VaultGames

Pac-Man

ใƒ‘ใƒƒใ‚ฏใƒžใƒณ

Year
1980
Developer
Namco
Publisher
Namco (JP) / Midway (US)
Platform
Arcade
Hardware
Namco arcade hardware
Genre
Maze Chase
Players
1-2 players (alternating)
Controls
4-way joystick
Series
Pac-Man series
Pac-Man cover
โฌ‡ Coming soon

Gameplay Screenshots

Pac-Man gameplay
Pac-Man gameplay
Pac-Man gameplay
Pac-Man gameplay

About This Game

Pac-Man is the most recognisable video game ever made. Guide the yellow pellet-muncher around a maze of 240 dots and 4 power pellets while four ghosts โ€” Blinky, Pinky, Inky and Clyde โ€” hunt you with genuinely different AI personalities: direct chaser, ambusher, flanker and wanderer.

Power pellets turn the tables, letting you eat ghosts for escalating scores, while fruit bonuses appear twice per round. Its depth is legendary: ghost behaviour is deterministic, meaning expert players memorise safe routes โ€” 'patterns' โ€” that clear entire boards on autopilot. The famous level-256 kill screen, where the right half of the maze corrupts, is the practical end of a perfect run and one of gaming's most-cited bugs.

  • Four ghosts with distinct, deterministic AI personalities
  • Power pellets and ghost-eating score chains
  • Fruit bonus spawns and intermission cartoons
  • The level-256 kill screen โ€” the game's practical end

Version History

  • Pac-Man (Namco, Japan)1980-05

    The original Japanese release as Puck Man.

  • Pac-Man (Midway, North America)1980-10

    The US release; this page's screenshots come from the Midway set.

  • Ms. Pac-Man1982

    Midway's follow-up with moving fruit and new mazes.

Cheats & Secrets

Service menu (F2 in MAME)Free Play, difficulty, lives per credit and other cabinet settings

Arcade boards carry operator DIP switches โ€” set Free Play and adjust ghost speed on your own cabinet or emulator.

Reaching Level 256The kill screen

A documented bug in the original ROM: at level 256 the right half of the maze renders as garbage, making the level unfinishable. It is the ceiling of any perfect game.

Tips & Strategy

Learn the scatter phases

The ghosts alternate between chasing and retreating to their home corners on a fixed timer. Playing during scatter phases โ€” when they leave you alone โ€” is how safe routes stay safe.

Clear the dangerous lanes first

The bottom-left and top-right corridors are the classic trap zones where Pinky and Inky box you in. Eat those dots early while all four ghosts are still in scatter mode.

Eat ghosts in order, 200-400-800-1600

Each ghost eaten during one power pellet is worth double the previous. Bait all four into a trail behind you before turning โ€” a single power pellet can be worth over 3000 points.

Clyde is your escape key

Clyde's AI makes him wander away when close. Lingering near his corner keeps him passive, effectively playing three ghosts instead of four โ€” a trick every pattern route exploits.

Download Resources

Resource packs for this game are provided through the button below.

โฌ‡ Coming soon