A highly informative tribute to the Supervision
handheld video game system and its games.
a feature of Diskman Presents
www.diskman.com
SYSTEM
  Introduction
  Supervision
  TV-Link
  Scans
  Music
GAMES
  Alien
  Balloon Fight
  Block Buster
  Block Buster / Cross High
  Brain Power
  Bubble World
  Carrier
  Cave Wonders
  Challenger Tank
  Chimera
  Chinese Checkers
  Classic Casino
  Climber
  Cross High
  Crystball
  Dancing Block
  Delta Hero
  Dream World
  Eagle Plan
  Earth Defender
  Fatal Craft
  Final Combat
  Galactic Crusader
  Galaxy Fighter
  Grand Prix
  Happy Pairs
  Happy Race
  Hash Blocks
  Hash Block / Eagle Plan
  Hero Hawk
  Hero Kid
  Honey Bee
  Jacky Lucky
  Jaguar Bomber
  John Adventure
  Journey to the West
  Juggler
  Kabi Island
  Kitchen War
  Kung-Fu Street
  Linear Racing
  Magincross
  Majong
  Matta Blatta
  Olympic Trials
  P-52 Sea Battle
  Pacboy & Mouse
  Pacific Battle
  Penguin Hideout
  Police Bust
  Popo Team
  Pyramid
  Recycle Design
  Scaffolder
  Soccer Champion
  Sonny X'Press
  Space Fighter
  Sssnake
  Super Block
  Super Kong
  Super Pang
  Tasac 2010
  Tennis Pro '92
  Thunder Shooting
  Treasure Hunter
  Untouchable
  Witty Cat

RUMORED GAMES

  Combat
  Devil Paradise
  Happy Flappy
  Jade Legend
  Marpol Brother
  The Kung-Fu Fighter
  Wonder Fish
PENGUIN HIDEOUT
©1989, 1992 Sachen
Penguin Hideout    Penguin Hideout    Penguin Hideout
I N S T R U C T I O N S
I. Game Introduction
       The objective of this game is to collect, deliver and send out each of the diamonds (one by one) to the indicated area denoted by a flashing arrow.

II. Game Description
       This game has 50 stages. Each screen displays a number of diamonds. The player (penguin) should collect a diamond using the B-KEY, then move it over the flashing arrow. Press the B-KEY again to drop this diamond over the arrow. Make sure the penguin is facing in line with the arrow, then press the A-KEY to send the diamond out. All the diamonds in the current stage must be sent out in order to enter the next stage.
       Your task is not going to be easy because you are confronted by 3 seals. Both penguin and seal may push any one of the obstacles in the game stage as weapons. The rules governing whether an obstacle can be pushed or used as weapons are described below.

III. Obstacles Matters
       There are three types of obstacles : snow ball, ice cube and diamond. Pressing the A-KEY together with a direction key may move these obstacles in the desired direction. The rules governing the obstacle movements are described below.
       1. If way is clear, the obstacle will be moved forward. If the penguin or seal appears in the line of movement, then it will be knocked down and killed by the obstacle.
       2. There are 9 possible patterns in the immediate pair of obstacles if the way is not clear. The result of attempting to move these obstacles is given below.
Obstacle to be   
moved
Patterns of the pair    Result of the moved-obstacle
───────────────────────────────────────────────────────
Snow Snow - Snow One snow ball disappears. Two snow balls merge as one.
Snow Snow - Ice Snow ball disappears. The ice cube remains.
Snow Snow - Diamond Snow ball disappears. The diamond remains.
Ice Ice - Snow Snow ball disappears. The ice cube remains.
Ice Ice - Ice The ice cannot be moved.
Ice Ice - Diamond The ice cannot be moved.
Diamond Diamond - Snow The diamond cannot be moved.
Diamond Diamond - Ice The diamond cannot be moved.
Diamond Diamond-Diamond The diamond cannot be moved.

IV. Game Score
1.  Making one snow ball to disappear  :  50 points
2.  Killing one seal :   250 points
3.  Sending out one diamond  :  550 points

V. Getting Started
       After the SUPERVISION and SACHEN logo are displayed, the game title screen will show. In this screen, you may select a stage number before you start off a game. Pressing the SELECT key will select the next game stage entry point (Stage 1, 6, 11, 16, 21, 26, 31, 36, 41 and 46). Press the START key will display the game entry screen where the highest score, current score, stage number and number of penguin lives are shown. Press any key will exit from this game entry screen and begins the actual game playing session. Use the direction keys to move the penguin, A-key to move obstacles. Pressing B-key will pick up the diamond. If the penguin is standing between two diamonds, you should press a direction key as well as the B-key in order to indicate which one of the diamond is to be picked up. Pressing the B-key again will drop the newly picked-up diamond. Pressing the START key during a game will display the paused-screen and the game is suspended temporarily. Press the A-key in this screen when the "CONTINUE" option is chosen will resume the current game.

VI. Paused-Screen
       The highest score, current score, stage number and number of penguin lives are displayed when the START key is pressed to pause the current game. In this paused-screen, two options are given. The "CONTINUE" and "DIE" options. Use the SELECT key to select one of these two options. The option chosen is indicated by a flashing triangle pointer. Use the A-key to confirm your choice and exit from this paused-screen. The two options have the following effects:
CONTINUE :  return to current game and resume the game.
DIE       :  return to current game and suicide to terminate a penguin's life.
VII. Game Controls
        DIRECTION KEYS :        Move the penguin in the indicated direction.
        A-KEY : 1. Attempt to push an obstacle.
2. Exit from the paused-screen.
        B-KEY : Pick up or drop down a diamond
        START : Start or pause a game
        SELECT : 1. Select a game stage in title screen.
2. Select CONTINUE/DIE in paused-screen.
E N D I N G
Penguin Hideout was not programmed to feature an ending sequence. Stage 50 is the final stage. Once completed, gameplay loops from the beginning.
“Supervision: handheld of the less fortunate” created by and © Brandon Cobb.