Description
In 1982, Midway and Namco created a sequel to the incredibly popular Pac-Man in the form of his girlfriend, Ms. Pac-Man. This sequel continued on the "eat the dots/avoid the ghosts" gameplay of the original game, but added new features to keep the title fresh.
Like her boyfriend, Ms. Pac-Man attempts to clear four various and challenging mazes filled with dots and ever-moving bouncing fruit while avoiding Inky, Blinky, Pinky and Sue, each with their own personalities and tactics. One touch from any of these ghosts means a loss of life for Ms. Pac-Man.
Ms. Pac-Man can turn the tables on her pursuers by eating one of the four Energizers located within the maze. During this time, the ghosts turn blue, and Ms. Pac-Man can eat them for bonus points (ranging from 200, 400, 800 and 1600, progressively). The Energizer power only lasts for a limited amount of time, as the ghost's eyes float back to their center box, and regenerate to chase after Ms. Pac-Man again.
Survive a few rounds of gameplay, and the player will be treated to humorous intermissions showing the growing romantic relationship between Pac-Man and Ms. Pac-Man, leading all the way up to the arrival of "Junior".
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Trivia
The arcade game Ms. Pac-Man was not created or authorized by
Namco, who holds the original license. The idea behind this game was to make an upgrade for Pac-Man called "Crazy Otto", developed by General Computer Corporation (GCC). GCC approached Midway Manufacturing about buying the upgrade, which Midway did. Midway (Namco's American distributor) then altered Crazy Otto to make Ms. Pac-Man.
Midway (a division of Bally, at the time) released Ms. Pac-Man (unauthorized), but after a year they passed the rights of the game and character to Namco so that Namco would not sue them or withdraw their licensing agreement.
Unfortunately, Midway did not learn its lesson and created a number of other unlicensed versions of Pac-Man (like
Pac-Man Plus,
Baby Pac-Man and
Jr. Pac-Man), which caused Namco to finally withdraw their agreement.