A 30-second introduction
Pac-Man: collecting, pursuit and a temporary reversal
パックマン
Namco’s 1980 arcade game Pac-Man uses a maze, a joystick-controlled character, collectible dots and pursuing ghosts. Larger power pellets temporarily reverse the pursuit, creating a different scoring opportunity.
- Planning: Toru Iwatani; sound: Toshio Kai; programming: Shigeo Funaki.
- Clearing the maze’s dots advances play to another round.
- The May 1980 test preceded the Japanese July launch.
01
A goal within fixed paths
The player moves along corridors collecting dots while ghosts travel through the maze. Contact with a ghost costs a life unless that ghost is vulnerable after a power pellet. Remaining dots, position and approaching ghosts all influence the route. Clearing the dots advances to the next round, making turning, circling and route choice central to play.
02
When pursuit reverses
A power pellet temporarily makes ghosts vulnerable, allowing the player to eat them for points. Bonus objects such as fruit add other scoring opportunities. Because the reversal is temporary, collecting dots, pursuing ghosts and avoiding danger become competing choices.
03
Making states recognisable
The yellow character, blue maze, dots, larger pellets and differently coloured ghosts make objects and changing states recognisable. Sound adds feedback during collection and pursuit. The ghosts have different movement behaviours, rather than all following the same pursuit routine; this helps create changing situations within the fixed maze. The official character descriptions distinguish Blinky, who pursues Pac-Man directly, from Pinky, who tries to get ahead and ambush him. Their colours therefore identify different pursuers as well as decorating the maze. Iwatani also recalled designing for women and couples, hoping to broaden the audience for arcade play.
04
Testing, release and later games
Arcade experience before development
Namco entered the video-game business by acquiring Atari Japan in 1974 before developing original games. Iwatani worked on Gee Bee (1978), an early Namco release. Looking back, he described its excessive difficulty as a lesson that informed Pac-Man’s more approachable design.

Testing and later releases
The official timeline records a first location test in Shibuya on 22 May 1980, Japanese sales beginning in July and arrival in the United States that October. Ports brought the game to other machines, while Ms. Pac-Man and later sequels expanded the series. Those later games have their own designs and rules.
Check your understanding
How does play advance to another round?
By collecting the dots in the current maze.
What does a power pellet change?
It temporarily allows the player to eat ghosts for points.
What do May 22 and July mark?
The first location test and the Japanese commercial launch respectively.
Sources and images
- pacman.com: Reference on Pac-Man: collecting, pursuit and a temporary reversal
- gamedeveloper.com: Reference on Pac-Man: collecting, pursuit and a temporary reversal
- pacman.com: Reference on Pac-Man: collecting, pursuit and a temporary reversal (2)
- bandainamcoent.co.jp: Reference on Pac-Man: collecting, pursuit and a temporary reversal
- moma.org: Reference on Pac-Man: collecting, pursuit and a temporary reversal
- PAC-MAN公式:キャラクター
- バンダイナムコ知新・岩谷徹インタビュー

