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Phantom DJ
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Pacman pattern with 4 booeys
#241155 - 12/14/10 09:50 AM


During 2009, I developed many patterns for Pac-Man. Some have been used to set the world records for the fastest perfect pacman game.

Anyway, I was scrounging through my files and I found a pattern that I never bothered to upload. So I uppped it to youtube the other day, and here it is for your amusement. Enjoy.

http://www.youtube.com/watch?v=MA5ocSu2d0g

This pattern for Pac-Man's 9th key, discovered around September, 2009, features 4 "booeys", where Pac-Man passes unharmed through a ghost. It is also relatively fast, clocking in at 46 seconds. [Some of the fastest 9th key patterns run about 41 or 42 seconds.]





Tomu Breidah
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I dont get it [nt] new [Re: Phantom DJ]
#241156 - 12/14/10 10:45 AM


neat nonetheless.



LEVEL-4



GatKongModerator
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Re: I dont get it [nt] new [Re: Tomu Breidah]
#241168 - 12/14/10 05:18 PM


It is a matter of timing. If pacman occupies a grid square next to a ghost, and in the next 1/60th of a second they trade grid squares (pass through each other), the program will not register a collision.







yaggy
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Re: I dont get it [nt] new [Re: GatKong]
#241183 - 12/14/10 06:22 PM


> It is a matter of timing. If pacman occupies a grid square next to a ghost, and in
> the next 1/60th of a second they trade grid squares (pass through each other ), the
> program will not register a collision.


I found this fascinating when I first learned it.
Just the math behind pac/mspac is fun...
the methods of movement for each ghost, for instance.
But yeah, you still have to be pixel-perfect in
timing to pass through a ghost.



DMala
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Re: I dont get it [nt] new [Re: yaggy]
#241186 - 12/14/10 08:08 PM


> > It is a matter of timing. If pacman occupies a grid square next to a ghost, and in
> > the next 1/60th of a second they trade grid squares (pass through each other ), the
> > program will not register a collision.
>
>
> I found this fascinating when I first learned it.
> Just the math behind pac/mspac is fun...
> the methods of movement for each ghost, for instance.
> But yeah, you still have to be pixel-perfect in
> timing to pass through a ghost.

What I don't get is how you develop patterns like these. Is it really just trial and error, or do you figure out and predict ghost behavior based on their algorithms? I can't even comprehend what kind of patience it would take either way, especially for a high level like this.



Hizzout
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Re: I dont get it [nt] new [Re: DMala]
#241188 - 12/14/10 08:40 PM


That's what always baffles me about Pac Man patterns, and even moreso, Billy Mitchell's perfect game. The amount of memorization seems astounding to me, but I guess some people have a knack for it.

I've never been good at Pac Man, or any maze games really. I'm lucky if I ever see level 3 on one go.



Phantom DJ
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Re: I dont get it [nt] new [Re: DMala]
#241200 - 12/14/10 11:37 PM


> What I don't get is how you develop patterns like these. Is it really just trial and
> error, or do you figure out and predict ghost behavior based on their algorithms? I
> can't even comprehend what kind of patience it would take either way, especially for
> a high level like this.

It's really trial and error. I just keep plugging away and trying to run through the ghosts until I get a booey. Using MAME save states helps a lot, too.

DJ


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