4-moku Narabe -G-

Author:
Nobuyuki Okuma
Release:
"Mycom Basic Magazine" Nov. 1997 Issue
Japanese title name:
4目並べ-G-
Left / right arrow keys and Space: for the Player #1.,   D-pad left / right and Trigger 1: for the Player #2.
This game originally needs both KANJI.ROM and MSX-MUSIC(or FM-PAC).

The game:

The first player to arrange the same tiles vertically, horizontally or diagonally wins.
First, determine whether each player is human or COM. COM-to-COM settings are also possible.
COM has a long think time, as evidenced by the fact that it takes 5 seconds in the fast mode of turbo R.

Note:

Particular attention should be paid when typing following lines.
4moku-lines
Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
4moku-checksum
4moku-screen Sorry if there are any typos, however, I have tested my data and had no problems.

Joystick support:

This game originally supports joystick for Player #2, but requires SPACE to pass the title screen / the result screen.
"STICK(0)" is found in the line #1070.
"STRIG(0)" is found in the lines #720, #780 and #1080. The quickest way is to simply replace each "0" with "1".

For Amiga CD32 + FDD users:

Select "Kanji.rom" for "Slot 1". Choose "Options">"Use Kanji ROM".
AmiMSX users need to disable MSX-MUSIC because it doesn't allow to select any more cartridge slots.
In addition, The background color differed from the original.
Modify the code as below.
4moku-amimsx


Jan

Author:
G.M.C-soft
Release:
"Mycom Basic Magazine" July 1997 Issue
x: Ok.(Player #1),   z: Commands / Cancel(Player #1),   Trigger 1: Ok.(Player #2),   Trigger 2: Commands / Cancel(Player #2)
Space: Pass the title screen.

The game:

A total of 20 sets of 3*3 tile combinations with 3-letter names are generated.
The tile combinations and names change each time the program is loaded.
At the beginning, you will be given the name of the set you have to complete.
Choose "LOOK", one of the two commands to see each combination, then memorize it to complete it.
After completing the combination, choose "JUDGE". The first one to complete wins.

Note:

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

My suggestion:

Let's shorten the loading time from next time!
First, modify the line #160 as below, then RUN.
jan-line160-dont-save-it
After it showed an "Ok" message, modify the line 160 again.
jan-line160-save-it
Then save the program. Don't run it again unless you reboot your MSX2, otherwise you will get "Overflow in 1910" error.

Joystick support:

This game originally supports joystick for Player #2, but requires SPACE to pass the title screen.
After modified the line #1870 as below to allow both SPACE and Trigger 1.
jan-joystick

For Amiga CD32 + FDD users:

AmiMSX fails to PAINT when drawing the title logo on the PAGE 2 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:SETPAGE2,2:BSAVE"JANPAGE2.BIN",&H1910,&H534F,S
Then modify the line #1690 as below.
jan-amimsx


Push the Rock

Author:
Sarutakoinoki
Release:
"Mycom Basic Magazine" May 1997 Issue
Trigger 1: Push the box,   Trigger 2: Restart the current level.

The game:

The original version was released for PCE-500 ("Mycom Basic Magazine" Oct. 1996 Issue) by Hiroshi Yamada.
Both of them are Sokoban games that need no explanation at this time.

Note:

Modify the code as below first.
pushrock-lines
The line #70: When you create your original map, if its height is 15 blocks wide, the program cannot display all of it with ZY=32.
The line #340: "Goto 330" just makes the game hang up after you complete the final level.
The lines 710-780: These are clearly address errors by the author in the copy statements.
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
pushrock-checksum
Sorry if there are any typos, however, I have tested my data and had no problems.

For Amiga CD32 + FDD users:

AmiMSX can't enlarge sprites. So modify the lines as below.
pushrock-amimsx

For blueMSX users:

For unknown reason, the main character's sprite is displayed 8 dots off to the right. So modify the lines as below.
pushrock-bluemsx

Create your own levels:

This game is a port of a game originally made for the PCE-500 model, so every map is small.
You can create maps up to 15*15 in size. An example is shown below.
(This is the most difficult level in “Super Sokoban”(SNES) combined with a small level for beginners.)
pushrock-new-level1-data
pushrock-new-level1-screen Enjoy!


Switch Puzzle

Author:
Mitsunori Kimura
Release:
"Mycom Basic Magazine" Oct. 1995 Issue
1: MUSIC on.,   2: MUSIC off.,   Space: Restart the current level.,   c: Go to the next level.
This game originally needs FM-PAC.

The game:

The original version was created by "Program Pochette" legend K.Tao for Pasopia 7 (It appears on June 1989 issue of Micom Basic Magazine).
You can move the yellow piece that can push the blue balls and gray blocks.
The object of the game is to place all the balls in the white square positions.
Passing over the switch turns the magnetic force of the corresponding gray block on and off.
The magnetic force works in four directions, up, down, left, and right of each gray block, and the balls stay there without falling.
However, you cannot push the gray block when its magnetic force is ON.

Note:

Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
switch-puzzle-checksum
switch-puzzle-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 requires "1" or "2" key to enter the game screen.
You also needed to press Space / "c" key while gaming. It recommends to modify the following lines.
switch-puzzle-joystick
Trigger 1: MUSIC on.,   Trigger 2: MUSIC off.,   Trigger 1: Restart the current level.,   Trigger 2: Go to the next 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 #620.

For Amiga CD32 + FDD users:

AmiMSX fails to PAINT when drawing the KIM logo / tiles on the PAGE 1 / PAGE 0 so that the game's screen looks bad.
Try another emulator or real machine. After loading the program, type:
switch-puzzle-amimsx-part1
"SWITCHP1.BIN"(the KIM logo on the PAGE 1) will be saved automatically. You will get the "Ok" message soon. Then type:
switch-puzzle-amimsx-part2
"SWITCHP2.BIN"(the tiles on the PAGE 0 that shall be copied to the PAGE 1 soon) will be saved automatically. You will get the "Ok" message soon. Then type:
switch-puzzle-amimsx-part3
As you know, AmiMSX users (or non-FM-PAC users) also need to modify the above lines related to FM-PAC.
However, choose "Off" for "MUSIC SELECT" after the title screen if your CPU is 020.


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