basic-kun. For AmiMSX users, make sure you choose "MSX2+" for "Slots Options (ROM:)", then type as following at the MSX Basic screen before RUN:
CALL BC

Joystick support:

Modify the code as below.
suisu-joystick
Trigger 1: Determine the starting point for drawing the line.,   Trigger 2: Make MSX search for where lines can be drawn.


Super Mozike

Author:
Mr.Inuma
Release:
"MSX Magazine" Feb. 1988 Issue
r: Select practice mode.,   p: Select standard mode.,   0~9 keys: Select the difficulty level.
F1: Change the piece.,   F2: Put the piece.,   F3: Remove the piece.

The game:

Place each piece in the correct position to complete the original picture.
Two adjacent triangles across the long side are always the same color.

Note:

Type SCREEN0:WIDTH48 before enter the code. Particular attention should be paid when typing the lines #150 and #270. In addition, correct the author's typos.
mozike-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).
mozike-checksum
mozike-screen Sorry if there are any typos, however, I have tested my data, including the ending.

Joystick support:

"STICK(0)" is found in the line #520.
"STRIG(0)" is found in the line #820. The quickest way is to simply replace each "0" with "1".
In addition, modify the following lines.
mozike-joystick
Trigger 2: Change the piece.,   Trigger 1: Put the piece.,   Tapping Trigger 1(Sometimes you must tap rapidly!): Remove the piece.


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