πŸ”

πŸŽ€ Ms. Pac-Man Reverse Engineering

We’re 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" – red (aggressive / direct: intercept player)
    • Offset a.k.a. "Pinky" – pink (clever: intercept player)
    • Vector a.k.a. "Inky" – cyan (fickle: Blinky + Pac vector math)
    • Lil Coward a.k.a. "Sue" – orange (cowardly: always turns away from the player)

Psycho Chase

When dotsRemaining <= psychoChaseDotsLeft, Blinky's speed increases by 20–40 %, overriding the base velocity curves.

Fruit Behavior

Level Fruit Spawn Dots (first + second) Points Value
1 πŸ’ Cherry 80 + 170 100
2 πŸ“ Strawberry 80 + 170 300
3 🍊 Orange 80 + 170 500
4 πŸ₯¨ Pretzel 80 + 170 700
5 🍎 Apple 80 + 170 1000
6 🍐 Pear 80 + 170 2000
7 🍌 Banana 80 + 170 5000

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