Ms. Pacman Arcade Game Cheats

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6 Games In 1 Ms Pac-Man and Galaga plus four hidden bonus games: Pac-Man Speedy Pac-Man Speedy Ms. Pac-Man Rapid Fire Galaga Identical To Coin Operated Versions (except you get to keep your quarters) Real arcade controls, full sized cabinet and 24' commercial arcade monitor. Double Sided Retro Art. We have 1 cheats and tips on Arcade.If you have any cheats or tips for Ms. Pac-Man / Galaga: Class of 1981 please send them in here.You can also ask your question on our Ms. Pac-Man / Galaga: Class of 1981 Questions & Answers page. Get all the inside info, cheats, hacks, codes, walkthroughs for Super Pac-Man on GameSpot. If you have any cheats or tips for Arcade Game Series: Ms. Pac-Man please send them in here.You can also ask your question on our Arcade Game Series: Ms. Pac-Man Questions & Answers page. Cheats, Tips, Tricks, Walkthroughs and Secrets for Ms. Pac-Man on the Arcade, with a game help system for those that are stuck.


Arcade authenticity: The game remains true to the arcade version, including ghosts, dot chomping action, and Ms. Pac-Man's 'waka-waka' original sounds. Play all 255 mazes from the original coin-op version. Ghosts and pellets: The game is full of hilarious antics as you eat moving fruits and avoid smart ghosts through the fun-filled mazes.

To play original Pac-Man on all Ms Pacman and Galaga 20th Anniversary Class of 1981 Video
Arcade Games From Namco
, you just simply move the joystick in the exact orderlisted below,
right after the 'Press Start Button' prompt appears on your Ms Pac Man / Galaga Game Screen :

Here is the Secret Joystick Sequence To Play Original Pac Man :

UP, UP, UP + DOWN, DOWN, DOWN + LEFT, RIGHT + LEFT, RIGHT, LEFT.

Then Hit The Ms. Pacman Start Button To Play !

If done correctly, you should hear a sound and Ms. PacMan will change color. Then all you do
is justpress the Ms. Pac-Man start credit button, and you are now playingOriginal Pac Man !

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So What Are Video Arcade Game 'Easter Eggs' Anyhow ?

A video game 'Easter Egg' is an intentional hidden feature, created by the game's designer (s).
The term comes from the enduring tradition of the annual Easter Egg hunt, but actually is derived
from the practice of the Russian Imperial Family giving elaborately jeweled egg-shaped creations
by Faberg?to others as gifts, which usually contained hidden gifts or treasures inside themselves.

Atari's 'Adventure' video arcade game, which was first released in 1979, contained what is thought
to be the first video arcade game ever to have included a 'Easter Egg' within its software program

Easter Eggs can be found in many non-video game software programs and in computer hardware
devices, but the Easter Eggs found in video arcade games usually contain secret messages, video graphics, special sound effects, previously 'hidden' game levels or unusual changes in the game's behavior that usually occurs in direct response to a undocumented sequence of joystick maneuvers,
control or credit buttons that are pushed by accident or in sequence, by obtaining a very high score
or by reaching a 'top level' of a particular game, or a combination of some or even all of the above.

Here are some more Easter Eggs, Tips and Glitches found in many Pacman / Galaga Games:

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Hidden Message Easter Egg There is a way to trigger a hidden message ! To trigger it, go into
TEST mode, hold down both START buttons, toggle the TEST switch off and on (you should see
a grid), flip the TEST switch again (faster), and then push the following directions 4 times each:
UP ? LEFT ? RIGHT and DOWN. The message 'MADE BY NAMCO' appears on the screen,
and is spelled out sideways using power pills.

Hiding SpotTip - A safe hiding spot (on the 3rd board) and a trick pattern to go through a
monster (on the 2nd board level)

Power Pills TuneTrick - If you eat all 4 power pills at once (and time it so that you eat the next
one just as the last one is about to wear off), the tune that plays will keep going higher and higher
in scale until it resets, starting over at the very bottom of the scale!

For Pac Man Games

Hidden Message Easter Egg There is a way to trigger a hidden message ! To trigger it, go into
TEST mode, hold down both START buttons, toggle the TEST switch off and on (you should see
a grid), flip the TEST switch again (faster), and then push the following directions 4 times each:
UP ? Kung fu panda xbox game cheats. LEFT ? RIGHT and DOWN. The message 'MADE BY NAMCO' appears on the screen,
and is spelled out sideways using power pills.

Hiding Spot
Tip ? At the start, go right and up first channel and stop. Make sure no monsters 'see? you doing this, and you must be facing up for this to work. Also, at the start of a game if you eat the 1st left
dot, then go in the spot it works fine, but if you eat the 2nd-6th, it doesn't! Yet, it works if you eat all 7 !

Kill Screen Glitch - After level 255 (243rd key), the famous 'split screen? appears (picture #2), which
is a result of a byte-rollover error (the game considers this screen board 0). This can be easily seen
by using the ?advance rack? dip switch for about 15 minutes.

For Galaga Games

Hidden MessageEaster Egg - Put game into the test / service mode, press (and hold) FIRE, and
move the joystick RIGHT (5x), LEFT (6x), RIGHT (3x), and LEFT (7x). A message appears that says '1981 NAMCO LTD' - And you can still fire and hit enemies while being pulled up in a tractor beam!

Bonus StageEaster Egg - There are eight different bonus stages, after which they will repeat.
The 'Star Trek Enterprise' ship actually appears in the 8th bonus stage if you look close enough !

High Score Count Tip - The player 1 score counter is 6 digits, but the player 2 counter is 7.
Most experienced players start a 2-player game and play exclusively on the player 2 side so
that their score will not roll over at 999,990, and because challenge stages are easier if the
high score numbers are used to refine your aim.

Captive Ship Tip - If you have a ship captured and then shoot the captor while it's in formation,
the captive ship will remain under enemy control. However, it will only make one attack at you
before disappearing. If you allow it to escape, it will return in the next stage (unless it's in a
Challenge Stage) with another captor, giving you another shot at retrieving it !

Reserve Ships Tip - If you have more than 7 reserve ships, the marker for the screen will only
show 7 1/2 men remaining. Additional ships will still be credited, even though they?re not visible.

No Enemy Fire Trick - On either the 1st or 2nd screen, leave one of the blue/yellow bugs, from either
of the 2 left-most columns in the formation. Avoid its fire until it stops (and passes at least 3 times down the screen without firing). This takes anywhere from 5 (if both are left) to 20 minutes to perform. This
bug occurs because the job of starting a new shot and moving an existing shot are handled by two different CPUs (there are 3 total). The problem is, each uses a different method to determine if a shot
is active or not - one checks to see if X=0, the other uses a specific status byte. There are a total of 8 shot slots that can be active or not at any time. When you leave one of those bugs, it circles off and on the screen. If it shoots while off the screen, the shot is made active, but X=0; it never moves. When this happens 8 times, their shots become inactive. Note: In a 2-player game, the trick will benefit both players!

200% Accuracy Trick - When the game starts, don?t move, firing only one shot. If done right, two enemies will be killed. Kill off all your ships to see rating !

Demo Screen Glitch - A bug exists in Galaga that allows a player to play during the demo screen and even reset the game. The demos are the same for both Galaga and Ms. Pac-Man/Galaga Class of '81, and the bug works the same way, but the result is a little different between the two versions. During the demo, a top-row enemy will come down and start to tractor-beam up the player's ship. As soon as that tractor-beam starts, the player can take control of the ship! The player has two choices here and this will effect how the game handles this bug. If the player allows himself to be captured, the demo will continue as normal and you?ll have the option of controlling the player ship or not. The player can choose whether to save the captured ship, try to complete the level, etc. The demo mode will complete after 30 seconds and the high-score screen will appear. If the player takes control of the ship and destroys the Galaga with
the tractor beam, he will be able to continue playing until the 'normal' demo would have completed.
At this point the game will do one of two things depending on whether the person is playing an
original Galaga or Ms. Pac-Man/Galaga - Class of '81 arcade version game !

256 Rollover Glitch - Depending on what difficulty setting the game is on, the game will act differently if you ever are good enough to reach Stage 256. On the Easy Level, the counter says 'Stage 0' and then the game resets. On Medium Level, you play Stage 0 which is the same as Stage 39, after which you?ll start back at Stage 1. On Hard Level, it will ?freeze? while 'stage 0? is displayed, although you are still
able to move and fire. On the Hardest Level, you play on Stage 0, which plays the same as Stage 254.

Buzz Glitch - The game will make a loud ?buzz? sound, the screen will blank out, and then it will show
a Diagnostics screen with the version number of the games, a RAM and ROM test, etc. This screen will stay for approximately 10 seconds before returning to the high score screen. If you need to know the version of software on the board set, this can be a handy way of finding out without opening the cabinet.

Credit Glitch ? When a game ends, put a credit in (for coin operated Galaga games) and keep hitting
the START button. When the ?results? screen goes off, the credits will read zero.

Points / Ships Glitch - After earning 1 million points, new ships are no longer awarded.

Have Fun & Happy Gaming !

The Staff @ BMI Gaming

Click here to see more information and pricing on all Ms Pac-Man / Pac Man Arcade Games

Ms. Pacman Arcade Game Cheats Hack

Hey all, Ernie here with a piece from David Buck, who spent a lot of time recently researching obscure patterns that once took the arcades of the world by storm. It’s time for a little Pac-Mania!

Today in Tedium: As a kid, I owned the Atari 2600 port of Pac-Man. I enjoyed the game from that moment onward, even if it wasn’t the ideal introduction to Pac-Man. The rich history of the game, its sequels, and spin-offs is wellcoveredaroundtheinternet, but the act of playing the game and perfecting one’s own performance within its legendary mazes doesn’t seem to generate much buzz in the 21st century. The Pac-Man patterns are one of the most interesting aspects of the game’s entire history. In today’s Tedium we’ll be revisiting Pac-Man through the many ways it has been—and continues to be—played, mastered, and adored today. So get those patterns committed to memory and don’t forget to eat plenty of fruit before you do. — David @ Tedium

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The final stage of the arcade version is Pac-Man. After 255 levels of normal play, the game experiences a glitch where half of the screen becomes a jumbled mess and effectively ends the game. This kill screen is occasionally the subject of great fascination among fans and programmers. In 2007, Don Hodges broke down the reason why the kill screen appears as a problem in the code, where the program messes up as it attempts to draw the fruit. He goes on to offer a potential fix for the code in his article, so if your Assembly isn’t too rusty, you can always try it at home.

Precise turns and patterns galore

Pac-Man was a cultural phenomenon from the beginning, but evolved into a beloved, inclusive, and instantly recognizable part of modern day pop culture. The game spawned animated TV shows, several arcade variants, home versions, and music since its initial release on May 22, 1980.

Playing and mastering the game became the subject of intense research and study on the part of the game’s players. While eye-hand coordination and making quick turns are vital to Pac-Man success, players began developing patterns of taking Pac-Man through each maze in a way that maximized scores and a series of established patterns for the mazes emerged.

Several books arrived in the early 1980s that sought to assist Pac-Man players in their eternal quest to obtain the highest score. By establishing patterns that would help Pac-Man clear each maze quickly while avoiding the ghosts, enabled players to engage in an early sort of gaming fandom and community contributions. The perfecting and sharing of patterns became so popular that at one point, Bally Manufacturing Corporation—who licensed the arcade version at the time—changed the programming on some of their games to render the established patterns completely useless.

This didn’t deter players from creating and perfecting new patterns, and Bally would later leave arcade licensing behind to focus on fitness. The “new chip” programming provided more of an opportunity for engaging in Pac-Man pattern perfection. Author Ken Uston (more on him later) would write about in his revised version of Mastering Pac-Man, noting that, “For every countermeasure, there’s a counter-countermeasure” and that experimenting with various patterns, he was able to get a few of his established ones to work while developing new ones dedicated to the new chip programming.

While Uston’s Mastering Pac-Man provided an in-depth look at the Pac-Man patterns, with a revised edition that covered the Atari version, knock-off games, and the expanded chip, other books arrived to provide a more accessible portal into the hobby.

The ultimate goal of a good Pac-Man player.

April, 1982 brought Pac-Man practitioners The Video Master’s Guide to Pac-Man from authors Jim Sykora and John Birkner. The 95-page tome boasted “new secrets” for both stand up and sit down arcade version of the game and also featured a workaround for the pattern-squashing chip.

Perhaps the most succinct (and engaging) book, however, was How to Win at Pac-Man. Written by the editors of Consumer Guide Magazine and published by Penguin Books in 1982, the book is a vastly more entertaining presentation of the Pac-Man patterns, but lacks the depth and analysis of other books. How to Win at Pac-Man presents the three primary patterns and the famous ninth key pattern, along with tips about using the tunnels, misdirecting the ghosts, and using the hiding places on each board. The tome also explores patterns for the Atari 2600 version that work great—at least they worked fine when I played the game as a kid.

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The patterns are still being used by players today—and continuing to be perfected by an entirely new generation of Pac-Maniacs.

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The maximum score a player can achieve in the arcade version of Pac-Man. A lively debate about why the game’s maximum possible score peaks at this seemingly random number can readily be found online, but according to the online Pac-Man museum. Apparently, this total is the sum total of all the pellets, fruit, and ghosts found through the game’s 255 regular levels. In 1999, hot sauce manufacturer Billy Mitchell ended up achieving the score after a six-hour marathon session during which he basically finished the game by reaching the jumbled mess of level 256. From then on, he continued his attempts to set high scores in other games. Later, Mitchell was accused of using emulation to accomplish high scores in Donkey Kong, and his scores were subsequently removed from both Guinness World Records and Twin Galaxies. He’s been fighting a legal battle to get them restored ever since—despite the fact that many of the scores have been surpassed in recent years by other players.

Mastering Pac-Man was written by a guy known for getting kicked out of casinos.

How a professional gambler helped breathe life into the Pac-Man Pattern phenomenon

Before he developed an interest in computers and arcade games, Ken Uston was a consultant/financial planner. When he became a professional gambler, Uston made a name for himself as Blackjack expert in 1974, authoring several books on the subject and at times, playing Blackjack in disguise at casinos that had previously thrown him out. He was not cheating, but simply cultivated a high level of skill in the game—a concept he applied to just about everything in his life and work.

A growing fascination with computer and arcade games in the early 1980s led him to writing about them and forging professional relationships with some of the companies he wrote about. His book, Mastering Pac-Man, was essentially a textbook for conquering the game. Uston’s manual is pragmatic and straightforward, but also realistic and even a bit cautionary. He never offers the patterns as a one size fits all solution to the game, but rather a tool to achieve excellence in Pac-Man. Toward the end of the book, he cautions readers that the patterns may not always work as well as intended:

In Pac-Man, remember you are playing an electronic opponent. There will be times you think you’ve played the pattern exactly—with no delays—and yet the monsters move differently than expected. This is because you can never distinguish a millisecond delay (thousandth of a second) in your pattern—but the computers can and do. One way to minimize human delay in Pac-Man is to turn the control knob in the desired direction before Pac-Man enters the intersection at which the turn is to be made. Thus he will turn “immediately” in accordance with the delay time of the Pac-Man electronics, and there will be no human-delay time. Obviously, if you turn the control knob prematurely, you’ll turn too early, at the wrong intersection. Even using this approach, you will inadvertently cause delays—delays which will seem instantaneous to you but which are interminable to the Pac-Man computer. Fortunately, small delays can usually be handled by the patterns described in this book. In most cases, you will know when you’re delayed by the movement of the monsters. I have included in the patterns, when appropriate, some of the more common delays, as well as advice on how to correct for them—if indeed the delays are correctable.

Uston’s patterns are broken down piece-by-piece in a very analytical way, but they tend to work pretty well—especially his meticulous 9th Key patterns. Patterns aside, Uston still had a bit of gambling on the brain when he wrote the book. On page 29 of the revised edition of Mastering Pac-Man, author Ken Uston asserts that one can potentially use the Pac-Man patterns presented in the book to hustle other players for money and that hustling Pac-Man games for $50 or $100 was a thing in “certain Las Vegas bars” at the time of the book’s publication. Later in the book, he once again discusses hustling Pac-Man by telling the player not to disclose his or her knowledge of patterns to their potential mark and advises players to vary their patterns a bit while gambling over Pac-Man. In a way, Uston may have unknowingly predicted the future of gambling: In 2017, casinos ran with the idea of gambling via Pac-Man with slot machines and a competitive version of the game called Pac-Man Battle Casino that featured betting and a four-player mode.

Compulsive gambling is fun, isn’t it?

Betting on Pac-Man Battle Casinoranges from $2-$20—depending on what the casino decides they want to require for the minimum bet. A wheel is spun to determine the winner’s payout and the game begins. Something like Bandai Namco’s Pac-Man Battle Casino makes sense in 2019, but in the early days of the Pac-Man, the legality of video-style games of skill was still being determined. But the popularity of the game, in combination with some enterprising agencies, brings us to a world where Pac-Man slot machines exist. It was only a matter of time.

“Pac-Man is, hands down, the most popular video game in history. It speaks to players of all adult ages. They remember playing Pac-Man as kids. People are just going to love it—because everyone loves Pac-Man.”

Mike Dreitzer, president of the North American branch of Ainsworth Game Technology who released the Pac-Man Wild Edition slot machine in 2017. Per Ainsworth game development director Cody Herrick, a second slot machine—Pac-Man Dynamic—was released a year later and loaded with audio and visual references to the arcade classic.

The Cherry pattern, used in early stages. (via “How to Win at Pac-Man”).

Pac-Man patterns in black & white

The Pac-Man patterns may be established, but they’re not set in stone. Over time, numerous variations have come up and are still pursued in some online circles today. A Pac-Man pattern isn’t difficult to come up with on your own. The folks over at Pac-Maniac.com offer a reasonable three-step process for creating your own Pac-Man patterns:

A pattern should have at least three qualities that make it worthy of remembering and using. A pattern must:

1. Be easy to remember

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2. Be easy to execute (no timing hesitations)

3. Gather most of the available points on the level

All patterns I post here are my own and work on the authentic Midway Pac-Man arcade game in its original, unmodified form. I don’t care for patterns that miss the “fruit” and give up those extra points. I try to stay away from reverses and never use timing hesitations. Most of all, a pattern should be fun to play.

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The Apple Pattern.

The main patterns are the Cherry Pattern which covers the first stage, the Mid-Fruit Pattern for the next three stages, and the Apple Pattern that should work up until stage 16. For later stages in the game, the 5th and 9th Key pattern—when nine keys appear at the bottom of the screen—come into play, with the 9th key pattern becoming the way to finish each level from stage 25 up until the end of the game:

Variations of the 9th Key pattern come up regularly, but ultimately, it’s the pattern that will help you win the game. Just for fun, we attempted to translate some of the patterns to the NES version of the game—to varying degrees of success. The Cherry Pattern worked on the first board, while the Mid-Fruit and Apple patterns both worked for their respective stages until my poor reflexes ended the game (stages 2-4 for the former, and 5-8 for the latter). Do the 9th Key patterns work on the NES version? It’s always a possibility.

“I’ve got all the patterns down, up until the ninth key …”

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Buckner & Garcia, from the title track of their LP of songs about video games, Pac-Man Fever. Even the guys who wrote the song on the subject struggled with learning this important pattern, but such is the way of Pac-Man pattern play.

The record sleeve for “Pac-Man Fever” included patterns, too.

That time the phenomenon of Pac-Man branched off into unexpected territory—the pop charts

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This issue of Tedium wouldn’t be complete if we didn’t discuss the equally unique cultural phenomenon of songs about Pac-Man. “Weird Al” Yankovic’s made a parody of The Beatles’ “Taxman” early in his career about the game. As is typical of Al, “Pac-Man” pays homage to the game in a humorous way, but it lacks the comedic edge of his later work. The song remained unreleased until Al’s career spanning Squeeze Box boxed set arrived in 2017—although one could find it in the archives of a certain radio show prior to the official release, if they knew where to look.

The most famous Pac-Man song, however, came from the Ohio-based duo of Jerry Buckner and Gary Garcia (known on record as Buckner & Garcia). The duo were songwriting partners who ended up with a hit and a full album of video game related songs. Later attempts at follow ups were met with indifference, but Pac-Man Fever is a true time capsule of the early 1980s that is still a fun listening experience today.

There seems to be a trend online where some writers like to mention how their song “Pac-Man Fever” hit the Billboard charts, but leaves it at that. Pac-Man Fever seems to get dismissed, as many novelty records do. But the album isn’t as bad as the hyperbole would lead you to believe. Rather, the music is well produced, catchy, and ultimately just as fun as playing the games in the arcade, circa 1983. Listening to the LP today feels more nostalgic than dated and the LP’s inner sleeve contains all of the Pac-Man patterns in full glory. Theoretically, one could listen to the record while memorizing the patterns from the sleeve and achieving a high score in the game—at least up until the 9th key, of course.

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Other album tracks like “Centipede,” “Froggie’s Lament,” and “Do the Donkey Kong,” all feature stellar musical arrangements with fun and funny lyrics. The duo attempted numerous follow-ups to Pac-Man Fever, but never quite managed to gain any steam. Gary Garcia sadly passed in 2011, but the song remains an integral part of Pac-Man history—and an equally important part of pop culture history. If Pac-Man Fever isn’t exactly to your taste, you can always listen to the theme song performed in a multitude of styles instead.

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The year Disney’s Wreck-It Ralph was released into theaters. The movie features a lovable Donkey Kong clone named Ralph who longs for more in his world of the arcade—and jumps into a racing game to find it. Pac-Man appears in one scene of the film and we never see or hear anything about patterns, but there’s a broader connection to “Pac-Man Fever” in the film: the movie’s theme song. Buckner & Garcia were responsible for writing and performing the catchy tune, harkening back to the glory days of Pac-Man Fever.

People like to spend a great deal of time thinking about Pac-Man these days.

In Ernest Cline’s 2011 novel Ready Player One, a perfect game of Pac-Man is an integral part of the story’s conclusion. While the fictional version of Billy Mitchell’s victory made a dent in pop culture, things get a bit more interesting in real life. Sometimes it leads to a bizarre interpretation of the game’s central themes, but the legacy of Pac-Man extends beyond high scores. The game did wonders for igniting interest in the world of video games on both the pop culture and development ends of the spectrum.

Per Gamasutra, the creator of Pac-Man intended the game to appeal to women. And it did; Pac-Man not only saw more women to play arcade games, but it helped to encourage more women to pursue game development in the future.

The game is still incredibly popular and can be found just about everywhere. The ability of a little yellow arcade game character to transcend its status as a mere game and fuel the imaginations of players for almost four decades is a remarkable feat—one rarely accomplished by any character. And what about those patterns? Variations of them are still being developed today. Not bad for a simple arcade game with a heart of gold.

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