showing 3 games

namepublisher(developer)year arrow_downwarddescription
Mr. Do!  Universal;Taito1982The Yukidaruma (snow man) version has the main character modified to look like a snow man. labelimageminimize
Ms. Pac-Man  Midway (Midway;General Computer Corporation)1982In this, the first proper sequel to Namco's legendary pill eating maze game, players must once again run around a number of mazes, eating all of the pills that are scattered throughout. The ever-present ghosts (Blinky, Pinky, Inky and Sue) return to hamper the player's progress. The infamous 'Power Pills' are also present and correct, with four appearing in each maze.

Namco introduced a number of changes and enhancements over the original game. The first difference is in the main character. For the first time in video-game history, the game's lead character was female. Ms. Pac-Man is almost identical to the original character with two main differences; she wears a bow in her 'hair', and is also wearing lipstick.

Another change from the original is that the bonus fruit items are no longer static but now move randomly around the mazes.

Ms Pac-Man features four different maze layouts, which alternate every two to four rounds :

The first maze is only encountered in Rounds 1 and 2, and has 220 dots and 4 Power Pills. There are two sets of tunnels in this maze equidistant from the center of the maze. You must clear this maze two times before moving on to the next maze.

The second maze is only encountered in Rounds 3, 4, and 5, and has 240 dots and 4 Power Pills. There are two sets of tunnels in this maze; one set in the lower half, and the other set at the very top. You must clear this maze three times before moving on to the next maze.

The third maze is first encountered in Round 6 and has 238 dots and 4 Power Pills. Unlike all other mazes, there is only one set of tunnels in this maze, slightly above the center of the board. You must clear this maze four times before moving on to the next maze.

The fourth and final unique maze is first encountered in Round 10 and has 234 dots and 4 Power Pills. There are two sets of tunnels in this maze, directly next to one another in the middle of the maze. The turns at the entrance to the tunnels change the usual immediate accessibility of the tunnels and should be taken in to account. You must clear this maze four times before moving on to the next maze.

After Round 13, the game alternates every four rounds between the third and fourth mazes.

Finally, the ghosts' movement patterns are also completely different from those of the original game.

As in the original game, intermission scenes will be played after certain rounds. Ms. Pac-Man's intermissions tell the story of how Pac-Man and Ms. Pac-Man met, fell in love, and had a baby. Ms. Pac-Man's intermissions are also preceded by a sign and a title. 3 intermissions are present :

1) Act I - They Meet : Pac-Man, the star of the original game, enters the screen being chased by Inky while Ms. Pac-Man enters from the other side being chased by Pinky. As the two of them are about to collide, they quickly move upwards, causing Inky and Pinky to collide. Pac-Man and Ms. Pac-Man face each other at the top of the screen, and a heart appears above them. This intermission is played after Round 2.

2) Act II - The Chase : Pac-Man and Ms. Pac-Man are seen giving each other a playful chase. One chases the other in one direction, and they take turns alternating who chases who and in what direction. After three turns, they chase each other twice more at a faster speed. This intermission is played after Round 5.

3) Act III - Junior : Pac-Man and Ms. Pac-Man anxiously await the arrival of a stork, who flies overhead with a bundle. As the stork is about to pass over them, he releases the bundle, which drops to the ground in front of Pac-Man and Ms. Pac-Man, and opens up to reveal a baby Pac. This intermission, which is played after Rounds 9, 13, and 17, would later serve as the introductory sequence to "Jr. Pac-Man".

No intermission is present between rounds after the 18th one.
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Mr. Do's Castle  Universal1983Operate Mr. Do! by means of the lever.
After dropping a block by use of the hammer, skillfully drop the unicorn into the hole. Then drop the block onto the unicorn and you can exterminate it.
You can also exterminate the unicorn by dropping a block onto it while it is walking.
You can hit and knock over a unicorn by use of the hammer in scenes 1 and 2.
Make good use of the skull blocks, and you can wipe out several unicorn at a time. When dropping both skull blocks, the blocks between them will also drop at the same time.
Only Mr. Do! can remove the ladder.
If Mr. Do! has been trapped between two unicorns on the blocks, you can help him escape by dropping a block with the hammer.
When three of the key blocks have been dropped, the door on the top level will open and a shield will appear. If you wipe it out the unicorns will change to EXTRA.
You can exterminate EXTRA by hammering it or dropping Mr. Do! on it. When it has been wiped out, a flag will be run up on the pole.
Another Mr. Do! will appear if you succeed in running up five flags, EXTRA on the pole.
The last unicorn in scenes 1 and 2, will change and split into the blue unicorns after 20 seconds - after a further 25 seconds, the blue unicorns will split into double unicorns, and then after another 5 seconds these will become eight - there will be no further increase.
Red unicorns will become green if Mr. Do! hits them four times with the hammer, and green unicorns will become blue when he hits them once with it.***Earlier Japanese versions of Mr Do`s Castle used the name 'Mr. Do VS The Unicorns'
[Zerothis]
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