Kaze no Meikyu

Author:
Tatsuya Fujiishi
Release:
"Mycom Basic Magazine" Sep. 1994 Issue
Japanese title name:
"風の迷宮"
Space key holding up arrow: Skip to the next level.

The game:

The original version was released for MZ-2500 ("Micom Basic Magazine" Jan. 1990 Issue) by "Nazo no Puzzle Daisuki Ojisan".
The game was ported to Dynabook J-3100SS ("Mycom Basic Magazine" June 1990 Issue) and PC-6001 (Sep. 1986 Issue).
All you have to do is to go to the goal, however, each fan disturbs you.
Anyway see the playing demo at the title screen.

The 1st file

After modified the line #40 as below, the second file would be loaded automatically.
kazeno-1st-file-line40
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
kazeno-1st-file-checksum
Sorry if there are any typos, however, I have tested my data and had no problems.

The 2nd file named "KAZENO2.BAS":

Correct the author's wrong English.
kazeno-2nd-file-en-suggestions.png
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
kazeno-2nd-file-checksum
Sorry if there are any typos, however, I have tested my data, including all levels, and had no problems.

Joystick support:

"STICK(0)" is found in the lines #90 and #110.
"STRIG(0)" is found in the lines #90, #100 and #810. The quickest way is to simply replace each "0" with "1".

My suggestions for the game screen:

First, download and copy "KAZENO.BIN" to the same diskette that "KAZENO2.BAS" have already created on.
Then modify the 2nd file (KAZENO2.BAS) as below:
kazeno-2nd-file-new-tiles
Run the 2nd file (KAZENO2.BAS) . The game will be loaded automatically.
kazeno-screen-comparison


Mochi Mochi-kun no Daiboken

Author:
Hiromasa Sawada
Release:
"Mycom Basic Magazine" July 1993 Issue
Japanese title name:
"MOCHI MOCHI君の大冒険"
"The adventures of Mochi Mochi-kun" in English.
Space: Put a bomb.,   F1: Restart the current level.

The game:

Collect all the gold in each map.
You can put a bomb in front of you. The bomb will explode like in the game Bomberman.
Its blast will swallow the green bricks and the gold, but do not get yourself or the gold caught in it.
The blue blocks can be pushed and holes can be filled with them.
Once you pass over the water, it becomes a wall block.

Note:

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

mochi-en-suggestions
Checksum: 50> 4be0   700> CpFC   860> n5w5

My suggestions for the game screen:

First, download and copy "MOCHI.BIN" to the same diskette. Then modify the code as below:
mochi-for-enhance-version
mochi-screen-comparison

Joystick support:

This game originally supports joystick, but requires F1 key to restart the current level. Modify the code as below.
mochi-joystick
In addition, the line #770 includes "PUSH [SPACE] KEY !", so you can change it to "Press Trigger 1." .
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 #200.

For Amiga CD32 + FDD users:

The game is sluggish if your CPU is 020. It recommends to modify the following lines.
mochi-for-020


Panel5

Author:
Ojisan
Release:
"Mycom Basic Magazine" Oct. 1994 Issue
Trigger 1 holding D-pad: Slide tiles.

Note:

You will get an "illegal function call" error in 230. Modify the line #230.
panel5-line230
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
panel5-checksum
Sorry if there are any typos, however, I have tested my data, and had no problems.

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.
panel5-bluemsx
panel5-screen

For Amiga CD32 + FDD users:
AmiMSX can't enlarge sprites, so adjust the cursor position. The letters are also sprites, but don't mind.
panel5-amimsx

Cheat:
To disable time limit, modify the line #490 as below.
490 RETURN


Taill Bomb

Author:
Hideharu Hamaguchi
Release:
"Mycom Basic Magazine" Jan. 1993 Issue
Return / Trigger 2: Throw the coin.

The game:

You can throw seven colored blocks or three colored bombs, flame, or invisible block straight from right to left.
If you align three blocks or bombs of the same color vertically, horizontally or diagonally, you can make them disappear.
The bomb shown on the left edge of the screen indicates the direction of gravity now.
When it appears in the middle, gravity is to the left, and each block stops in the place where it hits another block or bomb.
When you hit a bomb with flame, the bomb explodes, but the explosion differs depending on the color of the bomb.
Blue bombs will erase all the blocks and other bombs in a vertical line, and green bombs will erase all the blocks and other bombs in a horizontal line.
When a bomb explodes, the roulette at the bottom of the screen rotates,
and when the two blocks displayed there are the same color, one more coin is awarded as a bonus.
Coin is synonymous with the number of tries, but it can also be spent as attack item. Its effect is the same as that of a green bomb.
Invisible block can erase the block / bomb that it touch.
As in Tetris, a miss is made if you try to throw the next block or bomb where there is a block or bomb to the immediate left.
Each level has a fixed total number of blocks and bombs that must be thrown,
and if no mistake is made before that number is exhausted, the stage will be complete.

Note:

Particular attention should be paid when typing the lines #290 and #960. In addition, correct the author's typo in the line #1070.
taill-bomb-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).
taill-bomb-checksum
Sorry if there are any typos, however, I have tested my data, and had no problems.

My suggestions for the game screen:

First, download and copy "TAILL.BIN" to the same diskette. Then modify the code as below:
taill-bomb-for-enhance-version
taill-bomb-screen-comparison

For Amiga CD32 + FDD users:

AmiMSX can't enlarge sprite (a white square in this game). Modify the code as below.
taill-bomb-amimsx

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 lines #200 and #1760.


Teit!

Author:
Ora Soft
Release:
"Mycom Basic Magazine" July 1993 Issue
Trigger 2: Restart the current level.

The game:

The original version was created for MSX1 in 1989 and ported to PC-9801 in 1990 by the same author.
However, it seems they were not released. So this MSX2 port is the first appearance for us.
The object of the game is collecting the specified number of green gems.
You can break or create a specified number of blocks of bricks that is placed diagonally downwards by D-pad left / right holding Trigger 1.
teit-break-a-block
However, the dark bricks as backgrounds are traps. If you fall there, you will not be able to move left / right at all.

Note:

If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
But this time you can use the modified version called "CHECK65K" because this file uses 10000s lines.
teit-checksum
Sorry if there are any typos, however, I have tested my data, and had no problems.

For Amiga CD32 users:
Unfortunately, the green gems are invisible if you load the game with AmiMSX.
Try fMSX, however, fMSX is too sluggish to load the game if CPU is 020.


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