![]() ![]() The clone disappears when Pac-Man eats a Power Pellet, or if Pac-Man smashes through the clone with a Dash Arrow. Inky dons a pair of sunglasses and can periodically produce a single clone of himself that mirrors his movements through the maze.Her landing point is marked by a glowing circular target for a few seconds before she jumps. Pinky grows a pair of rabbit ears and gains the ability to leap across the maze in a single jump.Blinky grows a pair of bull horns and can perform a charging attack that allows him to quickly dash through horizontal passages.He can combine with another ghost to grant them special abilities, which vary depending upon the ghost: In lieu of attacking Pac-Man, Kinky acts purely as support for the other four ghosts. Kinky is always the last ghost to leave the monster box at the beginning of a new stage. Eating Kinky grants Pac-Man the effects of a Power Pellet, which are also gold-colored in Arrangement. His natural golden color is only visible when Pac-Man loses a life or is otherwise absent from the maze area. Unlike the other four ghosts ( Blinky, Pinky, Inky and Clyde), Kinky will always flee from Pac-Man because he is constantly in a vulnerable "blue" state while Pac-Man is inside the maze as a result of his permanent vulnerability, Kinky can never harm Pac-Man directly. He was given the personality "Hinekure" in the Japanese version, which roughly translates to "perverse" or "contrary". We'll have to take care of another mode before we can do that.Kinky (known in Japan as "Kinzo") is a character in Pac-Man Arrangement, one of the games originally included in the 1996 arcade-exclusive compilation title Namco Classic Collection Vol. In this section we'll send the ghosts into FREIGHT mode by eating a power pellet, but we still can't eat the ghosts. It's almost as if they are dazed and confused. They move about 50% of their maximum speed and they choose directions randomly so they don't have a particular goal that they're trying to reach. When the timer for FREIGHT mode expires the ghosts will go back to either CHASE or SCATTER mode depending on which mode the MainMode object is in.Īlso, in FREIGHT mode, the ghosts move a lot slower. In our game though, it will never drop below 1 second. This timer decreases as the levels increase to the point where it's practically non-existent. FREIGHT mode also has a timer and initially only lasts for 7 seconds. When this happens we force all of the ghosts into FREIGHT mode whether they are in SCATTER or CHASE mode. When Pacman eats a power pellet the ghosts can be in either SCATTER or CHASE mode. This is what I like to call an interrupt mode. Well, it can only happen four times during a level since there are only four power pellets. The ghost gets this from the MainMode object we defined earlier.įREIGHT mode, however, is a mode that can happen at any time. These modes have timers and switch back and forth when their timers expire. The ghosts currently have two modes that they can be in: CHASE or SCATTER. We'll start this section off by introducing the FREIGHT mode which leaves the ghosts vulnerable to being eaten by Pacman. Since he's able to eat the pellets he can now eat the power pellets and chase the ghosts around who are now trying to get away from him. This section is all about giving Pacman a fighting chance. ![]() After they have been eaten, the ghosts need to be able to respawn or it would be a pretty boring game if there was permadeath. It wouldn't be a Pacman game if Pacman couldn't eat the ghosts. ![]()
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