Midway picked up
the rights to manufacture it for North America. The cabinet art was changed, as
was the pace and level difficulty in order to appeal to western audiences. This
was also when the name was changed to Pac-Man
in order to avoid vandalism with people changing the “P” to an “F”. Midway’s
version was released in October of 1980, initially comprised of only 5,000
cabinets due to their limited expectations. Imagine their surprised when it became
an
unexpected hit; especially with
women. 350,000 cabinets sold in the first 18 months, pulling in $1 billion
in revenue to become the best-selling game
in North America surpassing Asteroids, the highest-grossing
arcade game of 1981 and second-highest
in 1982, and making it one of the most influential video games of all time. It
established the maze chase and stealth game genres; created the first gaming
mascot and opened to the door for the potential of characters headlining games
and becoming the focus of a series; was the first to feature power-ups, which
would become a staple in many games to come; and was the first to feature cut
scenes with comical interludes featuring Pac-Man and the ghosts chasing each
other. Even Japanese gamers eventually warmed
up to it, becoming their highest-grossing
arcade game of 1980.
Pac-Man also became one of the first licensing successes from
video games, with the logo and image being plastered on t-shirts, board games and other
items, being used in the marketing
of other products, as well as receiving many popular song treatments such
as Buckner (no relation) & Garcia’s
1981 hit “Pac-Man Fever”
and “Weird Al” Yankovic’s Beatles parody, “Pac-Man”. Of course,
the inevitable Pac-Man clones unauthorized by Namco hit the market, becoming
just as popular as the original though never quite managing to surpassing it.
Notable copies included Hangly-Man (an English corruption of the word “hungry”), which featured
Japanese names for the ghosts and increased the difficulty by making the inside
maze walls vanish after eating a Power Pellet; Lock ‘n’ Chase, which
featured a crook stealing gems while avoiding police; and Mighty Mouth, which differed so little from the game that Midway
won a summary judgement for copyright infringement.
In 1981, Midway was growing impatient waiting for Namco to release the
sequel to Pac-Man. A group of
programmers from General Computer Corporation developed an enhancement kit for
the original game called Crazy Otto. After a lawsuit by Atari over
their conversion for Missile Command prevented them from selling kits without manufacturer consent,
they showed Otto to Midway. Midway
bought the game, modified it, and released it as Ms. Pac-Man. Similar
in design to the original, it featured the addition of feminine features on the
character sprite, new patterns for the ghosts, new maze designs, moving bonus
fruit, new music and other tweaks. Initial plans would have seen it released as
Super Pac-Man with Pac-Man still as the lead (that name would end up
being used later). Midway’s Stan
Jarocki had declared it was a thank you to the patronage of the large number
of female players that contributed to Pac-Man’s
popularity. Originally, it was going to be named Pac-Woman before they settled on Miss Pac-Man. However, fearing the baby she and Pac-Man
received from a stork in a cut-scene would illicit protests of being out of
wedlock, they changed it to Mrs. Pac-Man and
finally Ms. Pac-Man as it rolled off
the tongue easier. It became the most successful American-produced arcade game.
With all the success in the arcades and in merchandising, the next
logical step was to conquer television. ABC
needed a program to combat NBC’s monster hit The
Smurfs, and they felt that Pac-Man was just what they needed.
The network put
out the word that “any producer who managed to corral the Pac-Man TV
rights would have an ABC commitment.” Ironically, it was Smurfs studio Hanna-Barbera that
secured those rights. In order to debut the series while the game was still
hot, the network and the studio got right to work and developed the show in
half the time it would normally take in order to make it to air in the fall of
1982. The series was developed by Jeffrey
Scott after their original choice, Mark
Evanier, declined. Inspiration was largely taken from the Ms. Pac-Man
cut scenes and a whole Pac-World was built beyond the mazes.
Pac-Man featured the titular
character (Marty Ingles, who was selected when he accidentally phoned the
studio after an exhaustive search), his wife Pepper (Barbara Minkus) and their
baby (Russi Taylor). Of course, as minimalist circular objects would be boring
on television, the Pac-Family was designed with arms, legs, and full faces on
their round bodies. Together with their dog, Chomp Chomp (Frank Welker), and
cat, Sour Puss (Peter Cullen), they lived in Pac-Land where everything was largely
spherical; from the houses to their vehicles. Pac-Man’s primary job was as the
head of security for the Power Pellet Forest, where the Pellets that fed the
citizens and powered the city grew.
The Pac-Family fought against the evil Mezmeron (created for the show and
played by Allan Lurie), who sought to locate and control the source of the
Power Pellets. Mezmaron was assisted by his multi-colored ghost minions: the
blue Inky (Barry Gordon), the red Blinky, the pink Pinky (both Chuck McCann,
with Pinky’s sex changed to male for the show), the orange Clyde (Neil Ross)
and purple Sue (Susan Silo). Sue actually replaced Clyde and assumed his color
in Ms. Pac-Man but gained her own
color in future Pac-Man installments.
Like the games, when any of the Pacs ate a Power Pellet, they gained “Pac-Power”
and were able to consume the sheets the ghosts wore forcing them to return to
Mezmaron’s lair for a new wardrobe as floating eyes. Also, the ghosts were
given hats (or, in Sue’s case, earrings), to further distinguish them.
Pac-Man became the first animated series based on a video game. It
debuted two weeks late due to an animator’s
strike on September 25, 1982 on ABC. To combat NBC’s expansion of the Smurfs
to 90-minutes, they put the series with The Little Rascals and Richie
Rich to make their own 90-minute The Pac-Man/Little Rascals/Richie Rich Show programming block. So confident in the series was ABC that it was
the central focus of their Saturday morning preview special, Saturday Morning Pac Preview Party hosted by Dick Clark, which aired on the
19th. ABC was banking on the game’s success to draw in the viewers,
and the show itself received so many advertisers who wanted a spot during its
run that commercial breaks ended up being longer than usual for the first few
months. Because the cartoon was doing so well, ABC broke it free of the block
to give it its own half-hour.
A month after the show began airing, Namco finally released their own sequel
called Super Pac-Man in Japan (North America saw a December release). Super brought radical changes to the Pac-Man
formula. The regular pellets were replaced with fruit which were now sectioned
off by doors that Pac-Man had to eat keys to open. A new power-up called Super
Pellets allowed Pac-Man to “fly”, symbolized by his becoming larger and the
ghosts becoming stretched and squashed to represent the change in perspective. He
could also move faster by holding down the “Super Speed” button. Not only did
this make him invulnerable to the ghosts, but it allowed him to go through the
doors without needing the keys. The changes proved unpopular, making Super the least successful entry in the
original franchise.
Subsequently, Midway released their second sequel, Baby Pac-Man, which was a video/pinball game hybrid. The base game was very similar to the original Pac-Man; however, the field was devoid of the Power Pellets (called “Energizers” here) needed to gobble the ghosts. Two chutes were present at the bottom of the screen that transferred the action to a shortened, horizontal mechanical pinball table. Here, players earned bonuses and Power Pellets and increased the speed of the tunnels that connected the sides of the screen. Losing a ball returned to the video field with the chutes now closed off. Only 7,000 units were produced.
![]() |
Jr. Pac-Man cabinet art. |
In January of 1983, Midway released their third sequel called Jr. Pac-Man. Jr. added
mazes that were double the screen width, making half of the maze unseen at all
times. Toy bonus items, such as bikes and kites, would increase the point value
of pellets they came in contact with (but eating them would slow Jr. down) and
would cause Power Pellets to explode. Clyde was replaced by new ghost Tim, and
the cut scenes focused on Jr.’s budding relationship with a red female ghost
named Yum-Yum. Jr. was also given a propeller beanie that would remain behind
when the ghosts finally caught up to and touched him.
![]() |
The Pacs meet Santa. |
The series was largely written by Scott, with Don Dougherty contributing in
the second season. The music was composed by Hoyt Curtain and Paul DeKorte. For Halloween in
1982, the episodes “Pacula” and “Trick or Chomp” were combined into the Pac-Man Halloween Special and aired in
prime-time on October 30th. An original special, Christmas Comes to Pac-Land, aired
the Thursday before the first season finale and featured a human Santa Claus
(Cullen). In 1984, the cast and characters of the series starred in a
commercial for Chef Boyardee’s Pac-Man pasta, which came
in original, meatball and chicken flavored varieties.
Games produced immediately following the animated series’ debut featured
elements inspired by the show. 1983’s Pac & Pal introduced
a green female ghost named Miru who would steal the items Pac-Man needed to eat
to progress through the levels. Alternate versions of the game featured Chomp
Chomp in Miru’s place under the title Pac-Man & Chomp Chomp.
In 1984, Namco released a direct adaptation called Pac-Land. Unlike previous games, it was a side-scrolling platform
game whose objective was to get a fairy residing in Pac-Man’s hat home. While
the Japanese version used a sprite that resembled their packaging artwork, the
American version used the designs straight from the show. Both versions featured
the show’s music. 1994’s Pac-Man 2: the New Adventures, a point-and-click adventure game,
featured Pac-Man’s family and a main villain leading the ghosts.
Reruns of the show would air as part of USA Cartoon Express, on Cartoon Network from 1995-99, and Boomerang from 2000-14 In 1982, Worldvision Home
Video Inc. released a VHS called Pac-Man
and Family in Australia, which contained several episodes and the two
holiday specials. In 2012, Warner
Archive released both
seasons to DVD several months apart as part of their Hanna-Barbera
Classics Collection. It was also made available to stream on Amazon
Prime Video and on Warner Bros. Discovery’s
channel Cartoon Rewind on Amazon Freevee
beginning in 2024. Pac-Man would return to television on February 23, 2025
on retro animation network MeTV Toons.
Although Pac-Man Fever is not as strong as it once was, Pac-Man is still
the most consistently published game with new
games in the franchise, ports of classic games for home consoles, and hand-held versions.
Pac-Man has also made appearances in other games, such as Mario Kart Arcade GP, Super Smash Bros., and
Street Fighter X Tekken to
name a few, and has a permanent place in pop culture. The character was also
featured as an alien villain in the 2015 movie Pixels. Not bad for a living yellow ball, huh?
Season 1:
“Presidential Pac-Nappers / Picnic in Pacland” (9/25/82) – The Pac-President is kidnapped by Mezmaron to force Pac-Man to lead him to the Power Pellet Forest. / The Pac-Family and ghosts decide to picnic at the same time, leading to trouble.
“Here’s Super-Pac! / Hey, Hey, Hey…It’s P.J.” (9/17/83) – Super-Pac arrives in Pac-Land and saves Pac-Man from the ghosts. / Pac-Man must convince P.J. to stay in school.
“Christmas Comes to Pac-Land” (12/16/82) – When Santa crash lands in Pac-Land, the Pac-Family tries to help him complete his deliveries.
Originally posted in 2015. Updated in 2025.
1 comment:
A show of the times. It's based on the arcade craze of the 80's. It was a special time but a time you can only truly appreciate if you were a child of the 80's. Always going to the mall or to the store down the street to waste your money 1 quarter at a time. It was fun but hard to save money a s a child of the 80's. We had Atari system for home play but the graphics were not as good as the true arcade games.
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