Pengo | |
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Pengo arcade flyer
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Developer(s) | Coreland |
Publisher(s) | Sega |
Designer(s) | Nobuo Kodera, Tsutomu Iwane, Akira Nakakuma, Shinji Egi |
Platform(s) | Arcade (original) Atari 2600, Atari 5200, Atari 8-bit, C64, Game Gear |
Release | September 1982 |
Genre(s) | Maze, Puzzle |
Mode(s) | One or two players, alternating play |
Cabinet | Upright |
Arcade system | CPU: Z80 |
Display | Raster graphics, standard resolution 224 x 288 (Vertical) |
Pengo (ペンゴ?) is an arcade game developed by Coreland and published by Sega in 1982. The player controls Pengo, a red penguin that resides in the Antarctic. The game takes place in an overhead maze made of ice blocks, where Pengo fights the trolling, blob-like Sno-Bees. The objective of the game is for Pengo to survive a series of rounds by eliminating all Sno-Bees, while amassing bonuses by bringing together the three diamonds dispersed in the maze.
There are two versions of the arcade game, each with different music. The first uses "Popcorn" as the theme, and the second has original music. There are other small differences as well.
Pengo was ported to the Atari 2600, Atari 5200, Atari 8-bit family, Commodore 64, and Sega Game Gear.
The player uses a joystick and a single button to control Pengo, a penguin character. Pressing the button while pushing the joystick will cause Pengo to push forward the ice block he is facing, which will slide until it hits a wall or another ice block, crushing any intervening Sno-Bees. Crushing more than one Sno-Bee at once will increase the number of points awarded. There are a total of sixteen levels, which repeat in order starting on the seventeenth round.
As the player crushes those on patrol, new Sno-Bees hatch from eggs located within ice blocks. At the start of each level, blocks that contain these eggs are briefly identified by flashing the color of that level's Sno-Bees. Eggs can be eliminated by crushing the ice blocks that contain them. If Pengo pushes a side wall the water "vibrates", any adjacent Sno-Bees will be briefly stunned, and are eliminated if Pengo walks over them in this state. Eliminating all Sno-Bees in a round will progress the player to the next. Diamond blocks are unbreakable and the player earns bonus points for connecting them in a horizontal or vertical line (with a higher bonus paid out if the row is not against a wall). This will also temporarily stun all Sno-Bees. After 60 seconds elapse in a round without a death, the game enters into sudden death mode; the music tempo and movement of the Sno-Bees accelerates. If a single Sno-Bee remains in the round, a jingle plays and the Sno-Bee accelerates in an attempt to reach a corner where it safely fades away. In a manner similar to Pac-Man, one of six brief intermissions plays on even-numbered rounds after the bonus is awarded.