Pac-man Arcade

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Grimarlon Varner

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Aug 5, 2024, 12:39:15 AM8/5/24
to lmeninlite
Hieveryone. I'm would like to get an idea how many people would be interested in buying a cart of Pac-man Arcade for the 5200. I'm working on converting it from the 8-bit computers and hope to have cartridges available before the end of the month. I'll be asking $30 + shipping for the cart. I'm not producing boxes or a manual.

I'll post a demo that can be used on flash carts in the next week or so. If your not familiar with what I did on the computers, you can find more info and a demo here -orders/. The 5200 version will include the attract mode screen but will not be able to save the high score. I'll be using standard 32k carts.


OK, I'm very 5200-illiterate....never had one, played an actual one maybe once about 26 years ago, and only ran a few games through emulation. I thought the 8-bit computer version was the same as the 5200 version, no??


The original Pac-man carts for the 5200 and 8-bit's are nearly the same but the 5200 has the intermissions. The 8-bit version was 8k while the 5200 version is 16k. My update is based Ms. Pac-man and has better graphics and sound. I've revamped all the game logic so that pac/ghost speeds and behaviors are the same as arcade version. You can find my 8-bit version in the link provided if you want to compare against the original 8-bit/5200 versions.


Here's a demo of first three levels to try out. I'll post the full version when's it's ready for production. Hopefully we won't find many bug's and can get this wrapped up in a week or so. I haven't tried on hardware since I don't have a 5200, but I'm working on that.


Pac-Man,[a] originally called Puck Man in Japan, is a 1980 maze video game developed and released by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The player controls Pac-Man, who must eat all the dots inside an enclosed maze while avoiding four colored ghosts. Eating large flashing dots called "Power Pellets" causes the ghosts to temporarily turn blue, allowing Pac-Man to eat them for bonus points.


Game development began in early 1979, directed by Toru Iwatani with a nine-man team. Iwatani wanted to create a game that could appeal to women as well as men, because most video games of the time had themes of war or sports.[5][6] Although the inspiration for the Pac-Man character was the image of a pizza with a slice removed, Iwatani has said he rounded out the Japanese character for mouth, kuchi (Japanese: 口). The in-game characters were made to be cute and colorful to appeal to younger players. The original Japanese title of Puck Man was derived from the Japanese phrase paku paku taberu, which refers to gobbling something up; the title was changed to Pac-Man for the North American release.


Pac-Man was a widespread critical and commercial success, leading to several sequels, merchandise, and two television series, as well as a hit single, "Pac-Man Fever", by Buckner & Garcia. The character of Pac-Man has become the official mascot of Bandai Namco Entertainment.[7] The game remains one of the highest-grossing and best-selling games, generating more than $14 billion in revenue (as of 2016[update]) and 43 million units in sales combined, and has an enduring commercial and cultural legacy, commonly listed as one of the greatest video games of all time.


If Pac-Man is caught by a ghost, he loses a life; the game ends when all lives are lost. Each of the four ghosts has its own unique artificial intelligence (A.I.), or "personality": Blinky gives direct chase to Pac-Man; Pinky and Inky try to position themselves in front of Pac-Man, usually by cornering him; and Clyde switches between chasing Pac-Man and fleeing from him.[9]


The game increases in difficulty as the player progresses: the ghosts become faster, and the energizers' effect decreases in duration, eventually disappearing entirely. An integer overflow causes the 256th level to load improperly, rendering it impossible to complete.[10] This is known as a kill screen.


After acquiring the struggling Japanese division of Atari in 1974, video game developer Namco began producing its own video games in-house, as opposed to licensing them from other developers and distributing them in Japan.[11][12] Company president Masaya Nakamura created a small video game development group within the company and ordered them to study several NEC-produced microcomputers to potentially create games with.[13][14] One of the first people assigned to this division was a 24-year-old employee named Toru Iwatani.[15] He created Namco's first video game Gee Bee in 1978, which while unsuccessful helped the company gain a stronger foothold in the quickly-growing video game industry.[16][17] He assisted in the production of two sequels, Bomb Bee and Cutie Q, both released in 1979.[18][19]


The Japanese video game industry had surged in popularity with games such as Space Invaders and Breakout, which led to the market being flooded with similar titles from other manufacturers in an attempt to cash in on the success.[20][21] Iwatani felt that arcade games only appealed to men for their crude graphics and violence,[20] and that arcades in general were seen as seedy environments.[22] For his next project, Iwatani chose to create a non-violent, cheerful video game that appealed mostly to women,[23] as he believed that attracting women and couples into arcades would potentially make them appear to be much more family friendly in tone.[20] Iwatani began thinking of things that women liked to do in their time; he decided to center his game around eating, basing this on women liking to eat desserts and other sweets.[24] His game was initially called Pakkuman, based on the Japanese onomatopoeia term "paku paku taberu",[25] referencing the mouth movement of opening and closing in succession.[23]


The game that later became Pac-Man began development in early 1979 and took a year and five months to complete, the longest for a video game up to that point.[26] Iwatani enlisted the help of nine other Namco employees to assist in production, including composer Toshio Kai, programmer Shigeo Funaki, and hardware engineer Shigeichi Ishimura.[27] Care was taken to make the game appeal to a "non-violent" audience, particularly women, with its usage of simple gameplay and cute, attractive character designs.[26][22] When the game was being developed, Namco was underway with designing Galaxian, which used a then-revolutionary RGB color display, allowing sprites to use several colors at once instead of using colored strips of cellophane that was commonplace at the time;[26] this technological accomplishment allowed Iwatani to greatly enhance his game with bright pastel colors, which he felt would help attract players.[26] The idea for energizers was a concept Iwatani borrowed from Popeye the Sailor, a cartoon character that temporarily acquires superhuman strength after eating a can of spinach;[24] it is believed that Iwatani was partly inspired by a Japanese children's story about a creature that protected children from monsters by devouring them.[26] Frank Fogleman, the co-founder of Gremlin Industries, believes that the maze-chase gameplay of Pac-Man was inspired by Sega's Head On (1979), a similar arcade game that was popular in Japan.[28]


Iwatani has often claimed that the character of Pac-Man was designed after the shape of a pizza with a missing slice while he was at lunch; in a 1986 interview he said that this was only half-true,[15] and that the Pac-Man character was also based on him rounding out and simplifying the Japanese character "kuchi" (口), meaning "mouth".[29][15] The four ghosts were made to be cute, colorful and appealing, using bright, pastel colors and expressive blue eyes.[26] Iwatani had used this idea before in Cutie Q, which features similar ghost-like characters, and decided to incorporate it into Pac-Man.[20] He was inspired by the television series Casper the Friendly Ghost and the manga Obake no Q-Taro.[24] Ghosts were chosen as the game's main antagonists because they were used as villainous characters in animation.[24] The idea for the fruit bonuses was based on graphics displayed on slot machines, which often use symbols such as cherries and bells.[30]Originally, Namco president Masaya Nakamura had requested that all of the ghosts be red and thus indistinguishable from one another.[31] Iwatani believed that the ghosts should be different colors, and he received unanimous support from his colleagues for this idea.[31] The ghosts were programmed to have their own distinct personalities, so as to keep the game from becoming too boring or impossibly difficult to play.[26][32] Each ghost's name gives a hint to its strategy for tracking down Pac-Man: Shadow ("Blinky") always chases Pac-Man, Speedy ("Pinky") tries to get ahead of him, Bashful ("Inky") uses a more complicated strategy to zero in on him, and Pokey ("Clyde") alternates between chasing him and running away.[26] (The ghosts' Japanese names are おいかけ, chase; まちぶせ, ambush; きまぐれ, fickle; and おとぼけ, playing dumb, respectively.) To break up the tension of constantly being pursued, humorous intermissions between Pac-Man and Blinky were added.[21] The sound effects were among the last things added to the game,[26] created by Toshio Kai.[22] In a design session, Iwatani noisily ate fruit and made gurgling noises to describe to Kai how he wanted the eating effect to sound.[22] Upon completion, the game was titled Puck Man, based on the working title and the titular character's distinct hockey puck-like shape.[12]


Location testing for Puck Man began on May 22, 1980, in Shibuya, Tokyo, to a relatively positive[vague] fanfare from players.[24] A private showing for the game was done in June, followed by a nationwide release in July.[12] Eyeing the game's success in Japan, Namco initialized plans to bring the game to the international market, particularly the United States.[26] Before showing the game to distributors, Namco America made a number of changes, such as altering the names of the ghosts.[26] The biggest of these was the game's title; executives at Namco were worried that vandals would change the "P" in Puck Man to an "F", forming Fuck Man.[12][33] Masaya Nakamura chose to rename it to Pac-Man, as he felt it was closer to the game's original Japanese title of Pakkuman.[12] In Europe, the game was released under both titles, Pac-Man and Puck Man.[34]

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