퍽맨 (일본판 세트 1, 해킹판 추정)PuckMan (Japan set 1)

마메롬파일은 마메에뮬레이터로 실행할수 있습니다.
마메 에뮬레이터 실행방법 알아보기

Roms info

  • 롬파일: puckman.zip
  • 사이즈: 13.68 KB
  • 카테고리: 아케이드
  • 소스카테고리: Maze
  • 구분: 마메 ( MAME )
  • 년도: 1980
  • 제작사: Namco
  • 소스: pacman.c
  • 버젼: .2
  • 롬구분: 원본(부모롬)

Roms

zip형식의 롬파일은 압축해제없이 roms폴더에 그대로 넣어 주어야 합니다..

puckman.zip

 

Clone Roms Info (클론)

압스캠 Abscam
abscam.zip

버커니어 Buccaneer
bucaner.zip

캐터필라 팩맨 해킹판 Caterpillar Pacman Hack
ctrpllrp.zip

행글리맨 (세트 1) Hangly-Man (set 1)
hangly.zip

행글리맨 (세트 2) Hangly-Man (set 2)
hangly2.zip

행글리맨 (세트 3) Hangly-Man (set 3)
hangly3.zip

조이맨 Joyman
joyman.zip

뉴퍽2 (세트 1) Newpuc2 (set 1)
newpuc2.zip

뉴퍽2 (세트 2) Newpuc2 (set 2)
newpuc2b.zip

뉴 퍽 X New Puck-X
newpuckx.zip

팩맨 (Hearts 판) Pac-Man (Hearts)
pacheart.zip

팩맨 (Midway 판) Pac-Man (Midway)
pacman.zip

팩맨 (갤럭시안 하드웨어) Pac-Man (Galaxian hardware, set 1)
pacmanbl.zip

팩맨 (갤럭시안 하드웨어, 세트 2) Pac-Man (Galaxian hardware, set 2)
pacmanbla.zip

팩맨 (Midway 판, 스피드업 핵) Pac-Man (Midway, with speedup hack)
pacmanf.zip

팩맨 (Midway 판, 고난이도) Pac-Man (Midway, harder)
pacmod.zip

피라니아 Piranha
piranha.zip

피라니아 (해킹판) Piranha (hack)
piranhah.zip

피라니아 (구버전) Piranha (older)
piranhao.zip

뽀빠이-맨 Popeye-Man
popeyeman.zip

퍽맨 (일본판 세트 2) PuckMan (Japan set 2)
puckmana.zip

퍽맨 (일본판 세트 1, 스피드업 핵) PuckMan (Japan set 1 with speedup hack)
puckmanf.zip

퍽맨 (Falcom?) Puckman (Falcom?)
puckmanh.zip

퍽맨 (일본판 세트 3) PuckMan (Japan set 3)
puckmod.zip

Crock-Man
crockman.zip

 

 

# title
# gameover
 
# flyer
# artwork preview
# cabinet
# marquee
# control panel

Artwork
download

puckman.zip

다운로드후 압축해제하고 생성된 폴더를 artwork폴더에 넣어주면 됩니다.

History | history.dat


(c) 1980 Namco.
The seminal and hugely influential arcade game in which the player guides the legendary Pac-Man (or '', as he was originally known in Japan) around a single-screen maze eating dots. Pac-Man is constantly pursued in his task by four ghosts - Blinky (red ghost, originally known in Japan as 'Akabei'), Pinky (pink ghost), Inky (cyan ghost, Japanese : 'Aosuke'), and Clyde (orange ghost, Japanese : 'Guzuta'). Each ghost has its own unique personality and behavioural patterns and a single touch from any of the ghosts results in Pac-Man losing a life. The number of lives Pac-Man starts with depends on the 'Lives' dip switch setting (1, 2, 3, or 5; the default is 3). When all of Pac-Man's lives are lost, the game is over.
Power pills are situated in each corner of the rectangular maze and eating one of these makes Pac-Man temporarily invincible; the four ghosts also change to dark blue in color and can now be eaten by Pac-Man. These 'skinned' ghosts, now visible as a pair of eyes only, will then return to the ghost pen in the middle of the maze, regenerate into their former selves, and return to the maze to continue their pursuit of Pac-Man.
Each maze contains 240 dots and 4 Power Pills, and all must be eaten to complete the level; whereupon the entire sequence begins again with an increased level of difficulty.
Twice in every level, a bonus fruit or prize item will temporarily appear in the middle of the maze below the ghost pen. Pac-Man can eat these bonus items to receive extra points. Also, there is an escape tunnel on each side of the maze that Pac-Man can use to escape any ghosts that are currently closing in on him. The ghosts can also use the tunnel, but take longer to pass through it than Pac-Man, making escape a little easier.
Between certain rounds, funny intermissions will be played featuring Pac-Man and Blinky in funny situations. 3 intermissions are present:
1) Blinky chases Pac-Man across the screen and off the side. Then he re-appears running in the opposite direction, having turned blue, followed by a giant Pac-Man! This intermission is played after Round 2.
2) Blinky is again chasing Pac-Man, but this time he rips his red sheet on a nail on the ground, and we can see his pink body under the sheet! This intermission is played after Round 5.
3) Blinky chases Pac-Man across the screen once more, this time with his sheet sewn. They disappear at the left side and then Blinky reappears coming back the opposite direction. This time he is bare and drags his sheet behind him. This intermission is played after Round 9, 13 and 17.
No intermission is present between rounds after the 18th one.
- TECHNICAL -
The original Namco Upright model came in a white cabinet that may look familiar to most gamers. This cabinet is the same 'swoopy' design used for "Pac-Man" and "Galaxian". The only actual design difference was the coin door. had a tall coin door with a single coin mech, while "Pac-Man" had a fat coin door with two coin mechs installed. However, the graphics on the machine were completely different. The marquee had the '' logo off to the side at an angle, and showed a scene with half a dozen cartoon Puckmen eating power pellets, with a few ghosts lingering off to the side. The monitor bezel was largely red and was of a circular design and had many Puckmen lounging around the perimeter of the circle. The control panel continued the reddish graphics and had instructions in Japanese, along with a yellow ball-top 4-Way joystick and start buttons for each player. The sideart was a large circular sticker that advertised the game's name, and had many cartoon Puckmen in action around the edges of the circle, with the word Namco displayed prominently at the bottom. The cabinet was finished off with yellow t-molding on the edges.
A final bootleg/hack upright model was a complete fake, but there were a lot of them. They seemed to use converted Namco cabinets, painted white, and were decorated with very strange looking sideart that showed Puckmen and ghosts that looked nothing like the ones on any other /Pac-Man products (since when has had green frogs legs?). The marquee had an odd logo in yellow and orange, along with a picture of the blue ghost and the strange 'frog legged' .
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
- TRIVIA -
The game was first introduced to the Japanese arcade market in May 1980 and caught the hearts and imaginations of the public like no other game before it, and few since. It is still regarded as the hallmark of the 'golden age' of video games.
The game was originally known in Japan as '', but due to the West's predilection with changing words to vulgarities by scratching part of the word off (in this case, changing the word 'Puck' to something rather less socially acceptable by scratching off part of the letter 'P'), the name was changed to "Pac-Man" for its release to the U.S. arcade market in October 1980. The name 'Pac-Man' comes from the Japanese slang term 'paku-paku', which describes the motion of the mouth opening and closing during eating and translates to English as 'to eat'.
Toru Iwatani, author of Pac-Man : Pac-Man's character is difficult to explain even to the Japanese -- he is an innocent character. He hasn't been educated to discern between good and evil. He acts more like a small child than a grown-up person. Think of him as a child learning in the course of his daily activities. If someone tells him guns are evil, he would be the type to rush out and eat guns. But he would most probably eat any gun, even the pistols of policemen who need them.
Pac-Man was, quite literally, conceived at lunchtime. The game's designer, the then 26-year-old Toru Iwatani, was very hungry and ordered himself a pizza for lunch. He took one slice, and, looking at the rest of the pizza, Pac-Man was born. However, in later years Iwatani has suggested the shape was based on the Japanese character 'kuchi', meaning mouth. He rounded off this shape, and created the classic shape. The game took 1 1/2 years to complete and had five people on its team. Pac-Man is the greatest selling arcade game of all time and is arguably also the world's most recognized video-game character of all time. It had its own cartoon, lunch box, board game, stickers and hundreds of other products. This was largely due to Pac-Man being the first truly distinctive video-game 'character', and it changed the face of video games forever. Pac-Man was the first video game to be as equally popular to women as it was with men.
* A place in video game history : 'Pac-Man is the most universally known arcade game,' said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. 'Everybody knows about Pac-Man. And, I've noticed, almost everybody can play Pac-Man pretty well. Pac-Man makes just about the best use of the joystick one can imagine. It's so intuitive that it puts other games to shame in terms of how easy it is for a person to walk up, stick a quarter in the machine, and start doing something meaningful. At the time, Pac-Man introduced a completely unique style of game play and was also highly identifiable in terms of its music. With Pac-Man, everything was there. The video game industry needs another game that captures the public's heart like Pac-Man, and so far, no one has been able to come up with it.'
* The great 25-cent escape : Lindsey says, 'People expect to see Pac-Man when they come into the museum, and without fail, when they see it, they want to play it; people remember spending hours and hours at Pac-Man. They like to see how good they are now when they play it. And I would say that, perhaps more than any other game, the same playing skills still apply. Perhaps it's because of the intuitive game play. You don't have to memorize the behavior of a wide array of enemies as you do with some other games'.
'You just have to remember that when the ghosts turn blue, you only have seconds, until they start seriously blinking, to go and get them. And Pac-Man is a little looser in its style of game play - more open. For instance, you can kill time in the lower left hand corner until you see an opening between the ghosts, and you can strategize a bit more: You can play with the tunnels, you can play with the position of the ghosts in relation to the energizers. Even people who haven't played in years remember those strategies.'
'You can also get into some really fun jams,' Lindsey continues. 'when you've got a ghost on your tail and you have to make a decision about whether you're going to go left, or right, or straight at the next junction, which is in .03 seconds. It gets to be pretty tense, especially when those ghosts start moving really fast and the energizers aren't lasting as long. Pac-Man can be a real heart-thumping game.'.
After the 255th level, /Pac-Man presents the player with the infamous 'split-screen' level, where the left-half of the screen is normal, but the right-half of the screen is garbled with a mess of letters, numbers, symbols and other graphics. This level cannot be completed because there are not enough dots on screen to be eaten! This is the result of a bug in the routine drawing the fruits at the bottom of the screen, according to the round number. Indeed, the code works as follows:
1) it increases the last round number by one;
2) it checks if the result is smaller than 8 (in this case, you still would not have enough fruits to fill the line and some blank space must be drawn);
3) it checks if the result is larger than 19 (in this case, it has only to draw keys);
4) finally, it fills the bottom bar with the correct fruits.
In particular, if the round number is smaller than 8, the game draws as many fruits as the previous round number. This produces an undesirable effect right after the 255th level.
Indeed, 256 = 255+1 becomes 00 for the CPU (which expects to use the last 2 hexadecimal digits only, and 256 = 100 in hex)!
Therefore, the game thinks to be in one of the first 7 levels (because 0 is smaller than 7), but it tries to draw 255 fruits (because the last round number was 255). Of course, there is no space for that many fruits to be displayed and the game starts to draw garbage on the main screen.
Fixing the original code (either through a cheat in emulation, or hacking the roms on the PCB) would results in a 256th level identical to the first one (cherries will appear) but harder, since ghosts will behave as they do in levels beyond the 19th.
The alien spaceship "Galaxian" makes an appearance as the prize in the 9th and 10th boards.
Note : Excluding bootlegs, there are 23 different name/nickname combinations for the ghosts in /Pac-Man (27 including 'Sue' from "Ms. Pac-Man", 'Tim' from "Jr. Pac-Man", and 'Funky' and 'Spunky', both from "Pac-Mania").
'Galaxian' boards will run in Pac-Man machines, but the sound pinout is different, so the pinout at the connector would have to be modified. To fire, one would have to press UP on the joystick.
Billy Mitchell, Rick Fothergill, Chris Ayra, Tim Balderramos and Donald Hayes all hold the official record for this game on 'Regular (TGTS)' settings with a perfect score of 3333360 points on July 3, 1999, July 31, 1999, February 16, 2000, December 4, 2004 and July 21, 2005, also, respectively.
Chris Ayra holds the official record for the fastest time to get a perfect game on 'Regular' settings with 3:42:05 on April 2, 2002.
Ron Corcoran holds the official record for this game on 'Speedup' settings with 1321020 points on May 13, 2001.
Official Releases:
[Upright model] (Namco)
[Cocktail model] (Namco)
Licensed products:
(Zaccaria)
(Kenphone)
[Upright model] (NSM)
[Cocktail model] (NSM)
[Wall model] (NSM)
(Bell-Fruit)
Pac-Man [Upright model] [No. 932] (Midway)
Pac-Man [Cocktail model] [No. 933] (Midway)
Pac-Man [Mini-Myte model] [No. 934] (Midway)
Unofficial products:
Pac-Man [Galaxian hardware]
Crock-Man
Ghostmuncher (LAI Games)
New Puck X (Deluxe)
Newpuc1 (Unibox)
Newpuc2 (Kamiya)
Joyman (Monster)
Hangly Man (Nittoh)
Caterpillar (Phi)
Buccaneer (Bucco)
- UPDATES -
As mentioned earlier, the ghosts have names and nicknames which are, in the U.S. version of "Pac-Man" : Shadow (Blinky), Speedy (Pinky), Bashful (Inky), and Pokey (Clyde). They are red, pink, cyan, and orange in color, respectively.
In '', the original Japanese version, the ghosts were named Oikake (Akabei), Machibuse (Pinky), Kimagure (Aosuke), and Otoboke (Guzuta). (Notice that the pink ghost's nickname is unchanged between the U.S. and Japanese versions.)
The Japanese version also had a DIP switch for alternate ghost names : Urchin (Macky), Romp (Micky), Stylist (Mucky), and Crybaby (Mocky).
The ghosts' original Japanese names and nicknames translate to English respectively as chaser (red guy), ambusher (pink guy), fickle (blue guy), and stupid (slow guy).
In Japan Set 3 :
* At the top of the title screen, instead of 'Nickname', it says 'Ghost'.
* The coin-up screen displays 1981 as the year of release, instead of 1980.
- SCORING -
Dot : 10 points.
Power pill (energizer) : 50 points.
Ghosts : 200, 400, 800, 1600 points.
Cherry : 100 points.
Strawberry : 300 points.
Peach : 500 points.
Apple : 700 points.
Pineapple : 1000 points.
Galaxian : 2000 points.
Bell : 3000 points.
Key : 5000 points.
- TIPS AND TRICKS -
* An extra life is awarded based on the 'Extra Lives' dip switch setting (10000, 15000, 20000, or None; the default is 10000).
* Fruits appear twice on each board. The first fruit appears after Pac-Man has eaten 70 dots; the second fruit appears after 170 dots have been eaten by Pac-Man.
* At the beginning of a round, the ghosts won't immediately pursue Pac-Man. Use this time the best as you can.
* Pac-Man can turn corners faster than the ghosts can, so turning many corners can help you escape ghosts.
* The tunnel allows Pac-Man and the ghosts to instantly travel from one side of the maze to the other. While traveling through the maze, Pac-Man moves at normal speed, but the ghosts' speed is reduced in half. This provides Pac-Man with a good opportunity to put some distance between him and the ghosts, but be careful not to get trapped by another ghost entering the opposite side.
* If you hold the joystick in a direction that is blocked by a wall, Pac-Man will turn in that direction as soon as he reaches a passage leading in that direction. Remember this to turn corners as fast as you can.
* Remember that eating dots will slow Pac-Man a little bit: avoid parts of the maze in which you've not been yet if you are trying to escape ghosts!
* Mind that, as the levels increases, the ghost speed increases as well!
* In later rounds, you're not going to be able to eat ghosts after eating an energizer, because the vulnerability time decreases to zero. This is when you need to learn how to avoid the ghosts understanding their movement and their moving patterns!
* Right above the ghost pen, there are two paths leading upward to upper part of the maze. The ghosts never travel upward through these holes while they're in their normal forms; they only do while they're blue after Pac-Man has eaten a power pill! Indeed, they only exit the area around the ghost pen from the sides or the bottom. These are not completely safe corners, since ghosts can travel downward through them, anyway they often represents a safe passage to flee from ghosts pursuing you around the ghost pen.
* Ghosts' Movements : First of all, remember that ghosts are not always following you! Their movements follow two distinct phases: one in which they avoid Pac-Man and one in which they hunt him down. In the former phase, each ghost patrols his personal corner of the maze. In the latter one, they will try to find Pac-Man, following their personal 'behavior'. Namely :
1) Blinky (red ghost, known as 'Akabei' in Japan) : he tends to patrol the top-right corner of the maze and he follows Pac-Man always trying to minimize their respective distance;
2) Pinky (pink ghost) : he tends to patrol the top-left corner of the maze and he follows Pac-Man trying to reach a position slightly in front of Pac-Man, in the direction he's moving;
3) Clyde (orange ghost, known as 'Guzuta' in Japan) : he tends to patrol the bottom-left corner of the maze and he only tries to be close to Pac-Man, without hunting him directly;
4) Inky (cyan ghost, known as 'Aosuke' in Japan) : he tends to patrol the bottom-right corner of the maze and he has the most complicated AI since he moves towards a point determined by both Pac-Man's position and Blinky's position.
Ghosts alternate these two different behaviors (hiding and hunting) a few times in each round, then they start to pursue Pac-Man restlessly until all the dots are eaten, or they manage to catch him.
Additionally, as soon as a certain number of dots has been cleared from the maze (this number decreases as the levels pass), Blinky's speed will increase and he won't stop to search for Pac-Man anymore.
- SERIES -
1. (1980)
2. Ms. Pac-Man (1981)
3. Super Pac-Man (1982)
4. Pac-Man Plus (1982)
5. Jr. Pac-Man (1983)
6. Pac & Pal (1983)
7. Pac-Land (1984)
8. Pac-Mania (1987)
9. Pac-In-Time (1994, Nintendo Super Famicom)
10. Pac-Man 2 - The New Adventures (1994, Nintendo Super Famicom and Sega Mega Drive)
11. Pac-Man VR (1996)
12. Pac-Man World (1999, Sony PlayStation)
13. Pac-Man - Adventures in Time (2000, PC CD-ROM)
14. Ms. Pac-Man Maze Madness (2000, Sony PlayStation)
15. Ms. Pac-Man - Quest for the Golden Maze (2001, PC CD-ROM)
16. Pac-Man All-Stars (2002, PC CD-ROM)
17. Pac-Man Fever (2002, Sony PlayStation 2)
18. Pac-Man World 2 (2002, Sony PlayStation 2, Nintendo GameCube, and Microsoft XBOX; 2004, PC CD-ROM)
19. Pac-Man vs. (2003, Nintendo GameCube)
20. Ms. Pac-Man - Maze Madness (2004, Nintendo GameBoy Advance)
21. Pac-Man World 3 (2005, Sony PSP, Sony PlayStation 2, Nintendo GameCube, Microsoft XBOX, PC CD-ROM, and Nintendo DS)
22. Pac'n Roll (2005, Nintendo DS)
23. Pac-Pix (2005, Nintendo DS)
24. Pac-Man Championship Edition (2007, Xbox Live)
25. Pac-Man Championship Edition DX (2010, Xbox Live & PSN)
- STAFF -
Designed by : Toru Iwatani
Programmed by : Hideyuki Mokajima
Music & Sound by : Toshio Kai
- PORTS -
* Consoles :
Bally Astrocade ("Muncher")
Atari 2600 (1981)
Atari 5200 (1982)
Colecovision (1983)
Mattel Intellivision (1983)
Emerson Arcadia ("Gobbler")
Atari XEGS
Nintendo Famicom (1987)
Nintendo Famicom Disk (1990)
Sega Game Gear (1990)
SNK Neo-Geo Pocket (1990)
Nintendo Game Boy (1991)
Sony PlayStation (1995, "Namco Museum Vol.1")
Nintendo Game Boy Color (1999, "Pac-Man - Special Color Edition")
Nintendo 64 (1999, "Namco Museum 64")
Sega Dreamcast (1999, "Namco Museum")
Nintendo Game Boy Advance (2001, "Pac-Man Collection")
Sony PlayStation 2 (2001, "Namco Museum")
Nintendo GameCube (2002, "Namco Museum")
Microsoft XBOX (2002, "Namco Museum")
Nintendo Game Boy Advance (2004, Famicom Mini Series)
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005, "Namco Museum 50th Anniversary")
Nintendo Game Boy Advance (2005, "Namco Museum 50th Anniversary")
Sony PSP (2005, "Namco Museum Battle Collection") : a brand new 'Arrangement' version unique to this port is also featured.
Microsoft XBOX 360 (2006, as a downloadable Live Arcade game)
Microsoft XBOX 360 (2007, "Pac-Man Championship Edition" Xbox Live Arcade)
Nintendo DS (2007, "Namco Museum DS")
Microsoft XBOX 360 (2008, "Namco Museum Virtual Arcade") : as an Xbox Live Arcade Game
Sony PlayStation 3 (2009, "Namco Museum Essentials")
Nintendo Wii (2010, "Namco Museum Megamix")
* Computers :
Exidy Sorcerer (1981, "Chomp")
Tandy Color Computer (1981, "Pac-Tac")
Tandy Color Computer (1982, "Ghost Gobbler")
Tandy Color Computer (1982, "Pack Maze")
Atari 400 (1982)
Atari 800 (1982)
PC [Booter] (1982, "PC-Man)
Commodore VIC-20 (1982)
BBC B (1982, Acornsoft): Renamed "Snapper" after Acornsoft was sued.
Commodore C64 (1983)
Tandy Color Computer (1983, "Pac-Tac II")
Tandy Color Computer (1983, "Pac Jaws")
PC [Booter] (1983)
PC [Booter] (1983, "Ascii Man", a part of the "Friendlyware PC Arcade" suite)
PC [MS-DOS] (1983)
Texas Instruments TI-99/4A (1983)
Fujitsu FM-7 (1984)
Acorn Electron (1984, "Snapper")
MSX (1984)
Amstrad CPC (1985)
Thomson TO8 (1986, "Compilation Contacthoms")
Atari ST (1986, "Spook - Mighty Munchers")
Tandy Color Computer (1990, "Pac-Dude")
Apple Macintosh (1992, "Mac-Man")
PC [MS Windows 95] (1995, "Mac-Man", part of "Windows Arcade Pack")
PC [MS Windows 95, 3.5''](1995, "Microsoft Return of Arcade")
Tandy Color Computer 3 (1997)
PC [MS-DOS] (1997, "ChampPac-Em" - CHAMProgramming)
PC [MS Windows, CD-ROM] (2000, "Microsoft Return of Arcade 20th Anniversary")
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
Sinclair ZX Spectrum
Apple II
Sharp X68000
PC9801 ("Wiz")
* Others :
VFD portable game (1980, "Pac-Man 2", called Pac Man 2 because it allowed two people to play at once) by Entex.
VFD portable game (1980, "Hungry Pac", Japanese release only) by Entex.
VFD handheld game (1981) by Coleco.
LCD flip-type handheld game (1984) by Tiger (Released overseas by Orlitronic).
LCD large screen handheld game (1984) by Tiger (Released overseas by Orlitronic).
LCD handheld game (1992) released by MGA (Micro Games of America).
Arcade (1996, "Namco Classics Collection Vol.2")
LCD handheld color game (1999) released by MGA (Micro Games of America).
Mobile Phones (2003)
Namco Classics TV game (2003 - Jakks Pacific).
Super Pac-Man TV game (2006 - Jakks Pacific).
Apple I Pod (2006)
Arcade Gold featuring Pac-Man (2007 - Jakks Pacific).
Retro Arcade featuring Pac-Man (2008 - Jakks Pacific).
- SOURCES -
Game's rom.
Machine's picture.
All In Color For a Quarter - Keith Smith
Mark Longridge, Scott Lawrence and Don Hodges webpages, for the analysis of the 256th level bug.

Command | command.dat


[ 기본 조작 방법에 대해 ]
─────────────────
·레바
 4 방향 레바


[ 캐릭터 ]
─────────────────
☆팩맨
 플레이어
☆monster
 ○아카베이(오이카케)
  monster 군단의 리더격. 하
  (을)를 하는 것도 최초로, 다리도 제일 빠르고
  팩맨에 적합과 구무심코
  (이)라고 뒤쫓아 온다.
 ○핑키(마치브세)
  팩맨을 뒤쫓고 있어도,
  다른 방향에 변환해 매복한다
 ○아오스케(키마그레)
  아카베이와 같이 행동할 때도
  , 팩맨이 접근해도,
  아오스케로부터 도망쳐 가고 해
  일도 있다.
 ○그즈타(소리 노망)
  


[ 득점 ]
─────────────────
 ·타겟
+ --------------+------+
|타겟 |득점 |
+ --------------+------+
 |닷  | 10 |
 +--------------+------+
|파워·먹이 | 50 |
 +--------------+------+
 ·연속해 monster를 먹었을 때
  1마리 200pts→2마리 400pts
  →3마리 800pts→4마리 1600pts
 ·프루츠
  출현 조건…닷을 70·170개식
       시
+ --------------+------+--------+
|프루츠 |득점 |라운드|
+ --------------+------+--------+
 |체리 | 100 | 1 |
 +--------------+------+--------+
|딸기 | 300 | 2 |
+ --------------+------+--------+
|오렌지   | 500 | 3·4 |
+ --------------+------+--------+
|애플 | 700 | 5·6 |
+ --------------+------+--------+
|멜론   | 1000 | 7·8 |
+ --------------+------+--------+
|개런티 빗 안| 2000 | 9·10 |
+ --------------+------+--------+
|벨 | 3000 | 11·12 |
+ --------------+------+--------+
|열쇠 | 5000 | 13~ |
+ --------------+------+--------+

#프리르라

아케이드, 퍽맨(일본판세트1,해킹판추정)

roms:puckman.zip,100,아케이드

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