PacMan is an arcade game developed by Namco and first released in Japan on May 22, 1980. PacMan was created by Japanese video game designer Toru Iwatani. PacMan 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, subsequently, Pac-Man derivatives—became a social phenomenon that yielded high sales of merchandise and inspired a legacy in other media, such as the Pac-Man animated television series and the top-ten hit single "Pac-Man Fever".
When Pac-Man was released, the most popular arcade video games were space shooters, in particular Space Invaders and Asteroids PacMan. The most visible minority were sports PacMan that were mostly derivatives of Pong. Pac-Man succeeded by creating a new genre. 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 New York's Museum of Modern Art.
The player controls Pac-Man through a maze, eating pac-dots (also called pellets or just dots). 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 Pac-Man himself withers and dies. However, it sometimes happens that Pac-man passes through an enemy unharmed. This is caused by the way the game detects collisions between Pac-Man and an enemy. Whenever Pac-Man occupies the same tile as an enemy, he is considered to have collided with that ghost and a life is lost. This logic proves sufficient for handling collisions more than 99% of the time during gameplay, but does not account for one very special case. Pac-Man's center point moves upwards into the enemy's tile in the same 1/60th of a second that the enemy's center point moves downwards into Pac-Man's tile, resulting in them moving past each other without colliding.:ch3 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 PacMan 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 PacMan 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 PacMan they can only be eaten for a short amount of time, although they still reverse direction when a power pellet is eaten; PacMan in even later stages, the ghosts do not become edible (i.e., they do not change color and still make Pacman lose a life on contact), but they still reverse direction.
North American Pac-Man title screen, showing the official PacMan enemy names.
The enemies in Pac-Man are known variously as "ghosts," "goblins," "demon," "octopi" and "monsters". Despite the seemingly random nature of the enemies, their movements PacMan are strictly deterministic, which players have used to their advantage. In an interview, creator Toru Iwatani stated PacMan that he had designed each enemy with its own distinct personality in order to keep the game from becoming impossibly PacMan difficult or boring to play. More recently, Iwatani described the enemy behaviors in more detail at the 2011 Game PacMan Developers Conference. He stated that the red enemy chases Pac-Man, and the pink and blue enemies try to position themselves PacMan in front of Pac-Man's mouth. Although he claimed that the orange enemy's behavior is random, PacMan 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 PacMan maze when it gets too close to Pac-Man.
The term "ghosts" originates from PacMan the failed Atari 2600 port. Technical limitations caused the villans to flicker, and the game's manual dubbed them "ghosts" PacMan so as to cover up the flaw. Although the game was ultimately unsuccessful due to these flaws, the term stuck, and PacMan soon spread to all of the bubble gum cards, stickers, and other merchandise released afterwards. In the Japanese PacMan cabinet art and flyers, the villains appeared somewhat like sheeted ghosts. These became the basis for most drawings on PacMan the various merchandise. Consequently, cabinet artwork for later arcade games depicted the villans as PacMan more ghost-like.
The 256th "Split-Screen" PacMan level cannot be completed due to a software bug.
Pac-Man was designed to have no PacMan ending – as long as at least one life was left, the game should be able to go on indefinitely. However, a bug PacMan keeps this from happening: Normally, no more than seven fruit are displayed on the HUD at the bottom of PacMan the screen at any given PacMan time. But when the internal level counter, which is stored in a single byte (eight bits), reaches 255, the subroutine that draws the fruit PacMan erroneously "rolls over" this number to zero when it is determining the number of fruit to draw, using fruit counter PacMan internal level counter + 1. Normally, when the fruit counter is below eight, the drawing subroutine draws one PacMan fruit for each level, decrementing the fruit counter until it reaches 0. When the fruit counter has overflowed to zero, PacMan the first decrement sets the fruit counter back to 255, causing the subroutine to draw a total of 256 fruit PacMan instead of the maximum of seven.
This corrupts the bottom of the screen and the entire PacMan right half of the maze with seemingly random symbols and tiles, overwriting the values of edible dots which makes it PacMan impossible to eat enough dots to beat the level. Because this effectively ends the game, this "split-screen" level PacMan is often referred to as the "kill screen". There are 114 dots on the left half of the screen, nine dots on the right, PacMan and one bonus key, totaling 6,310 points. When all of the dots have been cleared, nothing happens. The game does not PacMan consider a level to be completed until 244 dots have been eaten. Each time a life is lost, the nine dots on the right PacMan half of the screen get reset and can be eaten again, resulting in an additional 90 points per extra man. In the best-case PacMan scenario (five extra men), 6,760 points is the maximum score possible, but only 168 dots can be harvested, and that PacMan is not enough to change levels. Four of the nine dots on the right half of the screen are invisible, but can be heard PacMan when eaten. Some dots are invisible but the rest can be seen, although some are a different color than normal. One method PacMan for safely clearing this round is to trap the ghosts. To trap the three important ghosts, the player must begin by going PacMan right until Pac-man reaches a blue letter 'N', then he goes down. He keeps going down until he PacMan reaches a blue letter 'F', then he goes right. He keeps going right until he reaches a yellow 'B', then he goes down again. When PacMan executed properly, Pac-Man will hit an invisible wall almost immediately after the last turn is made. Eventually, the PacMan red ghost will get stuck. The pink ghost follows a few seconds later. The blue ghost will continue to move freely PacMan for several moments until the next scatter mode occurs. At that point, it will try to reach some location near the right PacMan edge of the screen and get stuck with the pink and red ghost instead. The orange ghost is the only one still on PacMan the loose, but he is no real threat since he runs to his corner whenever Pac-Man gets close, so that it is easy to eat all the dots.:ch5 Emulators and code analysis have revealed what would happen if this 256th level is cleared: the fruit and PacMan intermissions would restart at level 1 conditions, but the enemies would retain their higher speed and invulnerability to power pellets from the higher stages.
How to play:
1- Download and install PacMan
2- Double click the .exe file to run the game
Please report any bug, broken link, or any other issue under the comment. You can also request any game in the "Request a game" option in the menu bar.
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