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Untitled Document
Pacman was one of those games that sprang from nowhere and ended up taking the
world by storm, as arcade machines were want to, back then. Panned at the 1980
Chicago arcade show (along with Defender) it ended up shipping more units and
making more revenue than almost any other machine in history. Part of that success
was due to its elegant simplicity and design concept: there's one stick, no buttons,
and the concept is, simply: eat or be eaten. Girls, pensioners, business executives...
anyone could learn how to play this in five minutes. And now it is back, ready
to be played on your Gamecube.
In ironic fashion, this multiplayer-only update was equally dismissed and panned
when it was first revealed last year. It provided only the merest hint at the
potential that connectivity between Gamecube and GBA was about to offer, and
yet it was unfairly ignored for being a supposed throwback to a long-lost era.
Those same people may well have been eating the proverbial humble pie when the
game was released, however, for until you actually get your hands on it and
give it a whirl, it is hard to understand just what makes this an addictive,
competitive, stab-in-the-back game.
All in all, the concept is still fairly simple: at one moment in time, one
player is in charge of the GBA. He or she is playing as Pacman, with a traditional-looking
maze on the GBA screen and the ability to see everything that is going on. The
other players control the ghosts who play on the main screen with normal Gamecube
controllers, tasked with tracking down Pacman and doing him up a treat. Problem
is, their field of view is pretty limited and they must work together to achieve
their aim. Normally this involves plenty of verbal co-ordination (of both the
mature and immature variety) but there are visual clues to take into consideration
as well.
Any ghosts not being controlled by humans are free roaming to begin with until
a ghost player tags them, and then become "theirs" until the end of
the round or when that ghost gets eaten. They still remain under CPU control
when tagged, but if they happen to nab Pacman, the capture is still the claim
of whomever "owns" the ghost at the time. The successful player then
swaps their controller with whoever has the GBA, and the victor becomes Pacman
for the next round.
Play continues like this until one player reaches a certain score threshold,
predetermined beforehand at 7000, 10000 or 15000 points. Points are scored at
the same levels as the original arcade machine, which means 10 per dot, 40 per
power pill, and a gradient of 200-1600 for gobbling ghosts in succession. Fruit
is a set 400 points, and the ghosts can actually eat it as well; not only does
this stop Pacman from getting points, but that player's view is expanded temporarily,
making it easier to track and spot where Pacman is.
Pacman is a game universally played, and hence there is no need to explain
why it is much loved and why it works. However, for all the nuances and coding
Namco did back then, each level could be reduced to a pattern and repeated based
upon how each individual ghost behaved. Which is why this new realisation of
the game works on a level the original programmers could not possibly have dreamed
about.
Facing down (and swearing at) your fellow players in such a competitive arena
as this is worthy of the price needed to obtain the game in the first place.
It is the game’s inherent simplicity, that makes Pacman Vs a pure test
of skill, nerve and the occasional jammy move. There are no gimmicks, no special
moves, and no "get out of jail" cards here. It is you against up to
three other people in a pure test of gameplay prowess, and Pacman is going to
die either through your ill judgement or great teamwork between the ghosts.
Because of this factor, there are no calls of cheating; no way to feel the
program has treated you harshly. For once, there is an addictive, edge of your
seat game begging to be played where you can only berate your fellow humans,
and not the program at all. Six different mazes may not seem like many, but
with the original Pacman maze being included along with five new variations
on the theme, there is plenty of variety as each maze requires a different set
of tactics to survive.
Tactics that are wholly dependent on the people you are playing with, and how
they react in each situation. Or in other words, no game is going to be the
same, and it is hard to get bored in the short run with very little being predictable.
Whether it is screaming at the ghost who somehow lets Pacman through an elegantly
crafted net, or watching more than one ghost break off the pursuit to go "fruit
camping", it is another example illustrating the fact that multiplayer
action would not be the same if all the protagonists were not in the same room.
Pacman Vs is a great example of an old, established game being given a new
makeover for the current generation. Whilst it is good with any number of players
participating, it really comes into its own when all the on-screen action is
human controlled. It is also a lot more accessible than other multiplayer titles
such Crystal Chronicles and Four Swords because only one GBA is required. For
all that though, it is a multiplayer title only. There can be no real complaints,
though, because it is essentially being given away as a freebie. Say what you
will about Nintendo's current generation titles, it is still apparent most gaming
innovation continues to emanate from their direction.
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