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Pac-Man

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For other meanings, see Pac-Man (disambiguation).
Pac-Man
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 Power Pellets are visible near the corners of the screen.
Developer(s)Namco
Publisher(s)Midway
Designer(s)Iwatani Toru - Game Designer
Hideyuki Mokajima - Programmer
Toshio Kai - Sound & Music
Platform(s)Arcade game, Atari 2600, Atari 5200, Commodore 64, Game Boy, GBA, Intellivision, Mobile phone, MSX, NEC PC-8801, NGPC, NES, Sega Game Gear, SNES, ZX Spectrum, iPod, Xbox Live Arcade
ReleaseJapan October 10, 1979[1][2]
United States 1980
Genre(s)Maze
Mode(s)Up to 2 players, alternating turns
Arcade systemNamco Pac-Man

Pac-Man (or Puck Man) is an arcade game developed by Namco and licensed for distribution by Midway, first released in Japan in 1979.[1][2] Immensely popular from its first release through today, Pac-Man is universally considered 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[3] that sold a bevy of merchandise and also inspired an animated television series and a Top 40 pop single.[4]

When Pac-Man was released, most arcade video games in North America were primarily space shooters such as Space Invaders and Defender. By breaking out as a completely new style of non-violent game that appealed to both boys and girls, it found massive success.[1] Pac-Man is often credited with being a landmark in video game history, and is among the most famous arcade games of all time.[5] The character also appears in over 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 eighteen months. The original title was pronounced pakku-man (パックマン) and was inspired by the Japanese onomatopoeic phrase paku-paku taberu (パクパク食べる).[6] Although it is often cited that Iwatani was inspired by a slice of pizza to create the character,[3] 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 a basic eating concept.[7] Iwatani's efforts to appeal to a wider audience — beyond the typical demographics of young boys and teenagers — would eventually lead him to adding in 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 games of similar ilk were far more popular at the time.[1]

However, the following year, the game was picked up for manufacture in the U.S. by Bally division Midway, under the altered title Pac-Man (actually closer to the original Japanese pronunciation) because PUCK MAN was similar in spelling and pronunciation to a common expletive, and vandals could easily change it. Although many people think this concern depended only on the language, English game titles — and such phrases as “HIGH SCORE” and “GAME OVER” — were generally understood in Japan. Says Chris Kohler in his book Power-Up: How Japanese Video Games Gave the World an Extra Life, “Don’t believe for a second that Japanese teenagers didn’t realize what they could change Puck-Man into; it’s just that they wouldn’t ever do it.”[6] Both PUCK MAN and Pac-Man machines can be found throughout Europe.

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.[7] The game soon became a worldwide phenomenon within the video game industry, resulting in numerous sequels and merchandising tie-ins. Its style of gameplay became widely imitated by games created by competitors, but none could equal the original in profit or popularity.

File:Pacman-puckman.jpg
A side by side comparison of the very different artwork styles between the Midway and Namco version.

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.

File:Puckman-flyer.jpg
The Japanese sales flyer from 1980 displays the Japanese title, PUCK MAN, as well as the original character design.

The first known "perfect Pac-Man game", in which the player must complete all of the 255 levels, a maximum point score without ever being caught, was verified by the Twin Galaxies Intergalactic Scoreboard on July 3, 1999.[8] Billy Mitchell, 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 energizer, every blue ghost and every dot for 255 boards.[9]

Marketers from the video game manufacturers were taken completely by surprise by the phenomenal success of Pac-Man in 1980. Marketing executives who saw Pac-Man at a trade show prior to release completely overlooked the game (and likewise dismissed the classic Defender), while they looked to a racing car game called Rally-X as the game to outdo that year.[10][11] The appeal of Pac-Man caught on immediately with the gaming public and the game's popularity outpaced anything seen in the industry before; it outstripped Asteroids as the greatest selling arcade game of the time.[12] Pac-Man would go on to sell over 350,000 units.[13] The game was so popular that it was one of the most widely bootlegged games in the early 80s; these versions often had significant differences in how the monsters ran their patterns.[citation needed]

The unique and original game design inspired game manufacturers to look into game designs that differed from endless "alien invader battle" games. Pac-Man introduced an element of humor into video games that designers sought to imitate, as it appealed to a wider demographic than the teenage boys who flocked to the action-oriented games. Many popular video games of the 1980s, including Q*bert, Donkey Kong, and Frogger partially owe their existence to the success of Pac-Man.

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.[14] 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.

Gameplay

Pac-Man is a maze game. The player maneuvers Pac-Man, a yellow circle with a mouth, to navigate a maze while eating small dots and other item prizes. A level, or board, is finished when all the "dots" are eaten. Four ghosts (Blinky, Pinky, Inky and Clyde) also wander the maze in an attempt to catch Pac-Man. Each level begins with three ghosts in their "ghost pen" and one above it, and Pac-Man near the bottom of the maze. The ghosts are released from the pen one by one at the start of each level.

Fruit Value Board(s)
Cherries 100 pts 1
Strawberry 300 pts 2
Orange 500 pts 3-4
Apple 700 pts 5-6
Melon 1000 pts 7-8
Galboss 2000 pts 9-10
Bell 3000 pts 11-12
Key 5000 pts 13 and up

There are four power-up items near the corners of the maze, known as "energizers" or "power pellets" ("power food" in Japan) which provide Pac-Man with the temporary ability to eat the ghosts. The ghosts turn a deep blue and reverse direction immediately when Pac-Man eats an energizer, and they move more slowly while they are vulnerable. The ghosts are worth 200, 400, 800, and 1600 points, in sequence. The values reset back to 200 each time another Power Pellet is eaten, so it is advantageous for the player to eat all four ghosts per pellet. If a ghost is eaten, his eyes return to the "ghost pen" where they will be restored to normal. The ghosts flash white up to five times before they become dangerous again. 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. After a certain number of boards, the ghosts no longer turn blue at all, though eating an energizer still causes them to reverse direction.

Regular "dots" are worth ten points each (there are 240 of them on each board), and energizers are worth fifty points each. Additionally, two prizes commonly referred to as "fruit" (even though several of them are not fruits) appear twice during each board just below the monster pen — eating a fruit scores extra bonus points. The prizes change throughout the game, and their point values increase as shown in the table on the left.

A myth arose that far into the game, an extremely rare item would appear, either a bar of gold or a screwdriver, with these items giving 10,000 and 25,000 points respectively. In reality, there are no such items.[citation needed]

Pac-Man is awarded a bonus life one time only, at 10,000 points (the default setting; DIP switches inside the machine can change the required points to 15,000 or 20,000 or disable the bonus life altogether).

Ghosts

Initially, Pac-Man’s enemies were referred to as "monsters" on the arcade cabinet, but soon became colloquially known as "ghosts".

Names

The ghosts are introduced during attract mode by the following names and nicknames:

Ghost Color Original Puckman[15] American Pac-Man
Name Translation Nickname Translation Alternate
name
Alternate
nickname
Name Nickname
Red Oikake (追いかけ) chaser Akabei (赤ベイ) red guy Urchin Macky Shadow Blinky
Pink Machibuse (待ち伏せ) ambusher Pinky (ピンキー) n/a Romp Micky Speedy Pinky
Cyan Kimagure (気まぐれ) fickle Aosuke (青助) blue guy Stylist Mucky Bashful Inky
Orange Otoboke (お惚け) stupid Guzuta (愚図た) slow guy Crybaby Mocky Pokey Clyde

Alternate names were selected by a switch on the cabinet.

Speed

File:Pacman.ghosts.png
The various Pac-Man ghosts with their "character" and nicknames, here in the American arcade version, were displayed during the Attract mode.

While the ghosts are bound by the same limitations of the maze as Pac-Man himself, they differ in speed in several ways:

  • They turn corners more slowly than Pac-Man.
  • They slow down while walking through the "tunnels" on the sides of the maze, whereas Pac-Man walks through them unhindered.
  • Blinky increases greatly in speed once a certain number of dots are eaten. The higher the level, the sooner this happens. The accelerated Blinky is unofficially referred to as Cruise Elroy,[citation needed] which may be a reference to Elroy Jetson. (Apart from Blinky, the ghost speeds are equal and constant.)

Behavior

The movements of the ghosts are strictly deterministic—there is no random or even pseudo-randomness in the algorithms choosing their paths. Experienced players have exploited this flaw by devising precise sequences of movements for each level in order to play indefinitely (termed "patterns"). A later revision of the programming altered the behavior, but it still wasn't random, and new patterns were devised for it.

There are a few notable quirks in the behavior of the ghosts:

  • If the player survives long enough in a level without being caught by a ghost, the ghosts will all suddenly reverse directions and each will head for a different corner. This term is called "Scatter Mode", and it will continue to happen as long as the player stays alive without having finished the level, cycling between converging on the player, and de-converging into their respective corners (Blinky: upper right, Pinky: upper left, Inky: lower right, Clyde: lower left). If this process goes on long enough, and the player has still not completed the level, then the ghosts will constantly attack and never go back into Scatter Mode.
  • The ghosts will never go upwards into either of the two passages immediately above their monster pen (unless they are in their blue vulnerable state). Players being closely pursued can lose their pursuers by leading them to the top of the monster pen then going upwards into either of the two passages; the ghosts will not follow.
  • Pac-Man may go upwards into (and stop in) the corner immediately to the right and above his starting location facing upwards. When the ghosts are not closely pursuing him, they will never find him, and instead will roam aimlessly around the board until Pac-Man leaves that spot. This trick is used by marathon Pac-Man players to allow themselves an occasional bathroom break.
  • There is a software coding bug that allows Pac-Man to sometimes pass through a ghost unharmed. Though this rarely occurs, several patterns have been developed which consistently pass through a ghost or ghosts. Most expert players have their favorite "pass through" pattern.[citation needed]

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:

  1. 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.
  2. Blinky chases Pac-Man across the screen, but his pelt gets caught on a tack in the floor, and part of it is ripped off revealing his 'skin'. This intermission plays after Board 5.
  3. Blinky, with the corner of his pelt sewn back on, chases Pac-Man across the screen. Blinky reappears coming back the opposite direction, naked, dragging his pelt behind him. This intermission plays after Boards 9, 13 and 17.

Split-screen level

File:Split Screen in Pac Man.gif
The 256th and final level in Pac-Man is unplayable due to corrupting map glitches.

The game technically has no end; the player will be given new boards to clear as long as Pac-Man does not lose all of his lives. 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 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 7 fruits are displayed, regardless of the current screen, but since the level number is stored in a single byte, level 255 ("FF" in hexadecimal) rolls over to 0 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 be cleared via legitimate means.

However, in December 1982, an eight-year-old boy named Jeffrey R. Yee received a letter from U.S. President 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 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.[9]

Through tinkering, the details of the Split-Screen Level can be revealed. As playable through arcade game emulator MAME some ROMs of the game are equipped with a "rack test" within the DIP switches which will automatically clear a level of all pellets as soon as it begins. This method not only makes reaching the long-mythical 256th board easier (thus making detailed analysis possible) but also allows a demonstration of what happens after the board has been cleared:

Because the right side of the map does not exist, Pac-Man and the ghosts can move freely throughout the right side of the screen, barring some of the garbled symbols which are 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 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), and Pac-Man Collection for the Game Boy Advance (2001). 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 PSP and Game Boy Advance) with the 50th Anniversary Collection (2005). An Xbox 360 port was released via Xbox Live Arcade on August 9th 2006. Pac-Man is also available in its original form as part of the GameTap service. On September 12th 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 [1].

File:PacManCrt260007052004.jpg
Atari 2600 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 you insert your coins: up, up, up, down, down, down, left, right, left, right, left. If done correctly, you should hear a sound, and Ms. Pac-Man will change color. Press the Ms. Pac-Man start button, and you 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.

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 BREW and Java platforms across major cellular carriers, as well as on Palm PDAs and Windows PC phones.

Atari 2600

The Atari 2600 version of Pac-Man was developed and published by Atari in 1982. It was the first port of the arcade game, Atari being the licensee for the video game console rights. Although Atari sold seven million units, out of a ten-million 2600-user base, this port may have been rushed to market and its quality was widely criticized. Atari, having manufactured twelve million cartridges under the expectation that the game would increase the number of sales of the console, was left with a large unsold inventory which 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.

Port screenshots
File:A2600 Pac-Man.png File:A5200 PacMan.png File:C64 Pac-Man.png File:Intv Pac-Man.png
Atari 2600 (1982) Atari 5200 (1983) Commodore 64 (1983) Intellivision (1983)
File:MSX PacMan.png File:NES Pac-man.png File:SAM Coupé Pac-Man.png File:Pacman360.jpg
MSX (1984) NES (1984) SAM Coupé (1991) Xbox 360 (2006)

Sequels

Pac-Man spawned numerous sequels, though none of them were as popular as the original. Of these, the most significant title was the popular Ms. Pac-Man. Originally created as an unauthorized hack of the original game called Crazy Otto by a small group known as General Computer Corporation as was eventually sold to Bally Midway without Namco's permission. Crazy Otto was actually seen in a photograph in Time magazine, mislabeled as the original Pac-Man.[16] 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.[5] Eventually Bally Midway struck a deal with Namco to make Ms. Pac-Man an officially licensed sequel, although the American company continued to release several unauthorized spin-off games later on, such as Pac-Man Plus and Baby Pac-Man. These other titles were generally considered inferior and unimportant, serving to oversaturate the market for Pac-Man games.[17][3]

Clones and bootlegs

File:Cdman.JPG
An unauthorized 1992 Pac-Man knockoff, CD-Man, was one of many clones and bootlegs to be released.

Unauthorized "pirate" versions of the game were also created, most notably Hangly-Man (a mangling of "Hungry-Man"), one variant of which replaced the Pac-Man character with the head of Popeye. There was another hack of Hangly-Man called Caterpillar Pac-Man made in 1981 by Phi. In this game you play as a caterpillar, and the ghosts are replaced by four spiders.

Another popular clone game was Piranha, which replaced Pac-Man with a munching fish. The maze was replaced with a coral reef, and the monsters are squids. (In an earlier variant, they are little more than ghosts with extended sprites for the tentacles). A brief reference to the game was even included in the Pac-Man TV series, when in an underwater scene, a fish is shown eating a ghost-squid.

In addition, soon after the release of the original Pac-Man, many other maze-themed video games entered the arcade market (Make Trax, Thief, Lady Bug and Mouse Trap being the most prominent). In the home video game market, K.C. Munchkin was actually withdrawn after Atari successfully sued its creator, since its imitation of the Pac-Man characters was so blatant and undisguised.

Several handheld versions were released in 1981, most using VFD technology. The playability of most handheld games of this age was limited by today's standards, since each ghost and Pac-Man position was represented by an immovable fixed-cell character that lit up accordingly. Game titles included the following:

  • PacMan by Tomy
  • PacMan2 by Entex
  • Pac-Man by Coleco. As the official adaptation of the game, Coleco Pac-Man was shaped like a miniature Midway arcade cabinet.
  • Epoch Man by Epoch—LCD-based, this game can be seen in National Lampoon's Vacation (1983) in Russ's hand.

Texas Instruments released a clone called Munch Man for the TI-99 home computer line in 1982, in which the player lays down a "track" (or "links,"; in Munch Man parlance), as he progresses through the maze instead of eating pills – a change made by TI to avoid possible lawsuits from Midway.

In 1981, Leisure and Allied released Ghostmuncher/Galaxian. This game was a dual bootleg of Pac-Man and Galaxian. You can change the game with the Dip Switch. In this bootleg, the colors, sounds and names of the ghosts have been changed. The "Galaxian" bootleg is also sped up significantly.[2]

In Lock'n'Chase for Mattel Intellivision (1982) Pac-Man was replaced with a thief who collected coins in a city. Ghosts were replaced with cops. The thief could block streets with doors.

In the 1990's, Microhard/Magic Games released Funny Strip. This is a maze game & a rip-off of Pac-Man & Ms. Pac-Man featuring nudity whenever "STRIP TEASE" is spelled out. The letters that spell this appear after certain ghosts turn into them after a pill is eaten. [3]

In 1992, Creative Dimensions released a Pac-Man clone called CD-Man. CD-Man ate dots and ran from enemies such as spiders and sharks. [4]

In 1994, Virtuality released Hyper Pac-Man[5], which mixed Bomberman with Pac-man. This was followed up by a sequel called Twinkle[6] in this version they colored Pac-Man orange and gave him sunglasses.

In 1999, ESD released Multi Champ Deluxe. Multi Champ Deluxe is an adult orientated multi game system, where the player chooses a girl and then 1 of 6 games, win the game to save the girl. Games include clones of Pac-man, tetris and columns styled games, as well as pang, Mahjong, and a solitaire card game.[7] [8]

In 2000, Genie released Puckman Pockimon[9] which teamed up Pac-man and Pokémon. Player 1 controls Puckman and Player 2 controls Pikachu's head.

Grandpa Pac-Man was an unofficial sequel created by Lafe Travis Games for the PC and is available as freeware. Grandpa Pac-Man has 13 mazes to master, 12 intermissions, and 30 different prizes to gobble up. [10]

Non-video games

In 1982, Milton Bradley released a board game based on Pac-Man[18][19] and another based on Ms. Pac-Man.[20] Several other pocket games and a card game were also produced.[21]

A group of students of Computer Science department of Simon Fraser University had developed a "live-sized" pacman system, using laptops and cell phone tracking to track the location of the dots, ghost, and the pacman. It has become an activity of the Computer Science Frosh Week, and usually played in Downtown Vancouver.

Pacman is also one of the 9 games available on the iTunes store to download and play on 5th gen. iPods.

A great deal of Pac-Man merchandise was marketed in the 1980s, from t-shirts to toys to hand-held video game imitations to even a pasta. Then, there was the aforementioned Saturday morning TV cartoon also called Pac-Man based on the game was produced by Hanna-Barbera and lasted two years from 1982 to 1984. It was also the basis for a Pac-Man Christmas special titled Christmas Comes to Pac-Land. In the series and the special, the "nicknames" given Pac-Man's enemies in the game—Blinky, Pinky, Inky, Clyde; became their official names, and Sue was a new ghost, colored purple. They were led by the evil Mezmaron, who employed them in his plots to raid the Power Pellet Forest.

The makers of the 1982 Disney feature-film Tron snuck a tiny Pac-Man into one quick shot when Sark is ordering the tanks to be sent out, giving the character a movie cameo appearance in effect.[22]

Google Maps features a Pac Man inspired set of crop circles located near Grazely, Reading, England. [Map at Google Sightseeing]

File:Mad pacman cover large.jpg
MAD Magazine named Pac-Man "Man of the Year" in September 1982

In the popular video game-oriented webcomic Penny Arcade, Gabe is almost always seen wearing a yellow shirt with a black outline of Pac-Man. Other strips reveal that his room is decorated with Pac-Man sheets and matching curtains, and his car's license plate reads "PCMNFN" (Pac-Man Fan). Mike Krahulik, the Penny Arcade artist who uses Gabe as an alter-ego, actually has a tattoo of Pac-Man eating pellets around his arm.

VG Cats, another popular video game webcomic, also uses Pac-Man in one of its logos or graphical representations of the comic. The logo is identical to Pac-Man, however it is colored blue instead of yellow, and has a cat-like tail added to it, along with tiny cat-like ears atop it.

The 2004 movie Club Dread features a live version of Pac-Man played on "Coconut Pete's" tropical island, in which four bikini clad girls would chase one man through a hedge maze; drinking from a cup of alcohol was the equivalent of a Power Pellet. The full rules of the game were unknown, as it was called off for murder, particularly those dressed in costumes resembling the various fruit pieces of the game.

Pac-Man appears as a character in the Drawn Together episode "Gay Bash," and in a comic twist is revealed to be Ms. Pac-Man in drag. A Pac-Man movie has been announced by Crystal Sky. No further details are known.

In Weird Al Yankovic's music video for "White And Nerdy", a pac-man logo is in the background of one of the scenes.

Other video games

File:Pacmannewform.jpg
Pac-Man as he appears in the Pac-Man World series.

Namco often puts the characters of Pac-man into their other games, as actual opponents or subtle references. Some of the most prominent uses include the Ridge Racer series of games and Wangan Midnight Maximum Tune. In addition, similar to Namco x Capcom, Pac-Man appears as a statue in Tales of Symphonia, another one of Namco's games. In another Tales game, Tales of the Abyss, playable character Jade Curtiss's main outfit has a belt with a buckle shaped like Pac-Man. Because of this, the Pac-Man appears to be eating the belt holes, much like an in-game Pac-Man eating dots.

Pac-Man is a playable character in the Mario Kart Arcade GP game; in fact, Pac-Man is one of the first non-Nintendo characters to appear in a Nintendo game. Klonoa, a Namco character, always wears a blue cap with a little Pac-Man on it. Curiously, this mark was erased in Namco x Capcom, in which Pac-Man's only appearance is as a statue in a single stage. Some fans might use Pac-Man's playable appearance in Mario Kart Arcade GP as an explanation for his total absence in Namco x Capcom, seeing as he crossed over with Mario instead. Ms. Pac-Man and the red ghost Blinky are also playable.

Pac-Man made a guest appearance in Kick Man (1981), also once known as Kick. The object of Kickman is to catch falling balloons on the head of a unicycle rider. In some levels of the game, a Pac-Man may descend and, with his familiar sound effects, eat the already-caught balloons for bonus points. Ghosts appear as well in higher levels.

Anna Kournikova's Smash Court Tennis featured Pac-Man as a secret unlockable character. He looks exactly like his 3D render. To unlock him, the player had to complete Times Square court under "Street Tournament" six times.

In Wolfenstein 3D (1992), there is a secret level, which is a remake of one of the mazes in Pac-Man, complete with Pac-Man ghosts which chase the player. They cannot be killed. The dots are replaced with treasure items and the power pills are replaced with extra lives.

In Baten Kaitos, Pac-Man appears as a card/weapon that is unlocked by performing a combo involving fruit.

A carving of Pac-Man eating a pill, along with a ghost from Pac-Man, can be seen in the fighting game Mortal Kombat.

References

  1. ^ a b c d Goldberg, Marty (2002-01-31). ""Pac-Man: The Phenomenon: Part 1"". Classicgaming.com. Retrieved 2006-07-31.
  2. ^ a b Robat, Cornelis. ""Timeline History of Computing: Industrial Era 1978-1979"". The History of Computing Project. Retrieved 2006-08-06. {{cite web}}: Italic or bold markup not allowed in: |publisher= (help)
  3. ^ a b c Green, Chris (June 17, 2002). "Pac-Man". Salon.com. Retrieved February 12. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)CS1 maint: year (link)
  4. ^ McDonald, Glenn (2004-03-29). ""A Brief Timeline of Video Game Music"". GameSpot. Retrieved 2006-07-31.
  5. ^ a b Parish, Jeremy (2004). ""The Essential 50: Part 10 - Pac Man"". 1UP.com. Retrieved 2006-07-31.
  6. ^ a b Kohler, Chris (2005). Power-Up: How Japanese Video Games Gave the World an Extra Life. Brady Games. ISBN 0-7440-0424-1.
  7. ^ a b Lammers, Susan M. (1986). Programmers at Work: Interviews. New York: Microsoft Press. ISBN 0-914845-71-3.
  8. ^ "Pac-Man at the Twin Galaxies Official Scoreboard". Twin Galaxies. Retrieved 2006-07-22.
  9. ^ a b Ramsey, David. "The Perfect Man - How Billy Mitchell became a video-game superstar and achieved Pac-Man bliss". Oxford American issue 53. Spring 2006.
  10. ^ Bowen, Kevin (2001). "Game of the Week: Defender". ClassicGaming.com. Retrieved 2006-08-17.
  11. ^ Bousiges, Alexis. "Defender". Arcade-History.com. Retrieved 2006-08-17.
  12. ^ "Player 2 Stage 4: Two Superstars". The Dot Eaters. Retrieved 2006-08-17.
  13. ^ Bowen, Kevin (2001). "Game of the Week: Pac-Man". ClassicGaming.com. Retrieved 2006-08-17.
  14. ^ McLemore, Greg. "The Top Coin-Operated Videogames of All Times". Killer List of Videogames. Retrieved 2006-07-22.
  15. ^ DeMaria, Rusel & Wilson, Johnny L. (2003-12-18). High Score!: The Illustrated History of Electronic Games (2nd Edition ed.). McGraw-Hill Osborne Media. ISBN 0-07-223172-6. {{cite book}}: |edition= has extra text (help)CS1 maint: multiple names: authors list (link)
  16. ^ Skow, John (1982-01-18). "Games That Play People: Those beeping video invaders are dazzling, fun-and even addictive". Time. {{cite news}}: Check date values in: |date= (help)
  17. ^ "Ms. Pac-Man". Killer List of Videogames. Retrieved 2006-07-31.
  18. ^ "" Milton Bradley's PAC-MAN Board Game!"". X-Entertainment. 2003-04-14. Retrieved 2006-07-31.
  19. ^ 1982 Milton Bradley Pac-Man. The Great Game Database.
  20. ^ 1983 Milton Bradley Ms. Pac-Man. The Great Game Database.
  21. ^ Gill, Chuck & Vicki. ""Pac-Man non-video games"". The Virtual Pac-Man Museum. Retrieved 2006-07-31. {{cite web}}: External link in |publisher= (help)
  22. ^ Tron - Pac Man. The Easter Egg Archive. Accessed on 2006-07-31.
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.

See also

  • Poly Play, Arcade machine from the Former Eastern Bloc, incorporating their answer to Pac-Man.

Please do not link to pages that incorporate playable versions of Pac-Man.

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