Finally managed to play Pac-Man in pseudo-3D! With Pac-Mania, Namco brought in 1987 (and distributed by Atari Games in the United States and Europe) a different perspective of the almighty Pac-Man title to the arcades. The game was later converted to almost every home-computer and video-game console of the time, such as the Commodore Amiga, Atari ST, Commodore 64, Amstrad CPC, ZX Spectrum, Sega Megadrive/Genesis, Nintendo NES, Sharp X68000 and many more!
It is a pseudo-3D interpretation of the classic maze game genre and features most elements of the original Pac-Man, as well as several new features. The lovable ghosts now glide through the air. Dots and energizer pellets hang in midair. Pac-Man gets a new power: He can jump up and over ghosts! There's also a Pac Booster feature that lets you move Pac-Man at super-speed. You'll love the new challenging mazes - they come in so many mind-boggling shapes, they'll turn you into a certified Pac-Maniac! Apart from the regular Dotty pills the maze also contains several larger pills of various colors. There are always four yellow ones that power ups Pac Man and make him mean giving him the ability to eat the ghosts for a short period of time (taken from the original 2D classic). Of course there are various other power-up pills (of different color) to collect during your quest! Pac-mania is an excellent game to play, indeed!
The game features pretty cute colorful graphics and innovative level design and concept, all taken by the original coin-op. The Amiga version features possibly the largest low-resolution game screen ever (340x272 pixels) compared to the Atari ST (320x200 overall but with 176x200 for the playing field)! It offers 32 colors on-screen, in which the first 8 colors are for the background layer, the next 8 are the foreground, and the final 16 are for the sprites. Note that, although the Archimedes version runs in 16 colors, the graphics here look and plays equally good in both Amiga and Acorn systems (the Atari ST version runs in 16 colors, but several limitations of its graphics hardware made the game visually mediocre). Although the Amiga conversion looks and plays great, the Sharp X68000 conversion is superior to all other 16bit home-computer conversions, being identical to the original. The sound here is excellent, featuring a few nicely composed funny tunes taken from the original along with numerous sound FX.
In-game music sample:
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CPU: Motorola MC68000 7.16 MHz MEMORY: 512KB of Chip RAM (OCS chipset - A500), 512 KB of Slow RAM or Trapdoor RAM can be added via the trapdoor expansion, up to 8 MB of Fast RAM or a Hard drive can be added via the side expansion slot. The ECS chipset (A500+) offered 1MB on board to 2MB (extended) of Chip RAM. GRAPHICS: The OCS chipset (Amiga 500) features planar graphics (codename Denise custom chip), with up to 5 bit-planes (4 in hires), allowing 2, 4, 8, 16 and 32 color screens, from a 12bit RGB palette of 4096 colors. Resolutions varied from 320x256 (PAL, non-interlaced, up to 4096 colors) to 640x512 (interlace, up to 4 colors). Two special graphics modes where also included: Extra Half Bright with 64 colors and HAM with all 4096 colors on-screen. The ECS chipset models (Amiga 500+) offered same features but also extra high resolution screens up to 1280x512 pixels (4 colors at once). SOUND: (Paula) 4 hardware-mixed channels of 8-bit sound at up to 28 kHz. The hardware channels had independent volumes (65 levels) and sampling rates, and mixed down to two fully left and fully right stereo outputs