game
icon
title Ms. Pac-Man (bootleg)
set name mspacmab
manufacturer bootleg
year 1981
genre Maze (hof)
category Maze (hof)
driver status good
driver source pacman.c
snapshots MW: in game | parent / CT: in game | title | parent / Mr. Do: parent / PS: in game | title | parent
zoom
rating

65.9% after 42 votes
 
parent Ms. Pac-Man
other clones Ms. Pac Attack
Ms. Pac-Man (bootleg, (encrypted))
Ms. Pac-Man (with speedup hack)
Ms. Pac-Man Plus
Ms. Pacman Champion Edition / Super Zola Pac Gal
Pac-Gal
display
colour emulation good
palette 512
display type raster
orientation vertical
resolution 224x288
frequency 60.606061Hz
sound
sound emulation good
channels mono
controls
players 2
nplayers 2P alt
controls 4 way joystick
buttons 1
coin slots 2
hardware
cpu Z80 @ 3.072MHz
audio Namco @ 0.096MHz
data
version added .001
last change(s) none since version .53
roms
name size crc set flags sha1
boot1  4096  d16b31b7  mspacmab    bc2247ec946b639dd1f00bfc603fa157d0baaa97 
boot2  4096  0d32de5e  mspacmab    13ea0c343de072508908be885e6a2a217bbb3047 
boot3  4096  1821ee0b  mspacmab    5ea4d907dbb2690698db72c4e0b5be4d3e9a7786 
boot4  4096  165a9dd8  mspacmab    3022a408118fa7420060e32a760aeef15b8a96cf 
boot5  4096  8c3e6de6  mspacmab    fed6e9a2b210b07e7189a18574f6b8c4ec5bb49b 
boot6  4096  368cb165  mspacmab    387010a0c76319a1eab61b54c9bcb5c66c4b67a1 
5e  4096  5c281d01  mspacman    5e8b472b615f12efca3fe792410c23619f067845 
5f  4096  615af909  mspacman    fd6a1dde780b39aea76bf1c4befa5882573c2ef4 
82s123.7f  32  2fc650bd  mspacman    8d0268dee78e47c712202b0ec4f1f51109b1f2a5 
82s126.4a  256  3eb3a8e4  mspacman    19097b5f60d1030f8b82d9f1d3a241f93e5c75d6 
82s126.1m  256  a9cc86bf  mspacman    bbcec0570aeceb582ff8238a4bc8546a23430081 
82s126.3m  256  77245b66  mspacman    0c4d0bee858b97632411c440bea6948a74759746 
cabinet art
additional information
info 0.37b16 [Dave Widel]

0.01 [Nicola Salmoria, Allard van der Bas]

NOTE:
  • Sometimes the colours on the first level appear incorrect until you either die or finish the level. The original game does this as well, although it doesn't happen very often. It appears that this is triggered by insert a credit and pressing start at a certain point in the attract mode. Because most people add credits shortly after the game has finished booting up, this feature is more likely to appear in MAME than on an actual arcade machine.
- Your character in the game moves too slow; in the arcade you go much faster. The speed in mame is correct to the original game. However, many of the Ms. Pac-Man machines that are still in arcades have had been modified to speed up the gameplay. You can play this way by enabling cheats in MAME. Note: This is a 'built-in' cheat, and is accessed from the dip switch menu instead of the usual cheat menu. You don't need the cheat.dat file for this.
  • In the Ms. Pac-Man intro, when the ghosts appear from right to left below the square, the movement is smooth but there's a little hiccup now and then. Has been verified that a real machine does the exact same thing.
  • Various original bugs. http://donhodges.com/ms_pacman_bugs.htm (ID 02632)
  • Clone mspacpls: The prizes go through the walls. The game is a hack -- while the mazes that the characters follow have been changed, the prizes still follow the original mazes.
Bugs:
  • mspacmab: On a (real) machine, Ms. Pac usually ends at level 134, occasionally it makes it as far as 141 but I've never seen it myself. In MAME it always ends at 141. I've only tested it on mspacmab, but I'm sure all the games based on mspacman code do it also since it's an unmapped read causing it. dwidel (ID 00823)
WIP:
  • 0.128u4: More accurately describes the aux board behavior for Ms. Pac-Man [Steve Golson]. There is a thorough description of how the board works. mspacman is a more faithful emulation. In particular you can now enter service mode (F2) at anytime during game play.
  • 0.126u3: David Haywood changed unmapped read for Ms. Pac-Man to see if it changes tunnel behavior (suggestion by dwidel).
  • 0.126u2: Brian Troha added information on how to toggle the built-in speedup in Ms. Pac-Man.
  • 0.105u2: David Widel added clone Ms. Pac-Man (bootleg, (encrypted)). The game is encrpyted by a 74298 sitting on top of the rom at 6f. The select line is tied to a2; a0 and a1 of the eprom are are left out of socket and run through the 74298.
  • 0.84u6: Aaron Giles added clone Ms. Pac-Man (with speedup hack). Removed existing speedup cheat hack from Pacman/Ms Pac Man as the way it was implemented in MAME is NOT how it was implemented in the arcades. I have added the hacked software ROMs as three separate sets for Puck Man, Pac Man, and Ms. Pac Man. These hacked ROMs do not let you control the speed of the game with a button; the game is always fast, and Pac Man is faster than the ghosts. Also added a fake dipswitch to control the equivalent of the hardware version of the speedup hack. It can be set to "Disabled", "Enabled Always", or "Enabled with Button". Note that this hack speeds up everyone, including the ghosts, as the original hack did.
  • 0.55: Added clone Ms. Pacman Champion Edition / Super Zola Pac Gal.
  • 0.37b16: Dave Widel decrypted the original Ms. Pac Man. Added Ms. Pac-Man (Midway) and clone Ms. Pac Attack. Renamed (mspacman) to (mspacmab) and (mspacatk) to (mspacpls).
  • 0.35b11: Victor Trucco added clone Pac-Gal (hack 1981).
  • 0.30: Nicola Salmoria and Aaron Giles completely rewritten the Namco waveform audio subsystem. This gets rid of some artefacts in Pac Man (eating a ghost) and Ms Pac Man (eating dots while a fruit is bouncing).
  • 0.29: Changed description of clone 'Ms. Pac Man Attacks' to 'Miss Pac Plus'.
  • 0.25: Added clone 'Ms. Pac Man Attacks'. Use the 2 player start button to accelerate. This is a feature of the original game. In Miss Pac Plus the bonus fruits move through the maze walls. This is normal, the original does the same.
  • 0.18: Sprite placement in Pac Man, Ms Pac Man and Crush Roller should now be arcade perfect. Thanks to Richard Davies who verified it on a real machine.
  • 0.15: Hiscore save in Ms. Pac Man.
  • 0.01: Nicola Salmoria added Ms. Pac Man (bootleg 1981). Blinky and Pinky seem to be shifted one pixel to the right. This is really annoying, but I can't seem to be able to understand why. Maybe there is an additional "sprite offset" register somewhere? Or did the original just behave this way? Note that we can't fix it by just moving sprites 0 and 1 one pixel to the left, because when Pac Man eats a power pill the sprites order is changed so that Pac Man is drawn over the ghosts. It becomes sprite 0, and Blinky becomes sprite 4.
Other Emulators:
  • CottAGE
  • HiVE
  • JAE
  • JEmu
  • JEmu2
  • Mimic
  • Raine
  • Retrocade
  • Sparcade
  • Tickle
  • VAntAGE
Recommended Games (Maze Pac-Man):

Pac-Man / PuckMan

Pac-Man - Namco Classics Collection Vol.2

Pac-Man Plus

Super Pac-Man

Pac & Pal

Pac-Mania

4 Fun in 1 (Ghost Muncher)

Ghostmuncher Galaxian (bootleg)

Ms. Pac-Man

Jr. Pac-Man

Hyper Pacman

Twinkle

Funny Strip

Puckman Pockimon

-

Professor PacMan

Pac-Land

Puzzle Club

Romset: 35 kb / 13 files / 21.2 zip
history Ms. Pac-Man (c) 1981 Midway.


In this, the first proper sequel to Namco's legendary pill eating maze game, players must once again run around a number of mazes, eating all of the pills that are scattered throughout. The ever-present ghosts (Blinky, Pinky, Inky and Sue) return to hamper the player's progress. The infamous 'Power Pills' are also present and correct, with four appearing in each maze.


Namco introduced a number of changes and enhancements over the original game. The first difference is in the main character. For the first time in video-game history, the game's lead character was female. Ms. Pac-Man is almost identical to the original character with two main differences; she wears a bow in her 'hair', and is also wearing lipstick.


Another change from the original is that the bonus fruit items are no longer static but now move randomly around the mazes.


Ms Pac-Man features 4 different maze layouts, which alternate every 2 to 4 screens :


The 1st maze is only encountered in Rounds 1 and 2, and has 220 dots and 4 Power Pills. There are 2 sets of tunnels in this maze equidistant from the center of the maze. You must clear this maze 2 times before moving on to the next maze.


The 2nd maze is only encountered in Rounds 3, 4, and 5, and has 240 dots and 4 Power Pills. There are 2 sets of tunnels in this maze; one set in the lower half, and the other set at the very top. You must clear this maze 3 times before moving on to the next maze.


The 3rd maze is first encountered in Round 6 and has 238 dots and 4 Power Pills. Unlike all other mazes, there is only 1 set of tunnels in this maze, slightly above the center of the board. You must clear this maze 4 times before moving on to the next maze.


The 4rth and final unique maze is first encountered in Round 10 and has 234 dots and 4 Power Pills. There are 2 sets of tunnels in this maze, directly next to one another in the middle of the maze. The turns at the entrance to the tunnels change the usual immediate accessibility of the tunnels and should be taken in to account. You must clear this maze 4 times before moving on to the next maze.


After Round 13, the game alternates every 4 rounds between the third and fourth mazes.


Finally, the ghosts' movement patterns are also completely different to those of the original game.


As in the original game, intermission scenes will be played after certain rounds. Ms. Pac-Man's intermissions tell the story of how Pac-Man and Ms. Pac-Man met, fell in love, and had a baby. Ms. Pac-Man's intermissions are also preceded by a sign and a title. 3 intermissions are present :

Act I - They Meet : Pac-Man, the star of the original game, enters the screen being chased by Inky. Ms. Pac-Man enters from the other side being chased by Pinky. As the 2 of them are about to collide, they quickly move upwards, causing Inky and Pinky to collide. Pac-Man and Ms. Pac-Man face each other at the top of the screen, and a heart appears above them. This intermission is played after Round 2.

Act II - The Chase : Pac-Man and Ms. Pac-Man are seen giving each other a playful chase. One chases the other in one direction, and they take turns alternating who chases who and in what direction. After three turns, they chase each other twice more at a faster speed. This intermission is played after Round 5.

Act III - Junior : Pac-Man and Ms. Pac-Man anxiously await the arrival of a stork, who flies overhead with a bundle. As the stork is about to pass over them, he releases the bundle, which drops to the ground in front of Pac-Man and Ms. Pac-Man, and opens up to reveal a baby Pac. This intermission, which is played after Rounds 9, 13, and 17, would later serve as the introductory sequence to "Jr. Pac-Man".


No intermission is present between rounds after the 18th one.


- TECHNICAL -


Ms. Pac-Man was available in 3 distinct cabinets (not including bootleg versions) :

* The upright version came in the standard Namco/Midway cabinet. This is the same 'swoopy' cabinet that "Galaxian", "Galaga", and "Pac-Man" came in as well. These featured painted side-art of Ms. Pac-Man and the ghosts, along with some pink accent lines. The last 10,000 or so Ms. Pac-Man machines to roll off the assembly line had sticker side-art instead, it was the same basic scene, but the colors were brighter, and there were a few minor differences in the layout of the graphics. The marquee showed an image of Ms. Pac-Man lounging on her own logo, with a ghost off to the side. The exact colors used on the marquee varied a bit over the production run (as did the paint codes used on the side). The control panel and monitor bezel had a single design that covered both of them, that of a blue background with a pink or maroon stripe going around it, with a few game instructions printed upon them.

* The mini version came in a smaller woodgrain cabinet, without any side-art. All of its graphics were scaled down versions of the ones used on the upright, except for a graphic of Ms. Pac-Man chasing three ghosts that appeared on the lower part of the control panel.

* The cocktail version came in the standard Namco/Midway woodgrain cocktail table. It was minimally adorned with a logo underneath the top glass, and instructions on the control panels.


All versions used the same internal hardware which consisted of a "Pac-Man" linear power supply, Electrohome open frame monitor, and a "Pac-Man" main-board with the Ms. Pac-Man daughter-card installed. All versions also used the same 4-Way leaf switch joystick, which had a very short throw.


Main CPU : Z80 (@ 3.072 Mhz)

Sound Chips : Namco 3-channel WSG (@ 96 Khz)


Screen orientation : Vertical

Video resolution : 224 x 288 pixels

Screen refresh : 60.61 Hz

Palette colors : 16


Players : 2

Control : 4-way joystick


- TRIVIA -


Having won their enhancement kit lawsuit against Atari, General Computing went to Bally Midway and showed them an enhancement kit that they were working on for Pac-Man called Crazy Otto. Crazy Otto was a character similar to Pac-Man with the exception that he had legs. GCC was going to bluff Midway into letting them release their enhancement kit by telling them that they won their lawsuit against Atari, and that they just wanted Midway's blessing. Midway suggested that they create a sequel to the original "Pac-Man" instead of an enhancement kit, and GCC got to work on Ms. Pac-Man. Ms. Pac-Man had two prior names before settling on the one that everyone knows. 'Mrs. Pac-Man' was the original, but some of the women employees at Midway had a problem with that, so it was changed to 'Miss Pac-Man'. When someone pointed out the third intermission, where Pac and Ms. Pac welcome "Jr. Pac-Man" (or Baby Pac-Man) into the fold, they changed it to the final name of 'Ms. Pac-Man'. Midway released "Baby Pac-Man" as a pinball/video hybrid, and General Computing sued the company, claiming they had created the concept of a Pac Family. They won the suit and were awarded royalties from Pac Family merchandise.


In its initial run 110,000 units were produced in the U.S. making it the best selling domestic arcade video game of all time.


The game added a few improvements over the original :

* Non-deterministic artificial intelligence for the ghosts, making it harder for enthusiasts to follow set patterns through levels.

* A variety of different mazes used through the game.

* Bonus items (such as cherries and pretzels) entered the maze and bounced through it, rather than appear in a set location as in the original, making the player go out of his way to attain it.

* Brand new sound effects, including a new 'death' sound and opening theme.


It was also one of the more successful of early arcade games in the female demographic, which has been attributed to 'Ms. Pac-Man' being a girl - although the Ms. Pac-Man sprite was little more than "Pac-Man" with eyelashes, a bow, lipstick and a dimple.


After the 255th level, the maze (including dots) disappears. The game becomes unplayable, since there are no more dots to eat.


Chris Ayra holds the record for this game on 'Regular' settings with 920,310 points on August 16, 1998.

Victor Kunisada holds the record for this game on 'Speed-Up' settings with 922,810 points on June 16, 2001.


Vancouver, Canada (Reuters) - Little seven year old, Al Nagac attained the Guinness World Record for Ms. Pac-Man v.2.97 with a score of 18,976,048. Al was exhausted and dehydrated and asked for several glasses of skim milk after shattering the longtime record of 11,056,736 set by Faith deRivera, who was onhand to congratulate the victor with a kiss on the cheek.


A Ms. Pac-Man unit appears in the 1983 movie 'WarGames', in the 1983 movie 'Joysticks', in the 1984 movie 'Tightrope' (the cab appears in the background of the bar scene), in the 1990 movie 'The Grifters' , in the 1999 movie 'Man In The Moon' and in the 2002 movie 'Van Wilder'.


Milton Bradley (MB) released a board game based on this video game in 1983. Up to 4 players can play. The maze is divided into four colored areas, representing each player; the object of the game is to clear all the dots in your colored area. Only one player at a time controls Ms. Pac-Man; the other players control the ghosts. Once a ghost catches Ms. Pac-Man, the player controlling that ghost takes over control of Ms. Pac-Man.


Some hacks are known as "Ms. Pac-Man Plus", "Ms. Pac Attack", "Ms. Pac-Man Champion Edition" and "Pac-Gal".


- SCORING -


Dot : 10 points

Power pill (energizer) : 50 points

Ghosts : 200, 400, 800, 1600 points

Cherry : 100 points

Strawberry : 200 points

Peach : 500 points

Pretzel : 700 points

Apple : 1000 points

Pear : 2000 points

Banana : 5000 points


- TIPS AND TRICKS -


* The most dangerous section of the first maze is the long path at the very top. It is safest to clear it when the ghosts are blue, or at least 3 of them occupy the bottom half of the maze.


* There are a couple of dangerous sections in the second maze. The pathways above and below the T section at the top of the maze can be particularly easy to get trapped in. It is easiest to clear these when all 4 ghosts are close on your tail, or after eating one of the top two power pellets. The 2 sections directly above the lower escape tunnels on either side should also be cleared with caution.


* The most dangerous section of the 3rd maze is the center of the bottom, directly below where you begin. It is advisable to clear it out as early as possible before the ghosts can organize and trap you. The top section of the maze presents the ghosts with many pathways to reach you, so use caution.


* The most dangerous sections of the 4th maze is the section that you begin in, and the section directly above the ghosts' den. The very top section of the maze should also be cleared with caution.


* Secret Message : the message 'GENERAL COMPUTER CORPORATION Hello, Nakamura!' is buried at the end of the Ms. Pac-Man ROM image (Masaya Nakamura was head of Namco).


* There's a fairly well-known glitch in the game - if you put a coin in when the Ms. Pac-Man marquee title first appears but before Blinky appears then the first board will be blue instead of pink and will remain blue until you either finish the board or lose a life, after which the board will return to its normal color.


- SERIES -
  1. Pac-Man (1980)
  2. Ms. Pac-Man (1981)
  3. Super Pac-Man (1982)
  4. Pac-Man Plus (1982)
  5. Jr. Pac-Man (1983)
  6. Pac-Mania (1987)
  7. Pac-In-Time (1994, Nintendo Super Famicom)
  8. Pac-Man 2 - The New Adventures (1994, Nintendo Super Famicom and Sega Mega Drive)
  9. Pac-Man VR (1996)
  10. Pac-Man World (1999, Sony PlayStation)
  11. Pac-Man - Adventures in Time (2000, PC CD-ROM)
  12. Ms. Pac-Man Maze Madness (2000, Sony PlayStation)
  13. Ms. Pac-Man - Quest for the Golden Maze (2001, PC CD-ROM)
  14. Pac-Man All-Stars (2002, PC CD-ROM)
  15. Pac-Man Fever (2002, Sony PlayStation 2)
  16. Pac-Man World 2 (2002, Sony PlayStation 2, Nintendo GameCube, and Microsoft XBOX; 2004, PC CD-ROM)
  17. Pac-Man vs. (2003, Nintendo GameCube)
  18. Ms. Pac-Man - Maze Madness (2004, Nintendo GameBoy Advance)
  19. Pac-Man World 3 (2005, Sony PSP, Sony PlayStation 2, Nintendo GameCube, Microsoft XBOX, PC CD-ROM, and Nintendo DS)
  20. Pac'n Roll (2005, Nintendo DS)
  21. Pac-Pix (2005, Nintendo DS)
resource links view in MAWS
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view high score and replay at MARP
view in Progetto EMMA (Italian)
view in arcade-history.com
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view in GameFAQs
view in KLOV
view in System16
view in The Arcade Flyer Archive
view in The Arcade Flyer Archive
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cheats
cheats
code comments
00100000:4E14:00000506:FFFFFFFF  Infinite Lives
20A00000:1774:003CE0C3:FFFFFFFF  Invincibility
20A10000:3CE0:000420A7:FFFFFFFF  Invincibility (2/4):1st = jp $3CE0, 2nd = and a/jp nz, $3CE7
20B10000:3CE3:1764C3AF:FFFFFFFF  Invincibility (3/4):xor a/jp $1764 (Normal Ghost)
20B10000:3CE7:1777C3AF:FFFFFFFF  Invincibility (4/4):xor a/jp $1777 (Blue Ghost)
20800000:180B:00000001:FFFFFFFF  Enable Speed Hack:This will greatly speed up your character.
00500001:4E0D:000001E0:FFFFFFFF  Finish this Level Quick Now!:You will either finish this level straight away or after another 20 dots
62000000:0000:00000000:00000000  Select Starting Level:For the best effect deactivate this cheat after you've started the Level
00090000:4E0A:0000007E:00000068  Strawberry
00098000:4E13:00000001:00000000  Strawberry (2/2)
00090000:4E0A:0000007F:00000068  Orange
00098000:4E13:00000002:00000000  Orange (2/2)
00090000:4E0A:00000080:00000068  Pretzel
00098000:4E13:00000003:00000000  Pretzel (2/2)
00090000:4E0A:00000081:00000068  Apple
00098000:4E13:00000004:00000000  Apple (2/2)
00090000:4E0A:00000082:00000068  Pear
00098000:4E13:00000005:00000000  Pear (2/2)
00090000:4E0A:00000083:00000068  Banana
00098000:4E13:00000006:00000000  Banana (2/2)
00090000:4E0A:00000084:00000068  Multifruit 1a
00098000:4E13:00000007:00000000  Multifruit 1a (2/2)
00090000:4E0A:00000085:00000068  Multifruit 1b
00098000:4E13:00000008:00000000  Multifruit 1b (2/2)
00090000:4E0A:00000086:00000068  Multifruit 2
00098000:4E13:00000009:00000000  Multifruit 2 (2/2)
62000000:0000:00000000:00000000  Select Level (for Practice):Do NOT use in conjunction with the standard Select Starting Level cheat
00010000:4E13:00000000:FFFFFFFF  Cherry
00010000:4E13:00000001:FFFFFFFF  Strawberry
00010000:4E13:00000002:FFFFFFFF  Orange
00010000:4E13:00000003:FFFFFFFF  Pretzel
00010000:4E13:00000004:FFFFFFFF  Apple
00010000:4E13:00000005:FFFFFFFF  Pear
00010000:4E13:00000006:FFFFFFFF  Banana
00010000:4E13:00000007:FFFFFFFF  Multifruit (board 1)
00010000:4E13:00000009:FFFFFFFF  Multifruit (board 2)
00010000:4E13:000000FF:FFFFFFFF  Split-Screen (Unplayable)
00010000:4E13:000000FE:FFFFFFFF  No maze or dots(Unfinishable)
62000000:0000:00000000:00000000  Select Ghost Changeback Speed
00110000:4DBD:00000000:FFFFFFFF  Stay blue until eaten
00110000:4DBD:00000258:FFFFFFFF  Slow
00110000:4DBD:00000168:FFFFFFFF  Moderate
00110000:4DBD:000000F0:FFFFFFFF  Quick
00110000:4DBD:00000078:FFFFFFFF  Lightning
00110000:4DBD:00000001:FFFFFFFF  No change to blue
60000000:0000:00000000:00000000  ---------------------
60000000:0000:00000000:00000000  Ghost Status Cheats
60000000:0000:00000000:00000000  ---------------------
00000000:4DA7:00000001:FFFFFFFF  Red always blue
00000000:4DA8:00000001:FFFFFFFF  Pink always blue
00000000:4DA9:00000001:FFFFFFFF  Green always blue
00000000:4DAA:00000001:FFFFFFFF  Orange always blue
00000000:4DA5:00000000:FFFFFFFF  Ghosts Always Edible (No Pts)
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