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By Doug Trueman
1982: Pac-Man Gnaws at Popular
Culture
1982: Pac-Man Plus
System: Arcade
Developer: Namco
Publisher: Namco
In dimly lit arcades around the world, Pac-Man Plus was introduced. The gameplay remained
pretty much the same - run, eat, flee, power up, hunt, etc. - except for a few random
effects thrown in by Namco to break up the use of patterns to defeat the game. Among other
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differences, this time around, power
pellets didn't guarantee a temporary reprieve from attacking ghosts. While sometimes the
ghosts would turn blue and run away, sometimes the ghoulish attackers would remain in
their original form. Consuming bonus fruits was now a risky undertaking: There was no
telling what would happen when they were eaten - often the ghosts would turn blue but then
turn invisible so they couldn't be chased, or the maze itself would become invisible.
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Pac-Man Plus's random feature made it
much harder than its predecessor, and the game never really caught on because of this. But
Namco had learned its lesson.
Out of arcades, Pac-Man was enjoying worldwide fame. Hanna-Barbera made a Saturday-morning
kids cartoon based on Mr. Chomp, simply entitled, The Pac-Man Show. The cartoon was an
instant success and ran for two seasons.
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1982: Ms. Pac-Man
Systems: Arcade
Developer: Midway
Publisher: Midway
Game developers faced the same problems back in the 1980s that they do today: How do we
get women to play our games? After all, if only males are playing, then 50 percent of the
entire population isn't spending quarters on arcade titles. This must be stopped. Drastic
times call for drastic measures.
Enter the world's first digital interactive feminist, Ms. Pac-Man. Ms. Pac-Man was
moderately successful at luring fresh blood into dark arcades, but where it really
succeeded was in its increased humanness. The lipstick, bow tie, and mole made Ms. Pac-Man
resemble
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a human face much more than her husband
did, and players flocked to her because of it. The off-yellow ghost Clyde was renamed Sue,
giving Ms. Pac-Man an enemy of her own gender to fear and then destroy. Aside from a few
minor musical changes, the game was essentially the same. Fruit was much harder to eat
this time around, being constantly on the run with a satisfying "bum bum bum..."
Many players prefer Ms. Pac-Man to the original, and it's much more commonly found in
arcades or convenience stores than the inceptive Pac-Man.
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1982: Ms. Pac-Man
Platform: Atari 2600
Developer: Atari
Publisher: Atari
With double the amount of memory in this cartridge than in the original Atari title (a
whopping 8K), Ms. Pac-Man's 2600 conversion was much closer to the arcade title than the
Pac-Man conversion. Sadly, this title still didn't come within ten miles of truly
resembling the arcade game. Though the sound effects were better, the musical themes were
recognizable, and the fruit
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actually resembled what it was supposed
to be instead of generic yellow-brown squares, Ms. Pac-Man for the 2600 was still a far
cry from what gamers fell in love with. But it did represent a substantial improvement,
and graphics on the whole were cleaner. Ms. Pac-Man for the 2600 was much more enjoyable
than the original arcade-to-home-console disaster. But, like the original Atari 2600
Pac-Man, players still became bored rather quickly with the lackluster sound and visuals.
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1982: Pac-Man
Platform: Atari 5200
Developer: Atari
Publisher: Atari
A year after Pac-Man hit homes on the Atari 2600, the Atari 5200 machine came out with its
own improved version of Pac-Man. The graphics were cleaner, the sounds were clearer, and
gamers all over North America wanted it. Unfortunately, the 5200 "super system"
was also arguably the first console to date a previous one, and many parents refused to
buy it for their children, having just purchased the 2600 the year before. Our parents
didn't understand how much we salivated at the better version, so most of us older gamers
were just forced to watch as our previously Atari-less friends leapfrogged us with the new
version. Life just wasn't fair.
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1982: Super Pac-Man
Platform: Arcade
Developer: Midway
Publisher: Midway
Super Pac-Man represented a radical departure from the classic Pac-Man gameplay. Sure, the
traditional "eat things while running for your life" style was still there, but
it had been severely changed. Instead of eating bland yellow pellets, Pac-Man had to eat
different types of food for his basic sustenance, like apples, bananas, and donuts. Power
pellets still turned the tables on his attacking ghosts, but there was an additional
power-up as well. The "super" pellets made Pac-Man triple his size and gain a
tremendous boost of speed. While gigantic, Pac-Man could run right through the ghosts in
the maze, but neither
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he nor the ghosts would take damage.
The second major change was the inclusion of doors that had to be unlocked by eating
certain keys. When a key was consumed, more parts of the maze could be traveled through,
though it was easy to forget to eat a key and be trapped against a door with a ghost
blocking the only way out. When Pac-Man ingested a super pellet, he could eat the doors
themselves, forever opening them and no longer having any need for the keys. It could be
argued that the super pellets made Pac-Man too powerful, because he could race around the
maze wherever he wanted, impervious to any and all damage. But the game was still fun to
play, much more so than Pac-Man Plus.
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