================================================================================ PENGO (MSX Free Version) ================================================================================ Pengo was originallly made by SEGA (1982) for arcade machine. Now it's time for MSX users to enjoy this game in our machines! Pengo for MSX tries to keep all the look and feel from original Pengo, but some change were needed here and there. Anyway, we hope you enjoy it! Pengo for MSX, by Paxanga'2010. ------ IMPORTANT NOTES: This is the free release of the game. This versions doesn't include 2 features that the cartridge version has: 1 - The Cheat Finder. 2 - Flash Load/Save/Erase of Hi-Scores. The reason for first one is to reward those users who paid for the real cartridge, showing their support to MSX software and Paxanga. The second one is for security reasons. You can burn the ROM into your own flash cartridge if you want, and using the Flash Erase feature could hurt the flash if used on a different flash type than the one the game was designed for. Mapper is KONAMI SCC. If you burn the ROM into a MegaFlashROM SCC cartridge, force manual mode with /M. -------- CONTROLS -------- Cursors or Joystick in port one, are used to control Pengo around the maze. Space or Joystick fire button 1, will allow Pengo to push or crush ice blocks, and also activate border attack. To start Play just press Space, Fire button 1 or F1 at menu screen. ----------- HOW TO PLAY ----------- When the Start Button is pushed, the screen is filled with a grid of 13x15 ICE BLOCKS. Some of the blocks are erased to form a maze of ICE BLOCKS (the maze configuration changes from round to round). The central character, PENGO the Penguin, appears at the center of the screen, and three SNO-BEES (more than three, in later rounds) also appear randomly within the maze. Three of the ICE BLOCKS are special DIAMOND BLOCKS, which can be aligned through skillful play for extra points. There are some special blocks that flash on and off for a few secons at the start, signifying that they contain SNO-BEE eggs that will hatch later on. The SNO-BEES are the antagonists of PENGO, and they pursue him around the ice field. If a SNO-BEE catches PENGO, it delivers a fatal sting. PENGO can be maneuvered about the ice field, and can also rearrange the maze of ICE BLOCKS by pushing individual ICE BLOCKS around the ice field. If PENGO comes up against a free ICE BLOCK (that is, one that is not blocked on the side opposite PENGO), the player can, by pushing the control button, cause PENGO to push the ICE BLOCK, or against one of the four walls. By re-arranging the blocks in this fashion, PENGO can line up the three DIAMOND BLOCKS so that they adjoin, thereby earning a 10,000 points bonus (but only 5,000 points if the DIAMOND BLOCKS are lined up against a wall, as this is much easier). New SNO-BEES are hatched in some of the ICE BLOCKS, and emerge as the play progresses. If PENGO can remember which of the ICE BLOCKS harbor SNO-BEE eggs, (they flash briefly at the start of the round) and can disintegrate them before the SNO-BEES hatch, then PENGO can shorten the game time considerably, thereby earning time bonus points. In addition, PENGO earns additional bonus points for disintegrate any ICE BLOCK containing a SNO-BEE egg. SNO-BEES can also disintegrate ICE BLOCKS, and will do so in order to attack PENGO. When only one SNO-BEE is left, that last SNO-BEE becomes much more dangerous, moving about much more quickly, and disintegrating ICE BLOCKS more rapidly. If that last SNO-BEE is not destroyed before the time runs out, it will gradualy grow smaller, and finally dissappear altogether, signifying the end of that round. Lining up the three DIAMONG BLOCKS, vertically or horizontally, is the best way to get a high score, because of the substantial bonus points earned. Once two DIAMONG BLOCKS are aligned, all three DIAMOND BLOCKS will start to flash. After successfully lining up all three DIAMONG BLOCKS, the whole play screen flashes; all game movement stops, and the bonus points are counted down at the center of the screen and added at the top. As soon as this countdown is completed, PENGO is again free to move, but all the SNO-BEES are frozen for a few seconds; this is a good opportunity for PENGO to catch them and finish them off. However, if PENGO is too slow and the SNO-BEES recover, the game continues as before. Game ends when Pengo looses all his lives. The objective is to kill all the SNO-BEES in order to get to next round. ================================================================================ PENGO (MSX) Coding: MsxKun Graphic conversion: MsxKun Musics: John Hassink (DemonSeed) Beta-testing: Pere Badalló (Pypo) / David Fernández (Imanok) http://paxangasoft.cjb.net paxangasoft@yahoo.es