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Time Extension article:
https://www.timeextension.com/features/video-gamings-most-famous-anecdote-might-not-be-true-after-all
Puck-Man Toy Colors:
https://www.theoldrobots.com/Je-Je-Pac-Man.html
https://www.timeextension.com/features/video-gamings-most-famous-anecdote-might-not-be-true-after-all
Puck-Man Toy Colors:
https://www.theoldrobots.com/Je-Je-Pac-Man.html
subdirectory_arrow_right 7 Up (Franchise)
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• Urchin "Macky" (Shadow "Blinky")
• Romp "Micky" (Speedy "Pinky")
• Stylist "Mucky" (Bashful "Inky")
• Crybaby "Mocky" (Pokey "Clyde")
In the US release, these names were dummied out and replaced with strings of the first 8 letters of the Latin alphabet.
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The A.I. for the ghosts works in two different modes, Chase and Scatter. The ghosts start in Scatter and aim for their own corners of the board while ignoring Pac-Man. In Chase mode, they can see and will actively chase Pac-Man. The ghosts will alternate between scattering and chasing Pac-Man in set intervals, and after the fourth Scatter, they will chase Pac-Man until you die or win the level. Due to a programming oversight, the ghosts cannot travel up in the "T"'s above and below the ghost spawning area, forcing them to move right past you. The ghosts also have unique methods of targeting Pac-Man, and all of this info put together allows the hiding spot to be possible. However, there is one exception to this trick. When Blinky switches from the fourth Scatter back to Chase for the rest of the level, he will come down from the top-right corner of the screen, and it is possible for him to enter the tunnel from the right entrance and kill Pac-Man, making it crucial not to perform this trick right before the fourth Scatter switches back to Chase to avoid the risk of death.
This exploit was patched out of future ports of Pac-Man, although ports containing the original arcade build will still retain it.
Pac-Man hiding spot guide:
https://www.youtube.com/watch?v=XaDB5Uc0Dsc
Pac-Man hiding spot technical explanation:
https://www.youtube.com/watch?v=ghRO_k6ABeA
https://www.youtube.com/watch?v=XaDB5Uc0Dsc
Pac-Man hiding spot technical explanation:
https://www.youtube.com/watch?v=ghRO_k6ABeA
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Whenever a ghost enters a side tunnel, its speed is cut nearly in half. They also slow down when they are frightened which then, for the first four levels, Pac-Man speeds up.
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For the first 20 levels in the game, modifications are made to Pac-Man's speed, as well as speed and behavior of the ghosts. Once the player reaches level 21, no further changes are made, and every level onward plays identically.
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Whenever Pac-Man eats a regular dot, he stops moving for one frame (1/60th of a second), just enough time for a following ghost to over take him.
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The 4 ghosts in Pac-Man all have separate programming on how they chase Pac-Man through the maze. Blinky (red) is the chaser and will chase Pac-Man around the maze as well as speed up depending on how many dots are left on the maze, Pinky (pink) is the ambusher and tries to get ahead of Pac-Man, Inky (blue) is very unpredictable as his path is calculated using Blinky and Pac-Man's location, and Clyde (orange) is the coward and will charge Pac-Man if he's far away but runs when he's close by.
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It's believed that Pac-Man's design came from a pizza with a slice removed. According to the game's designer, Toru Iwatani, this is only half true. The other half of the design comes from the Japanese character for mouth, kuchi (口), which he rounded out to make it into a featureless ball. An idea to give him eyes was brought up during development, but was dropped to make sure Pac-Man wasn't over complicated.
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Pac-Man's name was changed from Puck-Man because arcade operators feared vandals would alter the letter P to F on the arcade machine.
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Near the top of the maze, the large rectangular walls are not solid, but rather hollow, as proven by altering the palette of the maze walls. By default, they appear to be solid as both the background and maze interior colors are identical, and because of this, wall tiles without boundaries were never inserted into the game.
Certain bootleg versions of Pac-Man, such as JoyMan and the Galaxian hardware version show this in full detail.
Certain bootleg versions of Pac-Man, such as JoyMan and the Galaxian hardware version show this in full detail.
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It took almost twenty years, but on July 3, 1999 for the first time ever, a perfect score of 3,333,360 was achieved on Pac-Man by Billy Mitchell at the Funspot Family Fun Center, Weirs Beach, New Hampshire. To achieve this, Billy had to eat every single bonus prize and every possible blue ghost in all 256 levels of the game - a feat which took him over six hours to complete. Not only that but he didn't lose a single life. It was the first ever perfect game of Pac-Man.
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Pac-Man was created to appeal more to girls; the game's creator noticed that women enjoy eating desserts, and designed the game around eating things. The game's original name was "Puck-Man", which can be translated to "Munch Man".
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When Pac-Man was being developed, the game's creator Iwatani says he was pressured to make all the ghosts red by the president of Namco. Iwatani refused the order, and on a questionnaire for game testers, asked if they preferred single color ghosts or four colors. Not a single person wanted the red color option. This convinced the president that she was wrong.
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