Super Pac-Man

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Super Pac-Man
Super Pac-Man - Bally Midway Namco arcade cabinet.jpg
North American arcade cabinet (1982)
Beam Software
Designer(s)Toru Iwatani
Composer(s)Nobuyuki Ohnogi
Platform(s)Arcade, Commodore 64, IBM PC, Sord M5
  • JP: August 11, 1982
  • NA: October 1, 1982
Sord M5
Commodore 64
  • WW: 1988
Mode(s)Up to 2 players, alternating turns
CabinetUpright, cabaret, and cocktail
Arcade systemNamco Super Pac-Man
CPU2 × 6809 @ 1.536 MHz
SoundNamco WSG @ 1.536 MHz
DisplayVertical orientation, Raster, 224 x 288 resolution

Super Pac-Man is the fourth title of the Pac-Man series of games, released in Japan on August 11, 1982 and North America on October 1, 1982, and it is the fourth 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) and Pac-Man Plus (released a few months before Super Pac-Man) were created without Namco's involvement, therefore making this game the first official sequel in the Pac-Man series.

Super Pac-Man is the first of the Pac-Man games to use the Motorola 6809 processor.

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 power pellet or super pellet, if available.

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. Usually, one symbol stops while the other continues until the star is eaten, a life is lost, or too much time elapses. If the star is eaten when two symbols match, the bonus is 2000 points for any match, and 5000 points if the matching symbols are the same as the level being played. Otherwise, the bonus is similar to the award for eating a ghost, which is 200, 400, 800 or 1600 points, depending on the level. (On some versions, higher levels might pay out the 2000 or 5000 points no matter what the symbols are.)

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.


Ports for the Casio PV-2000 and the Sord M5 were released in Japan under the titles Mr. Packn and Power Pac. In 1988, MS-DOS and Commodore 64 versions were released.


Ports for the Atari 5200 and the Atari 8-bit computers were finished in 1984, but not published.[1][2]


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

External links[edit]