Introduction
Pac-Facts
Pacaphernalia
1980-1981: The Birth of a Legend
1982: Pac-Man Gnaws at Popular Culture
1982: Pac-Man Eats Into Pinball Profits
1983: Friends of Pac-Man Invade
1984-1989: Pac-Popularity Declines
1990-1995: Pac-Man Reborn
1995 -Present: Pac-Man Goes Hi-Techs
Interview With Billy Mitchell
Related Links
Table of Contents

By Doug Trueman

1983: Friends of Pac-Man Invade

1983: Pac and Pal
System: Arcade
Developer: Namco
Publisher: Namco

Pac and Pal took Pac-Man gameplay the furthest away from the classic that Tohru Iwatani had created, and the game's popularity suffered as a result. Pac and Pal featured Pac-Man running around with a green ghost he had befriended. The "assistant" ghost would pick up some of the scarce items that Pac-Man had to eat to finish the level and hand-deliver them to him. Like in Super Pac-Man, keys were needed to unlock certain doors, but in this case, doors were generally unlocked by "consuming" a

screenshot
Click to enlarge

card with a random fruit on the opposite side. The locks surrounding the carded fruit would then vanish, giving Pac-Man and his helper access to them. Even more bizarre was the inclusion of a button for you to press: Pac-Man's power pellets didn't turn the ghosts blue; rather, Pac-Man himself would become blue, and pressing the button would release a short-range attack (music notes, smoke screen, etc.) that would temporarily stun any ghosts who walked into it.

While Pac and Pal could have been a success if it had been a new title with no history behind it, the fact that it came from the famous line of previous Pac-Man games disappointed gamers greatly.

screenshot
Click to enlarge


1983: Professor Pac-Man
Platform: Arcade
Developer: Bally Midway
Publisher: Bally Midway


Because the Pac-Man craze had dominated popular culture the previous year, Bally Midway thought it could do almost no harm with its Namco Pac-Man license. It thought almost any game it attached the Pac-Man label to would be a surefire success. Bally Midway was wrong. Boy, was it wrong.

screenshot
Click to enlarge

Professor Pac-Man was a quiz-type game, the kind that is now popular in bars. There were three types of questions the arcade operator could select from: family (for parents and kids), adults (for bars), and prizes (for casinos). The only real connection this game had to the Pac-Man license was that "lives" were measured in terms of fruit (lose all your cherries and you're dead), Professor Pac-Man tallied your score, and points were awarded by a Pac-Man that chomped on dots from left to right. The sooner you buzzed in with your answer, the sooner Pac-Man stopped eating. The number of dots that were left represented your score. Players who answered a string of questions correctly on the first try could go for a "bonus question" where they could earn extra fruits and thus extend their play time. But even this didn't save the game. This was one of the worst and most bizarre Pac-Man video games ever created. This game was a total disaster, and only 400 were ever produced. If you've managed to see a copy of this title in your lifetime, consider yourself truly blessed: Even the hardest of the hard-core gamers have never set eyes on this title … though that's probably a good thing.


1983: Junior Pac-Man
Platform: Arcade
Developer: Bally Midway
Publisher: Bally Midway

Another spin-off to hit arcades in 1983, Junior Pac-Man added a new level of depth to gameplay, while sticking to basics. Power pellets turned all ghosts blue, and there were no keys, no spinning cards, and no super pellets. On the other hand, the bouncing bonus items (like a tricycle) would turn every regular pellet they came in touch with into a larger pellet that was worth 50 points instead of 10. The downside was that Jr. Pac-Man couldn't gobble these as quickly as he could the normal pellets, so they had to be avoided if ghosts were closing in. The bonus items would also destroy any power pellets they came in contact with, often leaving Pac-Man Junior high and dry. Junior Pac-Man even got a ghost of his own named Tim. Blinky, Pinky, Inky, and Tim. Go figure.

screenshot
Click to enlarge
screenshot
Click to enlarge
screenshot
Click to enlarge


The best feature of all, though, was the mazes, which were much larger than the ones in the previous titles. Generally about twice the width of a monitor, the playing field would scroll horizontally or vertically to keep up with Junior Pac-Man. More pellets (and more power pellets, naturally) were added, and rounds lasted significantly longer and were more intense than in any of the other Pac-Man titles. This was the best maze-style spin-off the series would see, other than Ms. Pac-Man.


screenshot
Click to enlarge

1983: Ms. Pac-Man
System: Atari 5200
Developer: Atari
Publisher: Atari

Ms. Pac-Man hit the Atari 5200 in 1983, and it was an improvement over the original 5200 Pac-Man. The graphics were tighter, and the sounds were much closer to the arcade originals. It just goes to show that every good Pac-Man has a Ms. Pac-Man behind him.

screenshot
Click to enlarge

The only downside to all the Atari 5200 versions was that the joysticks that came with the super system didn't automatically recenter. This led to more than a few untimely and heartbreaking deaths as Pac-Man or Ms. Pac-Man turned the wrong corner or flipped a 180 right into the sheets of the oncoming ghosts. Sad, but true. But Ms. Pac-Man was a success nevertheless (third-party auto-recentering joysticks were available eventually) .



NextNEXT



GameSpot is a CNET Networks Media Property. Copyright ©1995-2001 CNET Networks, Inc. All rights reserved. Privacy policy.