π Ms. Pac-Man Reverse Engineering
Weβre cataloguing the behavioral and timing constants used in the original arcade ROM. This document is a work in progress. The information is likely to be completely wrong at this point, since it hasn't been carefully curated. If you are looking for accurate information, I recommend looking elsewhere. At this point, this document is merely presenting plausible information.
Modes
- Scatter / Chase / Frightened durations per level
- Ghost AI personalities
- Chase a.k.a. "Blinky" β red (aggressive / direct: intercept player)
- Offset a.k.a. "Pinky" β pink (clever: intercept player)
- Vector a.k.a. "Inky" β cyan (fickle: Blinky + Pac vector math)
- Lil Coward a.k.a. "Sue" β orange (cowardly: always turns away from the player)
Psycho Chase
When dotsRemaining <= psychoChaseDotsLeft, Blinky's speed increases by 20β40 %, overriding the base velocity curves.
Fruit Behavior
| Level | Fruit | Spawn Dots (first + second) | Points Value |
|---|---|---|---|
| 1 | π Cherry | 80 + 170 | 100 |
| 2 | π Strawberry | 80 + 170 | 300 |
| 3 | π Orange | 80 + 170 | 500 |
| 4 | π₯¨ Pretzel | 80 + 170 | 700 |
| 5 | π Apple | 80 + 170 | 1000 |
| 6 | π Pear | 80 + 170 | 2000 |
| 7 | π Banana | 80 + 170 | 5000 |