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Classic Games

Pac-Man

Gaming's first icon

Namco's 1980 maze-chase created gaming's first mascot, transcended arcades into mainstream culture, and taught the industry that characters sell.

C64SpectrumNES arcadeclassicessentialnamco 1980–2024

Overview

Pac-Man was designed to attract players who weren’t interested in shooting aliens. Toru Iwatani at Namco created a character inspired by a pizza with a slice missing, gave him a simple goal—eat all the dots—and accidentally created gaming’s first global mascot. The yellow circle became more recognisable than most corporate logos.

Fast facts

  • Developer: Namco (Toru Iwatani).
  • Release: May 1980 (Japan), October 1980 (North America via Midway).
  • Inspiration: pizza with a missing slice; Japanese word “paku-paku” (mouth movement).
  • Original name: Puck-Man (changed to avoid vandalism).
  • Ghosts: Blinky, Pinky, Inky, Clyde—each with distinct behaviour.
  • Perfect score: 3,333,360 points, first achieved in 1999.
  • Merchandise: earned more from licensing than arcade revenue.

The design

Iwatani wanted something different:

  • Non-violent: eat dots instead of shooting enemies.
  • Appealing to women: arcades were male-dominated.
  • Character-focused: a protagonist with personality.
  • Simple rules: eat dots, avoid ghosts, eat power pellets to turn the tables.

Ghost AI

Each ghost had programmed personality:

  • Blinky (red): chases Pac-Man directly.
  • Pinky (pink): tries to ambush by targeting ahead of Pac-Man.
  • Inky (cyan): uses both Blinky’s position and Pac-Man’s to calculate target.
  • Clyde (orange): chases until close, then retreats.

The patterns created emergent gameplay—ghosts felt intelligent without being random.

The phenomenon

Pac-Man escaped arcades:

  • Merchandise empire: $1 billion in merchandise by 1982.
  • Hit song: “Pac-Man Fever” reached #9 on Billboard.
  • Cartoon series: Saturday morning TV presence.
  • Ms. Pac-Man: 1982 sequel, arguably superior.
  • Cultural shorthand: “Pac-Man” became synonymous with video games.

The 2600 disaster

The Atari 2600 port (1982) disappointed:

  • Flickering ghosts (hardware couldn’t display all four).
  • Different maze design.
  • Sold millions, but damaged trust.
  • Contributed to the 1983 crash.

Atari produced 12 million cartridges; millions went unsold.

Other versions

Better ports followed:

  • C64: multiple versions, some quite faithful.
  • NES: closer to arcade than 2600 ever managed.
  • Arcade-perfect: eventually achieved on stronger hardware.

Legacy

Pac-Man proved games could have characters. The mascot-driven industry—Mario, Sonic, Crash—descended from that yellow circle. Iwatani’s insight—that games could attract non-traditional audiences through appealing design—remains fundamental to game marketing.

See also