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PENGO (Downloadable version)
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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. 

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IMPORTANT NOTES:
 
This version doesn't include 2 features that the cartridge version has:

1 - The Cheat Finder.
2 - Flash Load/Save/Erase of Hi-Scores.

The Cheat Finder is an extra to plug some of Paxanga cartridge games together
with Pengo and get some cheats. But lost the feeling on a ROM, even if you
burn it on a flash cartridge.

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.
For other similar devices, check the flash cartridge manual.


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CONTROLS
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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.

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HOW TO PLAY
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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.

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PENGO (MSX)

Coding: MsxKun
Graphic conversion: MsxKun
Musics: John Hassink (DemonSeed)
Beta-testing: Pere Badall (Pypo) / David Fernndez (Imanok)

https://paxangasoft.retroinvaders.com
paxangasoft@yahoo.es
