BLOB MUNCHER (v1.0)
by BMF54123
New characters (C)2000 RuSteD ROM Hacks
Original game program/graphics (C)1980-1993 Namco, Ltd./Namco Hometek, Inc.
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Come n' get it!
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Once again, the Bad Blobs are wreaking havoc upon the world of Blobaria...and
once again, The Blob is sent out to stop them. But this time, he's hungry for
more than justice! Using special Mega-Chomp Power Vitamins, he's going to
literally take a bite out of crime by devouring the nasty Bad Blobs!

So, what do I do?
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Your mission is to collect all the Micro-Fuel Pellets the Bad Blobs have
scattered around town. They plan on using these pellets to fuel a large group
of nuclear missiles, so it is imperative that you find all of them.

Several secret agents have hidden a new strength-enhancing drug in the four
corners of each city block. These "Mega-Chomp Power Vitamins" will give you
enough strength to eat your opponents! But be careful, once the vitamins'
power runs out, you won't be strong enough to eat the baddies, and they'll
come after you in full force. Also note that you can't eat the whole enemy
(their eyes are always left behind), so they'll only be off your back until
they return to Bad Blob HQ to regenerate.

There's more to your mission than just eating the Bad Blobs. Along the way,
you'll find some tasty treats, meet Agent Blobette, and maybe even bring a new
life into the world!

Getting hungry yet?

What you need
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IPS patcher (included)
Original, unaltered Namco Ms. Pac-Man ROM (Tengen version WILL NOT work)
An emulator
An appetite

Applying the patch
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Just type:

IPS MSPACMAN.NES BLOBMUNC.IPS

If your rom is named something else, just replace MSPACMAN.NES in the above
example with the correct filename.

Release notes
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Any bugs in this hack are a result of the way the palette is set up in the
game. Often, I could only use 2 colors in background images, whereas sprites
would allow me to use all 3. Many of the background palettes have their second
color set to black to allow for some "masking" effects, like the way sprites
slowly disappear off the screen in side tunnels rather than disappearing
suddenly (the sprite is actually put underneath the background to achieve this
effect). The same effect is used during the intermissions to hide the sprites
at the side of the screen, because they are never actually removed from the
screen (sloppy programming, maybe?). The odd palette arrangement explains the
red bar at the top of the title screen, and the blue blocks that appear in the
score when the title screen returns after a "Game Over" (I couldn't change
that tile without ruining all the masking effects in the game).

Thanks to...
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toma     - for the game font (Moo); visit his site at:
           http://blitznine.simplenet.com/kitchenutensil
           It's 31337 kthnx ^_^
The CTC  - for all their support
Scoutboy - for his support; visit his site at:
           http://www.icehouse.net/triplett

Contact me!
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E-mail:
bmf54123@mail.com
(before sending anything, please read the "e-mail guidelines" on my home page)

RuSteD ROM Hacks:
http://www.icehouse.net/flory/rrhacks
Proud Member of the CTC! (http://bpwl.com/ctctrans)

The end
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Eat 'em up yum!
