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Found 98 results

  1. As long as I can edit this post, it will include any of my future hack projects alphabetically to avoid clutter and simplify finding them. NOTICE: If anyone wants AA to make a cartridge of these, feel free; you don't need my permission. They are hacks and as such, I hold no rights to the software. However, if you do want to make a cart, please contact me in case I have a newer version than what's uploaded. Adventure Long-Term "Mystery" Project I was hesitant to post about this because it's going to be a very long project due to my lack of time to work on it. I know there are already several great Adventure hacks and I didn't want to clutter the list. However, I decided to go ahead and share this teaser because it is at least a completely playable hack. At the moment, this is just a graphically enhanced hack of Adventure with a couple extra features, but the groundwork has been laid and it should give you an idea of where I want to go with this. It uses Nukey Shay's new kernel which is just awesome. I borrowed the bat from one of Espire8's hacks. I think it's pretty clear what inspired the castle and the dragon sprites. One of the members here has been very helpful and patient with many questions I've had. I won't mention names yet, because I don't want to draw them into this at such an early stage, but once I'm further along I will give full credit and thanks that are due to anyone and everyone who helps & has helped along the way. Below are screenshots of some of the changes: Click the button for more: Minor update to avoid overlapping the playfield with the Warren Robinett easter egg text. No other changes: Adventure Enhanced.bin Previous version: Cart Labels: Boxing Color Edit I always wanted a blue boxing ring, so here it is. In one version the players are Red & Blue, in the other they have Skin tones. Zip file includes 3 versions: "Red vs Blue", "Skins", & "Blue Ring". Boxing Hacks.zip Buck Rogers: Planet of Zoom Sprite Edit The player ship has been edited to more closely resemble the arcade version. The saucer enemies look more like saucers and the gates look a little more like other versions of the game. No colors have been changed in this one. A good screenshot is difficult to obtain because of the way sprites warp, but it looks much better on actual hardware. Buck Rogers.bin Cabbage Patch Kids: Adventures in the Park Sprite & Color Edit This has got to be one of the best games never released. The author really did a great job with the graphics, gameplay, and sound (yes, even music). I imagine I would have spent a lot of time playing this as a kid. I loved these multi-screen games like Smurf, Pitfall II, H.E.R.O., etc. Anyway, I recently played some older versions of this prototype and it got me wanting to tweak a few things -- so here we go: As I said, the game is already really good, so I looked for ways to polish it a bit, maybe as if it had been released. Player colors made more like an earlier version. I can now clearly tell that it's a girl with pigtails Many more color tweaks -- too many to list Various graphics cleaned up a bit (Trees and, most notably, the grass) Also, it seems the original game was Athletic Land for the MSX, and Konami used it to add the Cabbage Patch Kids license, which is what made it to the Coleco and almost Atari. So, the zip file now contains Cabbage Patch Kids and an Athletic Land version: Athletic Land - Cabbage Patch Kids.zip Previous version: Cart Label: California Games Sprite & Color Edit What can you do to improve a nearly perfect game on the 2600? Not much, but there is one thing that always bothered me -- the footbag player looks like he has a major bald spot. Looking at the graphics, I think part of them were just miscolored, so I took the liberty of updating the hairdo and tweaked the hands while I was at it. The only other change was on the half-pipe screen. I changed the color to gray with black underneath just for something different. I haven't tested it on real hardware with a CRT yet, so the gray may appear too dark and be indistinguishable from black. If this is the case, just post in the thread and I'll change it back. Footbag player hairdo fix and hands tweaked Half-pipe new colors BMX course trees edited to palm trees (Alternate BMX edit for brown color if you prefer the dirt courses like other versions) Surfing slight sky and wave color edit to better see wave crest, surfer color edit to have tan California_Games_(Edit).bin California_Games_(BMX_Edit).bin Older Version: Commando Sprite & Color Edit I've always loved Commando on the 2600. Maybe it was because I had never seen the arcade version when I first played this, but to me, it had great graphics and was fun to play so I would show it off to my friends (who were playing Nintendo at the time). Anyway, as great as I thought it was, there were just a couple of things I wished were different. I thought the player/enemy sprites leaned back too much instead of having a more aggressive stance, I wished the bridges in levels 2 & 3 were gray instead of orange & blue. So... here's what I ended up with: Player/enemy sprites changed (adapted the 7800 version sprite to this) Enemy color changed to gray to match the arcade Fertilized those mounds in level 1 so now green "grass" grows on top Sandbag barriers now tan instead of green Grenade boxes now green instead of purple Extra lives sprite edited Orange and blue bridges in levels 2 and 3 changed to gray Green of level 2 / 4 changed to be a little less bright Ground of level 3 darkened a bit Detail (shading) added to fortresses Minor palm tree update for v2: color table error present in original ROM corrected and coconuts darkened. See screenshots. Be sure to unzip the file as it contains 2 variations -- first the standard... Commando v2.zip ...and of course an "Airborne!" version. Here's a version with the player as Rambo!: Rambo.bin Older Version: Double Dragon: Arcade Style Sprite & Color & Gameplay Edit ***New Version!!!*** Seeing some sprites by CDS Games inspired me to rework the player/enemy sprites. Here is Release Candidate 4, also compatible with the Flashback Portable (RC3 is not). See the Cast of Characters image below for new sprites. RC4d - Jan 16, 2017 Double Dragon Arcade (RC4d).bin Here is the older Release Candidate 3. I'm leaving this here because it contains an assembly file and trained versions not yet packaged with RC4. Zip file contains standard version, trained version (thanks to Nukey Shay), 2-button versions, & assembly file. Double Dragon Arcade (RC3 pack).zip Click "Show" button for older versions: Here is the cast of characters, old and new (Updated for RC4d): And here are maps of all screens so you can see what's been done. These are new (Sun Sep 09, 2012) updated to reflect changes in RC3. Note: The forum software is preventing the maps from uploading correctly. It is downsizing the images so they are no longer full-size. : Mission 1 : Mission 2 : Mission 3 : Mission 3B : Mission 4 Latest changes: Major color overhaul for several screens. The sunsets are more like the arcade colors. Combined with other color changes, these screens are now some of the nicest in the game. Replaced mountains with city skyline in the 2nd screen of Mission 3 (with long brick wall). This gives a nice transition from outskirts of the city to the woods. Sprite & color edits for everyone to make them look more like the arcade and/or general improvement. Ex: Abobo's walk has been completely redone. I feel he is much more fluid and his walk resembles the arcade more. New punch, kick, bat-swing sprites as well as new hit & knockdown sprites: most characters hunch forward when hit. Abobo and Shadow Boss turn their heads in addition to previous animation. No change for Linda hit sprite. Font more like arcade font. Graphical changes are probably finished, but I'm not yet satisfied with Mission 2. Yet to do: adjust music volume, add pause feature, title screen. Explanation: Cart Labels: Goofing Off: Dragster Color Edit I always liked Dragster, but thought it might look better with more realistic colors. Here's the result of about 5 minutes of tinkering: Dragster.zip I merged some of Atarius Maximus' Drag Race hack into the source & edited the car to come up with this: Drag Race.zip Zip file contains Blue and Red versions. Dukes of Hazzard Color Edit I wasn't going to upload this but I figured someone might like it. The Duke boys hardly ever drove on asphalt unless they were going into town. So... in this hack, they now drive on dirt roads. I thought Daisy looked kinda like a mermaid with the green pants, so I put her in her famous Daisy Dukes. The General Lee is slightly more orange instead of RED. Last and definitely least, Boss Hogg's face is now flesh tone instead of gray. Dukes of Hazzard.bin Cart Labels: Electric Yo-Yo! Title Screen Edit I simply hacked the title screen of Elk Attack to say Electric Yo-Yo! as it may have looked had the game been completed for release. Electric Yo-Yo.zip Front Line Sprite & Color Edit Front Line is a great game, but I wasn't satisfied with the player sprite. The arcade player has a boogie walk, so I tried several variations and settled on this one. There's not a whole lot you can do with the sprite, but here's my best effort at making the player look a bit more like the arcade. If you don't like it, blame it on the boogie. Also made a few other minor color changes. Changed the background at the beginning from gray to orange/brown Minor color changes to desert area, cacti, and rocks Changed colors of brick barriers Changed colors of title screen to imitate arcade Front Line Arcade.bin Galaxian Arcade - Expanded Gameplay, Sprite & Color Edit Update! My previous upload was a simple sprite and color hack of Galaxian to make it more like the arcade. I was hoping to add 2 colors to the player's ship, but Nukey took it far beyond anything I'd hoped for. Here is his tremendous work with my sprite and color arcade interpretations: By Nukey: added startup animation and arcade-like score table added multiple colors per enemy added flagship sprite made player ship multicolor added sound when starting game heightened pitch of enemy diving sound added difficulty switch functionality (flip right switch to A for normal shots, B for wide shots) added pause (flip color/BW switch to hide player ship, effectively pausing action) added hidden bonus level probably more that I can't think of at the moment By Me: all new player ship sprite changed the enemy colors & sprites made new enemy and player explosion animations changed other colors and sprites to more closely reflect the arcade removed the border (actually, I removed it from the old version, Nukey removed it from the source in this version) For more detailed info about this hack and what's under the hood, see Nukey's thread here. Be sure to unzip, as download includes stock and trained version with invincibility as well as the assembly file. Latest Version: Galaxian Arcade.zip Old Version: Galaxian Vector Sprite & Color Edit neotokeo2001 started a Galaxian Vector hack back in 2004 but left a few things for others to finish. I just found his thread the other day and took him up on that offer. I changed the ship a little bit (the other was one pixel too tall) added the new explosions from my "Arcade" hack made everything green that wasn't before -- including enemy shots left the original title screen logo but changed the colors to shades of green Galaxian Vector.zip Mangia' Color Edit This game is rather interesting, but the colors hurt my eyes. So, I made some changes to make it a little easier to look at. Mangia.zip Zip contains 2 versions as seen in screenshots above. Pac-Man Arcade Gameplay, Sprite & Color Edit This is simply a sprite and color edit of Nukey Shay's Pac-Man Arcade Enhanced hack of Rob Kudla's hack. rounded off Pac-Man and the ghosts made alternate style for the frills of the ghosts tweaked the ghosts' colors to more closely match the arcade changed the color of the pellets to match the arcade reversed direction of extra lives sprite to match arcade tweaked cherry sprite to more closely imitate arcade added detail to ghosts' eaten eyes Zip file contains 2 versions as seen in the screenshots above: one with the alternate ghost frills and one with the original frills. Pac-Man Arcade Enhanced.zip Pete Rose Baseball Color Edit I've always loved Pete Rose Baseball on the 7800. It's about the only Baseball game where I can win with the little patience I have to play a baseball game. The 2600 version's gameplay mechanics are pretty much identical to the 7800 and IMO is an amazing visual accomplishment, but I've never spent much time playing it. I decided to mess with it a little yesterday and one thing that stood out to me was how much more green the grass is in the 7800 version. I decided to adjust the 2600 version to my taste and made a few other color changes while I was at it. Changed grass to more green color Changed dirt to light brown Added skin color to players faces in close view Added color to bat Added shading to dirt along wall in close and outfield views Added a touch of shading to players' uniforms Lightened blue wall and added a little more shading Made outfield grass darker than close view and infield Adjusted color of bases indicator at top of screen I spent some time tweaking the colors to look just right on my TV with real hardware. However, they look too light in Stella and Z26 in my opinion, so I've included an alternate version in the zip that looks a little better in the emulators. Let me know what you think. Pete Rose Baseball.zip Note: Zip file includes 2 versions. Cart Labels: Rampage! Sprite & Color Edit I've always been very critical of Rampage on the 2600. I just couldn't get over the disappearing blocks when you punch a building. Due to a friend who really likes the game, I thought I'd give it another shot. I always did like the gameplay, but I decided my main issue with the game was still the buildings. I decided to try out different colors instead of "pink." Then I figured I'd see what I could do with the sprites. I got to this point and decided I really do like the game and it wasn't so much the blocks of the buildings that bothered me, but rather the pink color on some of the stages. So here's a hack with new sprites and a few new colors (no more pink!). It's probably not done, but it's good enough for now. George and Lizzie share the same sprites, so I tried to come up with something suitable for both. Ralph shares these as well for certain frames. George is a little more brown than before, $F2 instead of $34, and Lizzie is one shade darker to help her stand out against the buildings. The color of Ralph on the selection screen now matches his color in-game. No more pink buildings, but I'm not quite satisfied, so more experimenting needs to be done. Helicopters are now a shade of green like the arcade instead of red. I went with a more blueish green than the arcade, just to give more color variation, since there's already so much green with Lizzie, the items, and some of the people. Player sprites re-aligned to improve continuity between frames. More color added to ground/sidewalk/trolley tracks/docks (see screenshot for example). Some other minor color and sprite changes here and there. Here are screenshots: Old vs New: Latest Version: Rampage v2.bin Older Version: Cart Labels: Tomb Raider: Mystery of the Scarlet Dragon Hack of Montezuma's Revenge Original hack idea by StanJr. You can read his backstory here. I got the idea from his hack in the link above. I used a 16k Montezuma's Revenge ROM and altered the sprites and colors. Some of the sprite edits are from StanJr, some are my own. For the Lara standing and walking sprite, I used StanJr's basic appearance and adjusted it to not get stuck on doors and also to be a bit more shapely. I kept the rolling/bouncing skulls and changed the static snakes to be grinding spikes. The spiders have been changed into snakes like in StanJr's, but with slightly more movement animation. The flares are similar to StanJr's, but have been correctly animated. Of course, the Scarlet Dragon sprites have been borrowed from StanJr's because he came up with an excellent backstory for the game that I did not want to alter. The colors have been changed for Lara, the rooms, and some items. I tried to use colors that fit the environments from the early Tomb Raider series. If anyone would like to see the sprites or colors altered/improved in some way please speak up. I'd love to hear your feedback and ideas on how to make this better! Below are 4 variants of the hack along with some cartridge mockups and level maps: Tomb Raider (Classic).zip Lara with with colors closer to the more recent games: Tomb Raider (Modern).zip Tomb Raider (Underworld).zip (This is an alternate "Modern" with some brown in the shirt and dark gray shorts) If you want the older version with the original Montezuma colors, download the one below: Tomb Raider (Original Colors).zip Level Maps: Cart Label & Mockups: If you would like to read my original (heavily edited) post in StanJr's thread, please look here. Again, I'm always seeking advice and feedback. If you like something about a hack... please say so. If you don't like something about a hack... please say so. If you couldn't care less about a hack... why are you reading this? Xenophobe Sprite & Color Edit Xenophobe on the 2600 has all the important gameplay elements, but I never understood the color choices. Here's my effort at making it look a little more like the arcade & other console versions. New Xeno sprites (& raised by a pixel since they are actually out of place in the original ROM) New sprites for weapons and most pickup items Mothership edited to be closer to arcade version Colors more visually appealing: Rooms now shades of gray, Xenos now shades of green, tweaks here and there Changed number font to match arcade Changed player sprite to more closely match arcade stance & walk animation Made variations for alternate characters Mr. M Brace Mr. EEz Dr. Kwak Mr. Fogg Dr. Zordirz Col Schickn Latest version: Xenophobe Arcade v4 (Multi).zip Be sure to unzip; archive contains all character variations. Older versions: Cart Labels:
  2. Warning! May cause feels from nostalgia.
  3. (latest update: April 28th 2021) Sorry, no more planned until Videocart-28 is done. MORE THAN ALL VINTAGE CHANNEL F GAMES Auto switching Multi-Cart with more than all original software. Fits all System Fairchild machines no matter what the TV system is (so Fairchild, Zircon, SABA, ITT, Nordmende, Luxor, Barco, Ingelen, Grandstand, Dumont, Emerson). Please, either answer in this thread, send a personal message or e-mail to address further down. Multi-Cart will be delivered in a brand new box. Cartridge shell is a used original with new labels and new PCB. The shell will have signs of wear. If you wish to provide your own cart shell - let me know. I can have 3D-printed shells made at the buyers expense, last time I checked it was about $70 for the cheapest material at a professional manufacturer. If you want to print your own shell I can provide 3D print files. To my knowledge the Multi-Cart contains all known games and variations (both Democarts, all dumped protos, newly made games and known homebrews) for the System Fairchild, even the complete version of Pac-Man! Games can be chosen via a menu that you reach by resetting the system while holding button 1. Holding other buttons or combination thereof while resetting will immediately start one of the more popular games (according to previous requests), just check the instructions on the back label (before inserting, afterwards will be tricky). How to select game: Try and find the Easter Egg(s) in your cartridge menu... Payment Instructions: Please use the friends/family/personal payment so I don't have to pay the fee, you can use the link on top. For manual payment with the same prices: http://paypal.com my address is [email protected] I will also answer e-mails sent to that address. Make sure payment is sent in US$ ... and not KR/SEK - as PayPal seems to change the currency by default. Please write your shipping, as well as, email address as a message in your PayPal payment These are not automatically included with personal payment, if you forget to include it send an e-mail to the same address or send me a PM here. For European customers I also accept bank transfer, just write me a message and I'll supply needed information. For Swedish users there's the above but also the option of using Swish (you send money with your phone almost as easy as a text message), let me know. Customization are possible, if you want something special, let's talk about it, I'm not difficult. List of games (Latest update April 20th 2020): All the happy customers until today: ================================================================= This is a hobby, it may take some time, I hope it's worth waiting for. These are steps indicating progress: [0] Payment received [1] Circuit board built [2] Circuit board tested [3] Shell prepared [4] Cartridge finished (new board in shell and labels mounted) [5] Box has been cut, folded and glued. [6] Packed [7] Shipped ---------------------------------- H.K. [5] Kent, USA 0xD8 [7] Justin, USA 0xD9 [7] Kenny, USA 0xDA [7] Rui, USA 0xDB [7] Luca, Italy 0xDC [7] Lou, USA 0xDD [7] Andy, Germany 0xDE [0] Clifford, USA ========================== end of my message ===========================
  4. A quick video I made of a USB powered 2600 joystick by Hyperkin called Trooper 2. This is for PC/MAC or Raspberry Pi. I'm using it to play Pac-Man games in Retro Pie.
  5. Pac-Man is ported to so many systems. This Jakks pacific plug and play from 2007 is an excellent arcade port and includes other great Namco titles.
  6. I'm going to try to make a case for it being good, but NOT because it's Pac-Man.
  7. While playing Pac-man with a standard Atari Joystick, how often have you missed a turn? I may have a solution, if its due to pushing the joystick to far off the four directional axis. If its due to a slow reaction time then you're still on your own. I noted while playing Pac-man that my granddaughter would rotate the joystick base and start pushing the joystick into the diagonal directions(and so was I to a lesser extent). When 2 directional buttons on the joystick are pressed Pac-man determines that you are not sure which way you want him to go and continues to the end the lane. An Arduino can be used to read a Wii nunchuk analog joystick and determine which of the 4 directions it is closest to and then set the joystick pins. This would double the acceptable error from true UP, DOWN, LEFT and RIGHT. I believe it has improved my Pac-man scores. The first time I used the setup I was able to advance to level 2. The second try got me to level 3. The third game got me to level three with a personal high score of 12,200 points. I'm getting the feeling that I'm RTC (Reaction Time Challenged)? What to do? My first Out of the Pack blog project was using the nunchuk as an Atari Joystick. The circuit hasn't changed much and is still using the same Arduino library from a slightly modified program from "Arduino: A Quick-Start Guide" by Maik Schmidt. You'll need some of this information. http://atariage.com/forums/blog/572/entry-11529-nunchuk-arduino-atari-joystick/ The prototype shield built for the Synthdrum project was reused. This shield has been getting a lot of use . A reset button has been added since the last time it was photographed. You can even leave the MIDI shield plugged on the stack but be sure to turn it off. http://atariage.com/forums/blog/572/entry-13921-midi-music-system-and-two-synth-drums/ The Arduino program is simple enough. Of course, I could have saved myself a couple of days of frustration if I had paid closer attention in trigonometry class. I can still remember 45 years ago saying to myself, "When am I ever going to use this crap." I suppose that it would have been easier to download the MATH library with the required functions to calculate angles but I found a way……. 1. Read the nunchuk x,y 2. Adjust x,y to 0,0 point of origin. 3. Calculate the Radius of a circle through adjusted x,y (a^2=b^2+c^2) 4. Use SIN,COS table to calculate XY limit points at the 45deg limits 5. Determine which limit points the XY is between. 6. Set the joystick port 7. Check the button status 8. Start over. atari_nunchuk_4_Pacman.zip Most of the testing was done with the unit plugged into the ATARI8 and using the following program. 10 X=STRIG(0):Y=15-STICK(0) 20 IF X<>LASTX OR Y<> LASTY THEN ? X,Y 30 LASTX=X:LASTY=Y 40 GOTO 10 Then I remembered that I had made the Joystick Tester for just this situation and that worked too. http://atariage.com/forums/blog/572/entry-11972-pocket-joystick-tester/
  8. An idea for a Pac-Man upgrade literally came to me in a dream a couple of nights ago. I actually remember most of the dream, but I'll spare everyone the details, except to say it began at a game convention where I realized I hadn't yet set up the systems I'd brought, and ended with me on a running track trying to escape the men in black. My dreams tend to be rather disjointed. Anyway, the idea. Arcade Pac-Man has been fully conquered. We know exactly how the ghost AI operates, and since there isn't any randomness, we know exactly how to work around that AI and get the highest possible score, level by level. There have been mods both subtle (speed tweeks) and grand (Ms. Pac-Man) designed to disrupt those patterns and make the game "challenging" again. How about a mod that instead embraces that lack of randomness, while also daring players to buck the established patterns? Instead of dots, the maze can be populated with little arrows. If Pac-Man follows the arrows, he will eat them for the same points as dots. But if Pac-Man moves against the arrows, they will stay uneaten and also grow larger, like the dots in Jr. Pac-Man when touched by a bonus item. Also like those Jr. Pac-Man dots, eating larger arrows earns more points but also slows Pac-Man down more, making it harder to escape the ghosts. In my dream I saw only small sections of the maze where arrows replaced dots (the maze itself was also garbled, and yet somehow still playable; I determined this was due to some sort of memory corruption, which when you think about it was actually not wrong... but I digress), but I figure, why not fill the maze entirely with these arrows, and make the arrows follow whatever the optimal pattern is for that level? The challenge would then be, if you want the "perfect" score, go right ahead and take it... provided you know the patterns well enough for the empty parts of the maze, of course. But also be aware, the old "perfect" score is no longer the highest possible score, not in this version of the game. How often would you dare to go against the pattern in pursuit of those larger, more valuable arrows? There could even be different levels of arrow values, where the more often Pac-Man crosses an arrow the "wrong" way, the more valuable but also more "sticky" it becomes. Since this wouldn't actually affect the enemy AI, the ghosts would still have their same predictable behaviors, which means the true Pac-Man masters probably wouldn't have too much keeping them at bay. But then the true masters would want to know what the new highest possible score is, and what new patterns will get to that score. Those patterns just might take a while to find out, and they will certainly take longer to execute. And so this would indeed be a Slower, Harder, More Challenging Pac-Man. At least for a little while. (Surprisingly, no, I wasn't without apparel at any point in this dream, though I did find myself in my pajamas for a while... but again, I digress.)
  9. From the album: Infographics

    The ghosts of Pac-Man, with some minor liberties taken for the sake of conformation. Know your enemy!

    © Illustration by The Eyeball Mural, no rights reserved. Namco intellectual properties belong to Bandai Namco Entertainment.

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