Ms. Pac-Man FAQ for Arcade Games by DWilliams - GameFAQs
Thank you for seven very special years! Ms. Pac-Man looking fly in the arcade game's logo. . The game's narrative arc follows our determined protagonist as she meets-cute, pairs off with, and utterly falls for After you've beaten a few levels, you're rewarded with a cut scene, shown above, portraying a. Ms. Pac-Man is an arcade video game from the Golden Age. one year after the release of Pac-Man, and became one of the most popular video games of all time . The game introduced a female protagonist, new maze designs, and several between the original Pac-Man and Ms. Pac-Man (from when they first meet to. Information and images for the arcade video game: Ms. Pac-Man released by Midway Arcade Video Game published 37 years ago by Midway Mfg. After Round 13, the game alternates every four rounds between the third and fourth mazes. 1) Act I - They Meet: Pac-Man, the star of the original game, enters the screen.
Example d shows that pink is quite bashful. This example has many exceptions and is generally not of much use. This behavior is more typical of the next section.
Pac-Man is in motion pink still retains her desire to get in front of her. Pink is also noted for her parallel running as is illustrated in example e. If pink is trailing Ms. Pac-Man very closely she will not loose the trail. Example e shows pink's desire to heed off Ms. Pac-Man had pink been much closer to the intersection marked i she would have turned into it. Thus, being in front of Ms. Pac-Man had pink been much farther behind she would follow the indicated path.
As mentioned pink will not loose the trail of Ms. Pac-men if she is very close. Notice, however that in example f pink is easily tricked. In this case pink is net very close to Ms. Pac-Man turns to the right, pink in an effort to get in front also turns right. Inky - The Green Monster Inky, or green, is by far the most complicated monster.
Her behavior is so complex that at best a brief description will be given. The character of green is dependent on her position relative to red. When green is very close to red. Green takes on a character nearly identical to red. As green moves away from red, her own personal characteristics become visible. When green is distant from red she becomes unique in her actions.
It is this character that i will describe here. Just as red has a priority order so has green. Hers, how-ever; is quite different. The direction most preferred by green is right followed by left. Green follows all of the rules set down in the section on red's priority order.
Rookie » Literally the Best Thing Ever: Ms. Pac-Man
Green uses her own priority order provided that red is distant. Just as pink tries to stay in front of Ms. Pac-Man, green tries to stay on the flank. She is a very good parallel runner. If green has the option to turn wide or to cut in she will turn wide. This is illustrated on plate f. Green also has the distinction of being very bashful.
The best examples are plate It must be remembered that red cannot be too close to the action. The direction of Ms. Pac-men must also be unwavering. She cannot deviate from a straight and steady course. A common cause of death in a situation like this is panic. Moving the joystick wildly does not confuse the monsters!.
It simply leaves to chance what you could have had complete control over. Plate h shows greens true cowardice this is not indicative of all similar situations, but is useful as a last resort escape. You will also find that plate D, in the pink sectionis a useful tool with green. This situation also has exceptions end should not be trusted without testing. Sue - The Brown Monster Sue is the easiest monster to describe. She is infallibly predictable.
Her movements are not random. The following sentence describes sue's character in its entirety: She follows a particular predetermined course dependent only upon the position of Ms. Pac-Man the examples are many. It should be sufficient to let the reader explore for himself. In this way you will become more familiar with her 'habits'. This refers to bothe the dark blue and brown boards, with the exits to the side of the ghost start box. Energizers and Holds Then energizers and where located on board: We suggest that you leave energizer 1 till last, eating the other three in any order.
To prevent cruise elroy you should leave many dots. On the first two boards you can eat all of the bottom if you leave the top dots except for the necessary dots. On the third and fourth junior boards you need to leave about 12 to 20 dots on the bottom, following the same top rule. The next time the junior boards come around you need to leave 30 dots on the bottom.
There is one hold on this board with two variations. The first variation places you in position 9 facing down. Only three monster will be together in this hold: The groups pattern will be 1,2,4,6,7. Sue's pattern will be 4,27,22,21,15,14,8,6. The second variation is identical except that sue is with the group To change from one variation to another it is very simple.
To go from variation one to variation two, wait until sue and the group cross at 4, wait for group to get to 7. Move directly to 8. Wait for sue to decide from 22 to 27, move back to 9. From variation 2 to variation one, wait till group at 1.
Move to 8, when group nearing 2 move toward 6 sue should travel up. Sue will now travel 2,3,28,26,27,4. When sue is at 27 move to 8. When sue is at 2 move to 9. How to eat the energizers Energizer 1 see above.
You want hold variation 2. The best situation would put sue and red one body length behind the other two ghosts. When ghost get to 7 take the following path to the energizer: The ghost will follow on path: You will arrive first at the energizer. When the group is nearly on to of you eat the energizer then the ghosts. You also want hold variation 2 here.
The best group puts only sue one body length behind. But watch sue she will turn if you do not leave soon enough. The ghost will travel along a 7. Eat energizer as soon as ghost almost on top of dot. For this energizer you want all the ghosts traveling in hold variation 2. With the group close to one ghost.
When ghosts in between 7 and 1 move to 7. Wait till ghost come down at 4. Then move to 5. Let ghosts get close and turn to eat them.
For this energizer you want the ghosts in hold variation 1. When sue and group cross near 8 and 6 move to Fake up and stall here. This will let pink and green to come down the channel at When they do this move to 11 watch sue. Wait for ghost to get near then eat energizer end turn to eat the ghosts. It is very important to eat the ghost. Try to eat energizer 1 last. Especially on the 18th board III. Clearing Technique for 21st end all similar boards Get all the ghost grouped.
Remember you will travel faster if you can eat some dots in paths you will be using i. The path around the tunnel. For this technique to work it will be necessary to eat some dots before putting the group in the hold to start a pattern. For more on how to get rid of these see further hints. Be prepared to freelance if necessary.
From The Hold Problem: Works anytime pink comes down path. Move back to hold 7. Green must be within one body length of red for the holds to work. Grouping On the junior boards. You group the ghosts pink, red, and green before going to the hold. You can group sue once at the hold.
Start the boards by heeding to the bottom right tunnel cross through to Wait for the first double back. Then get pink, red, and green to left half of board. Go to 17 and start going 17,16,18,29,44,25,26,28,17,etc.
Stall at and to get as many ghosts as possible to follow you. After the second double beck, reverse the path in the tunnels. Get as many ghost to follow you as possible.
Once you get red. And pink to follow you in and out of every tunnel you can start to refine the group. You can be in either pattern above. Although the second is better. When going from the bottom right to the bottom left tunnel take in the ghosts closets to you. But don't allow the beck ghost to follow this is done by being on the right side of the tunnel for the first ghost and the left side for the back ghosts The front ghosts will goright behind you and the back ghosts will go 16,15,21,20,23,24,25,44 and start following you again.
The back ghosts will pick up one body length on the front ghosts. This can be repeated until the desired group is obtained. Red and blue are all together. Watch sue very carefully in grouping this way. She may follow you into a tunnel or she may harass you when you are following a Which is in your path. If you have a ghost pink. End red 4 body lengths ahead you can group without using a cycle. This is done by being in the lower tunnel The ghost will travel near the box when grouped.
If you are on the 17 side when they reach 19 they will go to 18, instead of if you when they pass 20 they will go At this point they will turn to 25 if you are on the 28 side, else they will cycle the box. Experiment with this for a while and it will become clear.
To move to the hold from 28 you have several choices: Group at 23, move 17,16,15,14 or Let ghost follow you through the tunnel at You may have to hesitate between 4 and 6 to keep pink from traveling The same is true of the right side symmetric to this path.
If you get to 47 before the ghost get to 39 coming from This gives you time to get the dots above the box. If in need don't forget the hold at 9. If being pursued across the top and some ghosts are below you go all the way over to the edge of the screen or use She wilt come up end use Follow ghosts after second double beck.
If desperate for a move. If ghosts above 2 crosses adjacent to the box going out to the edge of the screen.
Ms. Pac-Man - Atari 2600
Travel below the tunnel to fake them into the top tunnel. If some ghosts are far enough behind you where you have a choice to take them in or not, use this rule: They are the third and fifth set of boards, and beyond. Their colors are red and pink. Holds and Grouping Hold 1: Just sit at 41 facing up. The above three ghosts should go around a Sue will usually go around a To group the ghosts.
You first them into hold l. Gradually move them closer together. Using a short move. If the three are more than 5 body length apart. Go through the tunnel to 34 and wait for a ghost to pass 46 but before he is at Then go to the hold position. Now there are two basic grouping moves. When front ghost or ghosts just about reach 53, move through tunnel to 34 wait for the three ghosts to be between And 48 and then return to the hold.
In this move the front group should go The back group should go And back to the hold position. When front group reaches Go down end back up quickly. The front group should go 53,52,43,37,38,39,42,52,53,50, and back to hold. When the front group reaches between 37 and 38 go through the tunnel end wait until the new group reaches Then go back to the hold position.
The previous moves are the major moves used. But there are many others. Don't be afraid to use your own moves. The first thing to perfect is getting the ghosts above the The second is to get pink, red, end green on top of each other. How to eat the energizers One important move for three of the four energizers is getting sue up with the group.
To do this takes split second timing end a little practice. When the group is at 42 and sue is just before 37 leave to 34 and wait for the group of four ghosts to form end come to The path of the three ghosts should be 42,57,58,53,50,44, The top left energizer When the group passes 46 leave back through the tunnel to 41 then to Now, wait until ghosts about to eat you. Then go up to energizer end back to eat the ghost. The bottom left energizer Wait for the group of four ghosts to pass Go through tunnel end down to intersection 2 by passing the energizer.
Go up to 3 and sit. When the ghosts pass 8 to sit at 4. Wait for ghosts, eat energizer and beck up to eat ghosts. The perfect group is all four ghosts on top of each other. The bottom right energizer Wait for ghosts to pass Sit down at 10 until the group reaches Wait for the ghost, eat energizer, back up to eat ghost.
The perfect group is all four ghosts as one. The top right energizer Move 41,34,40 when sue is at Stall about a half second waiting for sue to be a half body length from Move 40,47,48,54,55,56, wait for all four ghosts end eat them on energizer.
Clean up To clean the top, wait for the group of three to reach Stalling here is important, but not to long, move 57,58,53 end to whatever top dots you went to get. Repeat until all top dots are gone. To clean the bottom: Wait for the group to reach Wait for the group to reach 2. Wait till ghost are at 2 again. Wait for red to go from 14 toward Move 20,21,22,23,33,34,41 and regroup. When all three reach 60 move 41,30,7,8,6,10,27,10 stall a second ,10,11,14,16,26,24, 25,32,33, Now get the bottom right hand corner.
General Chase hints Start these boards by heeding directly to the top right tunnel. Do not go around the bottom loop! When cleaning up, don't bite off more then you can chew. They featured four different sets of mazes: There was also a Pac-Booster option that let players make Ms. Pac-Man move much faster which was only available in the original arcade game from a maintenance menu. All of these versions also allowed two people to play simultaneously, with player 2 as Pac-Man, either cooperatively or competitively.
The game also ended at level 32, at which point an intermission that did not occur in the original game took place, where Pac-Man and Ms. Pac-Man say good bye. Pac-Man to the NES in Unlike the Tengen version, it was a straight port of the arcade game without any added features, except for 4 extra mazes. It had all of the extra features of Tengen's ports even though neither Tengen nor Williams Electronics had made this version.
Ms. Pac-Man [Model 595]
It has also been included in Namco's, Microsoft 's and Atari's late s series of classic game anthologies, and is an unlockable minigame in the SNES version of Pac-Man 2: A standalone, battery-powered version of the game released by Jakks Pacific can be plugged directly into a television. Pac-Man and four other games GalagaMappyXevious and Pole Position are included in a self-contained joystick hand controller. As part of Pac-Man 's 30th anniversary, Ms.
In December it became available for Android. InBasic Fun released a miniature arcade cabinet which resembles the original arcade cabinet and uses sounds from the arcade version for the game. In Januarythe Atari port of Ms.
Pac-Man for the Commodore 64 was as good as the best-selling Atari 8-bit version. The fourth, Sushi-X, felt the original game was a cheap cash-in on the popularity of Pac-Man, and had not aged well. Jung also reviewed the Lynx version which was published to IGN. He wrote in his final verdict, "A decent adaptation overall, and a good game in its own right.
Pac-Man, and if you loved Ms. Pac-Man at the arcades, you'll love her here, too. Pac-Man, which was released inwas still among the top 20 best-selling Genesis games. They added, "It has the broadest appeal of any game Next Generation has seen, with the possible exception of Tetris. Pac-Man one of the top ten games for the Atari in Pac-Man screen forms a segue between scenes.