|Feature||Game Play / Modes||Special Levels|
|Generic||Pac-Man||Ms. Pac-Man||Pac-Man||Ms. Pac-Man||Ms. Pac-Man Plus|
|3D levels and graphics||+||+||+||+||+||+|
|Figures and sounds: JS-PacMan 3D||+||+||–||+||–||–|
|Figures and sounds: Ms. Pac-Man||–||–||+||–||+||+|
|A.I. alike Pac-Man||–||+||+||+||+||+|
|Regular disposition of scatter targets||+||+||–||+||–||–|
|Irregular scatter targets (randomized)||–||–||+||–||+||+|
|Scatter mode timing JS-PacMan (generic)||+||–||–||–||–||–|
|Scatter mode timing Pac-Man||–||+||–||+||–||–|
|Scatter mode timing Ms. Pac-Man||–||–||+||–||+||+|
|Frighten mode timing Pac-Man||–||+||+||+||+||+|
|Multiple sets of levels||+||+||+||–||–||–|
|Levels must be cleared twice||–||–||–||–||+||+|
|Bonus fruits Pac-Man style||+||+||+||+||–||–|
|Bonus fruits Ms. Pac-Man style||–||–||–||–||+||+|
|Extra bonus for key level 11+||–||+||–||+||–||–|
|Static bonus fruit||–||+||–||+||–||–|
|Moving bonus fruit||+||–||+||–||+||+|
|Bonus fruit random appearance||–||–||+||–||+||+|
|Increasing difficulty per level||+||–||–||–||–||–|
|Difficulty relies on timing only||–||+||+||+||+||+|
|Ghosts slow down in tunnels (tele ports)||–||+||+||+||+||+|
|Ghosts reverse on changing modes||–||+||+||+||+||+|
|Ghosts reverse on encounters only||+||–||–||–||–||–|
|Clyde acting short-sighted||+||–||–||–||–||–|
|Clyde acting far-sighted||–||+||+||+||+||+|
|Ghost may not travel up over ghost pen
as they leave their home
|Ghost may never travel up over ghost pen
(in normal mode)
|Ghost may never travel up at Pac-Man's spot
(in normal mode)
|Static random generator||–||+||+||+||+||+|
|Random generator reset at start of each level||–||+||–||+||–||–|
|True random generator||+||–||–||–||–||–|
|True Pac-Man-style ghost pen handling||–||+||+||+||+||+|
|Dynamic ghost pen management||+||–||–||–||–||–|
Generally unsupported features:
|Variable speeds per level||–||–||–||–||–||–|
|"Cruise Elroy" mode||–||–||–||–||–||–|
Just a few words on the A.I. models ...
JS-PacMan Generic A.I.
Here is a quick overview of the individual ghosts' behavior
Pinky's (the pink ghost) target is in front of Pac-Man, trying such to "sandwich" him together with Blinky, who is following in his tracks. In contrast to the original games Pinky actually "knows" at which crossing you are to show up and heads for it.
In fright mode (that is, when the ghosts turn blue) the ghosts will not only move at random, as with the original games, but will actually try to get away from you. Again, this behavior is a bit randomized in lower levels.
The Original Pac-Man A.I.
And here a quick overview of the ghost-logics of the original Pac-Man and Ms. Pac-Man games. For details have a look at Jamey Pittman's great guide: The Pac-Man Dossiers.
Again, each of the ghost's features its special "personality":
Each of the ghosts will try to reduce its distance from its current target (see above). Should it be confronted with two or more equivalent solutions, it will prefer directions in the following order: up, left, down, right.
Quote from the Pac-Man Dossiers:
Rumor has it Toru Iwatani and his team spent months doing nothing but tweaking and refining the ghost A.I. routines before releasing Pac-Man to the world. Their efforts show in the final product: Itawani's team created the illusion of complex pathfinding by using very simple logic and very little code.
In fright mode the ghosts will act on random. But Pac-Man's random isn't exactly random: As a ghost encounters a crossing or junction is will request a direction from a pseudo-random generator. Should this direction be blocked, it will search for an open passage in the following order: up, left, down, right. (Yes it's the same order of directions as above.) Since this random-generator is reset at the start of each level, it is possible to work out reproducible patterns for each level with the original Pac-Man game. (As the random generator is never reset in Ms. Pac-Man, there is much more real random involved. The only definite state of the game is, when you've just switched on the machine.)
Generally all ghosts take their decisions one step in advance. In the original games you may even see their eyes pointing to the new direction as they approach a crossing. This isn't only for a nice visual effect, but also allows the player to perform some tricky moves to outmaneuver the ghosts in the last moment ...
Ms. Pac-Man Plus
Dimensions and Timing
High-Scores and Settings
N. Landsteiner, June/Aug. 2009