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The Pac-Man Dossier
 
 
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Features
  The Pac-Man Dossier
by Jamey Pittman
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February 23, 2009 Article Start Previous Page 9 of 10 Next
 

Believe It Or Not

Some versions of the Pac-Man ROMs have a "rack test" feature, allowing the cabinet owner to skip ahead to the next level of play whenever they want. To date, the only known way to legitimately get past level 256 is by using the rack test switch inside these machines.

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The result is that the game loops back around to the first board, but with the score intact and the ghosts still behaving as though it were level 21 or above. Many of the Pac-Man ROMs available for use with the MAME emulator also have this rack test feature, making it relatively easy for those without an arcade version handy to quickly get to the split-screen and beyond.

For decades, Pac-Man enthusiasts worldwide have heard the whispers about a "secret trick" allowing a player to get past level 256 and continue playing without using the aforementioned rack test. Several players have boasted having acquired this holy grail of Pac-Man knowledge over the years, but no one has been able to make good on their claims by actually proving it.

This topic became so hotly debated in the upper echelons of the arcade gaming community that Billy Mitchell-who was convinced it was impossible-offered a $100,000 cash prize to the first player to prove they could legitimately get past level 256, leaving the challenge open for a full year. The prize money went unclaimed.

In spite of the evidence against there being a way to get past level 256, rumors still persist and can occasionally be found in classic gaming forums online, yet no one has been able to back up their words with indisputable proof. It's hard to imagine why anyone who could legitimately get past the level did not collect Mr. Mitchell's prize money to be sure.

Still the occasional whispers can be heard. Perhaps it is simply natural for people to want to believe in the possibility as opposed to not-like Santa Claus or the Easter Bunny. Then again, maybe there is some middle-aged Pac-Man junkie out there who is withholding secrets to a 30 year-old amusement device for his or her own unfathomable reasons. Stranger things have happened. You be the judge.

References and Further Reading

Appendix A: Reference Tables


(click image for full size)

Table A.2 - Difficulty Specifications

There is a small spot on the Pac-Man PCB where you can solder two pads together to set the game to "hard" difficulty. The only difference in hard difficulty is that five of the levels (1, 3, 6, 19, and 20) are eliminated from play. The system does not eliminate any of the bonus symbols, however, causing much confusion as to what level you're really playing.

Level two is the first board in hard difficulty for example, but the cherry symbol is used instead of the strawberry. It's still level two in terms of gameplay, but with cherry symbols in place of the usual strawberries. Also, the bonus point values are changed to match the current symbol being used. You can determine the difficulty setting of a machine by observing which ghost kills Pac-Man during the attract mode demo game.

In normal difficulty, Pac-Man gets captured by Inky in the lower-left area of the maze. If the difficulty jumper has been connected, however, he is captured by Clyde near the same location.

Normal

Normal Bonus

Hard

Hard Bonus

1

Cherries

-

-

2

Strawberry

2

Cherries

3

Peach 1

-

-

4

Peach 2

4

Strawberry

5

Apple 1

5

Peach 1

6

Apple 2

-

-

7

Grapes 1

7

Peach 2

8

Grapes 2

8

Apple 1

9

Galaxian 1

9

Apple 2

10

Galaxian 2

10

Grapes 1

11

Bell 1

11

Grapes 2

12

Bell 2

12

Galaxian 1

13

Key 1

13

Galaxian 2

14

Key 2

14

Bell 1

15

Key 3

15

Bell 2

16

Key 4

16

Key 1

17

Key 5

17

Key 2

18

Key 6

18

Key 3

19

Key 7

-

-

20

Key 8

-

-

21+

Key 9

21+

Key 4+

APPENDIX B: Easter Eggs & Tricks

This section is meant to contain not only the easter egg below, but also tricks-interesting ways players have found to create unexpected behavior in Pac-Man. I have seen a few of these curious abuses of a Pac-Man machine before, but I don't know how to recreate them.

As such, I am asking for any help the readers of this guide can provide towards expanding this section. Please send any Pac-Man tricks you may know me for inclusion in the guide; full credit will be given for your altruism and ingenuity.

NAMCO Easter Egg

There is a secret message hidden in Pac-Man by the developers at Namco. To see it, put the machine into service mode and wait for the settings screen to appear. Now quickly toggle service mode off and on (an alignment grid will appear on the screen).

While holding down the player 1 and player 2 buttons, toggle service mode off and on again very quickly (if done properly, the grid will stay on the screen), and then push the joystick in the following directions: UP x 4, LEFT x 4, RIGHT x 4, DOWN x 4. The message "MADE BY NAMCO" will appear sideways on the screen, spelled out using energizers.

APPENDIX C: Hardware Information

Specifications:

  • Platform - NAMCO 8-bit PCB

  • CPU - Z80A at 3.072 MHz

  • ROM - 16K in four, 4K chips

  • RAM - Almost 2K

  • Display - Raster

  • Orientation - Vertical

  • Resolution - 224x288

  • Colors - 16

  • Attributes - Eight 16x16 hardware sprites

  • Refresh rate - 60.61 Hz

  • Sound - Custom monophonic 3-voice waveform sound generator chip

  • Controls - One 4-way leaf joystick, 1P/2P buttons

  • Models - Upright, Mini, and Cocktail

Midway Operator's Reference Books:

APPENDIX D: Vintage Guides

 
Article Start Previous Page 9 of 10 Next
 
Comments

Jake Romigh
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This was a most informative and entertaining read. I'm not sure everyone will agree with me here, but I think these articles have promise. They show the development history, design principals, execution, cultural reaction, and legacy of a game. If the rest of your "Dossiers" are as indepth and quality as this one, I'll be sure to read them.

Mike Saunders
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This was an amazing article! I really enjoyed reading it due to the clear descriptions and the great diagrams visually depicting the algorithms/etc. Of course, I'm an arcade junkie from the 80's so the fact that the article focused on one of those games was just icing on the cake.

Please, please do more of these types of in-depth technical analysis articles! I'll read every one.

Roberto Alfonso
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Indeed, this is one of the most insightful articles I have ever read. I knew about the chase/scatter modes from an early interview, but didn't know the gameplay was so deep!

Joshua Dallman
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This is a simply fantastic article and I would love to see more well researched, in-depth game design and theory articles such as these here. There's a lot to sink your teeth into in this article, it isn't just armchair speculation about theory and market trends. Very well done, well researched, and an appreciated read and reference. I hope this type of article can also show newer game developers how much subtle coding behind the curtain occurs to create a well polished and deep gameplay, even if seemingly on the surface it is a "simple game" especially by graphical standards alone. I would also be remiss to not point out the recent "Pac Man Zero G" outlined on your sister site: http://www.indiegames.com/blog/2009/02/freeware_game_pick_pacman_phys.html

Tom Newman
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The best article on Pac-Man I have ever read. Answered many questions I've had since the 80's.

This proves that you can deliver a deep gameplay experience without lots of CPU, without high end graphics, and with minimal player control (up, down, left, right, no buttons). Peolple will still be playing Pac-Man 50 years from now.

Christopher Enderle
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The game's depth is astounding, I'll never look at Pac-Man the same way again. Such in depth analysis as this makes me wish we could see the game's actual GDD, if such official documents exist. I'd imagine they do with the continual remakes that come out, but perhaps that's the same reason they still hold on to those.

John Leffingwell
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Absolutely great article. The superlatives do not exist for how I feel about the author's coverage of this subject matter. I didn't know of the author until now, but I've been a follower of Don Hodges work for a while, and I do this sort of thing myself from time to time. I hope we can see similarly gritty technical articles about classic games in the future. The only thing that could possibly improve this article is if Gamasutra could use some of its clout to get in contact with the original designers for additional insight and background information. I'd love to see something about the work of Vid Kidz. Robotron: 2084 has some nifty bugs, and some of the later technology Jarvis et al. developed was radically ahead of its time. See Halcyon Days.

Tom Newman
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I would love to see a dossier on Joust. Left, right, and a flap button - the rest of the gameplay built in to the physics of the game itself.

Matthew Oztalay
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Very well written, very informative. An excellent window into the level of depth and detail required to design a game.

Shawn Yates
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Excellent article. I'm such a sucker for the algorithm diagrams I cannot express how grateful I am. This really helps peel back the layers of complexity of a game that at first glance might seem "simple".


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