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This game has a bugs page
document the difference between the japanese and international versions that allow you to display alternate set of names for the ghosts using a DIP switch
Pac-Man is the story of a yellow circle that runs from ghosts and eats dots, fruit, and keys(!) in 255 identical mazes. The game quickly became extremely popular, being ported to dozens of systems including, most infamously, the Atari 2600.
An unused explosion present with the rest of the graphics. It was removed in Pac-Man Plus and replaced with the 3200-point score sprite.
The graphic is present with what may be its correct palette in the Character Slideshow of Namco Museum Vol. 1, under the name "Blast". However, this palette is not present within Pac-Man itself. Jr. Pac-Man would be the only game in the series to ever use the explosion, albeit with two different palettes and several flipped rotations.
Enter Service Mode, then quickly toggle it off and on. A video alignment grid will appear on the screen. Hold P1 START and P2 START and toggle Service Mode off and on again. If you've done it right, the grid will stay onscreen. Using the joystick, press Up (×4), Left (×4), Right (×4), Down (×4).
The words "MADE BY NAMCO" should appear on the screen in red Power Pellets. This also appears in Pac-Man Plus, except the pellets are yellow.
An "official" conversion kit released by Bally Midway in 1982. While the fliers for Plus claimed it to be "A whole new game of surprises!", in reality it's just a small variation of the original Namco code.
- Vulnerable ghosts are now shorter and have a leaf sticking out of their heads(?).
- When moving horizontally, the Ghosts' eyes are one pixel closer together- a change also present in Pac & Pal
- Pac-Man and Super Pac-Man's sprites are touched up, resulting in smoother and cleaner mouths.
- Most of the bonus items (barring the Galaxian Boss) have been redrawn to resemble different foods. For example, the first bonus item resembles a Coca-Cola can.
- The maze is teal green instead of blue.
- The point values of eating an edible ghost are yellow instead of blue, and a "3200" graphic was added (see above).
- Ghosts are faster and more aggressive, increasing the difficulty right off the bat.
- Eating a bonus item causes ghosts to turn both edible and invisible. Invisible ghosts are worth double the normal point values (starting at 400 and ending at 3,200) and their vulnerability time lasts longer than a Power Pellet.
- Eating a Power Pellet is unpredictable, causing one of the following events to occur:
- All four ghosts turn edible, as in the original game.
- Only three ghosts will turn edible, with the fourth changing direction.
- The maze walls turn invisible for the duration of the Pellet or item.
- The maze walls and all remaining dots turn invisible for the duration of the Pellet or item.
- The ghosts turn edible and invisible, like with the bonus items.