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Quarth (MSX2)

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This page details one or more prototype versions of Quarth (MSX2).

This page covers the demo version of Quarth, which was sent to stores before the game's release.

  • The game's font is positioned a pixel further to the left. This is especially noticeable in the game's title screen:

Demo

Final

  • The menu boxes are black instead of blue.
  • It is not possible to change the background music. This applies to all of the game's modes.

Demo

Final

Gameplay Differences#

General#

  • Before a game starts, be it during the attract sequence or not, a screen that indicates the game's instructions is shown. Graphical data for this screen can still be found unused in the final game.

Basic Rules
Make a square/rectangle
to make blocks disappear.

Basic Rules
Get higher points by
making bigger blocks.

  • Player 1's ship uses a stronger shade of red.

Demo

Final

  • Pausing the game does not hide the playfield with Konami's logo.
  • It is still possible to shoot squares after clearing a level or when the opponent player loses in 2P MODE 2.
  • During the attract sequence or after finishing Stage 3 in 1P MODE, an advertisement screen shows up:

Decision

Classic software
of the 90s

Quarth
Price ¥5800

1P MODE/2P MODE 1#

  • The number notations during a level are displayed in hexadecimal values, and seem to top at C (12). The final game tops at 10, and no notations are displayed afterwards.

Demo

Final

  • The walls in Stages 1 and 3 use the same palette as Stages 0 and 2.

Demo

Final

  • The playfield does not stop moving after the clear message is fully displayed.
  • There is no retry system; losing takes the player back to the title screen.

2P MODE 2#

  • The falling blocks are orange instead of blue.
  • When blocks are being erased, they have a thicker outline.
  • The design of the nuisance blocks is also much less polished, having the same thick outline.
  • The message displayed when a player loses is much less clear.

Demo

Final