Directions
CONTROLS
Utilize your bolt keys or [W,A,S,D] keys to explore pacman.
To delay/continue the game press [SPACE] or [ESC] or simply click into the game territory.
Phantoms
Phantoms are animals that chase pacman and will murder him in the event that they get him.
Each phantom has its own procedure to pursue down pacman.
INKY
Inky will remain in the phantom house until pacman has eaten in any event 30 pills. His house is the base right corner.
BLINKY
Blinky is the most agressive of the 4 apparitions. He will begin pursuing pacman immediately, and point straightforwardly at him. His house is the upper right corner.
PINKY
Pinky will begin pursuing pacman immediately, he will consistently point 4 fields ahead and 4 fields left of pacman. His house is the upper left corner.
CLYDE
Inky will remain in the phantom house until pacman has eaten at any rate 2/3, all things considered. His house is the base left corner.
Phantom MOODS
The phantoms have two distinct mind-sets that change the manner in which they act during the game.
Disperse MOOD
This is the default temperament. At the point when apparitions are in disperse temperament, they will simply go to their home corner and remain there.
Pursue MOOD
After a specific time the apparitions change their state of mind and need to go pursuing pacman. This is shown through the dividers turning red.
Things
PILLS
The objective of each level is, to eat all the white pills without getting catched by the apparitions. One pill brings about 10 focuses.
POWERPILLS
In each level there are 4 powerpills, which are somewhat greater than the ordinary ones. In the event that Pacman eats those, he will get sufficiently able to eat the apparitions. You can see this demonstrated by the apparitions turning blue. One powerpill brings about 50 focuses.
Eating an apparition brings about 100 focuses. The spirit of the phantom will re-visitation of the apparition house prior to beginning to pursue Pacman once more.
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