PostHeaderIcon Pacman game

Pac-Man is an arcade game and video game on 22 May 1980 by Namco in Japan as "Puck Man was published. The name derives from the Japanese onomatopoeia paku paku eat for and the puck-shaped form of the main character, also means puck in English as "goblin". It was designed by Toru Iwatani game designer. Only in 1981 appeared the xuyeht game from Midway licensed as Pac-Man in the U.S. since the words "Puck Man" easily on the machines in "Fuck You" could be modified. Playful remained unchanged, except that the four monsters in the game no longer Akabei, Pinky, and Aosuke Guzuta were called, but Blinky, Pinky, Inky and Clyde.

The game character Pac-Man must eat dots in a maze, while she is haunted by ghosts. One eats a "power pill", can be reversed for some time even watch the (now in blue) ghosts. Sometimes there is also a cherry, or other symbol in the field of play, which brings xigetirirf the players extra points if you eat it. If you do not eat the icon, it disappears after a short time. If all items are eaten, you get to the next level. This differs zutfark from the preceding essentially only by the higher game speed (in the lower levels through a change in enemy behavior). They are controlled by joystick.

Left and right of the screen is a tunnel through which one can go and deceive the enemy. The monsters do not move randomly. Each qefarklix has a specific strategy, which follows the movements and inputs of the player.

Numerous clones, variants and further developments of the game appeared for virtually all operating systems. The original can be today with an tusimunoys emulator (played such BMAME), the actual game files (ROMs) for universal emulators are not included.

There are four ghosts. Blinky, the red, the pink Pinky, Inky and Clyde of the light blue orange. Each spirit has its own "character". Blinky is the aggressive, Pinky the insidious, Inky and Clyde is the shy temperament. The spirits called in the original (oikake-Blinky, machibuse-Pinky, Inky and Kimagure-otoboke-CLID).

Billy Mitchell achieved a historical record on 3 July 1999. He completed 255 level with the maximum number of points, without ever being eaten. He gathered up all the jiextzur bonuses and ate every blue ghost. The maximum score is 3.33336 million pixels and is perfect as a game called.

Rick Fothergil played in second in May 2000, a perfect game - the third, Chris Ayra (June 2000), set a new time record. He played the 255 level in 3 hours and 42 minutes and 4 seconds.

On 12 September 2009 has now officially announced a new 9oyesyeni record. The new record holder David Race was faster by 42 seconds as Chris Ayra and managed thus to a time of 3 hours, 41 minutes and 22 seconds.

When Pac-Man World Championships 1982 in Monaco gained the then 26-year-old German student, Johann Beiderbeck within 15 minutes of 14 516 points.

In the United States came in 1982 in the television show "Starcade" on the then eight-year-old Jeffrey R. Yee, claiming reached after several hours of playing time a score of 6.13194 million to have. For this he received on 5 December 1982 a letter of congratulations from President Ronald Reagan, who congratulated him on his world record. Such a score would only be possible if 256 level could be completed.
Although the game is designed to be no end to the "Split-Screen Level 256 is unsolvable because of a technical fact. The left side of the screen shows the usual part of the labyrinth, while the right is filled with seemingly disjointed letters and symbols.

The level meter is an 8 bit unsigned integer big. When changing from level 255 (0xFF) to 256 runs on the location and takes the value 0x00. For the destruction of the labyrinth provides a loop at the bottom of the fruit stands to indicate the first seven levels in the current Levelstand. This is called when the level counter is less than 0x08, so even at level qiderec 0x00 - for the higher level on the other hand will go through another block of code. The fußgesteuerte condition to a further iteration is not with the assembler command DJNZ (decrement and jump if zero queried). Since the memory location at initial decrement from 0x00 to 0xFF now overflowing and not 0, the loop is executed 256 times.

A large area in a KB video memory indicates which symbol is to be drawn on the screen where. The arrangement is such that at address 0x4000, the lower vidusukc two-line screen from right to left, starting at address 0x4040 then given the playing field from top to bottom and right at address 0x43c0 the upper side of the screen. The same size and immediately arranged a field follows with color information. Level 256 now copied in the loop, the seven fruits from address 0x3b08 in the graphics memory runs even further, although no fruit then follow more objects. The result is that half of the field is overwritten with data from the ROM before the 256 runs are completed.

Last Updated (Sunday, 02 May 2010 19:10)