Pac-Man ( パックマン , Pakkuman ? ) is an arcade game developed by Namco and licensed for distribution in the U.S. by Midway, first released in Japan on May 22, 1980. Immensely popular in the United States from its original release to the present day, Pac-Man is universally considered as one of the classics of the medium, virtually synonymous with video games, and an icon of the 1980s popular culture. Upon its release, the game—and, subsequently, its derivatives—became a social phenomenon that sold a bevy of merchandise and also inspired, among other things, an animated television series and a top-ten hit single.

When Pac-Man was released, most arcade video games in North America were primarily space shooters such as Space Invaders , Defender , or Asteroids . The most visible minority were sports games that were mostly derivative of Pong . Pac-Man succeeded by creating a new genre and appealing to both genders. Pac-Man is often credited with being a landmark in video game history, and is among the most famous arcade games of all time. The character also appears 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.

Gameplay

The player controls Pac-Man through a maze, eating pac-dots. When all dots are eaten, Pac-Man is taken to the next stage. Four ghosts (Blinky, Pinky, Inky and Clyde) roam the maze, trying to catch Pac-Man. If a ghost touches Pac-Man, a life is lost. 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 ghosts. The ghosts turn deep blue, reverse direction, and usually move more slowly when Pac-Man eats a power pellet. When a ghost is eaten, its eyes remain and return to the ghost home where it is regenerated in its normal color. Blue ghosts flash white before they become dangerous again and the amount of time the ghosts remain vulnerable varies from one board to the next, but the time period generally becomes shorter as the game progresses. In later stages, the ghosts do not change colors at all, but still reverse direction when a power pellet is eaten.

In addition to Pac-dots and power pellets, bonus items, usually referred to as fruits (though not all items are fruits) appear near the center of the maze. These items score extra bonus points when eaten. The items change and bonus values increase throughout the game. Also, a series of intermissions play after certain levels toward the beginning of the game, showing a humorous set of interactions (the first being after level 2) between Pac-Man and Blinky (the red ghost).

Split-screen

Pac-Man technically has no ending—as long as the player keeps at least one life, he or she should be able to continue playing indefinitely. However, because of a bug in the routine that draws the fruit, the right side of the 256th level becomes a garbled mess of text and symbols, rendering the level impossible to pass by legitimate means. Normally, no more than seven fruits are displayed at any one time, but when the internal level counter (stored in a single byte) reaches 255, the subroutine erroneously causes this value to "roll over" to zero before drawing the fruit. This causes the routine to attempt to draw 256 fruits, which corrupts the bottom of the screen and the whole right half of the maze with seemingly random symbols.

Through tinkering, the details of the corruption can be revealed. Some ROMs of the game are equipped with a "rack test" feature that can be accessed through the game's DIP switches. This feature automatically clears a level of all dots as soon as it begins, making it easier to reach the 256th level very quickly, as well as allowing players to see what would happen if the 256th level is cleared (the game loops back to the first level, causing fruits and intermissions to display as before, but with the ghosts retaining their higher speed and invulnerability to power pellets from the later stages). When the rack test is performed in an emulator, a person can more easily analyze the corruption in this level.

Pac-Man and the ghosts can move freely throughout the right half of the screen, barring some fractured pieces of the maze. Despite claims that someone with enough knowledge of the maze pattern could play through the level, it is technically impossible to complete since the graphical corruption eliminates most of the dots on the right half of the maze. A few edible dots are scattered in the corrupted area, and these dots reset when the player loses a life (unlike in the uncorrupted areas), but these are insufficient to complete the level. As a result, the level has been given a number of names, including "the Final Level", "the Blind-Side", and the ending. It is known more generally as a kill screen.

Perfect play

A perfect Pac-Man game occurs when the player achieves the maximum possible score on the first 255 levels (by eating every possible dot, energizer, fruit, and monster) without losing a single life then scoring as many points as possible in the last level. As verified by the Twin Galaxies International Scoreboard on July 3, 1999, the first person to achieve the maximum possible score (3,333,360 points) was Billy Mitchell of Hollywood, Florida, who performed the feat in about six hours.

In September 2009, David Race of Beaver Creek, Ohio, became the sixth person to achieve a perfect score. His time of 3 hours, 41 minutes, and 22 seconds set a new record for the fastest time that a perfect score had been reached.

On October 28, 2009, Kevin Ruhnke of Esko, Minnesota became the seventh person to achieve the perfect score of 3,333,360 points in 5 hours, 23 minutes, and 38 seconds..

In December 1982, an 8-year-old boy, Jeffrey R. Yee, supposedly received a letter from U.S. President Ronald Reagan congratulating him on a worldwide record of 6,131,940 points, a score only possible if the player has passed the Split-Screen Level. Whether or not this event happened as described has remained in heated debate among video-game circles since its supposed occurrence. In September 1983, Walter Day, chief scorekeeper at Twin Galaxies, took the US National Video Game Team on a tour of the East Coast to visit video game players who claimed they could get through the Split-Screen. No video game player could demonstrate this ability. In 1999, Billy Mitchell offered $100,000 to anyone who could provably pass through the Split-Screen Level before January 1, 2000; the prize went unclaimed.

Development

The game was developed primarily by Namco employee Tōru Iwatani over eighteen months. The original title was pronounced pakku-man ( パックマン ? ) and was inspired by the Japanese onomatopoeic phrase paku-paku taberu ( パクパク食べる ? ) , where paku-paku describes (the sound of) the mouth movement when widely opened and then closed in succession. Although it is often cited that the character's shape was inspired by a pizza missing a slice, he admitted in a 1986 interview that it was a half-truth and the character design also came from simplifying and rounding out the Japanese character for mouth, kuchi ( ) as well as the basic concept of eating. Iwatani's efforts to appeal to a wider audience—beyond the typical demographics of young boys and teenagers—eventually led him to add elements of a maze. The result was a game he named Puck Man .

When first launched in Japan by Namco, the game received a lukewarm response, as Space Invaders and other similar games were more popular at the time.

The following year, the game was picked up for manufacture in the United States by Bally division Midway, under the altered title Pac-Man (see Localization , below). American audiences welcomed a breakaway from conventions set by Space Invaders , which resulted in unprecedented popularity and revenue that rivaled its successful predecessor, as even Iwatani was impressed with U.S. sales. The game soon became a worldwide phenomenon within the video game industry, resulting in numerous sequels and merchandising tie-ins. Pac-Man's success bred imitation, and an entire genre of maze-chase video games soon emerged.

The unique game design inspired game publishers to be innovative rather than conservative, and encouraged them to speculate on game designs that broke from existing genres. Pac-Man introduced an element of humor into video games that designers sought to imitate, and appealed to a wider demographic than the teenage boys who flocked to the action-oriented games.

Pac-Man ' s success in North America took competitor

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