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Pac-Man

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Information

Developer(s) : Namco
Publisher(s) : Namco, Midway
Designer(s) : Tōru Iwatani
Release date(s) : 1980

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Controls

Pad = move

History

Pac-Man is an arcade game developed by Namco and first released in Japan on May 22, 1980. It was licensed for distribution in the United States by Midway and released in October 1980. Immensely popular from its original release to the present day, Pac-Man is 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 – and subsequent Pac-Man derivatives – became a social phenomenon that sold a large amount of merchandise and also inspired, among other things, an animated television series and a top-ten hit single.

When Pac-Man was released, the most popular arcade video games were space shooters, in particular Space Invaders and Asteroids. The most visible minority were sports games that were mostly derivatives of Pong. Pac-Man succeeded by creating a new genre and appealing to both genders. Pac-Man is often credited with being a landmark in video game history, and is among the most famous arcade games of all time. It is also one of the highest-grossing video games of all time, having generated more than $2.5 billion in quarters by the 1990s.

The character has appeared in more than 30 officially licensed game spin-offs, as well as in numerous unauthorized clones and bootlegs. According to the Davie-Brown Index, Pac-Man has the highest brand awareness of any video game character among American consumers, recognized by 94 percent of them. Pac-Man is one of the longest running video game franchises from the golden age of video arcade games. It is part of the collection of the Smithsonian Institution in Washington, D.C. and of New York's Museum of Modern Art.

GamePlay


The player controls Pac-Man through a blue maze, eating pac-dots (also called pellets) and fruit. When all pac-dots are eaten, Pac-Man is taken to the next stage. Between some stages one of three intermission animations plays. Four enemies (Blinky, Pinky, Inky and Clyde) roam the maze, trying to catch Pac-Man. If an enemy touches Pac-Man, a life is lost and the Pac-Man itself withers and dies. When all lives have been lost, the game ends. 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.

Near the corners of the maze are four larger, flashing dots known as power pellets that provide Pac-Man with the temporary ability to eat the enemies. The enemies turn deep blue, reverse direction and usually move more slowly. When an enemy is eaten, its eyes remain and return to the center box where it is regenerated in its normal color. Blue enemies flash white to signal that they are about to become dangerous again and the length of time for which the enemies remain vulnerable varies from one stage to the next, generally becoming shorter as the game progresses. In later stages, the enemies go straight to flashing, bypassing blue, which means that they can only be eaten for a short amount of time, although they still reverse direction when a power pellet is eaten; in even later stages, the ghosts do not become edible (i.e. they do not change color and still make Pac-Man lose a life on contact), but they still reverse direction.

Enemies

The enemies in Pac-Man are known as "ghosts" or "monsters". Despite the seemingly random nature of the enemies, their movements are strictly deterministic, which players have used to their advantage. In an interview, creator Tōru Iwatani stated that he had designed each enemy with its own distinct personality in order to keep the game from becoming impossibly difficult or boring to play. More recently, Iwatani described the enemy behaviors in more detail at the 2011 Game Developers Conference. He stated that the red ghost chases Pac-Man, and the pink and blue ghosts try to position themselves in front of Pac-Man's mouth. Although he claimed that the orange ghost's behavior is random, a careful analysis of the game's code reveals that it actually chases Pac-Man most of the time, but also moves toward the lower-left corner of the maze when it gets close to Pac-Man.

Ending

Pac-Man was designed to have no ending – as long as the player keeps at least one life, he or she should be able to play the game indefinitely. However, a bug keeps this from happening: Normally, no more than seven fruit are displayed at the bottom of the screen at any given time. But when the internal level counter, which is stored in a single byte (8 bits), reaches 255, the subroutine that draws the fruit erroneously "rolls over" this number to zero, causing it to try to draw 256 fruit instead of the usual seven

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A perfect Pac-Man game occurs when the player achieves the maximum possible score on the first 255 levels (by eating every possible dot, power pellet, fruit, and enemy) without losing a single life, and then scoring as many points as possible in the last level. As verified by the Twin Galaxies International Scoreboard on July 3, 1999, the first person to achieve this maximum possible score, 3,333,360 points, was Billy Mitchell of Hollywood, Florida, who performed the feat in about six hours.

In September 2009, David Race of Beavercreek, Ohio, became the sixth person to achieve a perfect score. His time of 3 hours, 41 minutes, and 22 seconds set a new record for the fastest time to obtain a perfect score. As of September 2010, six players have earned a perfect score.

In December 1982, an 8-year-old boy, Jeffrey R. Yee, supposedly 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 he had passed the unbeatable Split-Screen Level. In September 1983, Walter Day, chief scorekeeper at Twin Galaxies, took the US 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 Level. No video game player could demonstrate this ability. In 1999, Billy Mitchell offered $100,000 to anyone who could pass through the Split-Screen Level before January 1, 2000. The prize was never claimed

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