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SUPER PAC MAN
by
Eddies' Cat
Un-Interactive
October 1997
This is a loose conversion of the old Namco game Super Pac Man. It
runs on ST, STe, Falcon and probably TT too. Control is by
joystick or Jaguar controller. The game will use whatever you
press the fire button on. Press button A if you're using a Jaguar
controller. If you're running this on a Falcon, start it from ST
Low or ST Medium otherwise the desktop colours will mess up when
you exit the program. It's all Ataris' fault. If you've got
Nemesis fitted in your Falcon it will mess up the joystick
signals, either turn off Nemesis or use a Jagpad when playing this
game.
Super Pac Man was the second sequel to Pac Man, after Ms. Pac Man.
My conversion differs from it mainly in the handling of the green
power pills, also there's no bonus round and there is no "lucky
target" feature either. Ghost logic is a bit different too. Those
wanting a 100% accurate version should either get the version on
one of the European Namco Museum CDs for the Playstation, or
download the PC Super Pac Man emulator from the Internet.
Super Pac Man plays very like Pac Man apart from the doors/keys
and green power pills. I'm sure you can work out how to open the
doors so I'll just explain about the green power pills.
In my version, eating a green pill freezes the ghosts. They can
still kill you if you walk into them, unless they are blue. You
can use the green pills to either stop the ghosts while you tackle
a tricky part of the maze or eat a blue power pill first and then
freeze them so you can eat all the ghosts in one go.
TIPS
Eating all four ghosts from one blue power pill gives a "Kenneth
Williams" bonus. Eating some ghosts, another blue power pill, then
the rest of the ghosts will not.
The red ghost is more intelligent than the others.
The magenta ghost is faster than the others.
Pac Man can corner faster than the ghosts, but make sure you
corner early!
Pac Man moves slightly slower when eating things.
To finish a level, you have to eat all the dots, but you don't
always have to eat all the keys..
BACKGROUND
Super Pac Man was inspired by the awful control systems featured
in games like Dynabusters, Pacman on E's, etc. I knew I could do
better, and with this game I hope you'll agree I have. The main
problems with moving a character around a confined maze are
handling diagonal movements of the joystick, and allignment with
passages. I use a "direction-switching" method which lines you up
with where you want to go according to what direction you're
facing at the time. This game was put together in about 6 weeks.
Programmers may be interested to know that it runs at 50 frames a
second on an STfm, unlike some other Pac Man games I could
mention...
GREETINGS
To:
... Jody Smith, for the sillier sound samples and making the
"Kenneth Williams" bonus so good.
... Keith Ainsworth of Retrogamer fanzine, for bringing the
original Super Pac Man game to my attention.
... Rainer Weizel, danke fur das gelt, Ich kann ein kleine Deusche
sprache!
... Moondog, for encouragement and feedback.
... Teque of Aggression, an excellent musician until he started
doing crap like $00a3.
... Cream for the great Playsid STe.
... Tat "Steve" Tersall.
... The Maggie Team, of course.
... Leon O'Reillys' pet ducks, "Quackers" and "A la orange".
... The crew of Pure Nonsense disk magazine (Taggart, Oor Wullie,
Pint'O'Heavy). The disk magazine that's so underground, no-one's
allowed to read it!
... Ultimate Sock, the best demo-group in the entire world.
CONTACTING ME
If you like this game, why not send me something nice in the post?
Alicia Silverstone obviously won't fit through my letterbox, so
maybe a disk of something Retro or ST-related would be a good
idea. In return, I will smile slightly.
Ed Cleveland
37 Oakhill Road
Liverpool
Merseyside
L13 5UE
England |
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Sound Features digitized sound fx at 6.1KHz Features digitized sound fx at 12.5KHz (stereo) on STe
Hardware Supports STe DMA sound
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