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.


Snow

Author:
Frieve
Release:
"MSX•FAN" May 1992 Issue
Up / down arrow keys and Space: Select the difficulty.,   Space: Swap 2 pieces.,   Return: Restart the game after the game is over.

snow-screen

The game:

Two sets of three different types of pieces will fall.
When you combine them to form a snowflake, it will disappear and you will earn points.
Continue doing this as long as possible.

Note:

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

Joystick support:

"STICK(0)" is found in the lines #280 and #310.
"STRIG(0)" is also found in the lines #280 and #310. The quickest way is to simply replace each "0" with "1".
In addition, modified the line #450 as below. You can use Trigger 1 instead of Return key.
snow-joystick

Additional code:

Pieces move too fast. We have to fix it, however, the game will become easy. So we also have to adjust it...
snow-additional-code
Amiga CD32 (MC68EC020) users don't have to modify those lines.


Tower Kairyoban

Author:
Mijinko-Soft
Release:
"MSX•FAN" Mar. 1992 Issue
Japanese title name:
"Tower改良版"
Up / down arrow keys and Space: Select the 1P / 2P mode.,   Left / right arrow keys and Space: Select the difficulty.

The game:

tower-screen
This is a game where you stack playing cards into a pyramid.
First, you select a set of two playing cards with the space key.
Next, you specify where to place them. Use the arrow keys to move and the space key to confirm.
The cards will try to fall to the right. Press the space key to tilt them to the left and adjust their position.
Press the return key to confirm, but if you press it at the wrong time, it's game over.
Once you have placed two sets of two cards side by side, you can also select the horizontal card.
It will try to rotate to the right, so press the space key to rotate it to the left and adjust it.
Once it is perfectly horizontal, press the return key to confirm.
Can you stack the specified number of rows?

Note:

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

Joystick support:

Modified the code as below.
tower-joystick
The following modifications will enable the use of a joystick in 1P mode.
The space bar will be replaced with Trigger 1, and the return key will be replaced with Trigger 2.
However, this will disable operation in 2P mode.
That said, 2P mode is pointless in this game.
Who would want to play a battle mode where you just wait for your opponent to fail while you do nothing?


type-0

Author:
Masashi Tanaka
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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