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Designing Pac- Designing Pac- Man Man break it down break it down

Pac man

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Page 1: Pac man

Designing Pac-Designing Pac-ManMan

break it downbreak it down

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OverviewOverview This is a design exercise that takes a known game and asks This is a design exercise that takes a known game and asks

the designer (Me) to break it down into its component the designer (Me) to break it down into its component parts. My goal is to communicate my understanding of the parts. My goal is to communicate my understanding of the game creation process. game creation process. The first section of the power point will be broken up into The first section of the power point will be broken up into

different sections for the different disciplines. Each will have different sections for the different disciplines. Each will have its own table of contents to further break the slides down.its own table of contents to further break the slides down.

PrefacePreface ArtistsArtists AnimatorsAnimators CodersCoders Sound designersSound designers DesignersDesigners

Followed by three extra designs: Co-operative game play, Followed by three extra designs: Co-operative game play, multiplayer game play, and a mechanic designed to add to multiplayer game play, and a mechanic designed to add to the experience, but not take away from it.the experience, but not take away from it.

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TermsTerms These are terms that will be used throughout the These are terms that will be used throughout the

design document. design document. Pac-Man – Player characterPac-Man – Player character Eat or gobble – the pellet or ghost goes into Pac-Man’s Eat or gobble – the pellet or ghost goes into Pac-Man’s

mouth.mouth. Pellet: small dot – main goal is to collect thesePellet: small dot – main goal is to collect these Big Pellet: This is a power up that makes ghosts reverse Big Pellet: This is a power up that makes ghosts reverse

their behavior and allows the player character to their behavior and allows the player character to “gobble” them up.“gobble” them up.

Tiles: the measurement used to make the level the proper Tiles: the measurement used to make the level the proper size. EX: 1 Tile = 1 pellet = 8 x 8 pixelssize. EX: 1 Tile = 1 pellet = 8 x 8 pixels

Ghost: Enemies, most of the time they will be referred to Ghost: Enemies, most of the time they will be referred to as ghosts.as ghosts.

Inky – light blue ghostInky – light blue ghost Pinky – Pink ghostPinky – Pink ghost

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Artists Artists sections will be broken up as follows

Asset list: reference list of every asset required Hex code list – hex codes required and what part of the

asset they are on. Color Palette/hex code list: Just a list of hex codes and a

name of what it is for. Atmosphere: Look and feel Requirements: name, pixel size, how to make it and save

it for animators if need be. Feel

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Asset List pt.1 This is a list of every asset that is required:

Please not, this is only a list. For further information, please refer further into the PowerPoint.)

All assets should be 8 bit Pac-Man Ms. Pac-Man Ghosts (do not include eyes on any of the

ghosts) Basic Ghost model Light Blue ghost overlay Red ghost overlay Orange ghost overlay Pink ghost overlay

Eyes (used for ghost eyes and “Ghost death” eyes)

Up Down Left right

Fruit cherry Strawberry Peach 1 Peach2 Apple1 Apple2 Melon1 Melon2 Galaxian1 Galaxian2 Bell1 Bell2 Key 1-10

Small pellet Big pellet Level

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Hex Codes This is a list of hex codes for the assets Numbers and writing

Ready! - ffff00 Game over – fe0000 All other letters - dedede

Fruit Key

Top - 0098f8 Main – ffffff Indent/shadow – 080808 Loop - 08080a

Bell Metal - ffff00 Shadow – 080808 Inner bell - 0098f8 Clapper - ffffff

Peach Main - ffb8de Indent - ff97de Leaves - 00ff00

Strawberry Main - fe0000 Seeds - fff5f6 Leaves - 089e09

Cherry Main - fe0000 Shine – ffeded Stem - d25b01

Galaxian – Top -fe0000 Sides - 0204e5

Pac-Man Body – ffff00 Ms. Pac-Man Body - fef200 Ribbon - b62705

Level Walls

Wall – 2121de Ghost “Door” - ffb8de Background - 00000

Ghosts Scared ghost (dark blue)

Main body - 0000fe Eyes and Mouth - ffb897

Eyes – White of eyes – dedede Pupils – 2121de

Red Ghost (Blinky) Main body - ff0000

Orange Ghost (Clyde) Main body – ffb847

Ping Ghost (Pinky) Main body – ffb8de

Blue_ghost (Inky) Main body –ff0000

Ghost blob Main body – ffb8de

Big pellet Body - ffb897

Pellet Inner - ffb897

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Pac-Man Size = 16 x 8 pixels

For large Pac-Man: 42 x 42 Hex code

Body – ffff00 Look and feel –Should look like a yellow circle and a yellow circle

with a 1/5 missing. Make with mouth open and closed for animators.

Create one version of each facing 0°, 90°, 180 °, and 270° For intermission make 3x size Pac-Man facing 180° open and closed.

Make one set of 10: Pac-Man opens from the right side (180°), and opens farther, revealing

more of the black background and slowly disappearing, losing 36° out of 360° each time, until he disappears.

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Basic_ghost Ghost = 16 x 8 pixels White with black outline Look and feel – should look like a hung sheet

with a jagged bottom edge. This is a place holder and does not go into the

game, it is for reference purposes as a guide. Make 3 versions of basic ghost with cape in

different positions

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Dark_Blue_Ghost “Scared” ghost Size – 16 x 8 pixels Hex codes

Main body - 0000fe Mouth and eyes - 13f2ff

Use basic ghost outline Look and feel – should look “Scared” fill entirely with main body for all 3 versions of

“Basic_ghost” and replace main body with 0000fe,

Use 13f2ff for mouth and eyes (this mouth and eyes are separate from other ghosts, should look “scared”)

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Ghost eyes Size – 5 x 5 Hex codes

White of eyes – dedede Pupils – 2121de

Main white of the eye is 4 x 4 cross Main pupil is 2 x 2

Look and feel – As if they are saying “Oooooh hi there!” or “Yummy!”

Make 4 versions of eyes with pupils at 0°, 90°, 180 °, and 270°

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Ghosts Note: other than the Dark Blue ghost the other ghosts (Ping Ghost , Orange Ghost Blue ghost , Red Ghost) are

made the same way. Size – 16 x 8 pixels

Size is for all ghosts listed below Look and feel – ghosts should look excited to be there and have an almost child like feel of “What is that over

there?” Use Basic_ghost 1-3 Hex codes

Red Ghost (Blinky) Main body - ff0000

Orange Ghost (Clyde) Main body – ffb847

Ping Ghost (Pinky) Main body – ffb8de

Blue_ghost (Inky) Main body –ff0000

Use basic ghost as guide Color in the 3 versions with hex codes listed above

Take those 3 versions and save as separate files Then make 4 different versions of each piece for animation by adding the eyes 0°, 90°, 180 °,

and 270° Then save as separate files 4 separate files for each of the 3 separate animations

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Ghost blob This is used in one cut scene Size – 16 x 8 pixels Look and feel – should look like a scared ghost that was turned into a blob

it was so scared, should look like it is urging itself forward.

Hex codes Ghost blob

Main body - ff0000 Make 3 versions of the ghost as if he is running using the 180° eyes on

each.

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Level Level size: 240 x 320 pixels Hex codes

Walls Wall – 2121de Ghost “Door” - ffb8de

Look and feel – should feel bright and shiny, while having a cool temperature feel to it.

Follow outline provided by designers for size

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Fruit Fruit size – 8 x 8 pixels Hex codes

Key Top - 0098f8 Main – ffffff Indent/shadow – 080808 Loop - 08080a

Bell Metal - ffff00 Shadow – 080808 Inner bell - 0098f8 Clapper - ffffff

Peach Main - ffb8de Indent - ff97de Leaves - 00ff00

Strawberry Main - fe0000 Seeds - fff5f6 Leaves - 089e09

Cherry Main - fe0000 Shine – ffeded Stem - d25b01

Galaxian – Top -fe0000 Sides - 0204e5

Look and feel – Shiny! Fun! Yay fruit! Should give the player a sense of gladness and happiness. Yummy! Fruit should be saved as one file and look like its assigned name.

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Numbers and writing Hex codes

Ready! - ffff00 All other letters - dedede

Ready! Size: 46 x 7 Ready! Should look exciting!

Save as single file All other letters and numbers

Size: 7 x 7

Hex codes Letters and numbers - dedede

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HUD Note: red numbers are not in the game

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Title screen Size –

320 x 240

Should have all ghosts (minus scared ghost) and the name of the ghost in the same hex code for lettering

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Game over text Game over text Size - 92 x 7

Game over – fe0000

Look and feel – Doooooom, play again! That is what the player should feel when they see this.

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AnimatorsAnimators

These are the sections of this part of These are the sections of this part of the PowerPointthe PowerPoint– Animation listAnimation list– Animations and the description of each Animations and the description of each

scenescene

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List of animations neededList of animations needed Pac-ManPac-Man GhostsGhosts

– ““Scared” dark blueScared” dark blue– Light blueLight blue– RedRed– OrangeOrange– pinkpink

Large pelletLarge pellet Blinking 1 upBlinking 1 up IntermissionsIntermissions

– 11– 22– 33

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Pac-ManPac-Man Assets used: Pac-Man 0°, 90°, 180 °, and 270°, open and closed Assets used: Pac-Man 0°, 90°, 180 °, and 270°, open and closed

mouthedmouthed

Frames – 2 perFrames – 2 per– Time split in half for each frameTime split in half for each frame

Scene Time - .5 secondsScene Time - .5 seconds Look and feel – Oh tasty pellets of goodness! Gimme gimme.Look and feel – Oh tasty pellets of goodness! Gimme gimme. There should be 3 frames of closed – open Pac-Man facing, using There should be 3 frames of closed – open Pac-Man facing, using

the assets provided by artists 0°, 90°, 180 °, and 270°the assets provided by artists 0°, 90°, 180 °, and 270°– Should be able to loopShould be able to loop– timetime

Frames: 10Frames: 10 Scene time: 1 secondScene time: 1 second One animation using 10 set for disappearingOne animation using 10 set for disappearing

– If Pac-Man enters a tile with a ghostIf Pac-Man enters a tile with a ghost Then play animationThen play animation

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GhostsGhosts Assets used: Red ghost, blue ghost, orange ghost, Assets used: Red ghost, blue ghost, orange ghost,

pink ghost, and dark blue ghost 1-3, with eye pink ghost, and dark blue ghost 1-3, with eye facings 0°, 90°, 180 °, and 270°.facings 0°, 90°, 180 °, and 270°.

Frames – 3 per Frames – 3 per Time - .75 secondsTime - .75 seconds

– .25 seconds per frame.25 seconds per frame Look and feel – I’m coming to get you.Look and feel – I’m coming to get you. There should be 4 scenes made per ghostThere should be 4 scenes made per ghost One made per facing 0°, 90°, 180 °, and 270° of One made per facing 0°, 90°, 180 °, and 270° of

eyes using all 3 frames that were made with that eyes using all 3 frames that were made with that particular facingparticular facing– Example: 3 frames of animation using 0° to make one Example: 3 frames of animation using 0° to make one

complete scene with that particular ghost.complete scene with that particular ghost.

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Big pelletBig pellet

Assets used: Big pelletAssets used: Big pellet Frames – 2Frames – 2 Scene time - .5 secondsScene time - .5 seconds Look and feel – blinkingLook and feel – blinking Should use “Big pellet” asset and Should use “Big pellet” asset and

make one frame with big pellet in it make one frame with big pellet in it and one frame without it.and one frame without it.

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1 Up1 Up

Assets used: 1 UpAssets used: 1 Up Frames – 2Frames – 2 Scene time - .8 secondsScene time - .8 seconds

– Frames are .4 seconds a pieceFrames are .4 seconds a piece Look and feel – blinkingLook and feel – blinking Should use the “1 Up” asset and Should use the “1 Up” asset and

make one frame with the text in it make one frame with the text in it and one blank frameand one blank frame

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Intermission 1Intermission 1 Assets used: Pac-Man open and closed at 0°, 180°, Assets used: Pac-Man open and closed at 0°, 180°,

and red ghost 1-3 at 0°, 180° and red ghost 1-3 at 0°, 180° Time: 10 secondsTime: 10 seconds Frames: 20-40Frames: 20-40 Description: Pac-Man is running away from red Description: Pac-Man is running away from red

ghost horizontally across the screen (right to left) ghost horizontally across the screen (right to left) and the red ghost is hot on his heels. They and the red ghost is hot on his heels. They disappear off of the screen left side)…oh no what disappear off of the screen left side)…oh no what happened? Pac-Man comes back onto the screen happened? Pac-Man comes back onto the screen (left side) and he is 3x his size and the ghost has (left side) and he is 3x his size and the ghost has turned to “Scared ghost” (dark blue) and is turned to “Scared ghost” (dark blue) and is running away scared. Pac-Man chases him to the running away scared. Pac-Man chases him to the other side of the screen (left to right) horizontally other side of the screen (left to right) horizontally and they disappear off the edge (right side). - End and they disappear off the edge (right side). - End scenescene

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Intermission 2Intermission 2

Assets used: Pac-Man open and closed at Assets used: Pac-Man open and closed at 0°, large Pac-Man open and closed at 0°, large Pac-Man open and closed at 180°, and red ghost 1-3 at 0°, 180°180°, and red ghost 1-3 at 0°, 180°

Time: 10 secondsTime: 10 seconds Frames: 20-40Frames: 20-40 Description: Pac-Man is chased onto the Description: Pac-Man is chased onto the

screen (right side) by red ghost. They get screen (right side) by red ghost. They get to the center of the screen and Pac-Man to the center of the screen and Pac-Man continues on. Red ghost stays in the continues on. Red ghost stays in the center and looks around for Pac-Man. center and looks around for Pac-Man. “????where did he go?” - End scene“????where did he go?” - End scene

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Intermission 3Intermission 3 Assets used: Pac-Man open and closed at Assets used: Pac-Man open and closed at

0°, red ghost 1-3 at 0°, Blob 1-30°, red ghost 1-3 at 0°, Blob 1-3 Time: 10 secondsTime: 10 seconds Frames: 20 - 40Frames: 20 - 40 Description: Pac-Man is being chased Description: Pac-Man is being chased

across the screen horizontally (right to across the screen horizontally (right to left). Oh no! They disappear off the left). Oh no! They disappear off the screen and then the ghost blob appears screen and then the ghost blob appears (Left side) running away from something (Left side) running away from something (left to right), though it is never shown. It (left to right), though it is never shown. It disappears off the screen (right side). disappears off the screen (right side). Scene end.Scene end.

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CodersCoders

This section is for programmers.This section is for programmers. It contains tables and information that is It contains tables and information that is

needed to program the game.needed to program the game.Note: Programmers should refer to the Note: Programmers should refer to the

sound section for sound sound section for sound design/implementation for coding design/implementation for coding purposespurposes

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LayoutLayout The following area is done in this format:The following area is done in this format:

Victory win/loss conditionsVictory win/loss conditions ControlsControls Ghost AIGhost AI

Red ghostRed ghost Dark blue ghostDark blue ghost Blue ghostBlue ghost Pink ghostPink ghost Orange ghostOrange ghost

Level LayoutLevel Layout Ghost penGhost pen Movement and collisionMovement and collision

Warp wallWarp wall List of assets for the gameList of assets for the game Intended purpose of assetIntended purpose of asset

Actions asset takesActions asset takes AnimationsAnimations When they take placeWhen they take place What they are used forWhat they are used for

ScoringScoring 1 ups and scoring1 ups and scoring

Engine requirementsEngine requirements

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Victory win/loss conditionsVictory win/loss conditions Win conditionsWin conditions

Per levelPer level All pellets in the level are eatenAll pellets in the level are eaten

Per gamePer game Player eats all pellets in all levels 1-256Player eats all pellets in all levels 1-256

Loss conditionsLoss conditions Per levelPer level

Player runs out of livesPlayer runs out of lives If player runs out of livesIf player runs out of lives

Player gets “Counting screen” and counts down from 9-0Player gets “Counting screen” and counts down from 9-0 At 0 player gets “Game Over”At 0 player gets “Game Over”

Game endsGame ends

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Starting a gameStarting a game

Actions:Actions: Insert coin/hit startInsert coin/hit start

Player starts at 5 livesPlayer starts at 5 livesScreen cuts to level screenScreen cuts to level screen““Ready!” is shown on screenReady!” is shown on screenGame BeginsGame Begins

Player gains control of Pac-ManPlayer gains control of Pac-Man

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ControlsControls Controls are simple and binary, should work as on/off Controls are simple and binary, should work as on/off

and operate one at a time.and operate one at a time. Once a direction has been chosen, Pac-Man will Once a direction has been chosen, Pac-Man will

continue forward without movement on the joystickcontinue forward without movement on the joystick For purposes of description, consider the top side of the For purposes of description, consider the top side of the

screen to be 90° and the left side to be 0°.screen to be 90° and the left side to be 0°. Joystick pushed to 0° (-X axis)- Pac-Man turns left/ moves in the Joystick pushed to 0° (-X axis)- Pac-Man turns left/ moves in the

0° axis, 0° axis, Joystick pushed to 90° (+Y Axis) - Pac-Man moves up, 90° axis, Joystick pushed to 90° (+Y Axis) - Pac-Man moves up, 90° axis, Joystick pushed to 180 ° (+X Axis) - Pac-Man moves left, 180° Joystick pushed to 180 ° (+X Axis) - Pac-Man moves left, 180°

axis, axis, Joystick pushed to 270° (-Y Axis)- Pac-Man moves down, 270° Joystick pushed to 270° (-Y Axis)- Pac-Man moves down, 270°

axis, axis,

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LivesLives How to get livesHow to get lives

Start gameStart game Player starts with 5 livesPlayer starts with 5 lives

Insert quarter/use continueInsert quarter/use continue Player gets 5 livesPlayer gets 5 lives

How to lose livesHow to lose lives Player enters collision box of Ghost at any time.Player enters collision box of Ghost at any time.

If player runs out of livesIf player runs out of lives Player gets “Counting screen” Counts down from 9-0Player gets “Counting screen” Counts down from 9-0

At 0 player gets “Game Over”At 0 player gets “Game Over” Game endsGame ends Use base numbers for counting at center of screenUse base numbers for counting at center of screen Game Proceeds to start screenGame Proceeds to start screen Player must insert 1 quarter/press startPlayer must insert 1 quarter/press start All levels reset, player starts at level 1 upon game startAll levels reset, player starts at level 1 upon game start

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Ghost AIGhost AI

The ghost AI section is broken up into 5 The ghost AI section is broken up into 5 sections for each ghost type.sections for each ghost type.Red ghostRed ghostPink ghostPink ghostLight blue ghostLight blue ghostOrange ghostOrange ghostDark blue ghostDark blue ghost

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Red Ghost AIRed Ghost AI Red ghost is the Red ghost is the

“Aggressive/shadow ghost”“Aggressive/shadow ghost” Note: Remember 1 “tile” = a Note: Remember 1 “tile” = a

16 x 8 pixel square16 x 8 pixel square Behavior – will chase the Behavior – will chase the

player relentlessly and as player relentlessly and as pellets get eaten it speeds up. pellets get eaten it speeds up.

Red ghost will always follow Red ghost will always follow the exact Tile that the player the exact Tile that the player is on. is on.

If red ghost leaves the “ghost If red ghost leaves the “ghost pen” pen”

Then it begins to follow the Then it begins to follow the player’s current tile at all player’s current tile at all times.times.

If X (part 1) pellets are leftIf X (part 1) pellets are left Then Red ghost speeds up Then Red ghost speeds up

first timefirst time If Y (part 2) pellets are leftIf Y (part 2) pellets are left

Red ghost speeds up Red ghost speeds up final timefinal time

Speed tables are on the next Speed tables are on the next page.page.

Prior to satisfying the pellet Prior to satisfying the pellet requirements for speed requirements for speed increase/s, Red Ghost moves increase/s, Red Ghost moves at the same speed as the at the same speed as the other ghosts.other ghosts.

Level 1 = 75% Pac-Man Level 1 = 75% Pac-Man speedspeed

Level 2-4 = 85% Pac-Man Level 2-4 = 85% Pac-Man speedspeed

Level 5+ = 95% Pac-Man Level 5+ = 95% Pac-Man speedspeed

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Red ghost speed increase tableRed ghost speed increase tableGhost speed is based on Pac-Man base speedGhost speed is based on Pac-Man base speed

Level Pellets leftaggressive AIPt. 1

Red ghost speedAggressive AIPt. 1

Pellets leftaggressive AIPt. 2

Red ghost speedAggressive AIPt. 2

Level 1 20 80% 10 85%

Level 2 30 90% 15 95%

Level 3 40 90% 20 95%

Level 4 40 90% 20 95%

Level 5 40 100% 20 105%

Level 6 50 100% 25 105%

Level 7 50 100% 25 105%

Level 8 50 100% 25 105%

Level 9 60 100% 30 105%

Level 10 60 100% 30 105%

Level 11 60 100% 30 105%

Level 12 80 100% 40 105%

Level 13 80 100% 40 105%

Level 14 80 100% 40 105%

Level 15 100 100% 50 105%

Level 16 100 100% 50 105%

Level 17 100 100% 50 105%

Level 18 100 100% 50 105%

Level 19 120 100% 60 105%

Level 20 120 100% 60 105%

Level 21+ 120 100% 60 105%

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Pink ghost AIPink ghost AI Pink ghost is the “has a crush on Pac-Man”Pink ghost is the “has a crush on Pac-Man”

Note: Remember 1 “tile” = a 8 x 8 pixel squareNote: Remember 1 “tile” = a 8 x 8 pixel square Behavior – The pink ghost has a crush on Pac-Man, so she will Behavior – The pink ghost has a crush on Pac-Man, so she will

always trace Pac-Man and follow four tiles ahead of him, but if always trace Pac-Man and follow four tiles ahead of him, but if he looks at her, she will run after 1 second, being “Frightened”he looks at her, she will run after 1 second, being “Frightened”

Pink ghost always moves atPink ghost always moves at Level 1 = 75% Pac-Man speedLevel 1 = 75% Pac-Man speed Level 2-4 = 85% Pac-Man speedLevel 2-4 = 85% Pac-Man speed Level 5+ = 95% Pac-Man speedLevel 5+ = 95% Pac-Man speed

If Pac-Man is not within 8 tiles of pink ghostIf Pac-Man is not within 8 tiles of pink ghost Random movement beginsRandom movement begins

If Pac-Man comes within 8 tiles of pink ghostIf Pac-Man comes within 8 tiles of pink ghost Then pink ghost begins following 4 tiles ahead of Pac-Man at all times, Then pink ghost begins following 4 tiles ahead of Pac-Man at all times,

adjusting accordinglyadjusting accordingly if Pac-Man comes within 2 tiles of her “Looks at her”, if Pac-Man comes within 2 tiles of her “Looks at her”,

Then it will run away and go the opposite direction from Pac-Man.Then it will run away and go the opposite direction from Pac-Man.

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Orange ghost AIOrange ghost AI Orange ghost is the “is shy”Orange ghost is the “is shy”

Note: Remember 1 “tile” = a 16 x 8 pixel squareNote: Remember 1 “tile” = a 16 x 8 pixel square Behavior – orange ghost will behave erratically and Behavior – orange ghost will behave erratically and

does not have a set pattern.does not have a set pattern. Orange ghost always moves atOrange ghost always moves at

Level 1 = 75% Pac-Man speedLevel 1 = 75% Pac-Man speed Level 2-4 = 85% Pac-Man speedLevel 2-4 = 85% Pac-Man speed Level 5+ = 95% Pac-Man speedLevel 5+ = 95% Pac-Man speed

If Pac-Man is not within 8 tiles of Orange ghostIf Pac-Man is not within 8 tiles of Orange ghost Then Random movement beginsThen Random movement begins

Random movement begins again if Pac-Man leaves 8 tile Random movement begins again if Pac-Man leaves 8 tile radiusradius

If Pac-Man comes within 8 tiles of Orange ghostIf Pac-Man comes within 8 tiles of Orange ghost Then orange ghost begins to follow the current tile of Pac-Man. Then orange ghost begins to follow the current tile of Pac-Man.

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Light blue ghostLight blue ghost Pink ghost is the “random ghost”Pink ghost is the “random ghost”

Note: Remember 1 “tile” = a 16 x 8 pixel squareNote: Remember 1 “tile” = a 16 x 8 pixel square Behavior – Inky is strange, he actually behaves like the other Behavior – Inky is strange, he actually behaves like the other

three and cannot seem to make up his mind.three and cannot seem to make up his mind. Light blue ghost always moves atLight blue ghost always moves at

Level 1 = 75% Pac-Man speedLevel 1 = 75% Pac-Man speed Level 2-4 = 85% Pac-Man speedLevel 2-4 = 85% Pac-Man speed Level 5+ = 95% Pac-Man speedLevel 5+ = 95% Pac-Man speed

This ghost was included last, please refer to Red Ghost AI, Pink This ghost was included last, please refer to Red Ghost AI, Pink ghost AI, and Orange ghost AI sections for specific AI referencesghost AI, and Orange ghost AI sections for specific AI references

Light blue ghost will perform a check every 10 seconds to decide AILight blue ghost will perform a check every 10 seconds to decide AI If 10 seconds pass (cycling/repeating)If 10 seconds pass (cycling/repeating)

Then AI check is madeThen AI check is made Light blue ghost gets an AI set at random. (Pink, Orange, or Red)Light blue ghost gets an AI set at random. (Pink, Orange, or Red)

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Dark Blue Ghost/sDark Blue Ghost/s Dark Blue ghost happens when the large pellet is eaten and all the Dark Blue ghost happens when the large pellet is eaten and all the

ghosts turn dark blue and become “Frightenedghosts turn dark blue and become “Frightened Behavior – When “Frightened” mode is entered, ghosts will reverse Behavior – When “Frightened” mode is entered, ghosts will reverse

their direction and wander random directions for a short period of time.their direction and wander random directions for a short period of time. If large pellet is eatenIf large pellet is eaten

Ghosts enter “Frightened modeGhosts enter “Frightened mode If in frightened modeIf in frightened mode

Ghosts can be eaten for pointsGhosts can be eaten for points If a ghost is eaten for pointsIf a ghost is eaten for points

Then it returns (as a set of eyes) to the “Ghost pen” Then it returns (as a set of eyes) to the “Ghost pen” If a ghost returns to the ghost penIf a ghost returns to the ghost pen

Then it exits as its normal self (Colored ghost: Pink, orange, light blue, Then it exits as its normal self (Colored ghost: Pink, orange, light blue, and/or red)and/or red)

Dark blue ghosts always moves at the same speed as the other ghosts Dark blue ghosts always moves at the same speed as the other ghosts (Minus red).(Minus red).

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Level Layout: KeyLevel Layout: Key Big Pellet: Causes ghosts Big Pellet: Causes ghosts

to enter frightened modeto enter frightened mode Small pellet: Eat all of Small pellet: Eat all of

these to clear the levelthese to clear the level Ghost Pen: Ghosts exit Ghost Pen: Ghosts exit

out of this doorout of this door Wall measurement: Wall measurement:

Number of tiles each wall Number of tiles each wall takes up.takes up.

Warp Wall: go through Warp Wall: go through this wall and appear on this wall and appear on the other side.the other side.

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LevelLevel

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Ghost PenGhost Pen What is the Ghost Pen?What is the Ghost Pen?

The ghost pen is where all the ghosts start at the beginning of The ghost pen is where all the ghosts start at the beginning of any matchany match

Ghosts leave in a set orderGhosts leave in a set order 1. Red1. Red 2. Pink2. Pink 3. Blue3. Blue 4. orange4. orange

If ghost leaves penIf ghost leaves pen Ghost begins AI sequenceGhost begins AI sequence

If ghost is “eaten” ghost returns to pen as a set of eyes If ghost is “eaten” ghost returns to pen as a set of eyes and leaves immediately.and leaves immediately.

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Ghosts/Pac-Man and the space Ghosts/Pac-Man and the space they take upthey take up

Ghosts take up a more than one tile, as Ghosts take up a more than one tile, as does Pac-Mandoes Pac-Man

Ghosts/Pac-Man take up 2 tilesGhosts/Pac-Man take up 2 tiles The “Collision” for Pac-Man is based on the The “Collision” for Pac-Man is based on the

“Forward” piece that is fully in one square.“Forward” piece that is fully in one square. When Pac-Man enters square, he leads When Pac-Man enters square, he leads

with his right most quarter, which has no with his right most quarter, which has no collision.collision.

The middle piece has collision, while the The middle piece has collision, while the back quarter has no collision.back quarter has no collision.

Collision is used for:Collision is used for: Hitting ghosts/Ghosts hitting Pac-ManHitting ghosts/Ghosts hitting Pac-Man Eating PelletsEating Pellets Eating fruitEating fruit Eating GhostsEating Ghosts

When Pac-Man enters square and takes up When Pac-Man enters square and takes up the front square with his front area, the front the front square with his front area, the front square has full collision, while the back square has full collision, while the back square has none.square has none.

Rinse repeat.Rinse repeat. This works for all angles of movement.This works for all angles of movement.

Collision is used for:Collision is used for: Hitting ghosts/Ghosts hitting Pac-ManHitting ghosts/Ghosts hitting Pac-Man Eating PelletsEating Pellets Eating fruitEating fruit Eating GhostsEating Ghosts

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Warp WallWarp Wall

Moving your collision area into the tile past Moving your collision area into the tile past the warp wall, causes you to appear at the the warp wall, causes you to appear at the other warp wall, continuing to go the same other warp wall, continuing to go the same direction you were before.direction you were before. If player enters collision square of warp wallIf player enters collision square of warp wall

Then player appears at other warp wall traveling Then player appears at other warp wall traveling along same degrees of travelalong same degrees of travel

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Asset list/actions taken/game play Asset list/actions taken/game play useuse

Asset list:Asset list:This is a copy paste of the asset list from the This is a copy paste of the asset list from the

top.top.Asset information:Asset information:

Actions asset takes: this is a list of the Actions asset takes: this is a list of the animations associated with the asset (if any)animations associated with the asset (if any)

Game play use: what association this asset Game play use: what association this asset has to game playhas to game play

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Asset List pt.1Asset List pt.1 Note: Anything numbered 1 or 2, is Note: Anything numbered 1 or 2, is

the same asset, it is listed the same asset, it is listed separately due to point values.separately due to point values.

Pac-ManPac-Man Ghosts (do not include eyes on Ghosts (do not include eyes on

any of the ghosts)any of the ghosts) Basic Ghost modelBasic Ghost model Light Blue ghost overlayLight Blue ghost overlay Red ghost overlayRed ghost overlay Orange ghost overlayOrange ghost overlay Pink ghost overlayPink ghost overlay

Eyes (used for ghost eyes and Eyes (used for ghost eyes and “Ghost death” eyes)“Ghost death” eyes) UpUp DownDown LeftLeft rightright

FruitFruit cherrycherry StrawberryStrawberry Peach 1Peach 1 Peach2Peach2 Apple1Apple1 Apple2Apple2 Melon1Melon1 Melon2Melon2 Galaxian1Galaxian1 Galaxian2Galaxian2 Bell1Bell1 Bell2Bell2 Key 1-10Key 1-10

Small pelletSmall pellet Big pelletBig pellet LevelLevel

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Pac-ManPac-Man Animations associated: movement at 0°, 90°, 180 °, and Animations associated: movement at 0°, 90°, 180 °, and

270°270° Game play use: Player characterGame play use: Player character

Movement speed: 11 Tiles per secondMovement speed: 11 Tiles per second Actions taken- eat pellet, eat ghost, gain pointsActions taken- eat pellet, eat ghost, gain points

Eat pelletEat pellet If Pac-Man’s collision square moves over pelletIf Pac-Man’s collision square moves over pellet

Then Pac-Man “eats” pellet, making it disappear,Then Pac-Man “eats” pellet, making it disappear, Points get addedPoints get added

If Pac-Man eats ghostIf Pac-Man eats ghost Then ghost returns to “Ghost Pen”Then ghost returns to “Ghost Pen”

Points get addedPoints get added If Pac-Man “dies”, runs into a ghost (while not frightened)If Pac-Man “dies”, runs into a ghost (while not frightened)

Then Pac-Man loses 1 life.Then Pac-Man loses 1 life. Pac-Man starts at starting point and ghosts return to ghost penPac-Man starts at starting point and ghosts return to ghost pen If no lives are left, “Game Over”If no lives are left, “Game Over”

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Light Blue ghostLight Blue ghost

Animations associated: One made per Animations associated: One made per facing 0°, 90°, 180 °, and 270° of eyes facing 0°, 90°, 180 °, and 270° of eyes using all 3 frames that were made with using all 3 frames that were made with that particular facingthat particular facing

Game play use: Ghost attacks playerGame play use: Ghost attacks player

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Red GhostRed Ghost

Animations associated: One made per Animations associated: One made per facing 0°, 90°, 180 °, and 270° of eyes facing 0°, 90°, 180 °, and 270° of eyes using all 3 frames that were made with using all 3 frames that were made with that particular facingthat particular facing

Game play use: Ghost attacks playerGame play use: Ghost attacks player

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Orange ghostOrange ghost

Animations associated: One made per Animations associated: One made per facing 0°, 90°, 180 °, and 270° of eyes facing 0°, 90°, 180 °, and 270° of eyes using all 3 frames that were made with using all 3 frames that were made with that particular facingthat particular facing

Game play use: Ghost attacks playerGame play use: Ghost attacks player

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Pink GhostPink Ghost

Animations associated: One made per Animations associated: One made per facing 0°, 90°, 180 °, and 270° of eyes facing 0°, 90°, 180 °, and 270° of eyes using all 3 frames that were made with using all 3 frames that were made with that particular facingthat particular facing

Game play use: Ghost attacks playerGame play use: Ghost attacks player

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EyesEyes

Animations associated: One made per Animations associated: One made per facing 0°, 90°, 180 °, and 270° of eyes facing 0°, 90°, 180 °, and 270° of eyes using all 3 frames that were made with using all 3 frames that were made with that particular facingthat particular facing

Game play use: moves back to ghost pen Game play use: moves back to ghost pen after ghost is eaten and becomes active after ghost is eaten and becomes active non scared ghostnon scared ghost

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FruitsFruits

Static models: Cherry, Strawberry, peach Static models: Cherry, Strawberry, peach 1, Peach 2, Apple 1, Apple 2, Melon 1, 1, Peach 2, Apple 1, Apple 2, Melon 1, Melon 2, Galaxian 1, Galaxian 2, Key 11-Melon 2, Galaxian 1, Galaxian 2, Key 11-21+21+

Animations associated: StaticAnimations associated: StaticGame play use: Worth points. Goes Game play use: Worth points. Goes

towards 1 UP and final scoretowards 1 UP and final score

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Small PelletSmall Pellet

Animations associated: StaticAnimations associated: StaticGame play use: worth points, goes Game play use: worth points, goes

towards level completion criteria, goes towards level completion criteria, goes towards game completion criteria, goes towards game completion criteria, goes towards high score, goes towards 1UPtowards high score, goes towards 1UP

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Big PelletBig Pellet

Animations associated: Blinking animationAnimations associated: Blinking animationGame play use: worth points, goes Game play use: worth points, goes

towards level completion criteria, goes towards level completion criteria, goes towards game completion criteria, goes towards game completion criteria, goes towards high score, goes towards 1UP, towards high score, goes towards 1UP, causes ghosts to become “Frightened”causes ghosts to become “Frightened”

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ScoringScoring

Score goes towards “High score” at the Score goes towards “High score” at the end of the game, once game over is end of the game, once game over is achievedachieved

Score goes towards 1UPScore goes towards 1UP If player gets 10,000 pointsIf player gets 10,000 points

Then player gets extra lifeThen player gets extra life Life total goes up by +1Life total goes up by +1

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PelletsPellets

244 pellets per maze244 pellets per mazePellets = 10 pointsPellets = 10 points

Ghosts can be eaten for points consecutively for Ghosts can be eaten for points consecutively for increasing points, this resets at the end of that increasing points, this resets at the end of that “frightened” mode.“frightened” mode.

11stst ghost = 200 ghost = 200 22ndnd ghost = 400 ghost = 400 33rdrd ghost = 800 ghost = 800 44thth ghost = 1600 ghost = 1600

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Large pelletLarge pellet Large pellets = 50 pointsLarge pellets = 50 points

If large pellet is eatenIf large pellet is eaten Then Ghosts enter frightenedThen Ghosts enter frightened

Ghosts enter frightened mode for X amount Ghosts enter frightened mode for X amount of seconds dependent on level:of seconds dependent on level:

level 1 = 6 secondslevel 1 = 6 seconds level 2 = 5 secondslevel 2 = 5 seconds level 3 = 4 secondslevel 3 = 4 seconds level 4 = 3 secondslevel 4 = 3 seconds level 2 = 5 secondslevel 2 = 5 seconds level 6 = 5 secondslevel 6 = 5 seconds level 7 = 2 secondslevel 7 = 2 seconds level 8 = 2 secondslevel 8 = 2 seconds level 9 = 1 secondslevel 9 = 1 seconds level 10 = 5 secondslevel 10 = 5 seconds level 11 = 2 secondslevel 11 = 2 seconds level 12 = 2 secondslevel 12 = 2 seconds level 13 = 1 secondslevel 13 = 1 seconds level 14 = 3 secondslevel 14 = 3 seconds level 15 = 1 secondslevel 15 = 1 seconds level 16 = 1 secondslevel 16 = 1 seconds level 17 = N/A secondslevel 17 = N/A seconds Level 18 = 1 secondsLevel 18 = 1 seconds level 19+ = N/A secondslevel 19+ = N/A seconds

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FruitFruit FruitFruit

Cherry – 100 pointsCherry – 100 points Strawberry – 300 pointsStrawberry – 300 points Peach 1 - 500pointsPeach 1 - 500points Peach2 – 500 pointsPeach2 – 500 points Apple1 – 700 pointsApple1 – 700 points Apple2 - 700 pointsApple2 - 700 points Melon1 - 1000 pointsMelon1 - 1000 points Melon2 – 1000 pointsMelon2 – 1000 points Galaxian1 – 2000 pointsGalaxian1 – 2000 points Galaxian2 – 2000 pointsGalaxian2 – 2000 points Bell1 – 3000 pointsBell1 – 3000 points Bell2 – 3000 pointsBell2 – 3000 points Key 1+ - 5000 pointsKey 1+ - 5000 points

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Engine requirementsEngine requirements

Quality = 8 bitQuality = 8 bitResolution = 320 x 240Resolution = 320 x 240Support colors = RGB’Support colors = RGB’Sound: Supports MIDISound: Supports MIDI

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Level collisionLevel collision

Black walls and Black walls and purple walls indicate purple walls indicate level collisionlevel collision

If Pac-Man collides If Pac-Man collides with Black line,with Black line, Then Pac-Man stops Then Pac-Man stops

moving.moving.

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Sound Design

This is the section for sound designers All sound design will be done in MIDI

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List of sounds needed

Opening level intro Open close mouth Sound of ghost moving

Sound of ghosts faster Sound of ghosts super fast

Ghost scared Ghost scared beginning

Pac-Man eating ghost Pac-Man eating fruit Intermission sounds Game over Pac-Man dieing

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Opening level intro

Length: 5 seconds Sound and feel: Should be up beat and

happy, use mid octaves If game begins/continue is used/quarter

is used/ and player enters game/enters game again Then sound plays one time (repeat if

previous if statement is satisfied)

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Open/close mouth “eating”

Length: .5 seconds Sound and feel: should sound like Pac-

Man is eating pellets. Happy sounding, as if he is saying, oh yum!

Sound should be able to loop If Pac-Man enters space with a pellet

Begin playing sound until he leaves tile Continue sound/loop if there is a pellet in the

following tile

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Sound of ghost/s moving

Length: .5 seconds Sound and feel: should sound like a

rotating happy sphere. If ghost begins moving

Then play sound and loop until fast sound of ghost/s moving begins

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Sound of ghost/s moving faster

Length: .4 seconds Sound and feel: higher pitched version of

the sound of ghost/s moving If ghost is moving and has satisfied

requirements for the first stage of faster movement, Then play sound and loop until super fast

sound of ghost/s moving begins

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Sound of ghost moving super fast

Length: .3 seconds Sound and feel: higher pitched version of

the sound of “ghost/s moving faster” If ghost is moving and has satisfied

requirements for the first stage of faster movement, Then play sound and loop until super fast

sound of ghost/s moving begins

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Start of ghost running away sound

Length: 1 second Sound and feel: This should give a

feeling of tension, but also instill excitement in the player.

If player eats big pellet Then ghosts begin “Ghost running away”

sound file plays one time, Then “Looped: Ghost running away” plays in

a loop.

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Looped: Ghost running away

Length: .3 Sound and feel: should sound fast, excited, and

high pitched. This should give a feeling of tension to the player, as if time is running out.

If player eats big pellet Then ghosts begin “Ghost running away” sound file

plays one time, Then “Looped: Ghost running away” plays in a

loop.

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Pac-Man eating ghost

Length: .5 Sound and feel: Almost as if Pac-Man

just went *Chomp* If Pac-Man enters a square with a ghost

when the ghost is “Frightened” Then play sound file one time.

Play for each time Pac-Man enters a square with a “Frightened” ghost.

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Pac-Man eating pellet

Length: .2 Sound and feel: high pitched, quick,

simple, one tone If Pac-Man enters a tile with a pellet

Then play sound one time Repeat for consecutive pellets as much as

needed.

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Pac-Man eating fruit

Length: .5 Sound and feel: should be more exciting

sounding than eating a pellet, one tone pitch, quick, simple.

If Pac-Man enters a tile with a “Fruit” Then play sound one time.

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Intermission music

Length: 10 seconds Sound and feel: should sound excited,

fun, entertaining. Think sort of like Ben and Jerry.

If Intermission begins Then Play sound file one time in sync with

movie.

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Pac-Man Dieing

Length: 1 second Sound and feel: as if you just died a bit

inside and are sad. This should instill a feeling of sadness in the player and make them feel as if they need to save him.

If Pac-Man enters a square with a ghost that is not “Frightened” then he “Dies”, play dieing sound one time.

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DesignersDesigners

This is reference material for This is reference material for designers.designers.

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Table of contentsTable of contents

How this will be broken up.How this will be broken up.– Win/loss conditionsWin/loss conditions

LivesLives

– LevelLevel– Movement and collisionMovement and collision– Ghost AIGhost AI– ScoringScoring

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Victory win/loss conditionsVictory win/loss conditions Win conditionsWin conditions

– Per levelPer level All pellets in the level are eatenAll pellets in the level are eaten Pellets per level: 244Pellets per level: 244

– Per gamePer game Player eats all pellets in all levels 1-256Player eats all pellets in all levels 1-256

Loss conditionsLoss conditions– Per levelPer level

Player runs out of livesPlayer runs out of lives– If player runs out of livesIf player runs out of lives

Player gets “Counting screen” and counts down from 9-0Player gets “Counting screen” and counts down from 9-0– At 0 player gets “Game Over”At 0 player gets “Game Over”

Game endsGame ends

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LivesLives How to get livesHow to get lives

– Start gameStart game Player starts with 5 livesPlayer starts with 5 lives

– Insert quarter/use continueInsert quarter/use continue Player gets 5 livesPlayer gets 5 lives

How to lose livesHow to lose lives– Player enters collision box of Ghost at any Player enters collision box of Ghost at any

time.time. If player runs out of livesIf player runs out of lives

Player gets “Counting screen” Counts down from 9-0Player gets “Counting screen” Counts down from 9-0– At 0 player gets “Game Over”At 0 player gets “Game Over”

Game endsGame ends Use base numbers for counting at center of screenUse base numbers for counting at center of screen

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Level Layout: KeyLevel Layout: Key Big Pellet: Causes Big Pellet: Causes

ghosts to enter ghosts to enter frightened modefrightened mode

Small pellet: Eat all of Small pellet: Eat all of these to clear the these to clear the levellevel

Ghost Pen: Ghosts exit Ghost Pen: Ghosts exit out of this doorout of this door

Wall measurement: Wall measurement: Number of tiles each Number of tiles each wall takes up.wall takes up.

Warp Wall: go through Warp Wall: go through this wall and appear this wall and appear on the other side.on the other side.

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LevelLevel

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Pac-Man MovementPac-Man Movement

Pac-Man moves: 11 tiles/secondPac-Man moves: 11 tiles/second Which means, Pac-Man can eat, 11 Which means, Pac-Man can eat, 11

pellets a second.pellets a second. CorneringCornering

– Pac-Man can begin turning ½ a tile prior Pac-Man can begin turning ½ a tile prior to the tile he is turning intoto the tile he is turning into If turn is initiated, during or ½ a tile prior to If turn is initiated, during or ½ a tile prior to

entering tile player would like to turn at, entering tile player would like to turn at, – Then Pac-Man turns Then Pac-Man turns

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Red Ghost AIRed Ghost AI Red ghost is the Red ghost is the

“Aggressive/shadow ghost”“Aggressive/shadow ghost”– Note: Remember 1 “tile” = Note: Remember 1 “tile” =

a 16 x 8 pixel squarea 16 x 8 pixel square– Behavior – will chase the Behavior – will chase the

player relentlessly and as player relentlessly and as pellets get eaten it speeds pellets get eaten it speeds up. up.

Red ghost will always Red ghost will always follow the exact Tile that follow the exact Tile that the player is on. the player is on.

If red ghost leaves the If red ghost leaves the “ghost pen” “ghost pen”

– Then it begins to follow Then it begins to follow the player’s current tile the player’s current tile at all times.at all times.

– If X pellets are leftIf X pellets are left Then Red ghost speeds up Then Red ghost speeds up

first timefirst time– If Y (part 2) pellets are If Y (part 2) pellets are

leftleft Red ghost speeds Red ghost speeds

up final timeup final time

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Red ghost speed increase tableRed ghost speed increase tableGhost speed is based on Pac-Man base speedGhost speed is based on Pac-Man base speed

http://home.comcast.net/~jpittman2/Pac-Man/Pac-Mandossier.htmlhttp://home.comcast.net/~jpittman2/Pac-Man/Pac-Mandossier.html Level Pellets left

aggressive AIPt. 1

Red ghost speedAggressive AI

Pt. 1

Pellets leftaggressive AI

Pt. 2

Red ghost speedAggressive AI

Pt. 2

Level 2 30 90% 15 95%

Level 3 40 90% 20 95%

Level 4 40 90% 20 95%

Level 5 40 100% 20 105%

Level 6 50 100% 25 105%

Level 7 50 100% 25 105%

Level 8 50 100% 25 105%

Level 9 60 100% 30 105%

Level 10 60 100% 30 105%

Level 11 60 100% 30 105%

Level 12 80 100% 40 105%

Level 13 80 100% 40 105%

Level 14 80 100% 40 105%

Level 15 100 100% 50 105%

Level 16 100 100% 50 105%

Level 17 100 100% 50 105%

Level 18 100 100% 50 105%

Level 19 120 100% 60 105%

Level 20 120 100% 60 105%

Level 21+ 120 100% 60 105%

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Pink ghost AIPink ghost AI Pink ghost is the “has a crush on Pac-Man”Pink ghost is the “has a crush on Pac-Man”

– Note: Remember 1 “tile” = a 16 x 8 pixel squareNote: Remember 1 “tile” = a 16 x 8 pixel square– Behavior – The pink ghost has a crush on Pac-Man, so she will Behavior – The pink ghost has a crush on Pac-Man, so she will

always trace Pac-Man and follow four tiles ahead of him, but if always trace Pac-Man and follow four tiles ahead of him, but if he looks at her, she will run after 1 second, being “Frightened”he looks at her, she will run after 1 second, being “Frightened”

Pink ghost always moves atPink ghost always moves at– Level 1 = 75% Pac-Man speedLevel 1 = 75% Pac-Man speed– Level 2-4 = 85% Pac-Man speedLevel 2-4 = 85% Pac-Man speed– Level 5+ = 95% Pac-Man speedLevel 5+ = 95% Pac-Man speed

If Pac-Man is not within 8 tiles of pink ghostIf Pac-Man is not within 8 tiles of pink ghost– Random movement beginsRandom movement begins

If Pac-Man comes within 8 tiles of pink ghostIf Pac-Man comes within 8 tiles of pink ghost– Then pink ghost begins following 4 tiles ahead of Pac-Man at all times, Then pink ghost begins following 4 tiles ahead of Pac-Man at all times,

adjusting accordinglyadjusting accordingly if Pac-Man comes within 2 tiles of her “Looks at her”, if Pac-Man comes within 2 tiles of her “Looks at her”,

– Then it will run away and go the opposite direction from Pac-Man.Then it will run away and go the opposite direction from Pac-Man.

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Orange ghost AIOrange ghost AI Orange ghost is the “is shy”Orange ghost is the “is shy”

– Note: Remember 1 “tile” = a 16 x 8 pixel squareNote: Remember 1 “tile” = a 16 x 8 pixel square– Behavior – orange ghost will behave erratically and does Behavior – orange ghost will behave erratically and does

not have a set pattern.not have a set pattern. Orange ghost always moves atOrange ghost always moves at

– Level 1 = 75% Pac-Man speedLevel 1 = 75% Pac-Man speed– Level 2-4 = 85% Pac-Man speedLevel 2-4 = 85% Pac-Man speed– Level 5+ = 95% Pac-Man speedLevel 5+ = 95% Pac-Man speed

If Pac-Man is not within 8 tiles of Orange ghostIf Pac-Man is not within 8 tiles of Orange ghost– Then Random movement beginsThen Random movement begins

Random movement begins again if Pac-Man leaves 8 tile Random movement begins again if Pac-Man leaves 8 tile radiusradius

If Pac-Man comes within 8 tiles of Orange ghostIf Pac-Man comes within 8 tiles of Orange ghost– Then orange ghost begins to follow the current tile of Pac-Man. Then orange ghost begins to follow the current tile of Pac-Man.

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Light blue ghostLight blue ghost Pink ghost is the “random ghost”Pink ghost is the “random ghost”

– Note: Remember 1 “tile” = a 16 x 8 pixel squareNote: Remember 1 “tile” = a 16 x 8 pixel square– Behavior – Inky is strange, he actually behaves like the other Behavior – Inky is strange, he actually behaves like the other

three and cannot seem to make up his mind.three and cannot seem to make up his mind. Light blue ghost always moves atLight blue ghost always moves at

– Level 1 = 75% Pac-Man speedLevel 1 = 75% Pac-Man speed– Level 2-4 = 85% Pac-Man speedLevel 2-4 = 85% Pac-Man speed– Level 5+ = 95% Pac-Man speedLevel 5+ = 95% Pac-Man speed

– This ghost was included last, please refer to Red Ghost AI, This ghost was included last, please refer to Red Ghost AI, Pink ghost AI, and Orange ghost AI sections for specific AI Pink ghost AI, and Orange ghost AI sections for specific AI referencesreferences

Light blue ghost will perform a check every 10 seconds to Light blue ghost will perform a check every 10 seconds to decide AIdecide AI

If 10 seconds pass (cycling/repeating)If 10 seconds pass (cycling/repeating)– Then AI check is madeThen AI check is made

Light blue ghost gets an AI set at random. (Pink, Orange, or Light blue ghost gets an AI set at random. (Pink, Orange, or Red)Red)

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Ghosts/Pac-Man and the space Ghosts/Pac-Man and the space they take upthey take up

Ghosts take up a more than one tile, Ghosts take up a more than one tile, as does Pac-Manas does Pac-Man

1 tile = 8 x 8 pixel square1 tile = 8 x 8 pixel square– Ghosts/Pac-Man take up 2 tilesGhosts/Pac-Man take up 2 tiles

The “Collision” for Pac-Man is based on The “Collision” for Pac-Man is based on the “Forward” piece that is fully in one the “Forward” piece that is fully in one square.square.

– When Pac-Man enters square, he leads When Pac-Man enters square, he leads with his right most quarter, which has with his right most quarter, which has no collision.no collision.

– The middle piece has collision, while The middle piece has collision, while the back quarter has no collision.the back quarter has no collision.

– When Pac-Man enters square and takes When Pac-Man enters square and takes up the front square with his front area, up the front square with his front area, the front square has full collision, while the front square has full collision, while the back square has none.the back square has none.

Rinse repeat.Rinse repeat. This works for all angles of movement.This works for all angles of movement.

– Collision is used for:Collision is used for: Hitting ghosts/Ghosts hitting Pac-ManHitting ghosts/Ghosts hitting Pac-Man Eating PelletsEating Pellets Eating fruitEating fruit Eating GhostsEating Ghosts

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Warp WallWarp Wall

Moving your collision area into the Moving your collision area into the tile past the warp wall, causes you to tile past the warp wall, causes you to appear at the other warp wall, appear at the other warp wall, continuing to go the same direction continuing to go the same direction you were before.you were before.– If player enters collision square of warp If player enters collision square of warp

wallwallThen player appears at other warp wall Then player appears at other warp wall

traveling along same degrees of traveltraveling along same degrees of travel

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HUDHUD Note: red numbers, Note: red numbers,

Brown arrows, blue letters Brown arrows, blue letters are not in the game.are not in the game.

Score: increases as points Score: increases as points are accruedare accrued

Lives: Shows the number Lives: Shows the number of lives that the player of lives that the player currently hascurrently has

Cherry, add other fruits Cherry, add other fruits as player eats fruit.as player eats fruit.

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ScoringScoring

Score goes towards “High score” at Score goes towards “High score” at the end of the game, once game the end of the game, once game over is achievedover is achieved

Score goes towards 1UPScore goes towards 1UP– If player gets 10,000 pointsIf player gets 10,000 points

Then player gets extra lifeThen player gets extra life– Life total goes up by +1Life total goes up by +1

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PelletsPellets

244 pellets per maze244 pellets per maze Pellets = 10 pointsPellets = 10 points

– Ghosts can be eaten for points consecutively for Ghosts can be eaten for points consecutively for increasing points, this resets at the end of that increasing points, this resets at the end of that “frightened” mode.“frightened” mode.

11stst ghost = 200 ghost = 200 22ndnd ghost = 400 ghost = 400 33rdrd ghost = 800 ghost = 800 44thth ghost = 1600 ghost = 1600

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Large pelletLarge pellet Large pellets = 50 pointsLarge pellets = 50 points

– If large pellet is eatenIf large pellet is eaten– Then Ghosts enter frightenedThen Ghosts enter frightened

Ghosts enter frightened mode for X Ghosts enter frightened mode for X amount of seconds dependent on amount of seconds dependent on level:level:

– level 1 = 6 secondslevel 1 = 6 seconds– level 2 = 5 secondslevel 2 = 5 seconds– level 3 = 4 secondslevel 3 = 4 seconds– level 4 = 3 secondslevel 4 = 3 seconds– level 2 = 5 secondslevel 2 = 5 seconds– level 6 = 5 secondslevel 6 = 5 seconds– level 7 = 2 secondslevel 7 = 2 seconds– level 8 = 2 secondslevel 8 = 2 seconds– level 9 = 1 secondslevel 9 = 1 seconds– level 10 = 5 secondslevel 10 = 5 seconds– level 11 = 2 secondslevel 11 = 2 seconds– level 1 = 12 secondslevel 1 = 12 seconds– level 13 = 1 secondslevel 13 = 1 seconds– level 14 = 3 secondslevel 14 = 3 seconds– level 15 = 1 secondslevel 15 = 1 seconds– level 16 = 1 secondslevel 16 = 1 seconds– level 17 = N/A secondslevel 17 = N/A seconds– Level 18 = 1 secondsLevel 18 = 1 seconds– level 19+ = N/A secondslevel 19+ = N/A seconds

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FruitFruit FruitFruit

– Cherry – 100 pointsCherry – 100 points– Strawberry – 300 pointsStrawberry – 300 points– Peach 1 - 500pointsPeach 1 - 500points– Peach2 – 500 pointsPeach2 – 500 points– Apple1 – 700 pointsApple1 – 700 points– Apple2 - 700 pointsApple2 - 700 points– Melon1 - 1000 pointsMelon1 - 1000 points– Melon2 – 1000 pointsMelon2 – 1000 points– Galaxian1 – 2000 pointsGalaxian1 – 2000 points– Galaxian2 – 2000 pointsGalaxian2 – 2000 points– Bell1 – 3000 pointsBell1 – 3000 points– Bell2 – 3000 pointsBell2 – 3000 points– Key 1+ - 5000 pointsKey 1+ - 5000 points

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Test 3: InnovationTest 3: Innovation

Speed boostSpeed boost

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Speed Boost TilesSpeed Boost Tiles

These are tiles on the level that when the These are tiles on the level that when the player passes over them, he/she gains a player passes over them, he/she gains a temporary speed boost of +50%temporary speed boost of +50%

Note: These tiles do not effect ghost Note: These tiles do not effect ghost movement.movement.

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Speed boost mechanicsSpeed boost mechanics

Entering the tile with the Speed Boost Tile with the collision square Entering the tile with the Speed Boost Tile with the collision square of Pac-Man, causes Pac-Man to gain a 1.5 second speed of Pac-Man, causes Pac-Man to gain a 1.5 second speed enhancement.enhancement.

Pac-Man’s normal speed is 11 tiles per a second.Pac-Man’s normal speed is 11 tiles per a second. When he gets the speed boost, his speed increases to 16 tiles per When he gets the speed boost, his speed increases to 16 tiles per

a second. a second. Player can gain a maximum of 2 speed boosts.Player can gain a maximum of 2 speed boosts.

If player gains first speed boostIf player gains first speed boost 1.5 second duration1.5 second duration

If Player gains second speed boostIf Player gains second speed boost 1.5 second timer resets1.5 second timer resets

Due to placement, this is stackable.Due to placement, this is stackable. Passing over onePassing over one

+50% speed boost to 11= 1.5(11)= 16 tiles per second (Round down)+50% speed boost to 11= 1.5(11)= 16 tiles per second (Round down) +50% speed boost to 16 A second = 1.5(16) = 24 tiles per second+50% speed boost to 16 A second = 1.5(16) = 24 tiles per second

If player gains second speed boostIf player gains second speed boost

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Speed Boost Tile Speed Boost Tile placementplacement

This is the speed tileThis is the speed tile

It takes up one tile area and replaces It takes up one tile area and replaces a pellet if the pellet is present in the a pellet if the pellet is present in the tile (Lowering the pellet count per tile (Lowering the pellet count per level to 242)level to 242)

The rest of the key:The rest of the key: Big Pellet: Causes ghosts to enter Big Pellet: Causes ghosts to enter

frightened modefrightened mode Small pellet: Eat all of these to clear Small pellet: Eat all of these to clear

the levelthe level Ghost Pen: Ghosts exit out of this Ghost Pen: Ghosts exit out of this

doordoor Wall measurement: Number of tiles Wall measurement: Number of tiles

each wall takes up.each wall takes up. Warp Wall: go through this wall and Warp Wall: go through this wall and

appear on the other side.appear on the other side.

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Level Map with Speed Level Map with Speed Boost TileBoost Tile

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Test 4: risk reward game Test 4: risk reward game playplay

The Super Pellet!!!!!!The Super Pellet!!!!!!

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The Super PelletThe Super Pellet

What is it?What is it? It causes ghosts to become “Aggressive” and It causes ghosts to become “Aggressive” and

attack Pac-Man, but oops! The ghosts also attack Pac-Man, but oops! The ghosts also appear to be edible. appear to be edible. • Use it to your advantage and munch down a ghost Use it to your advantage and munch down a ghost

or four. But, be careful, it only has a set amount of or four. But, be careful, it only has a set amount of time that it is active and whoops.time that it is active and whoops.

• When time is up, ghosts are no longer so yummy When time is up, ghosts are no longer so yummy and attack Pac-Man for real.and attack Pac-Man for real.

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What it looks like and where it What it looks like and where it appearsappears

The Super pellet looks The Super pellet looks like a new, improved, and like a new, improved, and awesome version of the awesome version of the normal large pellet. normal large pellet.

It is colored differently to It is colored differently to distinguish it.distinguish it.

Top left, what it looks likeTop left, what it looks like Bottom left, where it Bottom left, where it

appears.appears.

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How it appearsHow it appears

The Super pellet appears at random The Super pellet appears at random intervals between when normal fruit intervals between when normal fruit appear.appear. Every time a fruit is about to “Spawn”, do a Every time a fruit is about to “Spawn”, do a

check between 1-3check between 1-3• If 2 or 3,If 2 or 3,

Then fruit appears as normal Then fruit appears as normal

• If 1If 1 Then Super Pellet appears in the place of the fruit.Then Super Pellet appears in the place of the fruit.

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What levels does it appear in?What levels does it appear in?

Super pellet only appears in levels with a Super pellet only appears in levels with a “Fright timer”“Fright timer”

After level 19, there is no fright timer for After level 19, there is no fright timer for ghosts, so it does not appear.ghosts, so it does not appear.

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Super Pellet timerSuper Pellet timer This is how long fright lasts when the This is how long fright lasts when the

normal Large Pellet is eaten.normal Large Pellet is eaten. Super Pellet works off of the same timer.Super Pellet works off of the same timer. Timer is listed to the right, per levelTimer is listed to the right, per level

Ghosts enter frightened mode for X amount Ghosts enter frightened mode for X amount of seconds dependent on level:of seconds dependent on level:

level 1 = 6 secondslevel 1 = 6 seconds level 2 = 5 secondslevel 2 = 5 seconds level 3 = 4 secondslevel 3 = 4 seconds level 4 = 3 secondslevel 4 = 3 seconds level 2 = 5 secondslevel 2 = 5 seconds level 6 = 5 secondslevel 6 = 5 seconds level 7 = 2 secondslevel 7 = 2 seconds level 8 = 2 secondslevel 8 = 2 seconds level 9 = 1 secondslevel 9 = 1 seconds level 10 = 5 secondslevel 10 = 5 seconds level 11 = 2 secondslevel 11 = 2 seconds level 1 = 2 secondslevel 1 = 2 seconds level 13 = 1 secondslevel 13 = 1 seconds level 14 = 3 secondslevel 14 = 3 seconds level 15 = 1 secondslevel 15 = 1 seconds level 16 = 1 secondslevel 16 = 1 seconds level 17 = N/A secondslevel 17 = N/A seconds Level 18 = 1 secondsLevel 18 = 1 seconds level 19+ = N/A secondslevel 19+ = N/A seconds

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MechanicsMechanics If Super Pellet is eatenIf Super Pellet is eaten

Then Ghosts become “Blue” and enter “Super Pellet Time”Then Ghosts become “Blue” and enter “Super Pellet Time”• If ghosts are blueIf ghosts are blue

Ghosts can be “Eaten” and grant the player pointsGhosts can be “Eaten” and grant the player points• 200 for the first200 for the first• 400 for second400 for second• 800 for third800 for third• 1600 for fourth1600 for fourth

Then all ghosts replace existing AI with the AI of Red Ghost. For Then all ghosts replace existing AI with the AI of Red Ghost. For duration for “Super Pellet Time”duration for “Super Pellet Time”

During Super Pellet time, ghost speed is never altered.During Super Pellet time, ghost speed is never altered. Ghosts retain original speed.Ghosts retain original speed.

If super pellet time ends,If super pellet time ends, Then ghosts become normal and resume normal AI sequence.Then ghosts become normal and resume normal AI sequence.

• Light Blue Ghost performs new AI check at random.Light Blue Ghost performs new AI check at random.

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Super Pellet Time: Ghost AISuper Pellet Time: Ghost AI

Red ghost is the “Aggressive/shadow ghost”Red ghost is the “Aggressive/shadow ghost” Note: Remember 1 “tile” = a 8 x 8 pixel squareNote: Remember 1 “tile” = a 8 x 8 pixel square Behavior – will chase the player relentlessly and as pellets get Behavior – will chase the player relentlessly and as pellets get

eaten it speeds up. eaten it speeds up. • Red ghost will always follow the exact Tile that the player is on. Red ghost will always follow the exact Tile that the player is on. • If red ghost leaves the “ghost pen” If red ghost leaves the “ghost pen”

Then it begins to follow the player’s current tile at all times.Then it begins to follow the player’s current tile at all times.

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Level Pellets leftaggressive AIPt. 1

Red ghost speedAggressive AIPt. 1

Pellets leftaggressive AIPt. 2

Red ghost speedAggressive AIPt. 2

Level 1 20 80% 10 85%

Level 2 30 90% 15 95%

Level 3 40 90% 20 95%

Level 4 40 90% 20 95%

Level 5 40 100% 20 105%

Level 6 50 100% 25 105%

Level 7 50 100% 25 105%

Level 8 50 100% 25 105%

Level 9 60 100% 30 105%

Level 10 60 100% 30 105%

Level 11 60 100% 30 105%

Level 12 80 100% 40 105%

Level 13 80 100% 40 105%

Level 14 80 100% 40 105%

Level 15 100 100% 50 105%

Level 16 100 100% 50 105%

Level 17 100 100% 50 105%

Level 18 100 100% 50 105%

Level 19 120 100% 60 105%

Level 20 120 100% 60 105%

Level 21+ 120 100% 60 105%

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Super Pellet Point ValueSuper Pellet Point Value

Super Pellet is always worth 100 points.Super Pellet is always worth 100 points.

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A Multiplayer

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Table of contents

Part 1: Co-operative game type – The Ghost Operative

Part 2: Competitive game type – The Fifth Ghost

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How to start game for player 1 and 2

Player 1 or player 2 inserts coin and/or hits “Start”

Game starts Player 1 or Player 2 (Assume the prior

is not available), Said player inserts coin and/or hits “Start”

Game begins as Multiplayer Assume for each multiplayer mode, this

slide

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Assumptions

Assume that there are two joysticks available on console, one for Player 1 and one for Player 2

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Co-Operative

The Ghost Operative

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What is it?

Player 1 and 2 swap roles as the “Ghost Operative”

What is the Ghost Operative? The Ghost Operative is a Pac-Man player

that is disguised as a ghost. He/she moves slower and still collects

pellets

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How it works

At the start of a match, a random number is generated between 1-2 If 1 is chosen,

Then player one becomes Ghost Operative If 2 is chosen,

Then player 2 becomes Ghost Operative

Ghost Operative mode lasts 15 seconds.

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Duration Duration of Ghost Operative = 15 seconds At start, player flashes one time and

changes into a “Grey” ghost form. When 3 seconds are left, player begins to flash

and 15 seconds is up, player becomes a Pac-

Man. Pac-Man becomes Ghost Operative

If Ghost Operative becomes Pac-Man (Alternate Player)

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New Model/static image: Grey Ghost Note: other than the Dark Blue ghost the other ghosts (Ping Ghost ,

Orange Ghost Blue ghost , Red Ghost) are made the same way. Size – 16 x 8 pixels

Size is for all ghosts listed below Look and feel – should look “discreet” and “deceptive”. Use Basic ghost 1-3 Hex codes

Grey Ghost – 5a5a5a Use basic ghost as guide

Color in the 3 versions with hex codes listed above Take those 3 versions and save as separate files

Then make 4 different versions of each piece for animation by adding the eyes 0°, 90°, 180 °, and 270° Then save as separate files 4 separate files for

each of the 3 separate animations

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Mechanics Ghost Operative collects pellets as normal

Pellets collected by Ghost Operative count towards level completion

Big Pellet If a Big Pellet is eaten, either by Pac-Man or Ghost

Operative Ghost Operative cannot eat ghosts.

Ghost AI will not actively target or run away from the Ghost Operative

The Ghost Operative can still die by touching a ghost. The Player moves at Normal speed as Pac-Man The player moves at 1/3 normal speed (Round up)

Pac-Man = 11 tiles per/second Ghost Operative = 4 tiles per/second

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Part 2: Competitive Game Type

The fifth ghost

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What is the “Fifth Ghost”? In the game of Pac-Man there are 4 ghosts,

Red Pink Light Blue And Orange

In the “Fifth Ghost” the player plays as a fifth ghost, but unlike his other ghost counter parts, he has full control of his/her character and can “Kill” Pac-Man in the same way that the other ghosts can.

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Movement The ghost player’s ghost works off of the

same movement speed of the red ghost, speeding up as more pellets are eaten.

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Level Ghost player Pellets left for first movement speed increasePt. 1

Ghost player movement speed increasePt. 1

Ghost player Pellets left for movement speed increasePt. 2

Ghost player movement speed increasePt. 2

Level 1 20 80% 10 85%

Level 2 30 90% 15 95%

Level 3 40 90% 20 95%

Level 4 40 90% 20 95%

Level 5 40 100% 20 105%

Level 6 50 100% 25 105%

Level 7 50 100% 25 105%

Level 8 50 100% 25 105%

Level 9 60 100% 30 105%

Level 10 60 100% 30 105%

Level 11 60 100% 30 105%

Level 12 80 100% 40 105%

Level 13 80 100% 40 105%

Level 14 80 100% 40 105%

Level 15 100 100% 50 105%

Level 16 100 100% 50 105%

Level 17 100 100% 50 105%

Level 18 100 100% 50 105%

Level 19 120 100% 60 105%

Level 20 120 100% 60 105%

Level 21+ 120 100% 60 105%

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Controls Controls are simple and binary, should work as on/off

and operate one at a time. Once a direction has been chosen, Ghost Player will

continue forward without movement on the joystick For purposes of description, consider the top side of

the screen to be 90° and the left side to be 0°. Joystick pushed to 0° (-X axis)- Ghost Player turns

left/ moves in the 0° axis, Joystick pushed to 90° (+Y Axis) - Ghost Player moves

up, 90° axis, Joystick pushed to 180 ° (+X Axis) - Ghost Player

moves left, 180° axis, Joystick pushed to 270° (-Y Axis)- Pac-Man moves

down, 270° axis,

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Lives How to get lives for player 1 or 2

Start game Player starts with 5 lives

Insert quarter/use continue Player gets 5 lives

If player runs out of lives Player gets “Counting screen” Counts down

from 9-0 At 0 player gets “Game Over”

Game ends Use base numbers for counting at center of

screen

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The large Pellet The ghost player is susceptible to the effects of the large pellet If large pellet is eaten

Then the ghost player becomes “Frightened” during fright time, but does not lose control of his/her character. During this time the ghost player can be eaten by the

player playing as Pac-Man and the Pac-Man player gains points as he/she would the other ghosts.

If ghost player is eaten If ghost player loses 1 life. Then ghost player acts as a another ghost in the table

below, filling any of the slots, as do the other ghosts. 1st ghost = 200 2nd ghost = 400 3rd ghost = 800 4th ghost = 1600 5th ghost = 3200

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Large Pellet length Ghosts enter frightened mode for X amount of seconds dependent

on level Unlike other modes, this mode has an arbitrary let amount for

seconds that “frightened” mode lasts after level 13. level 1 = 6 seconds level 2 = 5 seconds level 3 = 4 seconds level 4 = 3 seconds level 2 = 5 seconds level 6 = 5 seconds level 7 = 2 seconds level 8 = 2 seconds level 9 = 1 seconds level 10 = 5 seconds level 11 = 2 seconds level 1 = 12 seconds level 13+ = 2 seconds

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Scoring

The second player gains 1000 points for every kill he/she gets. Not the other ghosts. These points count towards extra lives

Scoring is done the same way as the normal game with one exception There is a second score added up for the

second player.

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Swapping roles

Once all pellets have been eaten in one round, Then a new round starts The new round has the last player who

played as Pac-Man, Play as the Fifth Ghost.

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Advancing levels

After both players have been both Pac-Man and the Ghost Advance up 1 level

EX: player 1 plays as ghost, then as pac-man – player 2 plays as Pac-Man, then Ghost Level advances from 1 to 2

If neither player loses all of their lives, the level advances.