Series
Pac-Man
5 games, 1980–2021.
Games
Interactive: timeline (needs JavaScript)
The series by yearMechanics
A marked cell changed from the game before. “Uses” means the game has the mechanic, with no variant recorded yet.
Every claim, by mechanic and game
| Concept | Pac-Man 1980 |
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| Difficulty ramp | - Each new level advances a pointer one entry along a difficulty table until the entry reads
$14 (20). The DIP switch picks the table: one runs 0, 1, 2, … 20 and reaches 20 on level 21; the other, which the comment calls hard, runs 1, 3, 4, 6, 7, 8, … 17, 20 and reaches 20 on level 16. Each entry selects a 6-byte record at $0796 that sets, among other things, the movement pattern and the ghosts' counters for leaving the house. Code
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| Enemy targeting | - In chase mode each Pac-Man ghost steers toward its own target tile. Blinky targets Pac-Man's tile. Pinky targets Pac-Man's tile plus 4 times his direction vector, and Inky takes Pac-Man's tile plus twice the vector, doubles it, and subtracts Blinky's tile. The Z80 does both sums as 16-bit adds of a packed two-byte tile and vector (
add hl,hl, add hl,de), so a carry out of the low byte's axis spills into the other axis; away from such a carry, Pinky's target is 4 tiles ahead of Pac-Man and Inky's starts 2 ahead. Clyde targets Pac-Man's tile while the squared distance between them is 64 or more, that is 8 tiles or farther, and otherwise heads for his scatter corner. The translation reads MAME's pacman set, Midway's release. Code findBestOrientation_2966 turns a target into a move: it tries the four directions in turn, skips the reverse of the ghost's current one and any that points into a maze wall, and keeps the one whose next tile has the smallest squared distance to the target; on a tie the later direction wins. Code- A mode counter at
$4DC1 runs from 0 to 7: on even values the ghosts head for fixed scatter tiles, on odd values they chase. ghostsChangeOrientation_0e36 counts time and steps the counter when the count meets a 16-bit entry for the current mode, then flags all four ghosts to reverse. At 7 it stops, so the game holds four scatter phases and leaves the fourth chase phase on for good. The count pauses while Pac-Man is powered up. Code
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| Extra life | - Pac-Man awards one extra life when the score reaches the DIP-switch setting: 10,000, 15,000, or 20,000 points, or never. The table holds BCD thousands (10, 15, 20, and
$FF for none). After each score change the code compares the score's ten-thousands and thousands digits with the setting, and a flag bit stops a second award. Code
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| High score | |
| Kill screen | |
| Random number generator | |