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-
- **********************
- * MartinSoft Pengo *
- **********************
-
- This version of MartinSoft Pengo is freeware. You're allowed (and encouraged)
- to copy it. If any magazine would like to put this game on a coverdisk,
- they're very welcome to do so.
-
- If you spread the game, this doc-file must be included.
-
- *****
-
- If you like this demo version, consider getting the full game, which features
- 64 levels (different from the ones in this demo), savable highscore list, more
- bonuses, end-of-level bosses, hidden bonus levels, and much more.
-
- Please note that the levels in this demo version are a little harder than the
- first ten levels of the full game - simply to make the demo version last
- longer.
-
- To get hold of the full game, write to:
-
- Martin Rebas
- Gyllenkrooksgatan 1
- 412 82 GOTEBORG
- SWEDEN
-
- Enclose £6 (GBP), $9 (USD), 60 kr (SEK), or an amount equal to $9 in any
- other, not too bizarre, currency (cash only), and you should get the game
- within two weeks; probably less, depending on which country you live in.
-
- You're pretty safe sending money to this address - meaning, I won't suddenly
- move to Kuala Lumpur or so.
-
- You don't have to send me a disk or a self-addressed envelope, but
- I'll be grateful if you do, and it will speed up the reply.
-
- If you like the game, please buy the full version. If too few people buy it,
- I will stop writing games for the Amiga. It's as simple as that.
-
- It's not that I'm writing games to earn lots of money - I write them
- because I like writing them. Trouble is, I don't really know if I can afford
- doing it anymore. I've spent quite many weeks of my summer finishing Pengo.
- During those weeks, I could have gotten a "proper" job and earned some real
- money - and money can be quite handy when you need to pay the rent or buy food
- for the day. Considering the amount of work I've put down on MartinSoft
- Pengo, £6 is a *very* fair price for it.
-
- Buy it, and I'll be eternally grateful.
-
-
- ********************
- * About the game *
- ********************
-
- I've actually only played the original Pengo once; on a ferry between London
- and Gothenburg when I was 12 years old. Still, I really liked the game, and
- since I was interested in computer games, I remembered what the gameplay
- was like. Two years later, I had got hold of a 286 PC and wrote, among other
- things, a Pengo clone in GW-BASIC (which was the only language I had
- available). In 1989, I bought an Amiga 500 (I now have an A1200), and
- learned to write games for it in assembler. So far, I've written 7 games,
- though I've only released the two latest ones as PD/SW. During my summer
- vacation 1993, I wrote "Motorola Invaders 2" (AGA); a pretty original
- Space Invaders-clone with a ridiculously long sampled soundtrack. MI2 took
- only four days to code, but I think it's a quite good PD game nevertheless.
- If you have an AGA Amiga, get it from your nearest PD distributor. Or, if
- you have Internet access, get it from Aminet (game/shoot).
-
- Anyway, in August 1993, I thought it'd be a good idea to make a "proper"
- version of Pengo for the Amiga (let's just say that the GW-BASIC version
- for the PC wasn't very smooth-moving), so I started programming on MartinSoft
- Pengo. As you can see, it's taken more than 4 days to finish it. MartinSoft
- Pengo is the most "polished" game I've written so far, gameplay- and
- presentation-wise. The main reason for it taking so long, is that I started
- studying Computer Science at the Chalmers University of Science in
- Gothenburg; and that has taken more time than I thought it would. So I've
- spent the last year neither studying nor programming as much as I should :-).
-
- As it's been a while since I last played the original Pengo, I have not
- tried to make a game that's very true to the original (simply since I don't
- remember that much of it). I've taken the basic idea of Pengo as I
- remember it, and added a lot of Bubble Bobble to it. Compared to
- the arcade version, MartinSoft Pengo is probably faster, and with more
- bonuses. It is also (as far as I know) the first Pengo-clone that features
- a simultaneous 2-player mode.
-
- MartinSoft Pengo has been developed on an A1200, and has been written in
- 100% assembly language.
-
- ********************
- * How to play it *
- ********************
-
- Pengo is a maze-game. The maze is made up of blocks of ice, which you can
- push or melt. Blocks are melted by pushing a block that has another block
- directly in front of it. If that sounds confusing (and it probably does),
- play the game, and you'll understand what I meant.
-
- The ice blocks that form the "border" around the maze can't be pushed or
- melted.
-
- Also, on some levels there are special gold blocks, which can't be moved.
-
- On each level there are four enemies.
- If an enemy catches you, you lose one life. Your weapon against the enemies
- is the ice blocks; push an ice block onto an enemy, and the enemy will be
- squashed (but it will re-appear after a while). If the level layout
- makes it possible, try to "trap" the enemies into small spaces; that will
- make it a piece of cake to squash them. Generally, trying to limit the ways
- that the enemies can take (by pushing blocks to the right places) is a good
- tactic. Learning the different movement patterns for the enemies is also
- essential; the yellow ones are pretty easy to outsmart without understanding
- how they move, but the red ones are professional escape artists, and
- almost impossible to hit if you don't understand their "AI".
-
- If you spend too much time on one level, a ghost will appear and start to
- home in on you. The ghost can't be killed - but it will disappear as soon
- as you get to the next level. If it catches you, you will lose one life, and
- it will disappear for a while (the ghost, not the life :) ).
-
- If it catches you while you're "invisible" to the enemies, it will simply
- remove the invisibility and disappear - but it will re-appear very quickly.
-
- The aim of the game is to defeat the evil Sarvebuk who awaits you on level
- 64. So the big question is: how do you get to the next level?
- Getting to the next level can be achieved by either:
-
- 1. Squashing all enemies on the level with ice blocks.
- 2. Pushing the three ruby blocks together so that they form a horizontal or
- vertical line.
- 3. Getting a warp bonus of some sort.
-
- Method nr 1 is recommended, as it's the most fun.
- Squashing many enemies with one block will give more score than squashing
- them one by one.
-
- There are also lots of bonuses and bonus systems in the game, but I won't
- reveal them here (which would spoil the surprise). Find out about them
- yourself!
-
- (By the way - no, "Sarvebuk" doesn't mean anything in Swedish either - but
- it comes close to meaning something in Estonian). :)
-
-
- *******************
- * Game controls *
- *******************
- Title screen:
- *************
-
- "TAB" will switch the computer between PAL/NTSC mode.
-
- F1 or player 1 fire button: Starts 1-player game.
- F2 or player 2 fire button: Starts 2-player game.
- F3 shows the credits for the game.
- F4 shows general information about the game.
- F5 shows greetings to certain people as well as some ads.
- F6 shows the high score list.
- F7 shows the HAM-mode title pic.
-
- If you watch any of the above screens (F3-F7), you can return to the title
- screen by pushing Escape or fire button. You can also use the joystick for
- pausing/speeding up the scrolling.
-
- F10 exits the game. I chose not to use Escape for this as people may
- accidentally hit Escape twice while exiting some "sub-screen" - thus
- having to reload the whole game, which isn't all fun if you're playing
- from floppies.
-
- While playing:
- **************
-
- Moving joysticks connected to gameport 0 or 1 will move the penguins :) .
-
- Push blocks by pushing the fire button. You don't need to move the joystick
- and push the button simultaneously - simply push the button, and the
- penguin will push/melt the block towards which it is facing.
- (That may seem obvious, but one of my playtesters made that mistake at first).
-
- "P" will pause the game. Push "P" once again to continue playing.
- "M" will turn in-game music on/off. But please don't turn it off - the game
- loses a lot of its atmosphere if you do. (The "Popcorn" tune was also in the
- original Pengo).
- "Q" makes you lose one life and restart the level.
- "Esc" will end the game and return you to the title screen.
- "F10" will exit the game.
-
- There are also two "hardware configuration" buttons:
-
- "TAB" will switch the computer between PAL/NTSC mode, and, in NTSC mode,
- shrink the screen so that the game only uses the upper 200 lines of the
- display (instead of the normal 256). The graphics will look strange (as
- every fifth line of the PAL display is omitted), but at least it will be
- possible to play from NTSC. The colors won't look as good as they do in the
- PAL version, since I use copper tricks for creating more colors than the
- bitplanes "allow". In NTSC mode, the copper is busy shrinking the screen,
- so this can't be done.
-
- If you have a monitor, use PAL.
-
- Since a NTSC screen updates at 60 Hz instead of 50 Hz, that gives the
- Amiga less time to calculate/blit everything. As MartinSoft Pengo was
- originally meant to be PAL only, this means that in NTSC mode, the screen
- update can slow down to 30 Hz if a lot is happening on screen (boss stages,
- typically).
-
- To prevent this from happening, I've included an extra option - push
- "A", and, if you have an AGA machine, the screen update should magically
- be 60 Hz again. (If you don't have an AGA Amiga, the screen display will
- probably get messed up, but don't worry - pushing "A" once again will fix
- it). This feature takes advantage of the AGA "DMA burst" mode, which speeds
- up DMA transfer to the screen (or something like that).
-
- (If you've pushed this button, and are staring in horror and disbelief at
- the picture of me - yes, the photo of me has been edited. I tend to have
- slightly smaller eyes as well as a slightly smaller mouth in real life).
-
- If you've got a non-AGA Amiga, and wish to run Pengo in NTSC mode-
- be aware that it may slow down at certain places.
-
-
- SUMMARY:
-
- If you've got an NTSC Amiga, and a monitor, push TAB, which will turn your
- computer to PAL mode.
-
- If you've got an NTSC AGA Amiga, and no monitor, push "A", which will speed up
- the screen update when necessary.
-
- If you have any other computer setup, everything should be ok.
-
- Also note that the key "G" has no function whatsoever in this game.
-
- *****************************
- * How to install the game *
- * and specifications *
- *****************************
-
- MartinSoft Pengo can be installed on a hard disk. Simply copy the files to
- wherever you'd like to have them. Not that hard, was it?
-
- Just make sure you've got enough chip memory available when you try to
- start it; to run Pengo, you need about 770k of free chipmem.
- If you can't start Pengo, try disconnecting extra drives and other
- peripherals; then reboot - that should free some memory.
-
- If you only have 512k of chipmem in your Amiga, you will not be able to
- run MartinSoft Pengo, no matter how much fastmem you have.
-
- MartinSoft Pengo has been tested on the following computers:
-
- Amiga 500
- Amiga 1200
- Amiga 1200 with '020 accelerator
- Amiga 1200 with '030 accelerator
- Amiga 2000 with '030 accelerator
- Amiga 4000/030
- Amiga 4000/040
-
- Much to my surprise, it actually worked on some of them. :)
-
- ****************
- * Disclaimer *
- ****************
-
- This piece of software is provided "as is", without warranty of any kind,
- either expressed or implied. By using "MartinSoft Pengo" you agree to
- accept the entire risk as to the quality and performance of the program.
-
- If MartinSoft Pengo makes you lose both your job, house and girlfriend,
- I will take no responsiblity. But make sure you write and tell me about it,
- 'cause I'd love to hear how it happened.
-
- That ought to be everything.
-
- Hope you like the game (and buy the full version)!
-
- Martin Rebas
- Gyllenkrooksgatan 1
- 412 82 GOTEBORG
- SWEDEN
-
- E-mail: d3rebas@dtek.chalmers.se
-
-
-