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MsPacman 500

This is a (successful) attempt by jotd to create a 1:1 port of the famous arcade game on Amiga 500 using 100% 68k assembly.

The display is 4:3 so scores, lives, bonuses are on the side rather than on top/botton. The gameplay layout is 1:1 vs

the original, though.

REQUIRES:

- any 68k CPU

- Kickstart 1.3, 512k memory or

- Kickstart 2.0, 1MB memory

FEATURES:

- original visual & sounds

- original ghost behaviour & speed

- 50 frames per second (PAL) even on a 68000 A500

- all levels & bonuses & intermission sequences

- original intro

- joystick controlled (port 1) or keyboard controls (arrows + space)

- can run directly from shell or from whdload (fast machines/complex configurations)

CONTROLS:

- joystick directions/arrows: move pacman

- space/fire button: start game

- P/second button: pause

- F10 (or quitkey): quit

MINOR ISSUES:

- ghosts in pen bounce slightly too fast in high levels

ABOUT ACTS:

 The intermissions have been changed to "Acts". The first one shows how Pac-Man and Ms. Pac-Man first meet,

 the second shows the two chasing each other around the screen,

 and the third shows Pac-Man and Ms. Pac-Man awaiting the arrival of Junior.

 
CREDITS:

- jotd: code and gfx/sfx conversion

- no9: music conversion to protracker

- phx: sfx/module player

- mrv2k: icon

- meynaf: random routine

- eab forum: useful advice & support

- Rob Northen: unpacker (http://aminet.net/util/pack/RNC_ProPack.lha)

- 125scratch: sprite rips https://www.spriters-resource.com/arcade/mspacman/

- midway/gcc: original game :)


NEW IN THIS UPDATE:

- fixed fruit bonus didn't add to score

- fixed when a ghost is eaten, the other ones don't disappear anymore

Updated 27 days ago
StatusReleased
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
Authorjotd666
GenreAction
Tags2D, Arcade

Download

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Click download now to get access to the following files:

mspacman_HD.lha 127 kB
mspacman500.zip 439 kB

Comments

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Hi, in the last release when you get all the ghosts with the pillar, there's a graphich glitch

Hi, great job! Just a small request

Could you make the disk drive turn off after loading?

It stays on all the time, too bad.

Greetings from Uruguay

I think I have fixed it in the latest release

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Great conversion. I still play that game on my Atari 130XE (one of the best versions on this platform) but having it on my amiga as arcade perfect is something truly wonderful. My only request: can we have the 2 player mode enabled please?  

Very nice conversion. Our German-language review can be found in our recorded livestream starting at 02:01:09. Subscription to our YouTube or Twitch channel is welcome. 🙂

Cool, I loved that Game on my Atari VCS 2600, now I can play it on my Amiga

Fantastic port of Ms. Pac-Man.

I did, however, note screen tearing on the second cut scene, as well as on level 7, 12, 13, 15, and 18. I was running it on both a stock Amiga 500 with 512K Chip and 512K Slow (real hardware), as well as on the WinUAE emulator for XBOX. Both exhibited similar behavior, including phantom pellets and fruit passing through walls. I was using the 2021-10 version.

If you do decide to go back into the code, here's a wish list:

1) Ability to skip cut scenes using the pause button.

2) Multiple skill levels.

3) Alternative of keyboard input with define keys option.

tearing with both mrs and mr pacman at the top? I fixed that in the meantime

about your requests:

1) Ability to skip cut scenes using the pause button. => just press ESC

2) it would just be a matter of 10000/15000 points for extra life, starting

3) could be done, but configurable keys is too annoying to code

1) I guess I'll have just park myself closer to the computer when using a controller  :-]

2) Looking forward to this, if you decide to go implement that.

3) No worries. Keyboard input and config keys are a nice-to-have and not a biggie.

As for the tearing, I'm seeing pretty extreme tearing and phantom pellets in-game for levels 7, 12 13, 15, and 18. I haven't made it past 18. It seems to be the worst when fruit appears (fruit also wanders through walls). I'm using a PAL Amiga 500 (I suspect this only works in PAL mode anyway). Not sure what's setting this graphic bug off. I wish I could tell you more about it, but it's borderline-intermittent. I do know that the maze returns to normal after the character dies and is regenerated. So the 'refresh' of the board does fix the graphical issue. Although I did work for Nintendo at one time, I was purely a graphics content guy and not a coder, so I'm kind of clueless from a pure debugging standpoint.

If you can post a video somewhere I'd be interested. I have witnessed tearing on "junior" act on slow CPUs (emulation) but the game played fine.

Here you go: https://youtu.be/Xj7DhdEZOuc

Hi,


I posted a new version. I tested that version with my A500 and it was okay. Can you test again?

(+1)

Absolutely brilliant conversion! I do get some graphics corruption when I play it on my A600/Furia/GoTek from an ADF file. It plays mostly without corruption when booting from Workbench.

The ghosts and fruit seem super fast on my Furia, too. Is that normal?

If you need more details about it let me know - I am sure version 1.1 will be perfect!

Keep up the good work, and I vote Dig Dug next! Or maybe a perfect Galaga!

I'm sorry to hear that you have issues. I have tested it a lot with various configs and no issues. I suggest to reach out at EAB at post screenshots of the corruptions for instance. And maybe a video for the speed?

The fruit should be 2x slower than pacman. And after a while the game IS fast.


What to do next? I don't know. Perfect arcade ports are difficult. I'd go for Amidar or Phoenix, or Time Pilot.

Oh! Time Pilot would be nice! That's a fun one! I will check out the thread on EAB - and the speedups really occur by the third level.

(+1)

the thread: http://eab.abime.net/showthread.php?t=108339


I've started Amidar, and am contemplating Scramble

(1 edit)

Time Pilot (and TP 84 are both high up on my list of arcade greats). I've always hoped someone might take a stab at making more levels for Mr. Do (another Z80 game). The existing arcade levels have paths carved out in the background of zero through 9. What if there were additional levels using A through Z as the pattern? Just a thought. Or maybe a level editor and the end user could make and save levels and post them online for others. Nothing complex mind you. I'm thinking of an even simpler editor than Lode Runner. Again, great work and awesome attention to detail. The tightness of control in Ms. Pac-Man Amiga is the best I've seen. Perfect for twitch players.

You are doing perfect ports of old arcade machines.

That's incredible, and it shows that the Amiga could have had perfect arcade ports at the start of its life.

but if you truly want your name immortalized in the Amiga scene, here is the next game you should try:

Outrun.

We dont want the arcade perfect sprite scaling monster 2x68000 port. This is impossible on the Amiga.

We want a version that is as close to the arcade machine as possible.

Some other guy is doing a perfect port of the game that uses enhanced Amigas. That's super nice, but it does not prove the Amiga as we knew it, i.e. the base model, could do Outrun justice.

We want Outrun for A500, or A1200. We want to prove to the other platforms that the Amiga could have had an almost perfect port of Outrun, if it didn't fall to the wrong hands (i.e. U.S. Gold).


(1 edit)

There are currently 2 ports of Outrun being developed. One for big configs, and one for lowly A1200s, that should cover it.

What about A500 ECS though?

By the way, do you happen to have a link to information on the lowly 1200 version?

(1 edit)

https://eab.abime.net/showthread.php?t=106534&highlight=outrun+agermose

they're planning a ECS version if possible. I wouldn't hold my breath though.

What? JOTD  not immortalized yet? Forget the arcade game ports.. just take a look at the WHDload project! And where we would be without it?!?