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all-the-pacs · 1 year ago
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#2 - Pac-Man (1980)
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If you put a conch shell up to your ear, you'll hear Pac-Man! Much less popular is putting your finger in your ear and scratching it to hear the sea.
Welcome to the 1980s, and for that matter, welcome to the genesis of Pac-Man himself! Yep, it only took us... 3 posts, but we're actually playing the original Pac-Man. No preamble, no Galaxian, no nothin'.
Now, the development of the original Pac-Man is something so, so many people have talked at length about and may as well have made their thesis. Stuff like how originally the four ghosts were all the same color, or maybe the maze being different, or other such details.
Now, that's way out of our jurisdiction as we're here to play the finished games and talk about them at length--however iconic they may be. So, our apologies in advance as this post sounds a lot like stuff you've most likely already heard thousands of times. But if we skipped this game on the principle of "we've already played it many, many times", it wouldn't feel right, y'know?
...So anyways we would like to remark that, yes, the flyer we showcased is to be trusted, and we are playing the Midway version today. Why not the Japanese original? Well, there's one good reason that's tangentially related to what we discussed above:
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Yep, over in Japan, he started out as Puck Man, not Pac-Man. In fact, that's not the only character name difference, as the ghost gang were also called by completely different names in this version as well. Later on, however, as Pac-Man exploded in popularity worldwide, eventually Puck Man also turned into Pac-Man over in Japan as well. It's probably for the best, too, because remove just a little connecting line in that P, and you get a very different experience.
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The starting screen for Pac-Man is about as basic as you get. 10 points for normal pellets. 50 points for the blinking Power Pellets (not pictured, as they were mid-blink). 4 characters in addition to Pac-Man, with their personalities (their "character", if you may) and nicknames displayed.
Blinky: The "shadow" of the group. He tries his best to be Pac-Man's shadow by simply targetting wherever he is, plain and simple. He likes the top right corner.
Pinky: The "speedy" one of the group. Always one step ahead, she's... well, aiming for a little bit ahead of where Pac-Man currently is. She likes the top left corner.
Inky: The "bashful" part of the group. As you can probably imagine, he doesn't care much for targetting Pac-Man alone, usually paying attention to where Blinky is and where Pac-Man is directly headed towards and making his move if Blinky's also in hot pursuit. Multi-faceted, that Inky. He likes the bottom right corner.
Clyde: The "pokey" member of the group. He doesn't really try to go for Pac-Man directly, more than he does try to play goalie for his own little portion of the maze, only dipping away from it to try and take a quick swing. He likes the bottom left corner.
You might notice I'm going into their behaviors in addition to their characters, and... Well, that's for a good reason. While Galaxian was content to have enemies act more-or-less the same way beyond two of them employing a buddy system and having slightly differing flight patterns, Pac-Man's true revolution was that it was the start of what we now know as AI in terms of gaming.
Before now, it was almost unheard of for enemies in a game to be able to look at the immediate state of the game, and react accordingly and consistently, with most early attempts at this being very rudimentary, or involving some form of turn-based. This was the first big game where enemies would respond to your inputs in real time, and man do we take that for granted nowadays.
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Anyways, that start screen is similarly incredibly simple. Just one extra life like in Galaxian, but at least in this case, the scoring is a lot more dynamic than it is in Galaxian--so, y'know, it's actually possible to get it! (We jest, we jest. But we do honestly feel like in comparison to Galaxian's requirements for an extra life being way too high, Pac-Man's is a bit too low. Literally all it took was one run where we focused more on actually playing the game than grabbing screenshots for this project for us to get it trivially.)
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We're gonna be real with you--from this point on, a lot of our observations are probably gonna be real banal sounding, because we've basically gone over a lot of the more complex stuff (albeit skimming over it, admittedly.) But on the extreme off-chance you aren't aware, yes, the gameplay of Pac-Man involves you being put in the center of a symmetrical maze with two tunnels to the left and right. You're able to go through those tunnels in order to circle back around to the other side of the maze. Across the maze are a bunch of little pellets/dots, as well as four Power Pellets/Energizer Pellets/Flashing Power Bait/Gaaaaah okay let's talk a little bit about this in a bit, but all you need to know is you need to eat all the dots in the maze to win the level. If the ghosts make contact, you die, and you lose a life.
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Now, this is something we will make a pointed mention of now. At the start of Pac-Man, you start by moving left by default. Left! Keep this in mind for later. It will be very, very important. ...Not for this game, though, we'll only really start to care about starting by moving left later. Much later, depending on how things go.
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Oh, and while we're here--if you eat a certain quantity of pellets, a Bonus Fruit will spawn in the center, right below the Ghost pen. Eat it for extra points--the higher the round, you'll be seeing different bonus fruits, and they'll be worth more and more points, up to 5000! Yep, much like most other Arcade games of the era, it's a simple "get the highest score" deal, with no finite "end" defined by the game itself. (If you're raising an eyebrow, don't worry, we'll get back to you.)
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And of course, we couldn't talk about this game without talking about the Power Pellets/other names. Of course, with four enemies that all behave differently in hot pursuit, you need a little something to combat them to keep it fair. You can always outmaneuver them, but alternatively you can grab one of the four Power Pellets in the maze. By grabbing them, the ghosts will not only turn around immediately, but turn blue and try to avoid Pac-Man for a limited time. If you actually touch a ghost in this state, Pac-Man will gobble them up, leaving just their eyeballs to wander back to the ghost pen, where they will reappear as normal. This is already a great tactic for survival, but there's also a risk-reward element; the more ghosts you eat, the more points you get. 200 for the first, 400 for the second, 800 for the third, and 1600 for the fourth! Note this stacks upon itself, so if you manage to eat all 4 ghosts in one Power Pellet, you're looking at 3000 points right there.
...Oh, right. Real quick, let me get back to you on the whole "Power Pellet" naming confusion thing. See, early on, Arcade games weren't exactly powerful to display full-on information about the games just yet. Usually that'd be saved for being on the actual cabinet itself, on the sides of the screens. As a result, basically anything not in the actual game data itself was heavily, heavily susceptible to inconsistent names. The pellets didn't have a name in-game, so in the future they'd get all sorts of names, officially and unofficially. Let's just agree to call the small ones pellets and the large ones Power Pellets for the time being, okay?
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Also, here's a detail some people don't know--the ghosts aren't just, all-the-time in pursuit according to their AI. On some occasions, usually at the very start of a round, they'll instead beeline for their respective corners. From there, they'll alternate between chasing after Pac-Man and playing goalie for their respective corners of the maze. This is part of what makes the ghosts seem so "erratic" in this game, as one moment they will directly target you, and the next moment they will disregard everything and instead head right for their respective patrol points.
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You might be asking what happens if you eat all the pellets, and usually, it's pretty underwhelming. The maze blinks between blue and white, and then the maze resets anew, marking your progress by showing the Bonus Fruit of the current level on the rightmost spot.
Of course, something happens if you beat enough levels, unlike in Galaxian...
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The Intermissions! If you clear certain rounds, the game will play these little skit cutscenes featuring Pac-Man and Blinky, set to a repeating jingle. After this, the game starts another round as you'd expect it to. The first intermission is fairly standard, with nothing much to say on it.
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The second intermission, however... Is perhaps a little confusing. Maybe another one will clear things up?
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Oh! While we're over here, we might as well bring this up. The first few bonus fruit are indeed fruit--Cherries, Strawberries, Oranges, Apples, then Melons--but then after those, the bonus fruit get a little more... esoteric. For example, after melons are the Flagship from Galaxian! What do you suppose that tastes like, anyways? Not pictures is that after this is a Bell, and then after that is a Key. As in, like, a standard key for a padlock! After the key, there's no change in both visuals and point values, it's just keys for days. This is also exactly why we even bothered talking about Galaxian, by the way.
As for that last intermission...
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...Well then! Talk about a good ol' case of early installment weirdness, huh?
Okay, it's worth mentioning that originally, Namco and Bally Midway very insistently referred to the Ghost gang as "Monsters". Not Ghosts. Presumably, this was to cover the truth all along that the ghosts... Weren't ghosts at all! Instead, they had these weird slug designs.
However, uh, very few people actually called them monsters. People were content to just call them ghosts because, well, it moves like a ghost, it looks like a ghost, it makes a weird little "wheww-wheww" like a ghost might, they were ghosts! It seems like this concept of them secretly being these weird slug-like creatures was scrapped very early on, as we think the idea that they are very specifically ghosts crops up as early as the mid-80s--and when they did that, Namco never looked back. They didn't quite give up on the name "Monsters" so soon, and as we'll see in a bit, this didn't stop them from allowing some strange non-ghostly depictions of these guys very early on, but this angle definitely didn't last very long. Quite funny, seeing as this is basically as close to a "plot twist" the game has to offer!
Now, some of you who are aware of glitches in video games might've heard us mention the game goes on forever and hold contention with that. And to be truthful--there is, indeed, a glitch that prevents the game from lasting forever. But we've made the executive decision to discuss that at a later date. There's two reasons for that:
There's something much, much later down the road that expressly relies on knowing about this glitch anyways.
This post is going on long enough, and we think discussion of that belongs in its own post, so it can have the gravitas it deserves.
So, for the time being, we wait on it. Sorry!
...Besides, next time, we've got something much sillier. Believe it or not, this is the only 1980 game they released. Really! It took a moment for Pac-Man to really simmer and take off, and so join us next time for the start of 1981. And, uh... Not to spoil anything, but you know how we said we only brought up Galaxian because of this game? Weeeell... We might've lied a little bit...
Oh yeah. Those familiar with bootlegs might have just had a siren go off in their brain, and we're goin' there. We're already invoking our "notable bootlegs are fine" stipulation. Whether you're familiar or not, however, we'll be seein' you around!
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