
Play Ms. Pac-Man (USA) (Namco)
Game Introduction
Ms. Pac-Man is a 1982 arcade game developed by General Computer Corporation and published by Midway, serving as the sequel to the classic Pac-Man. Players control Ms. Pac-Man to eat all dots in mazes while avoiding four ghosts. It features four unique maze layouts with distinct colors and designs, boosting variety and challenge. Compared to its predecessor, Ms. Pac-Man has improved mechanics, smarter ghost AI with more random movement paths for greater difficulty. New bonus items like cherries, strawberries, and oranges spawn randomly in mazes, granting extra points when eaten. Cutscenes tell a charming love story between Pac-Man and Ms. Pac-Man, adding fun. Praised for its excellent design and innovations, Ms. Pac-Man is regarded as one of the most successful sequels in video game history and remains beloved by players.
Gameplay
Game Overview
Ms. Pac-Man on the NES is a licensed port of Midway's 1982 arcade hit, published by Namco Hometek in North America in November 1993 and programmed by Now Production. It plays things straight: single-screen mazes, bouncing bonus fruit, and the three arcade intermissions are all intact, with a handful of extra mazes added beyond the original four. Unlike Tengen's unlicensed 1990 cartridge, there is no simultaneous two-player mode and no difficulty settings.
Core Gameplay
Clear every pellet in a maze to advance. You start with three lives and lose one on contact with a ghost. Power pellets in the four corners turn the ghosts blue so you can hunt them, scoring 200, 400, 800 and 1,600 points for four in a row. Blinky, Pinky, Inky and Clyde each chase differently, so learning their habits beats running blindly. The side warp tunnels drop you out the opposite edge and remain the reliable way to shake a pursuer. An extra life arrives every 10,000 points.
Mazes and Bonus Fruit
Each maze has its own colour scheme and layout, and the bonus fruit roams the board instead of sitting in the middle: cherry for 100, strawberry for 300, orange for 500, worth more the further you get. There is no battery save and no password, so progress and high scores die with the power switch. One or two players can alternate turns on the same cartridge.
Game Tips
- Four maze layouts with distinct colours, plus extra mazes unique to this port
- Blinky, Pinky, Inky and Clyde each use a different chase pattern you can learn
- Power pellets flip the hunt: 200, 400, 800 and 1,600 points for four ghosts in a row
- Bonus fruit bounces around the maze: cherry 100, strawberry 300, orange 500
- Side warp tunnels for escaping, a series trademark since the original
- All three arcade intermissions telling the Pac-Man and Ms. Pac-Man romance
- Released in 1993, among the last officially licensed NES cartridges
Frequently Asked Questions
Tengen's cartridge was unlicensed and packed extras: simultaneous two-player, difficulty options and a scrolling camera. Namco's 1993 release is the licensed, single-screen arcade translation, a little slower, with maze colours closer to the cabinet. Original copies are also far scarcer.
No. There is no battery-backed save and no password system, so everything, including the high score table, is gone when you power off.
There is no real ending to reach. Ghosts speed up and power pellets stop working as you clear boards, so it is a score marathon: twenty to thirty minutes on a single credit for most players, hours for someone who knows the patterns.
No. The rules take one sentence to explain, and this game adds more mazes and less predictable ghosts, so starting here is arguably the better introduction.
Yes. Ghost movement is randomised rather than fully patterned, so memorised routes are less reliable, and power pellets wear off sooner and sooner as you progress.
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