VaultGames

Ms. Pac-Man

ミズパックマン

Year
1982
Developer
General Computer Corporation / Midway
Publisher
Midway
Platform
Arcade
Hardware
Midway Pac-Man hardware
Genre
Maze chase
Players
1-2 players (alternating)
Controls
4-way joystick
Series
Pac-Man series
Ms. Pac-Man cover
⬇ Coming soon

Gameplay Screenshots

Ms. Pac-Man gameplay
Ms. Pac-Man gameplay
Ms. Pac-Man gameplay
Ms. Pac-Man gameplay

About This Game

Ms. Pac-Man began life as a modification to Pac-Man that its publisher had not authorised, and it ended up being the more successful game. It is also, by a comfortable margin, the best-selling arcade machine ever produced in North America.

The improvements are all in the details. There are four mazes that rotate instead of one, and the fruit bonus moves around the board instead of sitting in a fixed spot, so the safe route you memorised in the first maze does not survive into the second. The four ghosts have been reworked - Blinky, Pinky and Inky return with adjusted behaviour, and Clyde is replaced by Sue - and the ghosts now make decisions at randomised intervals, which is what stops the game from being solved by a single fixed pattern. Power pellets still turn the tables and still score in a doubling chain, and the intermissions tell a small story about Pac-Man and Ms. Pac-Man that nobody in 1982 had asked for. Namco was unhappy about the game's origin; Midway shipped it anyway, and the arcades made the decision for them.

  • Four rotating mazes instead of one, with moving fruit bonuses
  • Ghosts that randomise their decisions at set intervals
  • Sue replaces Clyde as the fourth ghost
  • The best-selling arcade cabinet in North American history

Version History

  • Arcade original (Midway)1982-01

    Midway's release of the GCC-developed game, the version on this page.

  • Arcade (speed-up revisions)1982-1983

    Midway shipped several unofficial speed-up boards to raise difficulty.

  • Home conversions1983-1984

    Ports appeared on the Atari 2600, 5200, ColecoVision and others.

Cheats & Secrets

DIP switches / service menuFree play, lives, difficulty and bonus settings

Midway boards carried operator switches; the one everyone actually wants is Free Play for a home cabinet or emulator.

Learn the maze before you chase scoreConsistent results on the first two mazes

Because the fruit moves and the ghosts randomise, a memorised route only works in the early mazes. Practising one maze at a time is faster than attempting full runs.

Tips & Strategy

Treat each maze as a separate game

The layout changes completely between boards. Re-learning the first maze the hard way is what burns lives.

Eat ghosts in doubling order

The 200-400-800-1600 chain is the biggest score source in the game. Baiting all four into a line before turning is worth more than any fruit.

Do not chase the moving fruit

It relocates as you play, and the detour costs more than the bonus pays in the early mazes. Take it when it comes to you.

Use randomised ghost timing

The ghosts reset their decisions on an interval. Counting that interval tells you when a lane is about to become dangerous.

Download Resources

Resource packs for this game are provided through the button below.

⬇ Coming soon