Ice Don

Author:
Hiromasa Sawada
Release:
"MSX•FAN" May 1993 Issue
F1: Restart the current level.

The game:

It seems a tiny version of "Apple Don 2" by the looks of it, but with some new elements added.
That's amazing even though the fact that the length of the program has been shortened by nearly 60%.
• You will not be able to do anything on the iced floor and will slide . During that time, you cannot even push each item.
icedon-bomb-explosion  •
When you hit a bomb with a bomb, a blast will be generated, just like a bomb in "Bomberman".
When this blast hits another bomb, it can cause a chain of bombs to explode.
However, bombs floating in water will not explode.
The blast turns the iced floor into water, but items must not be hit by the blast.
Trees will burn and disappear when hit by the blast,
but only once they'll protect the area behind them from the blast.


Note:

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

My suggestions for English version:

icedon-en-suggestions

Joystick support:

This game originally supports joystick, but requires F1 key to restart the current level.
After modified the line #180 as below, you can use Trigger 2 instead of F1 key.
icedon-joystick
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 #180.


Tako & Ika: Syutsugen! Ika Ghost Hen

Author:
Ofuko (for code)
M.K (for BGM and sounds)
Release:
"MSX•FAN" Dec. 1991 Issue
Japanese title name:
"タコ&イカ ~出現! イカゴースト篇~"
Select key and Return key: Restart the current level.

The game:

Get the key and reach the goal. However, several kinds of enemies will block your way.
If you get on top of a block and press D-pad down, you can carry that block.
The block you are carrying can defeat or bounce off enemies.
If you press D-pad down again, you can place the block there.
Then complete 31 rooms (called "ROUNDs") and defeat the final boss in the 32nd room.
In the second loop (called "LEVEL") , the difficulty level increases to "LEVEL 2", and you'll get a password system.
D-pad can also be used to enter the password.

The game also comes with a level editor. You can create your own rooms as #33 ~ #208.
To select a tile, hold Trigger 2 and press D-pad left or right.
When placing an enemy, be sure to select a type other than "Type: 0".
To return to the level editor menu screen, press Trigger 1 holding Trigger 2.
You can toggle the difficulty level itself (called "LEVEL") by pressing the F1 key.
Of course you can also save the data of your own rooms to your diskette.

The 1st file named "T&IKA2-A.FDZ":

Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
takoika2-1st-file-checksum

The 2nd file named "T&IKA2-B.FDZ":

Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
takoika2-2nd-file-checksum
Run the 1st file. The game will be loaded automatically.

My suggestions for English version:

takoika2-en-suggestions
Checksum:
960> TUl7,   970> MVA0,   980> HMA5,   1050> jLN0,   1150> M6M4,   1210> INo4,   1220> Zpj6,   1230> vB56,   1240> VTq1

Joystick support:

This game originally supports joystick, but requires SELECT & RETURN keys to restart the current level.
After modified the 2nd file as below, you can use Trigger 2 instead.
takoika2-joystick

My suggestions for the game screen:

First, download and copy the 3 files ("T&IKA2-1.BIN", "T&IKA2-2.BIN" and "T&IKA2-3.BIN") to the same diskette.
Then modify the 2nd file (T&IKA2-B.FDZ) as below:
takoika2-new-graphics-file2
Run the 1st file. The game will be loaded automatically.
takoika2-screen-comparison

For Amiga CD32 + FDD users:

AmiMSX fails to PAINT when drawing the sealed stone on the PAGE 1 so that the ending screen looks bad.
Try another emulator or real machine. After running the program, press CTRL + STOP at the title screen. Then type:
takoika2-amimsx-part1
"T&IKA2ED.BIN" will be saved to the same diskette automatically. (Don't save the program itself!)
Then load the 2nd file("T&IKA2-B.FDZ") again and modify it as below.
takoika2-amimsx-part2
takoika2-ending-screen-comparison


type-0

Author:
TNK-A3
Release:
"MSX•FAN" Oct. 1992 Issue
Space: Return to the title screen.

The game:

type-0-screen
When you push a round or square object,
they will move forward until they hit another object or the wall.
You cannot push a red square,
but if there is a round or square object(s) on the opposite side and you push the red square from the opposite side,
it will move to the opposite side of them.
All objects jumped over by the red square will then be transformed into square objects.
In this way, you must make all round objects square ones.


Note:

There are errors in the printing of the program list. It does not affect the game itself, but should be corrected.
type-0-lines
Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
type-0-checksum

Joystick support:

"STICK(0)" is found in the lines #240 and #350.
"STRIG(0)" is found in the lines #250 and #360. The quickest way is to simply replace each "0" with "1".

For Amiga CD32 + FDD users:

AmiMSX fails to PAINT when drawing the piece & block on the PAGE 1 so that the game screen looks bad.
In addition, AmiMSX fails to COPY correctly when drawing the title logo, too.
Try another emulator or real machine. After loading the program, type:
type-0-amimsx-part1
"TYPE-0P1.BIN" will be saved to the same diskette automatically. (Don't save the program itself!)
Then load the program again and modify it as below.
type-0-amimsx-part2
The line #630: AmiMSX causes another fatal bug, the red square remains in its original location even after it is moved.
The above is not a perfect fix, but it is a quick fix.


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