showing 4 games

namepublisher(developer)year arrow_downwarddescription
Pac-Man Atari (Namco)1982[media=youtube]FWRs6X3y310[/media]***CX-5208. Rarity 1 Common. North America NTSC. 1 player or 2 players alternating.
The home version of [game=#20267]Pac-Man[/game]. Eat all the pellets in the maze. Avoid the ghosts unless you're powered up with a power pellet (limited time only). Eat the fruit before it disappears for extra points.
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Ms. Pac-Man Atari1983
[125]***CX-5243. Rarity 2 Common+. North America NTSC. 1 player or 2 players alternating.
The [game=Pac-Man]Pac-Man[/game] sequel with moving fruit and mazes from the [game=#153224]arcade version[/game]. And the protagonist is cuter. Eat all the pellets in the maze. Avoid the ghosts unless you're powered up with a power pellet (limited time only).

Atari created a prototype of this game that used the Puffer controller. Programmed by Jim Leiterman.
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Super Pac-Man Atari1984CX-5252. Prototype. North America NTSC.
Unlike Pac-Man, Super Pac-Man prefers fruits, vegetable, and donuts over pellets. Since these food items are larger than pellets, he doesn't need to eat as many. Eating a key allows super Pac-Man to open the locked doors in each maze. Power Pellets allow Super Pac-Man to eat ghosts as usual. But, Super Power Pellets will cause Super Pac-Man to grow to tremendous size. In this state he can go faster (by pressing a button), fly over ghosts, and much locked doors for a limited time.
Between levels, there is a sort of slot machine game where Super Pac-Man tries to munch two bonus items that match the one in the center of the screen. There are also bonus rounds where Super Power-Pellets are not time-limited and there are no ghosts. However the bonus rounds themselves end in just a few seconds. The final prototype version is dated 1984-??-?? (some time after 1984-03-15)

Trivia:
The final code for this game runs on the Atari 5200 and the Atari 8-bit equally well. That is to say, this game and the [game=#108403]Atari 8-bit version[/game] are not [i]exactly[/i] the same, rather they [i]are[/i] the same. It simple detects which machine it is on and loads itself appropriately into memory. However, it also compares its own checksum to the checksum for the media it is on (disk or cart). This makes it extremely difficult to run an unauthorized copy. There are pirate disks and multicarts for the 5200 and the Atari 8-bit that contain Super Pac-Man but it will not run.
The game is not stretched to match the ratio of the TV screen. Rather it is letterboxed to match the ratio of the [game=#153207]arcade version[/game].
The game is a a pixel perfect recreation from scratch of the arcade version including title screen, attract mode, music and intermissions. It is not a port.

Easter Eggs/Bugs:
A rare bug causes some of the doors to be permanently locked in the earliest prototypes. It is unknown how this bug is triggered. The later prototypes do not have it.
Dyer says there is an unknown easter egg in the last prototype. It is not known what it is or how to trigger it.
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Jr. Pac-Man Atari1984CX-5251. Prototype. North America NTSC. 1 player or 2 players alternating.
A prototype dated 1984-02-28 is complete and ready for release. [game=Pac-Man]Pac-Man[/game] with enhancements. Its faster. Extra wide scrolling maze. Bonus items that run around the screen changing normal pellets into heavy ones (slower to eat and more points) and seeking out power pellets in order to destroy them.
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