Recently we posted a link to an excellent video that took a look at every software product (Bandai-)Namco has made that had the temerity, the utter gall to call itself “Namco Museum.”
Since then however, its creator Mythic Resonance became dissatisfied with how it turned out, so he took it down for a bit for some editing. Well, it’s back now, and at 2 hours 23 minutes it’s even more complete and in-depth as it was originally.
We’re promised new entries, updated information and corrected errors. He admits that it may still not be absolutely perfect, but of course projects as lengthy and effort-intensive as this one will probably always have something about them that could still be improved. He says it took him 35 months in all to make it, so I’m willing to grant any deficiencies it still has, if just to help Mythic Resonance preserve his mental health.
Namco, now the merged entity Bandai-Namco for some reason I can’t fathom but oh well, has certainly gone back to the arcade collection well a lot of times. Many of their games are genuine pop cultural phenomena, either/both in their native Japan and in other countries. It was US sales that propelled Pac-Man into being perhaps the most enduring legacy of the golden era of arcade games.
It was for the original Playstation that Namco first started rereleasing home compilations of their classic-era arcade hits, in the six well-known and respected Namco Museum titles. But then their rereleases became rerereleases, and then, rerererereleases. So many collections, so many trips around the block, so many recreations, so so many. Going by the series’ Wikipedia page, the most recent entries have been for modern home consoles, the Evercade handheld retro console, and even a standalone unit.
I would despair of ever understanding all the Namco Museum releases, but for the tireless efforts of Mythic Resonance on Youtube. He has constructed an epic two hour review of every Namco Museum version, called The Namco Museum Museum! It took him over 2½ years to make! And as of this writing it only has 1.9K views, which I view as a darn shame, even if it is, right now, only nine hours old.
I don’t know how many of you have the stamina to watch all of an epic overview of these dozens of game collections, but some of you have got to be up for it, I’m sure. Good luck on retaining your sanity while weathering this massive onslaught of game information!
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Bandai Namco has yet another new Pac-Man cartoon series, I think this is the fourth? This one is a monthly series of short (not Short) Youtube videos called Snack Breaks.
Namco’s commissioned a bunch of sidelines based on their characters. Anyone else remember Shiftylook? None of them seem to last for long, and they seem to have no interest in preserving them. This one’s a series of Youtube videos, and while videos there are by no means guaranteed to last indefinitely, so long as they get even a trickle of views they seem to last.
I’m full of little observations of these cartoons, the result of an obsession with Pac-Man that began for me in third grade. Like, there’s no Ms. Pac-Man in these, due to B-N retconning her out of Pac-continuity due to GCC’s co-ownership of that game. However, in the trailer, we do see Professor Pac-Man, which is much further from Namco’s ownership since they didn’t make any of that game.
Then there’s the ghost’s personalities. The arcade game, of course, gave them different personalities from their programming (as delineated by the terrific Pac-Man Dossier), but different animated depictions of the ghosts (or “monsters,” in original parlance) tend to be inconsistent. The Saturday morning Pac-Man cartoon show made the Red monster Blinky, the most tenacious pursuer in the games, a coward, but the Orange ghost Clyde, the least threatening one, the leader of the group. While Snack Breaks matches the colors with the personalities a lot better, it makes the Pink monster (Pinky, of course) a girl. I have nothing against the chosen gender expression of a 16×16 pixel sprite, but I thought Sue was the girl ghost? Ah, but I guess Sue is also owned by GCC.
The animation’s pretty good, I’ll say that much. Pac-Man’s character design looks closer to Namco’s official art of the character. The telling details are the classic Mickey Mouse eyes and the orange gloves. (No Pac-Man animation has ever attempted to use Bally-Midway’s strange cabinet art as inspiration, see below.) There are a few nice jokes too (Pac’s cranky neighbor is great), but the pacing feels rushed in that way a lot of cartoons feel, like they’re trying to squeeze too much writing into too little time.
And so another attempt to cartoonify those evocative bits of 8-bit art has begun. Will they eventually be as neglected as Shiftylook became? Will future Pac-Man collections mine them for artwork, as Pac-Man Museum regrettably did for Ghostly Adventures? I can’t read the future, I’m not a Magic 8-Ball, but: signs point to yes.
A throwaway character in the first episode is Miru, from Pac-N-Pal! I hear that the official story from Namco is that she’s also one of the ghosts, but a friendly one, and who has with visible legs. (The standard ghosts have legs too! This fact is revealed in the intermissions of the original game!)
If you wish to compare it to Hanna-Barbera’s take, here’s an episode of the old SatAM show (11 minutes). And here’s some of Bally-Midway’s weird U.S. cabinet art for arcade Pac-Man, as referenced above. Try to imagine what an animation of this would be like:
It’s an hour and 54 minutes long, but Greg Sewart’s doc on the Ridge Racer series is a through backgrounder on every game with that name, and all the others too like Rave Racer and Rage Racer. From 1993 to 2016, it’s a family reunion of the whole dual-R clan, from arcades to Sony consoles to the odd Nintendo machine to smartphones. You really don’t get much more niche than that.
And we’re off! Let’s start 2026 off with Flandrew’s look at the weirdest Star Wars game, the Famicom-only one Namco made. (11 minutes) It’s kind of a meme at this point, but gosh it’s even weirder than the Star Wars Holiday Special.
Our retro arcade strategy week is over, but this is a related video that I’ve been sitting on for quite a while. The Disconnector made a very nice strategy video (20 minutes) for Namco’s cult favorite cat-and-mouse game Mappy. It works as both an introduction and a guide to the game as it develops.
Not only is the information good, but it’s really well put together! Looking through the rest of their channel, while the post about other games (most recently about Robotron [8 minutes]) it seems to be the only strategy video of its sort. I hope they make more, I think they have a talent for it!
Famicom Galaxian, never released in the US until Namco Museum Archives Vol. 1, is a tiny program, even by Famicom/NES standards. It may be the smallest Famicom game; the ROM is only 16K large, taking up just half of the addressable cartridge space.
But even such a little program can hide secrets. Adrian found a multicart with an alternate version of Famicom Galaxian with rapid autofire, and that he preferred to play that than the official one.
And I don’t blame him! Galaxian nowadays, whether a port of the arcade original, is a slow and clunky thing to suffer through, but even back then there were some people who scratched their heads at its popularity. One of them was Craig Kubey, author of the classic-era arcade book The Winner’s Guide to Video Games, who called it the Worst Popular Game. But these problems evaporate if you can just hold down the button and annihilate the aliens, like you were playing Centipede.
Namco must have realized how much better the game would play with more shots, as they made your ship in Galaxian’s successor Galaga fire faster, and can have two shots on-screen at once. four with the double ship. Maybe as a result, Galaga is a lot more fun to play, even today.
Adrian got to wondering about that alternate version, called “Galaxians” in the pirate cart’s menu. He found a ROM image of it online and had a look at its code in Mesen’s code analysis tools and found the first thing the “classic” version of the game on the cart does is write a zero to a specific address in zero page. This, as it turns out, is to ensure a secret cheat is disabled. If a one is written there instead, it produces behavior exactly like the rapid-fire version, which in addition to being able to fire much more quickly recolors the logo on the title screen red.
Is this a disabled cheat function on the original cartridge? Maybe, but maybe not. Adrian found another version of the Galaxian ROM online that doesn’t have the cheat function, disabled or no. It’s unknown if this is an alternate official release, or the only official release. Maybe the version on the pirate cart was hacked to put the code in, or maybe it’s an obscure unreleased version, or else maybe it’s the Famicom Disk System version?
Geez, the mysteries abound concerning this sucky little game! Find out about it yourself here:
We’ve mentioned this before, but not only are all of Namco’s science fiction arcade games, which include Galaxian, Galaga, Baraduke, Bosconian, Starblade, Cybersled and many others, considered to be on a single timeline, but they even have a website dedicated to sorting and explaining it, ugsf-series.com! And it includes games you might not have pegged for it, like Dig Dug and Mr. Driller!
This even includes their upcoming “Shadow Labyrinth,” which I derisively describe as grimdark Pac-Man. Well, at least they’re serious about it!
Ms. Pac-Man. Currently on the outs with Pac-Man rights-owner Bandai-Namco because its origins weren’t with them, and its developer GCC licensed the rights to another party than them, which has given us such travesties as “Pac-Mom.” Which is a shame, because in general Ms. Pac-Man is a better game than Pac-Man. Its four mazes don’t have the nuance that Pac-Man’s does (there’s no one-way routes, for instance), it doesn’t have scatter periods to give the player a breather during each board, and after board #7 its fruit, and the score award for chasing it down, is random, taking an important measure of skill and just throwing it up in the air and shrugging.
But it does have multiple mazes. And its Red and Pink ghosts behave randomly for the first bit of each board (here’s a prior post about that), eliminating the major design flaw of Pac-Man: its vulnerability to patterns. Pac-Man is certainly not the only game to lack substantive randomness, but the nature of its maze-based play is that it’s relatively easy to perform them. So long as you hold in the direction you need to go at least five frames before you reach an intersection, you can be sure that you’re performing a pattern perfectly, making Pac-Man into an endurance game more than anything. Ms. Pac-Man doesn’t have that problem.
But that doesn’t mean that Ms. Pac-Man can’t be mastered, and the basis of that is through a technique called grouping. Grouping can be done in Pac-Man too, but if you know some good patterns it isn’t necessary. But in Ms. Pac-Man it’s a key skill, both to make sure you eat as many ghosts as possible in the early and mid boards, and for general survival, for a bunch of ghosts in one lump is much easier to avoid than a scattered mess of four separate ghosts.
The basic idea is to understand the ways to move in the maze so that pursuing ghosts take slightly different routes to reach you, so that leading ghosts are delayed just a bit, or trailing ghosts approach you slightly faster.
This time I’m going to leave the explanation to the video, but it’s interesting to think about, and to see if you can apply this information yourself.
Part of Youtube’s doomed-to-fail Playables series, so enjoy this before it gets heartlessly deleted by Google when they decide games on their video platform don’t make sense, isn’t worth it, or whenever Netflix gives up on games and they don’t feel they need to compete on that front anymore.
The game is basically Pac-Man, but with a Championship Edition-like speedup gimmick. As you eat dots, the game slowly increases the simulation rate. it never really gets up to CE’s white-hot speeds, but it does get pretty fast. You get a slight slowdown when you finish a board and lose a life. Since you start with five lives, earn an extra one every 5,000 points, and each of a rack’s three (instead of the arcade’s two) fruit are worth at least 1,000 points, and even more as you advance to later boards, you are unlikely to run out of lives. The game ends after 13 levels, so you have a decent chance of finishing this one!
My best score is right around 150,000 points, but I was only playing casually. See if you can do better!
In case you haven’t heard of it (is that possible?)–you, playing the part of the Prince of all the Cosmos, have a sticky ball, called a katamari, which means “clump,” on a series levels that are laid out as kind of surreal versions of normal Earth environments. Typical places might include a Japanese living room, a modestly-sized town, and a larger city. The idea is to roll the ball so that it comes into contact with various objects. If they’re at most a certain size relative to that of the ball, they stick to it, and in so doing make its aggregate size a little larger. The more things that stick to the ball, the bigger it gets, and so the larger the size of things that will stick. If you reach a certain target size within the time limit you complete the stage. If you fail then the Prince’s father, the King of All Cosmos, expresses his disappointment in you in a ludicrously extreme manner. While not all of the levels are about achieving raw size, the most entertaining ones do, and they’re all about fulfilling certain goals with the katamari. This should give you a sense of how the game plays, if needed:
Since Katamari Damacy, designer Keita Takahashi hasn’t been idle. They also made the downloadable game Noby Noby Boy for PS3, worked on the Flash MMORPG Glitch, and made the weirdly wonderful Wattam. I’ve mentioned previously in these pages that I’m looking forward to his next project, To A T, presuming it survives the travails of publisher Annapurna Interactive.
Back to the Paste Magazine article, it mentions that the game happened due to a fortuitous set of events that involved a bunch of student artists looking for a project, and a number of programmers who worked on it so as not to be seen as idle in a time of layoffs. I personally remember that a substantial part of its legend, perhaps even the tipping point, was due to a particular review on Insert Credit by Tim Rogers. While it’s possible to see his review as a tad self-indulgent, I really don’t have any standing to criticize, seeing as how I created pixel art aliens to be our site’s voice. Hah.
Japanese cover
It did the trick of making people consider the game though, which may have been how this very Japanese game got an English localization, rainbow-and-cow festooned cover intact. I was in college at the time, and for a few months they had PS2s to play in the student union. I found a certain delight in taking in my copy of Katamari Damacy (it had been released in the US by this point) and just playing through Make The Moon. It was the kind of game that would arrest other people in the room and cause them to just watch for a couple of minutes. Another time, I played it on the TV at my cousin’s house when there was a certain teenager, at the age where they sometimes get into a mood to dismiss everything. They scoffed at the game when I put it in; eight minutes later, they were calling out “get the giraffe!”
That Katamari Damacy could happened was a miracle; that it had, and continues to have, this effect on people, seems like magic. It isn’t perfect, because it doesn’t ever make sense to say a created work is “perfect,” there are always tradeoffs, but it is a care where it’s difficult to say it could be improved. Sure, it could be a little easier, but it still never takes more than a few attempts to pass a level. It could be a little harder, but that would make it much less accessible. Suffice to say that it’s at a local maxima of quality, and that can’t be an accident, it’s there because strong effort put it there.
It was inevitable that it would get sequels. Critical consensus is that the best of them was the first one, We Love Katamari, stylized on its logo with a heart in place of Love. It’s the only one with creator Keita Takahashi still at the helm. It’s a little less thematically together than the original; the premise is that the King of All Cosmos from the first game fulfills requests made by fans, much like how the game itself was made due to fan requests. Later sequels were made without Takahashi’s efforts. They feel increasingly fan-servicey, in the sense that they were trying harder and harder to give fans what they wanted, without being sure of what that was.
With each sequel, the luster dulled a bit. There was a furor over the third game in the main series, Beautiful Katamari on Xbox 360, for having paid DLC that was actually just unlock codes for levels that shipped on the disk. There were mobile sequels that were mostly terrible. The last of the series until recently was Katamari Forever, a name that proved inaccurate. More recently, remakes of the first two games have sold fairly well, so maybe it still has a chance to redeem itself with a proper successor.
Anyway, happy 20th birthday to Katamari Damacy. May it spend 25 more years of showing Playstation kids that gaming can be something more than Call of Duty and Fortnite.
I’m not going to say that famously Ms. Pac-Man is a more random game than Pac-Man, because who really knows things like that who isn’t a hardcore gamenerd. But among hardcore game nerds, it’s common knowledge. (If you didn’t know, A. congrats on your coolness, and B. sorry to now destroy your coolness.) Here a video about how randomness works in that game, from Retro Game Mechanics Explained (21 minutes):
Pac-Man is a game that is vulnerable to patterns: if you do exactly the same thing each time on the same level, the same results will occur. There is one pseudo-random element in Pac-Man though: when vulnerable ghosts reach an intersection, the code picks an arbitrary address from a range of memory addresses, then uses that value to pick a direction to decide which route to take. Two implications of this: vulnerable ghosts are most likely to head left at intersections and least likely to go up, and if any byte in that range changes the behavior of the game slightly changes too, even if it’s not an executable byte. Patterns still work in Pac-Man, despite this pseudo-random function, because the seed is reset at the start of every level, so if you do exactly the same thing, vulnerable ghosts will still have the same information fed to their movement routines.
Ms. Pac-Man has other sources of randomness: the ghosts, in Scatter mode, use a different source of pseudo-randomness to decide where to go, one that isn’t so easy to manipulate; and which fruit appears and which of four predefined routes (three for one of the mazes) it’ll take through the board.
Ms. Pac-Man doesn’t have its ghosts scatter periodically through the level like they do in Pac-Man. They only scatter at the start of the board. It’s not much randomness, but it’s enough to upset rote pattern creation, since each ghost has the opportunity to make several decisions of which path to take during that period. The way the randomness is handled is interest itself. The ghosts pick one of the corners of the board, much like they would in original Pac-Man, but randomly, when making their choice of target to home in on.
So there! Now you can amaze your friends, if it were 40 years ago and your friends were then able to be impressed by your knowledge of Ms. Pac-Man! You’re retroactively welcome!