TECH, Videogames

Why We Love Pac-Man

Pac-Man turns 30 today, and while his glory days are far behind him, he still keeps busy by appearing in mobile games and serving as NAMCO BANDAI GAMES’ official mascot.  To this day, it would be hard to find an arcade without the presence of at least one member of the Pac-family.

What is it about the game of Pac-Man that has kept him around for so long?  While it is simple (and true) to say that it is because Pac-Man is fun to play, I believe that is just the start of why he and his game are so fondly remembered by many:

To begin with, Pac-Man is a very simple game to play and understand.  The only button to push is the one to start the game.  You move Pac-Man with a joystick, and he only goes up, down, left, and right within a maze that never changes.  Indeed, the only ‘advanced’ concepts to learn are the power pills and the tunnel that transports Pac-Man from one side of the maze to the other.  The ghosts (or at least their eyes) always return to their box in the middle of the screen after they’ve been eaten.  You only get one extra Pac-Man at 10,000 points.  The characters are also simple; the titular Pac-Man is a circle with a mouth that constantly opens and closes, and ghosts are eyeballs covered with, well…something.

As a game, Pac-Man is fun, but it is also challenging in a way that is a little bit different from other games.  Oftentimes in classic games, players are swarmed with enemies and bullets until they are destroyed, so defeat is usually accepted by the player as having been inevitable.  In Pac-Man, there are always just the four ghosts to contend with.  Thus, upon being eaten, a player is more likely to blame themselves instead of the game, thinking: “if I had only gone this way instead of that way, I wouldn’t have died!”  This helps give Pac-Man that “just one more game” quality that keeps players coming back for more.  Also, unlike many other arcade games, there is only one high score!

Next, Pac-Man is undeniably cute, especially when compared to the hordes of menacing aliens usually found in other classic games.  It is hard not to smile as the ghosts’ eyes dart back and forth in search of their prey, or feel sad for Pac-Man when he gets eaten, as he shrivels away and disappears with a blink.  The sound effects and music are unbearably cute and unique: the cheery opening theme, the wakka-wakka sound Pac-Man makes as he chomps, the constant little police siren (that speeds up as you clear the maze) and even the sad little “boink-boink” which means its Game Over.  The odd montage of electric noises that come after eating a power pill are easily some of the strangest sounds in all of videogaming.  Finally, the little “breaktime” scenes provide an early example of in-game comedy.

Unlike most games, Pac-Man has personality.  While Pac-Man himself is a yellow Everyman with no redeeming quality besides his insatiable appetite, his adversaries have names and distinct behaviors.  Easily the most hated of the quartet; Blinky, the red ghost, relentlessly pursues Pac-Man with dogged determination.  Pinky, the pink ghost, causes no end of aggravation as he cuts off Pac-Man’s escape.  Clyde, the orange one, is a fraidy cat that will dash away if Pac-Man gets too close to a power pill.  Finally, there is Inky, the blue ghost, who wanders the maze seemingly with no rhyme or reason.

There is also something primal about Pac-Man.  In its most basic terms, Pac-Man as a concept can be described in one sentence: “Eat or be eaten.”  Indeed, the entire game revolves around eating: you eat dots to get points and advance, you eat fruit to get more points, you eat power pills which allow you eat your enemies, and you lose the game by being eaten.

Pac-Man is also about exacting revenge.  Eating a power pill briefly turns Pac-Man into the hunter instead of the hunted, and in addtion to the points, the smug satisfaction of watching the ghosts scatter back to their ‘base’ in the center of the screen after being chomped is a reward in its own right.  Sadly, victory is only temporary: literally within seconds, Pac-Man resumes his initial role as the prey.

Like nearly all arcade games, Pac-Man is about survival.  For better or for worse, Pac-Man and his adversaries and trapped in a maze with no escape, destined to perform their drama for as long as the player can keep Pac-Man alive.  It could be said that Pac-Man is an exercise in existentialism or consumerism, but that is more analysis than this author wishes to pursue.

In addition to being a fun game, we love Pac-Man because it is simple, challenging, and cute, yet it also appeals to some of our base instincts.  With a personality all its own, Pac-Man will remain a part of our culture for years to come.  Happy 30th, Pac-Man!

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Apple, Computers, TECH, Videogames

Apple is the new Nintendo (which is the new Apple!)

Somedays it is easy to believe that I have waken up in Bizarro-world.  Apple recently decided that the iPod Touch was going to be a game machine.  Nintendo turned the DS into a music player with the DSi, (using Apple’s codec, of all things!)  In addition, Nintendo announced the DS XL not even a year after the DSi’s release.

What’s next, a new version of Windows that actually works?

Oh…

I have thought of Nintendo as being the “Apple” of the video game industry for some time.  Much like Apple, they march to their own beat and don’t worry about what “the other guys” are doing.  Sometimes it works out great, sometimes they trip over their own innovations, and sometimes they are just too far ahead of the curve for their own good.  At the end of the day, they make lots of money and have lots of die-hard fans.

Apple, of course, has long been known for “thinking different,” as well as for Steve Jobs, overpriced hardware, constantly re-releasing new iterations of said hardware with minor updates, and not being very interested in gaming.  At the end of the day, they also make lots of money and have lots of die-hard fans.

Thus, it came as a surprise to see Apple take a page out of Nintendo’s book, as they touted the iPod Touch as their new portable “game machine.”  Apple was also pretty blatant in promoting their device as being superior to Nintendo and Sony’s portable offerings.  The beauty of Apple’s approach is that Apple itself does not have to make any of the games themselves.

Nintendo, for its part, recently announced the DS XL, a curious move which defies traditional gadget logic.  After all, things are supposed to get smaller over time, not bigger!  In fact, the 4-inch screen of the XL nearly brings it to par with Sony’s PSP.

Speaking of Sony, Lord only knows what they’re thinking…I mean, seriously, $250 for the PSPgo?

For all of the hype, I don’t see games being a big part of Apple’s overall strategy; instead they will be another revenue stream just like apps and music.  The games themselves have been mostly casual affairs, the ‘big budget’ titles have come from EA and their ilk…as if they needed another platform to release Madden onto.

It remains to be seen whether Nintendo will be adding other multimedia functions to take advantage of the DS XL’s bigger screen.  While a video player would be much appreciated by DS users, it won’t contribute to Nintendo’s bottom line, so I doubt we will see that happening anytime soon.

While Nintendo and Apple have taken pages out of each other’s business plans, the fundamental core of what both companies will remain the same, so long as the DS and iPod continue to be money-makers.

I suppose Bizarro-world isn’t such a bad place to be after all.

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Videogames

Army of Shadyness

My gaming days started on the Atari 2600, so I’ve been through most of the videogame era, save for the paleolithic Pong days.  I enjoy playing the oldies, and modern games made in the old style (done right, of course) still find their ways into my consoles.

While role playing games are not a main part of my gaming diet, I will occasionally indulge when I have the time.  My favorite series is Dragon Quest, mainly because the plot and gameplay have remained basically the same: Evil Dude is trying to end the world, you and your merry band of adventures have to find him and take him out.

RPG’s, particulary the Japanese ones, have their own set of odd tropes and cliches (many documented here).  The majority of them feature the ability to resurrect player characters that have kicked the bucket along your travels.  It makes sense, because it would suck to spend a boatload of time building up a character only to have them killed off halfway and then have to start over again with a new one.

In any event, I was playing Dragon Quest VII, and inevitably, a character perished in battle.  At that point, “high-tail it to the nearest town” became the top item on my “To Do” list.  As I fled from each battle, hoping that I wouldn’t crap out of one of the many virtual twenty-sided die throws, I saw that a casket had taken the place of the recently deceased.  I figured we were dragging around his remnants so that there would be something TO resurrect once we got to town.  I imagined that lugging a casket around must be a pain; the weight, the smell, and innkeepers probably would charge extra for that sort of thing…”That’ll be an extra 10 gold coins for the corpse, Mac.”

At that point, I had a great idea:  wouldn’t it be great if we could bring that character back as a ZOMBIE?  I don’t know if it has been done before, but I think it would be cool.  To compensate, the character would be a stat hit, maybe less experience could be gained, and spells probably would be out of the question.  I figure half a character is better than none, especially when you’ve got four Evil Knights staring you in the face.  Maybe they could even have special zombie attacks, and once you get into town to see the priest/wizard/alchemist they can un-zombify the character for half off!

Zombies are like bacon, the number five, and The 1812 Overture: they just make everything better!  I think it could work!

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