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	<title>pacmandossier &#8211; Set Side B</title>
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	<description>The Flipside of Gaming</description>
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	<title>pacmandossier &#8211; Set Side B</title>
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	<item>
		<title>Jamey Pittman&#8217;s Pac-Man Grouping Tutorial</title>
		<link>https://setsideb.com/jamey-pittmans-pac-man-grouping-tutorial/</link>
					<comments>https://setsideb.com/jamey-pittmans-pac-man-grouping-tutorial/#respond</comments>
		
		<dc:creator><![CDATA[rodneylives]]></dc:creator>
		<pubDate>Fri, 12 Dec 2025 15:00:00 +0000</pubDate>
				<category><![CDATA[retro]]></category>
		<category><![CDATA[arcade]]></category>
		<category><![CDATA[grouping]]></category>
		<category><![CDATA[JameyPittman]]></category>
		<category><![CDATA[pacman]]></category>
		<category><![CDATA[pacmandossier]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">https://setsideb.com/?p=11278</guid>

					<description><![CDATA[Jamey Pittman is the creator of the foremost document on the workings of Pac-Man ever created, the Pac-Man Dossier. If you&#8217;ve never read it, but have any interest in playing classic Pac-Man, then you should go read it immediately. It will make so many things make sense to you. Pac-Man has a reputation as a &#8230; <a href="https://setsideb.com/jamey-pittmans-pac-man-grouping-tutorial/" class="more-link">Continue reading<span class="screen-reader-text"> "Jamey Pittman&#8217;s Pac-Man Grouping Tutorial"</span></a>]]></description>
										<content:encoded><![CDATA[
<p>Jamey Pittman is the creator of the foremost document on the workings of Pac-Man ever created, <a href="https://pacman.holenet.info/">the Pac-Man Dossier</a>. If you&#8217;ve never read it, but have any interest in playing classic Pac-Man, then you should go read it <em>immediately</em>.  It will make so many things make sense to you.</p>



<p>Pac-Man has a reputation as a game of patterns, and seems designed in such a way as to enable patterns to work. The only randomness is in the behavior of the ghosts when they&#8217;re vulnerable, and even then, if the player has performed the same moves at the same times up to that point in the level, even their vulnerable behavior will be consistent. Its GCC-developed follow-up, Ms. Pac-Man, has the red and pink ghosts move randomly at the start of each board specifically to foil patterns.</p>



<p>But you don&#8217;t have to play Pac-Man as a pattern game. It is possible to play it &#8220;freestyle,&#8221; like a naive player would, reacting to the ghosts&#8217; movements. You&#8217;re unlikely to make it to Pac-Man&#8217;s famous kill screen at board 256 that way, but you can still make it pretty far.</p>



<p>Key to doing that is keeping the ghosts as close to each other as you can. The ghosts are much more dangerous when they&#8217;re scattered around you, because they can block off all of your escape routes. Four ghosts piled up on the same spot not only can&#8217;t block off other corridors, but their AIs tend to continue to keep them together, at least when they&#8217;re far away from Pac-Man. Red and Orange behave identically when they&#8217;re at a distance, and Pink&#8217;s behavior appear to be more like Red&#8217;s the further away from Pac-Man it us. Blue has the most chance of diverging, but often moves the same way anyway.</p>



<p>Not only does keeping the ghosts clustered make survival easier, but it makes it much easier to eat all of them with a single Energizer. The ghosts only turn blue up to around the 4/6th Key board, but up to that point it&#8217;s basically impossible to get the maximum score from every Energizer if one hasn&#8217;t managed to herd the ghosts into a single, easy-to-gobble blob.</p>



<p>That&#8217;s where Jamey&#8217;s tutorial comes through. It presents a series of situations and techniques for getting the ghosts near each other and moving as one unit, whether it&#8217;s for avoiding them or getting the maximum points from an Energizer. It&#8217;s a bit much for casual play, but it can be very interesting to see how a true expert goes about doing it. Here, then, is <a href="https://www.youtube.com/watch?v=LL0LefxiTv0">the tutorial</a> (27 minutes):</p>



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		<item>
		<title>The 10th-Key NES Pac-Man Scatter Bug</title>
		<link>https://setsideb.com/the-10th-key-nes-pac-man-scatter-bug/</link>
		
		<dc:creator><![CDATA[rodneylives]]></dc:creator>
		<pubDate>Tue, 09 Jan 2024 15:00:00 +0000</pubDate>
				<category><![CDATA[retro]]></category>
		<category><![CDATA[10thkey]]></category>
		<category><![CDATA[bug]]></category>
		<category><![CDATA[famicom]]></category>
		<category><![CDATA[namco]]></category>
		<category><![CDATA[nes]]></category>
		<category><![CDATA[pacman]]></category>
		<category><![CDATA[pacmandossier]]></category>
		<category><![CDATA[scattermode]]></category>
		<guid isPermaLink="false">https://setsideb.com/?p=6678</guid>

					<description><![CDATA[I already shown it off on Mastodon, but I&#8217;m so pleased with getting this bug on video that I&#8217;m re-reporting it here! First, though, some background. I&#8217;ve been looking into the various home computer ports of Pac-Man lately. One of the better ones is the one for Famicom/NES, probably because it was made in-house at &#8230; <a href="https://setsideb.com/the-10th-key-nes-pac-man-scatter-bug/" class="more-link">Continue reading<span class="screen-reader-text"> "The 10th-Key NES Pac-Man Scatter Bug"</span></a>]]></description>
										<content:encoded><![CDATA[
<p>I already shown it off on Mastodon, but I&#8217;m so pleased with getting this bug on video that I&#8217;m re-reporting it here! First, though, some background.</p>


<div class="wp-block-image">
<figure class="alignright size-full is-resized"><img fetchpriority="high" decoding="async" width="450" height="600" src="https://setsideb.com/wp-content/uploads/2024/01/pmd-copy.png" alt="" class="wp-image-6680" style="width:234px;height:auto" srcset="https://setsideb.com/wp-content/uploads/2024/01/pmd-copy.png 450w, https://setsideb.com/wp-content/uploads/2024/01/pmd-copy-225x300.png 225w" sizes="(max-width: 450px) 85vw, 450px" /><figcaption class="wp-element-caption">Still <em>the</em> definitive resource on the design internals of Pac-Man.</figcaption></figure>
</div>


<p>I&#8217;ve been looking into the various home computer ports of Pac-Man lately. One of the better ones is the one for Famicom/NES, probably because it was made in-house at Namco, which I presume because while it&#8217;s by no means perfect, it has ghost AI that much more closely matches Jamey Pittman&#8217;s definitive <a href="https://pacman.holenet.info/">Pac-Man Dossier</a> than the others. This is a bit more important than the other ports because, due to the relative familiarity (that is to say, <em>inexpensiveness</em>) of NES emulation at this point, Famicom Pac-Man is often put in compilations, especially in dedicated consoles, instead of the arcade game. In point of fact, the Namco Museum Archives Vol. 1 that&#8217;s available for various consoles uses the Famicom versions of all its games, <em>not</em> the arcade, and Pac-Man is one of the included games. To tell the difference: if the score, fruit tally and lives are to the right of the screen, instead of above and beneath it, and Pac-Man looks a little too big to fit in a maze passage, then what you have is an inferior home conversion.</p>



<p>How is it different? Well:</p>



<ul class="wp-block-list">
<li>The sound of Pac-Man eating dots is much worse, for starters, it never fails to bother me.</li>



<li>More substantively, the ghosts have slightly different constants in their chase routines: it&#8217;s slightly harder to fake out the Pink ghost (Speedy/Pinky), and the Orange ghost (Pokey/Clyde) gives up the chase a little more reluctantly.</li>



<li>The timing for scatter periods, relative the speeds of the ghosts, is a little off. Scatter periods are usually <em>slightly</em> longer.</li>



<li>The speed of the game as difficulty increases is also a little off. In the arcade, the First Apple board (Level 5) marks a noticable increase in Pac-Man&#8217;s speed, but it seems to happen around the Second Orange (Level 4) on Famicom. <em>Yes, that&#8217;s how much of arcade Pac-Man and its port that I&#8217;ve played</em>-it could be subjective, but maybe it&#8217;s not.</li>



<li>The bug that affects Pink&#8217;s and Blue&#8217;s (Bashful/Inky) AI when Pac-Man&#8217;s facing up doesn&#8217;t exist here.</li>



<li>When ghosts enter Scatter mode, they don&#8217;t reverse direction. This makes the game easier (one less sudden reverse to throw you off) and harder (no obvious indication that the ghosts are scattering, and one less thing to throw them off from immediate pursuit).</li>



<li>As the game advances in difficulty, in the arcade, on the 4th Key board (level 17), the ghosts won&#8217;t turn blue and vulnerable when you eat an Energizer, and instead will just reverse direction. And from the 6th Key (level 19) on, the ghosts will never turn blue again! NES Pac-Man instead gives them a very tiny bit of blue time, about a half-second&#8217;s worth. It never reaches a state where the ghosts become completely invulnerable.</li>
</ul>



<p>And at last, the bug which I have confirmed. On the 10th Key board (Level 22), and every level thereafter, the ghosts will start out in an unusually long Scatter period. Their usual habit is to emerge from the box in the center of the screen and move to a corner of the screen, and circle there for a few seconds. Pink goes to the upper-left, Red (Shadow/Blinky) to the upper-right, Orange to the lower-left, and Blue to the lower-right. This period is called a &#8220;Scatter Mode&#8221; in the Pac-Man Dossier.</p>



<p>In most levels, presuming you don&#8217;t lose a life, the ghosts will enter Scatter Mode at exactly set three times: from the start, about 25-or-so seconds in, and about 30 or so seconds after that. These periods are usually five seconds long. There are some minor details I won&#8217;t get into-you can read the Dossier for those. These periods are lifesavers for intermediate Pac-Man players playing without patterns, as they are the only really safe ways to access the bottom passages of the board without getting trapped or wasting an Energizer.</p>



<p>Each Scatter Mode is only supposed to last five-to-seven seconds, but on Level 22 and after, all of the Scatter Modes last around 20 seconds. Here is the bug in action, demonstrated in Namco Museum Archives Vol. 1:</p>



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<iframe loading="lazy" title="NES Pac Man 10th Key Bug" width="840" height="473" src="https://www.youtube.com/embed/mdy8TChHTeg?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
</div></figure>



<p>Why would this board be different from the others? In the arcade, the 9th Key (Level 21) is the maximum difficulty the game reaches. Any pattern that works on the 9th Key level will work for the rest of the game, all the way up to the kill screen on Level 256. It seems that, on the Famicom/NES version, after that level the game may not have data for the level to follow? But I haven&#8217;t looked at its code to know for sure. Maybe I should make that a future project.</p>
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