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Pac-Man Ghost Personalities
created by
65535
(
idea
) by
65535
(6 y)
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2
C!
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Sun Apr 16 2000 at 20:55:43
The four
ghost
s from
pac-man
were:
Blink
y (
red
)
Pink
y, (pink)
Ink
y, (blue)
and
Clyde
, (
orange
)
It is the
fact
that
each
of these ghosts
exhibit
s a
distinct
personality
that makes this
game
so
entertain
ing and
play
able. Once
acquaint
ed with their
person
alities, it is
possible
to
predict
their
move
ments.
Here they are:
Blinky -
Chase
s. Will
usual
ly take the
short
est route to you, and
tend
s to
follow
.
Pinky -
Ambush
es. Tends to
take
a more
roundabout
way to pac-man.
Deadly
.
Inky
-
Freak
. This
dude
acts
strange
ly. He moves about the
board
fairly
random
ly, but
sometimes
chase
s when he gets in
close
.
Clyde -
Idiot
. Moves randomly. Not
much
of a
threat
.
N.B.
: The blinky-pinky
combination
is the most
menacing
. Watch out for them in the
corner
s.
Next
time you play some pac-man,
notice
that it's usually these
2
that get ya.
These
personal
ities
stay
ed the same through
Ms. Pac-Man
and Pac Man
Jr
. Clyde went through
two
name
change
s, though, called
Sue
and
Tim
in the
follow
ing two games,
respect
ively.
(
idea
) by
PhasedWeasel
(8.5 mon)
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print
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I like it!
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1
C!
Fri Jul 09 2004 at 17:15:09
Some notes on ghost behavior:
Cruise Elroy
Despite the
moniker
"Speedy", Pinky is not the fastest
ghost
. All ghosts on all levels move at identical speeds, with one exception. The red ghost ("Shadow", "Blinky") will
speed up
once a certain number of
pellets
remain. This
phenomenon
is known as "Cruise Elroy" mode. Below is a table indicating when Blinky will enter Cruise Elroy mode:
Level Pellets remaining
1 20
2 30
3-5 40
6-8 50
9+ 60
Scatter Mode
The ghosts have an interesting
pattern
programmed
into their movements: occasionally, they will simultaneously
cease and desist
their pursuit of Pac-Man and return to their respective corners of the
maze
, entering "scatter mode".
I felt it would be too stressful for a human being like Pac Man to be continually surrounded and hunted down. So I created the monsters' invasions to come in waves. They'd attack and then they'd retreat. As time went by they would regroup, attack, and disperse again. It seemed more natural than having constant attack.
-- Toru Iwatani, creator of Pac-Man
The ghost will enter scatter mode
four
times for each
life
on each
level
. As they exit the
ghost house
, you can easily see they begin play in scatter mode.
Blinky
heads for the top right corner,
Pinky
for the top left,
Inky
for the bottom right, and
Clyde
for the bottom left. When the ghosts enter scatter mode is determined by a
timer
. Generally the first two scatters are the longest in duration, and the third and fourth are about 2/3 as long. Beware Blinky: he can still pursue
Pac-Man
in scatter mode.
The "Pause" Spot
The "pause" spot is place on the
map
where the ghosts cannot discover Pac-Man. It
exists
to the right and up a few spaces from Pac-Man's starting location, inside the
crook
of the turn. If Pac-Man enters this area from the right while no ghosts can see him, he can safely remain there for up to 18
minutes
(when the ghosts reverse direction). This is a good place to park Pac-Man if you need to get a
drink
or hit the
bathroom
.
Individual personalities
Both Blinky and Pinky appear to be programmed to pursue Pac-Man directly. Pinky usually makes the
opposite
turn choice from Blinky when given a chance, and so this
duo
often can trap your man in a corner. Inky is a
wildcard
, and given the same situation often makes different choices. Inky definitely appears to be programmed to
ambush
Pac-Man. One theory is he heads for the end of the tunnel Pac-Man is currently moving down. Clyde moves
randomly
, and so can be the most frustrating ghost to work with.
Patterns
Patterns are certain movement
paths
which, if followed exactly, allow Pac-Man to
reproducibly
clear a certain amount of the board and consume a
certain number of blue ghosts
/
bonus prizes
. A web search will quickly provide more patterns than a sane person would want to memorize. Most players consider this boring if not
cheating
, and
eschew
patterns.
The first person to ever achieve a perfect game of Pac-Man was
Billy Mitchell
(in 1999). Billy refused to use patterns. Instead he claimed he had a
perfect
knowledge of the ghosts behavior:
"First, you've got to learn how to control the monsters. See how the red, pink and blue are grouped together? It's easier to control 2 monsters than 4. ... You actually learn to control the game. As long as you have control of the game, you don't die."
-Billy Mitchell
Miscellaneous Pac-Man info:
Bonus Prizes
Level Prize Point Value
1 Cherry 100
2 Strawberry 300
3-4 Orange 500
5-6 Apple 700
7-8 Grenade 1000
9-10 Spaceship 2000
11-12 Bell 3000
13+ Key 5000
The game ends when you reach the
256th
level. This level is divided in half: the left half of the screen displays the regular left half of the maze. The right hand side is composed of random
ASCII
-style characters and colors. There has never been evidence of
anyone
successfully completing this level.
printable version
chaos
Vic Pac-Man
Pac-Man
Pac-Man Plus
pocket full of quarters
INKEY$
Ms. Pac-Man
[?]
Pac-Man Fever
Billy Mitchell
nota bene
Pac-Man 2: The New Adventures
Dig Dug
Munch Man
Super Pac-Man
Hungry Ghosts
The meaning of life is infinite Pac-Man
Devil World
Sinistar
blink
sue
Why cats are better than dogs
Ms. Pac-Man/Galaga - Class Of 1981
Bonnie and Clyde
Jr. Pac-Man
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