Popping Crusher (Yasuyuki Nakagoshi)

Title – ポッピング・クラッシャー (Popping Crusher)
System – Fujitsu FM-7
Author – 中越 靖行 (Yasuyuki Nakagoshi)
PublicationProgram Pochette – ’84 Volume 1
Page Scans – 1 2
Preserved By – Dustin Hubbard (Hubz)
Recommended Emulatorfm7/fm77 (From Takeda Toshiya Common Source project with Included BIOS) or XM7

Download ROM

Loading the Game –

– Run your emulator and load the tape file.
– Type LOAD and wait for tape to load.
– Type RUN

Game Instructions –

Shoot down the bouncing ball with either lasers or missiles. You only get four shots to hit it so make it count. While there’s no time limit eventually the ball will hit your base and destroy it.

Controls –

Numpad 1 – Shoot a beam to the left

Numpad 3 – Shoot a beam to the right

Any other key – Shoot a missile

Magazine Article Translation from Google Gemini (FYI This may not be 100% accurate!)

Popping Crusher

For FM-7
by Yasuyuki Nakagoshi)

The premise is: you’re running around inside a frame, so why not shoot down the bouncing ball? To that end, you must face it with your beam and missile.

There’s no time limit, so if you don’t even fire your beam, you could go on forever. But actually hitting it is quite difficult.

(How to Play the Game)

Your one and only goal is to shoot down the wildly bouncing ball using your missiles and beam.
(Keys Used)

1 ・・・ Shoot a beam to the left

3 ・・・ Shoot a beam to the right

Any other key ・・・ Shoot a missile

(How to Play)

When you run the program, a yellow frame is drawn, and a white ball will fly around inside it. You are in the pyramid-shaped base at the bottom, and from here, you will use your missiles and beam to take down the blue ball.

The “BASE” displayed at the bottom left is the number of your remaining bases (lives). To its right is your remaining ammo (beams and missiles combined). The bottom right is your score.

Here’s a trick to hit the ball with a missile: The instant the ball bounces off the bottom wall, Push any key!

(Program Explanation)

(Variable List)

D ・・・ Number of remaining bases

B ・・・ Score

C ・・・ Number of remaining missiles & beams

X%, Y% ・・ Ball’s position (Note: The ‘%’ indicates these are integer variables)

K%, L% ・・ Ball’s movement direction

A%, B% ・・ Previous ball’s position

(Program Description)

100〜210 Initial setup, screen display

220〜260 Main loop

230 Ball movement

240 Judgment on whether the ball hit the base

250 Key input

260 If only a key was input, go to 230

270〜400 Missile & Beam processing

280 If C < 1 (no ammo left), go to 230

290 Decrease missile/beam count by 1

300 If key 1, go to left beam processing

310 If key 3, go to right beam processing

320〜400 Missile processing

410〜450 Left beam processing subroutine

460〜500 Right beam processing subroutine

510〜640 Base destruction, ball/explosion processing. If D=0 (no bases left), go to 650 replay routine.

650〜670 Game Over

690〜760 Ball movement

(Check Point / Tips)

If you want to increase the number of missiles/beams, you should make the value of C in line 130 larger.

If you want to make the colors of the ball and missiles colorful, the article suggests modifying or adding the following to line 735:
COLOR INT(RND(5)*7)+1

 

 

About Dustin Hubbard

Founder and owner of Gaming Alexandria. Obsessed with high quality scans of games for all systems as well as preserving games before they are lost.

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