Play the classic arcade game Pac-Man in a stylish midi cabinet. This means that although the controls are still at the same height the cabinet is slightly thinner and not quite as tall as a full size arcade machine. This makes it perfect for home use.
A yellow, pie-shaped character named Pac-Man runs along inside a maze, eating dots as it avoids four ghosts. Each ghost has its own unique personality and gobbling one of the four super dots makes Pac-Man invincible to the ghosts for a given period of time. Each maze has its own unique bonus fruit or object with bonus points increasing as the game progresses.
The four ghosts, which your character must avoid, each have a different colour, name, nickname and personality. The pink ghost is Speedy, nicknamed "Pinky"; he's fast. The red ghost is Shadow, nicknamed "Blinky"; he's always behind you and it's hard to shake him. The light blue ghost is Bashful, nicknamed "Inky"; he's terribly shy and will actually run away from you. And the orange ghost is Pokey, nicknamed "Clyde"; he will try his best to get you, but he is slow.
Pac-Man must clear the maze of all 240 dots and all four energizers to proceed to the next level of difficulty. As Pac-Man eats the dots, the ghosts chase him around the maze and if Pac-Man collides with one of the ghosts, he is a goner. He can eat one of the energizers to turn the ghosts dark blue, which make them edible for him. But after Pac-Man has eaten any of the ghosts, their eyes will return to the pen in the middle of the maze where they will each regenerate into their former selves and return to chase him again.
During the opening boards of the game, the linearity of the game's progression is interrupted by "intermissions" - humorous animated scenes featuring Pac-Man and the ghosts. There are three different intermissions:
- Blinky chases Pac-Man off the screen. Blinky reappears as a vulnerable blue monster coming the opposite direction, being chased by a giant Pac-Man. This intermission plays after Board 2.
- Blinky chases Pac-Man across the screen, but his pelt is caught on a tack in the floor, and part of it is ripped off revealing his pinkness. This intermission plays after Board 5.
- Blinky, with the corner of his pelt sewn back on, chases Pac-Man across the screen. Blinky reappears coming back the opposite direction, pinked, dragging his pelt behind him. This intermission plays after Boards 9, 13 and 17.
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