Shopping on line can be easy, simple and save you lots of money. It can also take a lot of your time, frustrate you, and result in unwanted purchases. Now the same can be said for regular high street shopping, but with the vast opportunity presented by the Internet it will pay you to spend a few minutes reading this and understanding how to better optimize your Pacman shopping experience:
1. Compare - without doubt the biggest advantage that the Pacman offers shoppers today is the ability to compare thousands of Pacman at a time. This is a great thing, but not necessarily all the time! Too much can be daunting at times so take advantage of the great comparison sites and where possible let them do the hard work for you.
2. Research - if it has been said it will be on the internet. Ignorance is no longer a justifiable reason for buying the wrong thing. Take the time to research in detail everything that you could possible want to know about
3. Testimonials - don't know anybody that has bought a Pacman? Wrong! If the Pacman is good the internet will let you know. Use the Internet as a friend and get testimonials before you buy.
4. Questions - Got a question about Pacman then search the Forums, FAQ's, Blogs etc. Don't be afraid to ask .....
5. Reputation - Never heard of the company selling Pacman? Don't worry, no reason why you should know every company in the world, but you know someone that does! Use the internet to find out what people are saying about Pacman and build up a picture of their reputation for sales, returns, customer service, delivery etc.
6. Returns - still worried that even after all of the above your Pacman wont be what you want? Check out the returns policy. There is so much competition now that someone, somewhere is bound to offer the terms that you are comfortable with.
7. Feedback - happy with your Pacman then let people know, after all you are depending on others people input in your buying decision, so why not give a little back.
8. Security - check for the yellow padlock on the Pacman site before you buy, and the s after http:/ /i.e. https:// = a secure site
9. Contact - got a question about Pacman, or want to leave a comment then check out the sites contact page. Reputable companies have them and respond.
10. Payment - ready to pay for your Pacman, then use your credit card or PayPal! Be aware of companies that don't accept them, there may be genuine reasons but given the huge amount of choice you have when buying online there is no reason at all not to buy via credit card or PayPal.
{{Infobox CVG|title=Pac-man|image=|caption=A screenshot from the original arcade version of the game, showing the ghosts in their starting positions at the center of the screen and Pac-Man below. Four Energizers are visible near the corners of the screen.|width = 300px|developer=Namco [Namco
North America Midway Games - Game Designer
Hideyuki Mokajima San- Programmer
Toshio Kai - Sound & Music|version=|released=
[Japan May 22,
1980North America 1980Year 1980 shown on North American
Pac-Man title screen.]|modes=Up to 2 players, alternating turns|ratings=
Entertainment Software Rating Board: E (Everyone) (GBA, Wii)|platforms=
Arcade game, Atari 2600, Atari 5200, Commodore 64,
Game Boy,
Game Boy Color,
Game Boy Advance,
Intellivision,
Mobile phone,
MSX, NEC PC-8801, Neo-Geo Pocket Color, Nintendo Entertainment System,
Sega Game Gear, SNES, Playstation,
Playstation 2, Playstation 3,
ZX Spectrum,
iPod,
Xbox Live Arcade, Virtual Console,
Wii|cabinet=Standard upright, mini-upright, and cocktail|arcade system=[Namco Pac-Man (3-channel mono) @ 3.072 [Megahertz|display= Vertically oriented, 224 × 288, 16
Palette (computing) colors-->
Pac-Man is an
arcade game developed by Namco (now
Bandai Namco) and licensed for distribution in the United States by Midway Games, first released in Japan on
May 22,
1980 in video gaming. Immensely popular in the United States from its original release to the present day,
Pac-Man is universally considered as one of the classics of the medium, virtually synonymous with video games, and an icon of 1980s popular culture. Upon its release, the game became a social phenomenon that sold a bevy of merchandise and also inspired
Pac-Man (TV series) and a Top 40
Pac-Man Fever (album).
When
Pac-Man was released, most arcade video games in North America were primarily Shoot 'em up such as
Space Invaders and
Defender (game) or
Asteroids (arcade game); the most visible minority were sports games (mostly derivative of
Pong). Pac-Man succeeded by creating a new genre and appealing to both males and females.
Pac-Man is often credited with being a landmark in video game history, and is among the most famous arcade games of all time. The character also appears in more than 30 officially licensed games and sequels, as well as in numerous unauthorized clones and bootlegs.
History
The game was developed primarily by Namco employee Toru Iwatani over 18 months. The original title was pronounced and was inspired by the Japanese
onomatopoeic phrase , where
paku-paku describes (the sound of) the mouth movement when widely opened and then closed in succession. Although it is often cited that the character’s shape was inspired by a
pizza missing a slice, he admitted in a 1986 interview that it was a half-truth and the character design also came from simplifying and rounding out the Japanese character for mouth,
kuchi (口) as well as the basic concept of eating. Iwatani's efforts to appeal to a wider audience — beyond the typical demographics of young boys and teenagers — would eventually lead him to adding elements of a
maze. The result was a game he entitled
Puck Man. When first launched in
Japan in 1979 by Namco, the game received a lukewarm response, as
Space Invaders and other similar games were more popular at the time.
The following year, the game was picked up for manufacture in the United States by Bally division
Midway Games, under the altered title
Pac-Man (see below). American audiences welcomed a breakaway from conventions set by
Space Invaders, which resulted in unprecedented popularity and revenue that rivaled its successful predecessor, as even Iwatani was impressed with U.S. sales. The game soon became a worldwide phenomenon within the video game industry, resulting in numerous sequels and merchandising tie-ins. Pac-Man’s success bred imitation, and an entire genre of maze-chase video games soon emerged.
Competitors and distributors were taken completely by surprise by
Pac-Man's success in North America in
1980. Marketing executives who saw
Pac-Man at a trade show prior to release completely overlooked the game (along with the now classic
Defender (arcade game)), while they looked to a racing car game called
Rally-X as the game to outdo that year. The appeal of
Pac-Man was such that the game caught on immediately with the public; it quickly became far more popular than anything seen in the game industry before.
Pac-Man outstripped
Asteroids (computer game) as the greatest selling arcade game of the time, and would go on to sell over 350,000 units.
Localization
For the North American market, the name was changed from
Puck Man to
Pac-Man, as it was thought that vandals might change the
P to an
F, to produce a fuck.
Puck Man and
Pac-Man machines can be found throughout Europe.
When Midway released
Pac-Man in the United States, the company also redesigned the cabinet's artwork, as the Namco-style artwork was more costly to mass produce, as well as being considered too stylish for the American market.
Puck Man was painted overall white featuring multicolored artwork on both sides with cheerful Puck-Man characters in different poses while
Pac-Man was painted yellow, with very simple and easy-to-stencil artwork on both sides and front.
==Gameplay==The player controls Pac-Man through a maze, eating dots. When all dots are eaten, Pac-Man is taken to the next stage. Four ghosts (known to most gamers as Blinky, Pinky, Inky and Clyde) roam the maze, trying to catch Pac-Man. If a ghost touches Pac-Man, a life is lost. When all lives have been lost, the game ends.
Near the corners of the maze are four larger, flashing dots known as "energizers" or "power pellets", which provide Pac-Man with the temporary ability to eat the ghosts. The ghosts turn deep blue, reverse direction, and usually move more slowly when Pac-Man eats an energizer. When a ghost is eaten, its eyes return to the "ghost pen" where it is regenerated in its normal color. Blue ghosts flash white before they become dangerous again and the amount of time the ghosts remain vulnerable varies from one board to the next, but the time period generally becomes shorter as the game progresses. In later stages, the ghosts do not change colors at all, but still reverse direction when an energizer is eaten.
In addition to dots and energizers, bonus items, usually referred to as fruits (though not all items are fruits) appear near the center of the maze twice per level. These items score extra bonus points when eaten. The items change and bonus values increase throughout the game.
Pac-Man is awarded a single bonus life at 10,000 points by default. DIP switches inside the machine can change the required points or disable the bonus life altogether.
The unique game design inspired game publishers to be innovative rather than conservative, and encouraged them to speculate on game designs that broke from existing genres.
Pac-Man introduced an element of humor into video games that designers sought to imitate, and appealed to a wider demographic than the teenage boys who flocked to the action-oriented games.
The
Killer List of Videogames lists
Pac-Man as the #1 video game of all time on its "Top 10 Most Popular Video games" list.
Pac-Man, and other
video games of the same general type, are often cited as an identifying cultural experience of
Generation X, particularly its older members, sometimes called Baby Busters.
Ghosts
Initially, Pac-Man’s enemies were referred to as "monsters" on the arcade cabinet, but soon became colloquially known as "ghosts." The ghosts are bound by the maze in the same way as Pac-Man, but generally move and turn corners slightly slower than the player, and they slow down significantly while passing through the tunnels on the sides of the maze. (Pac-Man can pass through these tunnels unhindered.) This is counteracted by the fact that Pac-Man slows down slightly while eating dots, so if a ghost is chasing Pac-Man while he is eating a long chain of dots, he will slowly, but surely be caught. The red ghost speeds up after a certain number of dots are eaten (this occurs earlier in higher levels). The accelerated Blinky is unofficially called "
Cruise Elroy", though opinions differ on the origins of this term.
Names
The ghosts are introduced during
attract mode by the following names and nicknames:
{]| nowrap | Oikake (追いかけ)|chaser| nowrap | Akabei (赤ベイ)|red guy|Urchin|Macky|Shadow|Blinky|- align=center! style="background-color: #ffb8de" |
Pink| nowrap | Kimagure (気まぐれ)|fickle| nowrap | Aosuke (青助)|blue guy|Stylist|Mucky|Bashful|Inky|- align=center! style="background-color: #ffb847" | [Orange (colour)| nowrap | Otoboke (お惚け)|stupid| nowrap | Guzuta (愚図た)|slow guy|Crybaby|Mocky|Pokey|Clyde|}
Behavior
A ghost always maintains its current direction until it reaches an intersection, at which point it may turn left or right. Periodically, the ghosts will reverse direction and head for the corners of the maze (commonly referred to as "scatter mode"), before reverting to their normal behavior. In an interview, Iwatani stated that he'd designed each ghost with its own distinct personality in order to keep the game from becoming impossibly difficult or boring to play. However, while players generally agree that the behaviors of each ghost add depth and challenge to the game, no consensus has been reached on exactly how to describe those behaviors.
Despite the seemingly random nature of some of the ghosts, their movements are strictly deterministic, enabling experienced players to devise precise sequences of movements for each level (termed "patterns") that allow them to complete the levels without ever being caught. A later revision of the game code altered the ghosts' behavior, but new patterns were soon developed for that behavior as well. Players have also learned how to exploit other flaws in the ghosts' behavior, including finding places where they can hide indefinitely without moving, and a code bug occasionally allows Pac-Man to pass through a non-blue ghost unharmed. (Several patterns have been developed to exploit this bug.) A common rumor speculates that this only happens when Pac-Man's mouth is completely closed. Pac-Man review at OAFE
Intermissions
During the opening boards of the game, the linearity of the game's progression is interrupted by "intermissions" - humorous animated scenes featuring Pac-Man and the ghosts. There are three different intermissions:
Blinky chases Pac-Man off the screen. Blinky reappears as a vulnerable blue monster coming the opposite direction, being chased by a giant Pac-Man. This intermission plays after Board 2.
Blinky chases Pac-Man across the screen, but his pelt is caught on a tack in the floor, and part of it is ripped off revealing his pinkness. This intermission plays after Board 5.
Blinky, with the corner of his pelt sewn back on, chases Pac-Man across the screen. Blinky reappears coming back the opposite direction, pinked, dragging his pelt behind him. This intermission plays after Boards 9, 13 and 17.
Perfect play
A perfect
Pac-Man game would be logically defined as one where the player completes all 256 levels with a maximum point score and without losing a life. Pac-Man review at OAFEnet However, the final board is not intact (due to a bug) and thus not entirely playable in the normal sense of the game. Nevertheless, the first perfect game was verified by the Twin Galaxies Intergalactic Scoreboard on
July 3,
1999.
Billy Mitchell (Pac-Man), of Hollywood, FL, achieved the feat in six hours. To attain the maximum possible score of 3,333,360 points, it was necessary for Mitchell to eat every fruit, every Power Pellet, every blue ghost and every dot for 256 boards without losing a single life. Ramsey, David. " The Perfect Man - How Billy Mitchell became a video-game superstar and achieved Pac-Man bliss".
Oxford American issue 53. Spring 2006. But then it gets complicated. The reason a player must not lose a life through the first 255 boards is the complex final split-screen of board 256. Amongst the jumbled mess on the right side are 9 pellets (90 points), which actually get replaced after a life is lost. So to maximize the potential points a player needs all of the bonus lives intact (the reappearance of pellets is a result of the code bug on this board; it doesn't happen on any of the first 255 screens).Ramsey, David. " The Perfect Man - How Billy Mitchell became a video-game superstar and achieved Pac-Man bliss".
Oxford American issue 53. Spring 2006.
Split-screen level
This game technically has no end; the player will be given new boards to clear as long as he or she retains at least one life. However, due to a glitch in the game, the right side of the 256th board is a garbled mess of text and symbols rendering the level unplayable. This bug, known as a "kill screen" occurs because of a bug in the subroutine that draws the fruit at the bottom of the screen that indicate the current level. Normally, at most seven fruits are displayed, regardless of the current screen, but since the level number is stored in a single byte, level 256 (100Hexadecimal) rolls over to 0h in the subroutine, and 256 fruit are drawn, corrupting the bottom of the screen and the entire right half of the maze. Enthusiasts refer to this as the "Final Level," the "Split-Screen Level," or simply as the ending. Although there are claims that someone with enough knowledge of the maze pattern can play through it, it is generally considered impossible to clear via legitimate means.
However, in December 1982, an eight-year-old boy named Jeffrey R. Yee received a letter from
President of the United States Ronald Reagan congratulating him on a worldwide record of 6,131,940 points, a score only possible if the player has passed the Split-Screen Level. Whether or not this event happened as described has remained in heated debate amongst video game circles since its supposed occurrence. In September 1983, Walter Day, Chief Scorekeeper at the Twin Galaxies Intergalactic Scoreboard, took the U.S. National Video Game Team on a tour of the East Coast to visit video game players who claimed they could get through the "Split-Screen." No video game player could demonstrate this ability. Later, in 1999, Billy Mitchell (Pac-Man) offered $100,000 to anyone who could provably pass through the Split-Screen Level before January 1, 2000; there is no evidence that anyone could.
Through tinkering, the details of the Split-Screen Level can be revealed. As playable through arcade game emulator MAME some Read-only memory of the game are equipped with a "rack test" within the DIP switches that will automatically clear a level of all dots as soon as it begins. This method not only makes reaching the 256th board easier (thus making detailed analysis possible), but also allows for a demonstration of what happens after the board has been cleared.
Because the right side of the maze has been corrupted in this board, Pac-Man and the ghosts can move freely throughout the right side of the screen, barring some fractured pieces of the maze. Other symbols also entail power pills, which must be eaten for the player to continue (unlike the unglitched boards, if Pac-Man loses a life, the pills on the right side of the screen will reset after being eaten). Because the maze fracture blockades are "placed" in many locations, it is difficult - if not impossible - to locate them all.
If the board is cleared, the game restarts from the first board without error, once again repeating through 256. However, while the power-ups and intermissions repeat from the opening of the game, the monsters will retain their speed and invulnerability to power pellets from the later boards.
Ports
Pac-Man is one of the few games to have been consistently re-released for over two decades. In the 1980s, it was released for the
Atari 2600, Atari 5200, Atari 8-Bit Computers (400/800/etc.), Intellivision and Commodore 64, and the
Nintendo Entertainment System (1987 and 1990). In the handheld world, it was released on the
Nintendo Game Boy (1991),
Sega Game Gear (1991),
Neo-Geo Pocket Color (1999),
Pac-Man: Special Color Edition for the
Game Boy Color (1999), Apple iPods (fifth generation),
Pac-Man Collection for the
Game Boy Advance (2001), and it is unlockable in
Pac 'n Roll for the
Nintendo DS. However, it has been most widely distributed in Namco's long-running Namco Museum series, starting on the PlayStation in 1996 and continuing to this day on every major console (as well as the
PlayStation Portable and
Game Boy Advance) with the Namco Museum#Namco Museum: 50th Anniversary Arcade Collection (2005). An Xbox 360 port was released via
Xbox Live Arcade on
August 9,
2006. Pac-Man is also available in its original form as part of the
GameTap service. On
September 12,
2006 a port was released for play on the popular iPod music player along with other arcade/puzzle games. Pac-Man was never ported to the Atari 7800 home video game system. However, there have been efforts to hack the pre-existing
Ms. Pac-Man cartridge to create the original Pac-Man (as well as other Pac-Variants) for it http://www.atariage.com/forums/index.php?showtopic=69062.
cartridge
Namco has repeatedly re-released this game in arcades. In 2001, Namco released a
20-Year Reunion game that combined
Ms. Pac-Man and
Galaga in one cabinet. To play the original Pac-Man on this machine, move the joystick in this order on the "Press Start Button" that appears after inserting the coin(s): up, up, up, down, down, down, left, right, left, right, left. If done correctly, one should hear a sound, and Ms. Pac-Man will change color. Press the Ms. Pac-Man start button, and one will be able to play Pac-Man. It should be noted that
Ms. Pac-Man machines are far easier to locate in today's arcades than a dedicated Pac-Man. In 2005, Namco released a board openly featuring all three of the games on the
20-Year Reunion board in honor of
Pac-Man's 25th Anniversary.
The NES version was successful enough to become one of the CLASSIC NES SERIES GBA games.
Namco's wireless division released a line of PAC-MAN games for the cell phone in 2002, starting with the original arcade version and following up with
Pac-Man game extensions like
Pac-Man Bowling and
Pac-Man Pinball. This division (Namco Networks America Inc.) also launched a networked game,
Ms. Pac-Man For Prizes, in 2004. Pac-Man mobile games are available on both Binary Runtime Environment for Wireless and
Java (Sun) platforms across major cellular carriers, as well as on Palm PDAs and Windows PC phones.
Atari 2600 port
The Atari 2600 version of Pac-Man was developed and published by Atari in 1982. It was the first porting of the arcade game, Atari being the licensee for the video game console rights. Although Atari sold seven million units, out of a 10-million 2600-user base, this port may have been rushed to market and its quality was widely criticized. Atari, having manufactured 12 million cartridges under the expectation that the game would increase the number of sales of the console, was left with a large unsold inventory that had to be written-off, incurring in large financial losses for the company. This was one of the catalysts that led to the video game crash of 1983.
Spin-offs
Sequels
(2007)
Pac-Man spawned numerous sequels. Of these, the most significant title was
Ms. Pac-Man. Originally called
Crazy Otto, this unauthorized hack of Pac-Man was created by a small group known as General Computer Corporation. It was eventually sold to Bally Midway without Namco's permission.
Crazy Otto was actually seen in a photograph in
Time (magazine) magazine, mislabeled as the original
Pac-Man. The game featured several improvements and changes from the original
Pac-Man, including faster gameplay, more mazes, new intermissions, and moving bonus items. Some consider
Ms. Pac-Man to be a superior game to the original, and even the best in the entire series. Namco sued Midway for exceeding their license. Eventually Bally Midway struck a deal with Namco to make
Ms. Pac-Man an officially licensed sequel, although Midway continued to release several unauthorized spin-off games later on, such as
Pac-Man Plus ,
Baby Pac-Man and
Professor Pac-Man, resulting in Namco cancelling their contract with Midway and ceasing to do business with them. These other titles were generally considered inferior and unimportant, serving to oversaturate the market for
Pac-Man games.
Microsoft worked with (Pac-Man creator) Toru Iwatani and Namco Bandai to release a re-envisioning of the game, 26 years after the original:
Pac-Man Championship Edition, released on
Xbox Live Arcade on
June 6 2007.
Clones and bootlegs
Many unauthorized "pirate" versions of the game were also created in order to profit from Pac-Man's fame and playability.
Non-video games
In 1982, Milton Bradley Company released a board game based on Pac-Man 1982 Milton Bradley Pac-Man. The Great Game Database. and another based on Ms. Pac-Man. 1983 Milton Bradley Ms. Pac-Man. The Great Game Database. Several other pocket games and a card game were also produced.
A group of students from the Computer Science department of
Simon Fraser University had developed a "life-sized" Pac-Man system, using laptops and cell phone tracking to track the location of the dots, ghost, and the Pac-Man. It has become a regular activity of Computer Science Frosh Week, and is usually played in Downtown Vancouver.
Pac-Man in popular culture
- A great deal of Pac-Man merchandise was marketed in the 1980s, from t-shirts to toys to hand-held video game imitations to pasta. There was also the aforementioned Saturday morning TV cartoon called Pac-Man (TV series).
- NFL Pacman Jones nickname is Adam "Pacman" Jones. It was given to him by his grandmother because at a young age he had a tendency to drink milk with the "voraciousness of the video game character of the same name".
- Pac Man is seen frequently in the 1984 film Electric Dreams as well as other footage from video games of the 1980s.
- In one episode of Family Guy, Stewie Griffin and Brian Griffin get drunk and play Pac-man. This ends up with Brian and Stewie yelling at each other, "Get the fruit." "No, i can't get the fruit." "Get the fruit, it gives you more points!" "I'm not gonna get the fruit!" and so on.
Gallery
Image:A2600_Pac-Man.png|Atari 2600 (1982)Image:A5200_PacMan.png] (1983)Image:C64_Pac-Man.png|Commodore 64 (1983)Image:Intv_Pac-Man.png] (1983)Image:MSX_PacMan.png|MSX (1984)Image:NES_Pac-man.png] (1984)Image:Pacman360.jpg|
Xbox 360 (2006)
References
Further reading
- Trueman, Doug (November 10, 1999). " The History of Pac-Man". GameSpot. Comprehensive coverage on the history of the entire series up through 1999.
- Morris, Chris (May 10, 2005). " Pac Man Turns 25". CNN Money.
- Vargas, Jose Antonio (June 22, 2005). " Still Love at First Bite: At 25, Pac-Man Remains a Hot Pursuit". The Washington Post.
- Pac-Man Guide at MameWorld. In-depth strategy guide, including basic techniques, chase patterns and ghost behavior.
- Hirschfeld, Tom. How to Master the Video Games, Bantam Books, 1981. ISBN 0-553-20164-6 Arcade strategy guide to several games including incarnations of Pac-Man. Includes hand drawings of some of the common patterns for use in the arcade Pac-Man.
- Hirschfeld, Tom. How to Master Home Video Games, Bantam Books, 1982. ISBN 0-553-20195-6 Follow-up guide covering home versions among others.
External links
- The Arcade Flyer Archive entry for Pac-Man
- Arcade History entry
- Pac-Man at The Dot Eaters
-
- Ms. Pac-Man being used to test cognitive reasoning in chimps
{{Infobox CVG|title=Pac-man|image=|caption=A screenshot from the original arcade version of the game, showing the ghosts in their starting positions at the center of the screen and Pac-Man below. Four Energizers are visible near the corners of the screen.|width = 300px|developer=Namco [Namco
North America Midway Games - Game Designer
Hideyuki Mokajima San- Programmer
Toshio Kai - Sound & Music|version=|released=[Japan May 22, 1980
North America 1980Year 1980 shown on North American
Pac-Man title screen.]|modes=Up to 2 players, alternating turns|ratings=
Entertainment Software Rating Board: E (Everyone) (GBA, Wii)|platforms=
Arcade game, Atari 2600,
Atari 5200,
Commodore 64,
Game Boy, Game Boy Color, Game Boy Advance, Intellivision,
Mobile phone, MSX,
NEC PC-8801,
Neo-Geo Pocket Color, Nintendo Entertainment System,
Sega Game Gear,
SNES, Playstation, Playstation 2,
Playstation 3, ZX Spectrum, iPod,
Xbox Live Arcade,
Virtual Console,
Wii|cabinet=Standard upright, mini-upright, and cocktail|arcade system=[Namco Pac-Man (3-channel mono) @ 3.072 [Megahertz|display= Vertically oriented, 224 × 288, 16
Palette (computing) colors-->
Pac-Man is an
arcade game developed by
Namco (now
Bandai Namco) and licensed for distribution in the United States by Midway Games, first released in Japan on
May 22,
1980 in video gaming. Immensely popular in the United States from its original release to the present day,
Pac-Man is universally considered as one of the classics of the medium, virtually synonymous with video games, and an icon of 1980s popular culture. Upon its release, the game became a social phenomenon that sold a bevy of merchandise and also inspired
Pac-Man (TV series) and a Top 40 Pac-Man Fever (album).
When
Pac-Man was released, most arcade video games in North America were primarily
Shoot 'em up such as
Space Invaders and
Defender (game) or
Asteroids (arcade game); the most visible minority were sports games (mostly derivative of
Pong). Pac-Man succeeded by creating a new genre and appealing to both males and females.
Pac-Man is often credited with being a landmark in video game history, and is among the most famous arcade games of all time. The character also appears in more than 30 officially licensed games and sequels, as well as in numerous unauthorized clones and bootlegs.
History
The game was developed primarily by Namco employee
Toru Iwatani over 18 months. The original title was pronounced and was inspired by the Japanese
onomatopoeic phrase , where
paku-paku describes (the sound of) the mouth movement when widely opened and then closed in succession. Although it is often cited that the character’s shape was inspired by a
pizza missing a slice, he admitted in a 1986 interview that it was a half-truth and the character design also came from simplifying and rounding out the Japanese character for mouth,
kuchi (口) as well as the basic concept of eating. Iwatani's efforts to appeal to a wider audience — beyond the typical demographics of young boys and
teenagers — would eventually lead him to adding elements of a
maze. The result was a game he entitled
Puck Man. When first launched in Japan in 1979 by Namco, the game received a lukewarm response, as
Space Invaders and other similar games were more popular at the time.
The following year, the game was picked up for manufacture in the
United States by Bally division Midway Games, under the altered title
Pac-Man (see below). American audiences welcomed a breakaway from conventions set by
Space Invaders, which resulted in unprecedented popularity and revenue that rivaled its successful predecessor, as even Iwatani was impressed with U.S. sales. The game soon became a worldwide phenomenon within the video game industry, resulting in numerous sequels and merchandising tie-ins. Pac-Man’s success bred imitation, and an entire genre of maze-chase video games soon emerged.
Competitors and distributors were taken completely by surprise by
Pac-Man's success in North America in
1980. Marketing executives who saw
Pac-Man at a trade show prior to release completely overlooked the game (along with the now classic
Defender (arcade game)), while they looked to a racing car game called
Rally-X as the game to outdo that year. The appeal of
Pac-Man was such that the game caught on immediately with the public; it quickly became far more popular than anything seen in the game industry before.
Pac-Man outstripped
Asteroids (computer game) as the greatest selling arcade game of the time, and would go on to sell over 350,000 units.
Localization
For the North American market, the name was changed from
Puck Man to
Pac-Man, as it was thought that vandals might change the
P to an
F, to produce a
fuck.
Puck Man and
Pac-Man machines can be found throughout Europe.
When Midway released
Pac-Man in the United States, the company also redesigned the cabinet's artwork, as the Namco-style artwork was more costly to mass produce, as well as being considered too stylish for the American market.
Puck Man was painted overall white featuring multicolored artwork on both sides with cheerful Puck-Man characters in different poses while
Pac-Man was painted yellow, with very simple and easy-to-stencil artwork on both sides and front.
==Gameplay==The player controls Pac-Man through a maze, eating dots. When all dots are eaten, Pac-Man is taken to the next stage. Four ghosts (known to most gamers as Blinky, Pinky, Inky and Clyde) roam the maze, trying to catch Pac-Man. If a ghost touches Pac-Man, a life is lost. When all lives have been lost, the game ends.
Near the corners of the maze are four larger, flashing dots known as "energizers" or "power pellets", which provide Pac-Man with the temporary ability to eat the ghosts. The ghosts turn deep blue, reverse direction, and usually move more slowly when Pac-Man eats an energizer. When a ghost is eaten, its eyes return to the "ghost pen" where it is regenerated in its normal color. Blue ghosts flash white before they become dangerous again and the amount of time the ghosts remain vulnerable varies from one board to the next, but the time period generally becomes shorter as the game progresses. In later stages, the ghosts do not change colors at all, but still reverse direction when an energizer is eaten.
In addition to dots and energizers, bonus items, usually referred to as fruits (though not all items are fruits) appear near the center of the maze twice per level. These items score extra bonus points when eaten. The items change and bonus values increase throughout the game.
Pac-Man is awarded a single bonus life at 10,000 points by default.
DIP switches inside the machine can change the required points or disable the bonus life altogether.
The unique game design inspired game publishers to be innovative rather than conservative, and encouraged them to speculate on game designs that broke from existing genres.
Pac-Man introduced an element of humor into video games that designers sought to imitate, and appealed to a wider demographic than the teenage boys who flocked to the action-oriented games.
The Killer List of Videogames lists
Pac-Man as the #1 video game of all time on its "Top 10 Most Popular Video games" list.
Pac-Man, and other
video games of the same general type, are often cited as an identifying cultural experience of
Generation X, particularly its older members, sometimes called Baby Busters.
Ghosts
Initially, Pac-Man’s enemies were referred to as "monsters" on the arcade cabinet, but soon became colloquially known as "ghosts." The ghosts are bound by the maze in the same way as Pac-Man, but generally move and turn corners slightly slower than the player, and they slow down significantly while passing through the tunnels on the sides of the maze. (Pac-Man can pass through these tunnels unhindered.) This is counteracted by the fact that Pac-Man slows down slightly while eating dots, so if a ghost is chasing Pac-Man while he is eating a long chain of dots, he will slowly, but surely be caught. The red ghost speeds up after a certain number of dots are eaten (this occurs earlier in higher levels). The accelerated Blinky is unofficially called "
Cruise Elroy", though opinions differ on the origins of this term.
Names
The ghosts are introduced during attract mode by the following names and nicknames:
{]| nowrap | Oikake (追いかけ)|chaser| nowrap | Akabei (赤ベイ)|red guy|Urchin|Macky|Shadow|Blinky|- align=center! style="background-color: #ffb8de" | Pink| nowrap | Kimagure (気まぐれ)|fickle| nowrap | Aosuke (青助)|blue guy|Stylist|Mucky|Bashful|Inky|- align=center! style="background-color: #ffb847" | [Orange (colour)| nowrap | Otoboke (お惚け)|stupid| nowrap | Guzuta (愚図た)|slow guy|Crybaby|Mocky|Pokey|Clyde|}
Behavior
A ghost always maintains its current direction until it reaches an intersection, at which point it may turn left or right. Periodically, the ghosts will reverse direction and head for the corners of the maze (commonly referred to as "scatter mode"), before reverting to their normal behavior. In an interview, Iwatani stated that he'd designed each ghost with its own distinct personality in order to keep the game from becoming impossibly difficult or boring to play. However, while players generally agree that the behaviors of each ghost add depth and challenge to the game, no consensus has been reached on exactly how to describe those behaviors.
Despite the seemingly random nature of some of the ghosts, their movements are strictly deterministic, enabling experienced players to devise precise sequences of movements for each level (termed "patterns") that allow them to complete the levels without ever being caught. A later revision of the game code altered the ghosts' behavior, but new patterns were soon developed for that behavior as well. Players have also learned how to exploit other flaws in the ghosts' behavior, including finding places where they can hide indefinitely without moving, and a code bug occasionally allows Pac-Man to pass through a non-blue ghost unharmed. (Several patterns have been developed to exploit this bug.) A common rumor speculates that this only happens when Pac-Man's mouth is completely closed. Pac-Man review at OAFE
Intermissions
During the opening boards of the game, the linearity of the game's progression is interrupted by "intermissions" - humorous animated scenes featuring Pac-Man and the ghosts. There are three different intermissions:
Blinky chases Pac-Man off the screen. Blinky reappears as a vulnerable blue monster coming the opposite direction, being chased by a giant Pac-Man. This intermission plays after Board 2.
Blinky chases Pac-Man across the screen, but his pelt is caught on a tack in the floor, and part of it is ripped off revealing his pinkness. This intermission plays after Board 5.
Blinky, with the corner of his pelt sewn back on, chases Pac-Man across the screen. Blinky reappears coming back the opposite direction, pinked, dragging his pelt behind him. This intermission plays after Boards 9, 13 and 17.
Perfect play
A perfect
Pac-Man game would be logically defined as one where the player completes all 256 levels with a maximum point score and without losing a life. Pac-Man review at OAFEnet However, the final board is not intact (due to a bug) and thus not entirely playable in the normal sense of the game. Nevertheless, the first perfect game was verified by the Twin Galaxies Intergalactic Scoreboard on July 3,
1999. Billy Mitchell (Pac-Man), of Hollywood, FL, achieved the feat in six hours. To attain the maximum possible score of 3,333,360 points, it was necessary for Mitchell to eat every fruit, every Power Pellet, every blue ghost and every dot for 256 boards without losing a single life. Ramsey, David. " The Perfect Man - How Billy Mitchell became a video-game superstar and achieved Pac-Man bliss".
Oxford American issue 53. Spring 2006. But then it gets complicated. The reason a player must not lose a life through the first 255 boards is the complex final split-screen of board 256. Amongst the jumbled mess on the right side are 9 pellets (90 points), which actually get replaced after a life is lost. So to maximize the potential points a player needs all of the bonus lives intact (the reappearance of pellets is a result of the code bug on this board; it doesn't happen on any of the first 255 screens).Ramsey, David. " The Perfect Man - How Billy Mitchell became a video-game superstar and achieved Pac-Man bliss".
Oxford American issue 53. Spring 2006.
Split-screen level
This game technically has no end; the player will be given new boards to clear as long as he or she retains at least one life. However, due to a glitch in the game, the right side of the 256th board is a garbled mess of text and symbols rendering the level unplayable. This bug, known as a "
kill screen" occurs because of a bug in the subroutine that draws the fruit at the bottom of the screen that indicate the current level. Normally, at most seven fruits are displayed, regardless of the current screen, but since the level number is stored in a single byte, level 256 (100
Hexadecimal) rolls over to 0h in the subroutine, and 256 fruit are drawn, corrupting the bottom of the screen and the entire right half of the maze. Enthusiasts refer to this as the "Final Level," the "Split-Screen Level," or simply as the ending. Although there are claims that someone with enough knowledge of the maze pattern can play through it, it is generally considered impossible to clear via legitimate means.
However, in December 1982, an eight-year-old boy named Jeffrey R. Yee received a letter from
President of the United States Ronald Reagan congratulating him on a worldwide record of 6,131,940 points, a score only possible if the player has passed the Split-Screen Level. Whether or not this event happened as described has remained in heated debate amongst video game circles since its supposed occurrence. In September 1983, Walter Day, Chief Scorekeeper at the Twin Galaxies Intergalactic Scoreboard, took the U.S. National Video Game Team on a tour of the East Coast to visit video game players who claimed they could get through the "Split-Screen." No video game player could demonstrate this ability. Later, in 1999, Billy Mitchell (Pac-Man) offered $100,000 to anyone who could provably pass through the Split-Screen Level before January 1, 2000; there is no evidence that anyone could.
Through tinkering, the details of the Split-Screen Level can be revealed. As playable through arcade game emulator MAME some
Read-only memory of the game are equipped with a "rack test" within the DIP switches that will automatically clear a level of all dots as soon as it begins. This method not only makes reaching the 256th board easier (thus making detailed analysis possible), but also allows for a demonstration of what happens after the board has been cleared.
Because the right side of the maze has been corrupted in this board, Pac-Man and the ghosts can move freely throughout the right side of the screen, barring some fractured pieces of the maze. Other symbols also entail power pills, which must be eaten for the player to continue (unlike the unglitched boards, if Pac-Man loses a life, the pills on the right side of the screen will reset after being eaten). Because the maze fracture blockades are "placed" in many locations, it is difficult - if not impossible - to locate them all.
If the board is cleared, the game restarts from the first board without error, once again repeating through 256. However, while the power-ups and intermissions repeat from the opening of the game, the monsters will retain their speed and invulnerability to power pellets from the later boards.
Ports
Pac-Man is one of the few games to have been consistently re-released for over two decades. In the 1980s, it was released for the
Atari 2600,
Atari 5200, Atari 8-Bit Computers (400/800/etc.), Intellivision and Commodore 64, and the
Nintendo Entertainment System (1987 and 1990). In the handheld world, it was released on the
Nintendo Game Boy (1991), Sega Game Gear (1991),
Neo-Geo Pocket Color (1999),
Pac-Man: Special Color Edition for the Game Boy Color (1999), Apple iPods (fifth generation),
Pac-Man Collection for the
Game Boy Advance (2001), and it is unlockable in
Pac 'n Roll for the
Nintendo DS. However, it has been most widely distributed in Namco's long-running Namco Museum series, starting on the
PlayStation in 1996 and continuing to this day on every major console (as well as the
PlayStation Portable and
Game Boy Advance) with the Namco Museum#Namco Museum: 50th Anniversary Arcade Collection (2005). An
Xbox 360 port was released via Xbox Live Arcade on
August 9,
2006. Pac-Man is also available in its original form as part of the
GameTap service. On
September 12, 2006 a port was released for play on the popular iPod music player along with other arcade/puzzle games. Pac-Man was never ported to the Atari 7800 home video game system. However, there have been efforts to hack the pre-existing
Ms. Pac-Man cartridge to create the original Pac-Man (as well as other Pac-Variants) for it http://www.atariage.com/forums/index.php?showtopic=69062.
cartridge
Namco has repeatedly re-released this game in arcades. In 2001, Namco released a
20-Year Reunion game that combined
Ms. Pac-Man and
Galaga in one cabinet. To play the original Pac-Man on this machine, move the joystick in this order on the "Press Start Button" that appears after inserting the coin(s): up, up, up, down, down, down, left, right, left, right, left. If done correctly, one should hear a sound, and Ms. Pac-Man will change color. Press the Ms. Pac-Man start button, and one will be able to play Pac-Man. It should be noted that
Ms. Pac-Man machines are far easier to locate in today's arcades than a dedicated Pac-Man. In 2005, Namco released a board openly featuring all three of the games on the
20-Year Reunion board in honor of
Pac-Man's 25th Anniversary.
The NES version was successful enough to become one of the CLASSIC NES SERIES GBA games.
Namco's wireless division released a line of PAC-MAN games for the cell phone in 2002, starting with the original arcade version and following up with
Pac-Man game extensions like
Pac-Man Bowling and
Pac-Man Pinball. This division (Namco Networks America Inc.) also launched a networked game,
Ms. Pac-Man For Prizes, in 2004. Pac-Man mobile games are available on both
Binary Runtime Environment for Wireless and Java (Sun) platforms across major cellular carriers, as well as on Palm PDAs and Windows PC phones.
Atari 2600 port
The Atari 2600 version of Pac-Man was developed and published by Atari in 1982. It was the first porting of the arcade game, Atari being the licensee for the video game console rights. Although Atari sold seven million units, out of a 10-million 2600-user base, this port may have been rushed to market and its quality was widely criticized. Atari, having manufactured 12 million cartridges under the expectation that the game would increase the number of sales of the console, was left with a large unsold inventory that had to be written-off, incurring in large financial losses for the company. This was one of the catalysts that led to the
video game crash of 1983.
Spin-offs
Sequels
(2007)
Pac-Man spawned numerous sequels. Of these, the most significant title was
Ms. Pac-Man. Originally called
Crazy Otto, this unauthorized hack of Pac-Man was created by a small group known as General Computer Corporation. It was eventually sold to Bally Midway without Namco's permission.
Crazy Otto was actually seen in a photograph in
Time (magazine) magazine, mislabeled as the original
Pac-Man. The game featured several improvements and changes from the original
Pac-Man, including faster gameplay, more mazes, new intermissions, and moving bonus items. Some consider
Ms. Pac-Man to be a superior game to the original, and even the best in the entire series. Namco sued Midway for exceeding their license. Eventually Bally Midway struck a deal with Namco to make
Ms. Pac-Man an officially licensed sequel, although Midway continued to release several unauthorized spin-off games later on, such as
Pac-Man Plus ,
Baby Pac-Man and
Professor Pac-Man, resulting in Namco cancelling their contract with Midway and ceasing to do business with them. These other titles were generally considered inferior and unimportant, serving to oversaturate the market for
Pac-Man games.
Microsoft worked with (Pac-Man creator) Toru Iwatani and Namco Bandai to release a re-envisioning of the game, 26 years after the original:
Pac-Man Championship Edition, released on
Xbox Live Arcade on
June 6 2007.
Clones and bootlegs
Many unauthorized "pirate" versions of the game were also created in order to profit from Pac-Man's fame and playability.
Non-video games
In 1982, Milton Bradley Company released a board game based on Pac-Man 1982 Milton Bradley Pac-Man. The Great Game Database. and another based on Ms. Pac-Man. 1983 Milton Bradley Ms. Pac-Man. The Great Game Database. Several other pocket games and a card game were also produced.
A group of students from the Computer Science department of Simon Fraser University had developed a "life-sized" Pac-Man system, using laptops and
cell phone tracking to track the location of the dots, ghost, and the Pac-Man. It has become a regular activity of Computer Science Frosh Week, and is usually played in Downtown Vancouver.
Pac-Man in popular culture
- A great deal of Pac-Man merchandise was marketed in the 1980s, from t-shirts to toys to hand-held video game imitations to pasta. There was also the aforementioned Saturday morning TV cartoon called Pac-Man (TV series).
- NFL Pacman Jones nickname is Adam "Pacman" Jones. It was given to him by his grandmother because at a young age he had a tendency to drink milk with the "voraciousness of the video game character of the same name".
- Pac Man is seen frequently in the 1984 film Electric Dreams as well as other footage from video games of the 1980s.
- In one episode of Family Guy, Stewie Griffin and Brian Griffin get drunk and play Pac-man. This ends up with Brian and Stewie yelling at each other, "Get the fruit." "No, i can't get the fruit." "Get the fruit, it gives you more points!" "I'm not gonna get the fruit!" and so on.
Gallery
Image:A2600_Pac-Man.png|
Atari 2600 (1982)Image:A5200_PacMan.png] (1983)Image:C64_Pac-Man.png|Commodore 64 (1983)Image:Intv_Pac-Man.png] (1983)Image:MSX_PacMan.png|MSX (1984)Image:NES_Pac-man.png] (1984)Image:Pacman360.jpg|
Xbox 360 (2006)
References
Further reading
- Trueman, Doug (November 10, 1999). " The History of Pac-Man". GameSpot. Comprehensive coverage on the history of the entire series up through 1999.
- Morris, Chris (May 10, 2005). " Pac Man Turns 25". CNN Money.
- Vargas, Jose Antonio (June 22, 2005). " Still Love at First Bite: At 25, Pac-Man Remains a Hot Pursuit". The Washington Post.
- Pac-Man Guide at MameWorld. In-depth strategy guide, including basic techniques, chase patterns and ghost behavior.
- Hirschfeld, Tom. How to Master the Video Games, Bantam Books, 1981. ISBN 0-553-20164-6 Arcade strategy guide to several games including incarnations of Pac-Man. Includes hand drawings of some of the common patterns for use in the arcade Pac-Man.
- Hirschfeld, Tom. How to Master Home Video Games, Bantam Books, 1982. ISBN 0-553-20195-6 Follow-up guide covering home versions among others.
External links
- The Arcade Flyer Archive entry for Pac-Man
- Arcade History entry
- Pac-Man at The Dot Eaters
-
- Ms. Pac-Man being used to test cognitive reasoning in chimps