Pac-Man/Versions: Difference between revisions

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==Atari 2600==
==Atari 2600==
Developed by Atari in 1981, the official Atari 2600 version of Pac-Man is considered by many to be the worst Pac-Man conversion made. The only bonus prize is a brownish-yellow square (known as a "vitamin") that appears underneath the ghost regenerator periodically. Rather than strecth the maze as in other versions, the Atari 2600 implementation turns the maze on its side, so the tunnels are at the top and the bottom, rather than the left and right. An extra life will be granted every time the maze is cleared, regardless of your current points. The cartridge features eight variations by presenting the player with four choices for the ghost speed, and two choices for the player's speed.  The ghosts' behaviors are broken down as a permutation of smart/dumb, and slow/fast.
Developed by Atari in 1981, the official Atari 2600 version of Pac-Man is considered by many to be the worst Pac-Man conversion made. The only bonus prize is a brownish-yellow square (known as a "vitamin") that appears underneath the ghost regenerator periodically. Rather than stretch the maze as in other versions, the Atari 2600 implementation turns the maze on its side, so the tunnels are at the top and the bottom, rather than the left and right. An extra life will be granted every time the maze is cleared, regardless of your current points. The cartridge features eight variations by presenting the player with four choices for the ghost speed, and two choices for the player's speed.  The ghosts' behaviors are broken down as a permutation of smart/dumb, and slow/fast.
<gallery>
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File:PM_2600_Maze.png|screen
File:PM_2600_Maze.png|screen
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==Atari 5200 & 400/800/XL/XE==
==Atari 5200 & 400/800/XL/XE==
Developed by Atari in 1982.  Even though Atari dropped the ball when it came to the 2600 version, the Atari 8-bit line of computers was treated to one of the most accurate conversions available.  The only thing glaringly different is that Inky is green instead of blue, the Galaxian flagship was changed to the Atari logo, and the maze is stretched out to fill up the television screen.  Every other aspect of the game is faithfully reproduced, including the intermissions.  The Atari 5200 version is identical, with the exception of the controllers being difficult to use.
Developed by Atari in 1982.  Even though Atari dropped the ball when it came to the 2600 version, the Atari 8-bit line of computers was treated to one of the most accurate conversions available.  The only thing glaringly different is that Inky is green instead of blue, the Galaxian flagship was changed to the Atari logo, and the maze is stretched out to fill up the television screen.  Every other aspect of the game is faithfully reproduced, including the intermissions.  The Atari 5200 version is identical, with the exception of the controllers being difficult to use.
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==Intellivision==
==Intellivision==
Developed by Atarisoft in 1983.  The maze is not quite perfect and the gameplay is a little slow.  Despite this fact, Atarisoft developed a rather accurate port for the Intellivision.  The ghosts' behavior is remarkably faithful to the arcade version despite the simplified maze, and the controllers are responsive.  The sound is also close, and even the intermissions are included.
Developed by Atarisoft in 1983.  The maze is not quite perfect and the gameplay is a little slow.  Despite this fact, Atarisoft developed a rather accurate port for the Intellivision.  The ghosts' behavior is similar to the arcade version despite the simplified maze, and the controllers are responsive.  The sound is almost identical to the Atari 8-bit computer ports, and even the intermissions are included.
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File:PM INTV Maze.png|screen
File:PM INTV Maze.png|screen
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Developed by Namco in 1984.  This version takes the formula established by MSX version and corrects many of the color issues that were due to graphical limitations of the MSX.  Due to the reduced size of the maze, there are fewer pellets to be eaten to clear it, but the rest of the gameplay mechanics are faithful to the arcade version.  In the United States, Namco's port was licensed to Tengen and released in 1987.  After Tengen was sued by Nintendo for patent infringement, Namco re-released the title, side by side with a Ms. Pac-Man release, in 1993.
Developed by Namco in 1984.  This version takes the formula established by MSX version and corrects many of the color issues that were due to graphical limitations of the MSX.  Due to the reduced size of the maze, there are fewer pellets to be eaten to clear it, but the rest of the gameplay mechanics are faithful to the arcade version.  In the United States, Namco's port was licensed to Tengen and released in 1987.  After Tengen was sued by Nintendo for patent infringement, Namco re-released the title, side by side with a Ms. Pac-Man release, in 1993.


The NES version fixes some issues from the arcade version. There is no kill-screen or known split-screen, the keys just continue. The score has a millions digit, so it could go up to 9 million plus. The final repeating maze is actually the 10th key, not the 9th key, and there are no screens where the ghosts don't blink. The ghosts basically circle their area, and only the red ghost comes after you. That means gameplay could be indefinite.
The NES version fixes some issues from the arcade version, but introduces new ones. Notably, in the arcade ghosts switch directions whenever they switch between "Scatter" or "Chase" modes, but in NES Pac-Man they only reverse when going from Scatter" to Chase," making it harder to deduce ghost behavior.  The collision detection of the ghosts also seems to extend out further, making it harder to evade them. There is no kill-screen or known split-screen, the keys just continue. The score has a millions digit, so it could go up to 9 million plus. The final repeating maze is actually the 10th key, not the 9th key, and there are no screens where the ghosts don't blink. In the arcade, the 9th key level slows Pac-Man down, but that does not ever happen here. There is a bug starting with the 10th key level that makes the initial Scatter period the ghosts start the board in very long.
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File:PM NES Maze.png|Screenshot
File:PM NES Maze.png|Screenshot
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==PC==
==PC==
Developed by Atarisoft in 1983. As with the Atari 5200 conversion, the bonus prize of the Galaxian flagship was changed to the Atari logo.  It was later re-released by Thunder Mountain.<gallery>
Developed by Atarisoft in 1983. As with the Atari 5200 conversion, the bonus prize of the Galaxian flagship was changed to the Atari logo.  It was later re-released by Thunder Mountain.<gallery>
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==Xbox 360==
==Xbox 360==
[[File:PM X360 screen.jpg|thumb|left|Xbox Live Arcade]]
[[File:PM X360 screen.jpg|thumb|left|Xbox Live Arcade]]
Microsoft made Pac-Man available for download on the Xbox Live Arcade for 400 points.  It is very accurate to the original arcade version, and contains a total of twelve [[Pac-Man/Achievements|achievement points]] that can be earned for completing certain tasks or stages.
Microsoft made Pac-Man available for download on the Xbox Live Arcade for 400 points.  It is very accurate to the original arcade version, and contains a total of twelve [[Pac-Man/Achievements and trophies|achievement points]] that can be earned for completing certain tasks or stages.


This version does have some major changes from the arcade version. There are 256 levels which you can select from once you complete them, and no split-screen. The levels just keep repeating, and start at cherry, and go back through the keys (along with the intermissions). The difference is that the energizers do not make them turn blue, so it's no blink boards. Basically you keep using your 9th key pattern until you quit, or lose all your lives.
This version does have some major changes from the arcade version. There are 256 levels which you can select from once you complete them, and no split-screen. The levels just keep repeating, and start at cherry, and go back through the keys (along with the intermissions). The difference is that the energizers do not make them turn blue, so it's no blink boards. Basically you keep using your 9th key pattern until you quit, or lose all your lives.
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{{Footer Nav|game=Pac-Man|prevpage=Bootlegs|prevname=Arcade bootlegs|here=Home version comparisons|nextpage=Achievements}}
{{Footer Nav|game=Pac-Man|prevpage=Bootlegs|prevname=Arcade bootlegs|nextpage=Achievements and trophies}}