Super Pac-Man

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Super Pac-Man
Super Pac-Man - Bally Midway Namco arcade cabinet.jpg
Arcade cabinet
Developer(s) Namco
Beam Software
Publisher(s)
  • NA/EU Thunder Mountain
Designer(s) Toru Iwatani
Composer(s) Nobuyuki Ohnogi
Platform(s) Arcade, Commodore 64, DOS, Mobile Phone, Sord M5
Release date(s) Arcade
  • JP October 1982
  • NA November 1982
Sord M5 DOS Commodore 64 Mobile Phone
  • NA May 17, 2006
Mode(s) Up to 2 players, alternating turns
Cabinet Upright, cabaret, and cocktail
Arcade system Namco Super Pac-Man
CPU 2x Motorola M6809 @ 1.536 MHz
Sound 1x Namco WSG @ 1.536 MHz
Display Vertical orientation, Raster, 224 x 288 resolution

Super Pac-Man (スーパーパックマン Sūpā Pakkuman?), released in Japan October 1982 and North America November 1982 is the third installment of the Pac-Man series of arcade games and the second starring Pac-Man himself. It is also the second game to be created by series originator Namco, as Ms. Pac-Man (the second in the series) was created without Namco's involvement.

Characteristics and gameplay[edit]

Arcade Screenshot with Pac-Man in Super form

Sound and gameplay mechanics were altered radically from the first two entries into the Pac-Man series - instead of eating dots, the player is required to eat keys in order to open doors, which open up sections of the maze that contain what in earlier games were known as "fruits" (foods such as apples and bananas, or other prizes such as Galaxian flagships), which are now the basic items that must be cleared. Once all the food is eaten, the player advances to the next level, in which the food is worth more points. In earlier levels, keys unlock nearby doors, while as the player progresses through the levels, it is more common for keys to open faraway doors. Pac-Man can enter the ghost house at any time without a key.

In addition to the original power pellets which allow Pac-Man to eat the ghosts, two "Super" pellets are available and will turn Pac-Man into Super Pac-Man for a short time. In this form, he becomes much larger, can move with increased speed when the "Super Speed" button is held down, and has the ability to eat through doors without unlocking them. He is also invulnerable to the ghosts, who appear thin and flat in order to give the illusion of Super Pac-Man "flying" over them. He still cannot eat them without the help of the original power-up. When Super Pac-Man is about to revert to regular Pac-Man, he flashes white. The Super power can then be prolonged by eating a regular power pellet.

A point bonus can be scored if Pac-Man eats a star that appears between the two center boxes while assorted symbols flash inside them. The bonus greatly increases if the two symbols match when the star is eaten.

Bonus levels appear at intervals. Here, the player is presented with a maze full of food items and must eat them all in order to collect the points on a countdown timer. Pac-Man appears in Super Mode throughout the stage, and there are no ghosts.

History[edit]

Based on the Namco Galaga hardware, this is the first of the Pac-Man games to use the Motorola 6809 processor, unlike the earlier Pac-Man games which used the older Z80, and fell into the conversion class of the Namco Galaxian.[citation needed] The new gameplay mechanics were considered by many to be confusing, and too much of a change from the original two games. In particular, when Pac-Man transforms into Super Pac-Man, he was thought by some to be much more difficult to control. Whatever the reason, Super Pac-Man proved to be the least successful game in the original series, being outsold that year by Pac-Man Plus, a slightly updated version of the original game, which, like the aforementioned Ms. Pac-Man, was produced by the American licensee Midway without authorization from developer Namco. Midway also went on to create Jr. Pac-Man, also based on the older Z80 processor, and having the basic sound and feel of the older games with which fans were more familiar. In spite of this, the game's A.I. was celebrated as being one of the best of that era.[citation needed]

Game platforms[edit]

Super Pac-Man was only a moderate success in the 1980s as an arcade machine, and thus has not been as widely ported to home video game consoles as the original Pac-Man and Ms. Pac-Man. Still, the game has been revived several times.

  • In 1988, DOS and Commodore 64 versions were released by Thunder Mountain.
  • In 1996, it also appeared on the second Namco Museum arcade compilation for Sony's PlayStation (not included in the Japanese version).
  • In 1998, Namco released Super Pac-Man as part of Namco History Volume 3 (a collection of classic Namco games similar to the Namco Museum series) for the PC in Japan only.

As a promotion, Sprint and Namco ran a sweepstakes which offered the grand prize winner a Volkswagen New Beetle customized with Super Pac-Man art. The car was on display at major videogame tradeshow E3 in Los Angeles in May 2006. The Sweepstakes began June 1, 2006 and ended on July 31, 2006. Super PAC-MAN Sweepstakes details

  • In 2007, it was released for Palm PDA devices.
  • Namco re-released Super Pac-Man on mobile phones as a deluxe version with updated 3D graphics and better sound effects.
  • Super Pac-Man was also released as part of Pac-Man Museum, a downloadable compilation that was released in 2014.

Ports for the Atari 5200 and the Atari 8-bit computers were finished in 1984, but were cancelled when the home computing and game console divisions of Atari, Inc. were sold to Jack Tramiel.[1][2]

References[edit]

  1. ^ Reichert, Matt. "Super Pac-Man (Atari 5200)". AtariProtos.com. Retrieved September 19, 2014. 
  2. ^ Reichert, Matt. "Super Pac-Man (Atari 8-bit)". AtariProtos.com. Retrieved September 19, 2014. 

External links[edit]