super PACMAN (PAC-MAN) ARCADE GAME RENTAL

Super Pacman cabinet Arcade Game Rental in Florida
Super Pacman old Arcade Game Rental screenshot in Florida

Planning an event with arcade games?

Here’s your chance to rent an old classic, a real Super Pac-Man arcade machine game for your next party or event in Florida.

Whether it’s a birthday party, corporate event, or a tradeshow, you can rent your favorite retro arcade machine for your upcoming social function. Rent your favorite retro 1980’s (eighties) classic arcade game rental for your next event in Florida.

Super Pac-Man is a 1982 maze video game developed and published by Namco for arcades. It is an official sequel to the original Pac-Man; Midway had previously commissioned General Computer Corporation to develop an unofficial sequel Ms. Pac-Man, which Namco had little involvement with beyond licensing. Toru Iwatani returns as designer. It is the third game in the Pac-Man series following Ms. Pac-Man.

SUPER PACMAN [Pac-Man] GAME PLAY

Unlike the predecessors, Pac-Man does not eat Dots in this game, but rather eats sets of target items that change and increase in point value between rounds. Each of these target items are enclosed inside barricaded walls that are opened by eating the Keys spread throughout the maze. When a Key is eaten, it will remove its corresponding walls from the maze and will allow Pac-Man and the Ghosts to progress through.

Within the early rounds of the game, the keys will unlock walls closest to its placement, but will unlock different walls within the later rounds, which tend to be farther from the key’s placement. After 15 items are eaten within a round, a bonus star will appear for a brief period of time beneath Pac-Man’s starting position. When Pac-Man eats it, bonus points are awarded. The amount of points awarded will depend on the items that are shown in two maze squares between the star: if the items do not match, a regular 200 point bonus is awarded; if the two items of any kind match, a 2,000 point bonus is awarded, while a 5,000 point bonus is awarded if both items match the same target item from the current round.

The two slot items spin continuously, though the first one will lock into place with the respective round item after a few seconds.

Sound and gameplay mechanics were altered radically from the first two entries into the Pac-Man series—instead of eating dots, the player is required to eat keys in order to open doors, which open up sections of the maze that contain what in earlier games were known as “fruits” (foods such as apples and bananas, or other prizes such as Galaxian flagships), which are now the basic items that must be cleared. Once all the food is eaten, the player advances to the next level, in which the food is worth more points. 

In earlier levels, keys unlock nearby doors, while as the player progresses through the levels, it is more common for keys to open faraway doors. Pac-Man can enter the ghost house at any time without a key.

In addition to the original power pellets which allow Pac-Man to eat the ghosts, two “Super” pellets are available and will turn Pac-Man into Super Pac-Man for a short time.
Theses super pellets are beneath the Ghost House and they pulsate a  green color. They are also known as  Super Power Dots (Super Energy Dot on the bezel or Super Pellets in later re-releases). Eating a Super Power Dot will briefly turn Pac-Man into his super form, Super Pac-Man. 

Super Pac-Man is twice as large and gains several abilities: Super Pac-Man moves slightly faster compared to his normal form, and can greatly increase speed by using the Super Speed button; Super Pac-Man can also safely pass through any normal color ghosts (they appear stretched out while in the super form) and can break down any walls without the need of the key. When the Super effects are about to wear off, Pac-Man will briefly flash white before returning to his regular state, though Pac-Man can renew the length of his super form by eating another Power Dot or another Super Power Dot. If a regular Power Dot is used to renew Super Pac-Man effects, it will last until the current Power Dot’s effects wear off.

Super Pacman is much larger, and faster when the “Super Speed” button is held down. Super pacman also has the ability to eat through doors without unlocking them. He is invulnerable to the ghosts, who appear thin and flat in order to give the illusion of Super Pac-Man “flying” over them. He still cannot eat them without the help of the original power-up. When Super Pac-Man is about to revert to regular Pac-Man, he flashes white. The Super power can then be prolonged by eating a power pellet or super pellet, if available.

A point bonus can be scored if Pac-Man eats a star that appears between the two center boxes while assorted symbols flash inside them. Usually, one symbol stops while the other continues until the star is eaten, a life is lost, or too much time elapses. If the star is eaten when two symbols match, the bonus is 2000 points for any match, and 5000 points if the matching symbols are the same as the level being played. Otherwise, the bonus is similar to the award for eating a ghost, which is 200, 400, 800 or 1600 points, depending on the level. (On some versions, higher levels might pay out the 2000 or 5000 points no matter what the symbols are.)

Bonus levels appear at intervals. Here, the player is presented with a maze full of food items and must eat them all in order to collect the points on a countdown timer. Pac-Man appears in Super Mode throughout the stage, and there should be no ghosts.

Following a similar format to its predecessors, Super Pac-Man is a maze game where Pac-Man traverses mazes to eat all the items within the maze while avoiding the four ghost monstersBlinkyPinkyInky and Clyde. The ghosts pursue Pac-Man similar to how they do in the predecessors. A round is cleared when all the items within the maze are eaten. If any of the ghosts catch Pac-Man, a life is lost. The game ends when all lives are lost. Extra lives are awarded for achieving 30,000 points and 100,000 points (the thresholds of bonus lives will alter depending on the DIP switch settings used).

Unlike the predecessors, Pac-Man does not eat Dots in this game, but rather eats sets of target items that change and increase in point value between rounds. Each of these target items are enclosed inside barricaded walls that are opened by eating the Keys spread throughout the maze. When a Key is eaten, it will remove its corresponding walls from the maze and will allow Pac-Man and the Ghosts to progress through.

Within the early rounds of the game, the keys will unlock walls closest to its placement, but will unlock different walls within the later rounds, which tend to be farther from the key’s placement. After 15 items are eaten within a round, a bonus star will appear for a brief period of time beneath Pac-Man’s starting position. When Pac-Man eats it, bonus points are awarded. The amount of points awarded will depend on the items that are shown in two maze squares between the star: if the items do not match, a regular 200 point bonus is awarded; if the two items of any kind match, a 2,000 point bonus is awarded, while a 5,000 point bonus is awarded if both items match the same target item from the current round. The two slot items spin continuously, though the first one will lock into place with the respective round item after a few seconds.

When Pac-Man eats one of the four flashing Power Dots within the maze, Pac-Man powers up and can temporarily eat blue, scared ghost monsters. Eaten ghosts will award extra points, and will flee back to the Ghost House to regenerate their bodies. The ghost monsters will flash white when the Power Dot effects are about to wear off. Unlike its predecessors, any ghosts without bodies will instantly regenerate their bodies and become scared when Pac-Man eats a Power Dot.

Beneath the Ghost House are two pulsating green pellets known as Super Power Dots (Super Energy Dot on the bezel or Super Pellets in later re-releases). Eating a Super Power Dot will briefly turn Pac-Man into his super form, Super Pac-Man. While in his super form, Super Pac-Man is twice as large and gains several abilities: Super Pac-Man moves slightly faster compared to his normal form, and can greatly increase speed by using the Super Speed button; Super Pac-Man can also safely pass through any normal color ghosts (they appear stretched out while in the super form) and can break down any walls without the need of the key. 

When the Super effects are about to wear off, Pac-Man will briefly flash white before returning to his regular state, though Pac-Man can renew the length of his super form by eating another Power Dot or another Super Power Dot. If a regular Power Dot is used to renew Super Pac-Man effects, it will last until the current Power Dot’s effects wear off.

Between several rounds, a bonus round occurs where the player is challenged to eat all the items within the maze as fast as possible. In this round, Pac-Man is always in his super form and no ghosts appear. Inside the ghost house is a timer showing the remaining time to complete the bonus round. The round ends if either the time expires or all items are eaten. If the latter occurs, the remaining time is exchanged for extra points.

The game changes several aspects from the original game as well. In addition to the new mechanics, the ghosts are always able to out-run Pac-Man, and Pac-Man can no longer use corner turning or all empty spaces to his advantage. Pac-Man must instead use the Warp Tunnels to slow down the ghosts, as well as the space directly below the Ghost House to slow them down. When switching between scattering and chasing phases, the Ghost Monsters will stutter in place for a split-second before continuing pursuit.

In later rounds, the game difficulty increases: while the point value of the target items increase up by 10 points every round, the duration of Power Dots and Super Power Dots gradually decrease and keys unlock walls that are farther from the key’s position.

Scoring System

  • 🔑 Key – 50 points.
  • 🟡 Power Dot – 100 points.
  • 🟢 Super Power Dot – 100 points.
  • ⭐Star – 400/4000 points.
  • Vulnerable Ghost Monsters:
    • #1 in succession – 200 points.
    • #2 in succession – 400 points.
    • #3 in succession – 800 points.
    • #4 in succession – 1600 points.
  • Fruit:
    • 🍎 Apple: 10 points
    • 🍌 Banana: 20 points.
    • 🍩 Donut: 30 points
    • 🍔 Hamburger: 40 points
    • 🍳 Fried Egg: 50 points
    • 🌽 Corn: 60 points
    • 👟 Shoe: 70 points
    • 🍰 Cake: 80 points
    • 🍑 Peach: 90 points
    • 🍈 Melon: 100 points
    • ☕ Coffee: 110 points
    • 🍄 Mushroom: 120 points
    • 🔔 Bell: 130 points
    • 🍀 Clover: 140 points
    •  Galaxian Boss: 150 points
    • 🎁 Gift: 160 points

Reception

Upon release in 1982, Midway projected that the game would sell about 10,000 to 15,000 arcade units in the United States. By May 1983, it was the top-earning arcade game of the month.

Arcade Express rated the arcade game 8 out of 10, stating that the “newly-designed maze features keys, locked doors, and Super Energy Dots, making it the latest thrill for gobbler-lovers.” The review also praises the ability to increase Pac-Man’s size with the “Super Dots” as well as the “Super-Speed” button that increases his movement speed.

Iwatani himself was critical on the game, criticizing how big Pac-Man was while in Super form and also calling it overall boring.

Ports

Ports for the Casio PV-2000 and the Sord M5 were released in Japan under the titles Mr. Packn and Power Pac. In 1988, MS-DOS and Commodore 64 versions were released.

Ports for the Atari 5200 and the Atari 8-bit computers were finished in 1984, but not published.

The game was also available on the Game Boy Color with the release of Ms. Pac-Man Special Color Edition.

Legacy

  • In 1996, Super Pac-Man appeared on the second Namco Museum arcade compilation for the PlayStation (not included in the Japanese version).
  • In 1998, Namco released Super Pac-Man as part of Namco History Volume 3 for the PC in Japan only.
  • In 1999, Super Pac-Man was included alongside Ms. Pac-Man in Ms. Pac-Man: Special Color Edition for Nintendo‘s Game Boy Color system.
  • In 2006, Jakks Pacific released the Plug and Play Super Pac-Man joystick that contained Super Pac-Man along with Pac-ManPac-Man Plus, and Pac & Pal. Super Pac-Man is also featured in TV Games’ Arcade Gold: Pac-Man from 2007 & Retro Arcade…Pac-Man in 2008.
  • Namco has released a portable version on select cell phone models exclusively on Sprint. As a promotion, Sprint and Namco ran a sweepstakes which offered the grand prize winner a Volkswagen New Beetle customized with Super Pac-Man art. The car was on display at major videogame tradeshow E3 in Los Angeles in May 2006. The Sweepstakes began June 1, 2006 and ended on July 31, 2006.
  • Namco released Super Pac-Man along with Pac & PalPac ‘n RollPac-Mania and other non-Pac-Man games in Namco Museum Remix and Namco Museum Megamix, in late 2007 and late 2010 respectively.
  • Namco re-released Super Pac-Man on mobile phones as a deluxe version with updated 3D graphics and redone sound effects.
  • On November 4, 2008, Super Pac-Man was released in Namco Museum Virtual Arcade for the Xbox 360.
  • Bandai added Super Pac-Man to their Pac-Man Connect & Play controller in 2012.
  • Super Pac-Man was released as part of Pac-Man Museum in 2014.
  • Hamster released Super Pac-Man as part of their Arcade Archives series on January 6, 2022 for PlayStation 4 and Nintendo Switch.
  • Super Pac-Man is included in the compilation title Pac-Man Museum+ as an unlockable title, which released on May 27, 2022 for PCPlayStation 4Xbox One and Nintendo Switch.
*Some of the content information above was provided by Wikipedia and KLOV (Killer List of Video Games).

*Visit our main website https://cocktailhourentertainment.com

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