man video game released port hit arcade game man video game console like original arcade version player controls title character object traverse maze consuming avoiding ghosts game programmed given limited time frame complete project technical differences console original arcade hardware particularly available memory presented challenges given popularity property produced approximately million units estimated number consoles sold time anticipating high number sales port best selling game time selling estimated million copies best selling home video game time released critics focused gameplay audio visual differences arcade version initially port boosted video game industry presence retail followed ports arcade sequels gameplay man version original arcade game released features similar gameplay maze landscape orientation warp tunnel located opposed sides screen consists called ghost box square door right ghosts start box point values items lower prize ghost box square called worth points like regular fruit loses life shown necessarily player uses navigate round yellow title character starts game center maze goal eat scattered maze moving avoiding ghosts enemies time man comes contact ghost dies losing life center maze runs lives game ends game starts lives bonus life earned cleared maze ghosts avoided white power pills temporarily character ghosts distinctive sound effect time ghosts turn blue color eat ghosts additional points ghosts return center box eyes eyes reach box stay power power eyes ghosts exit box power eaten eyes box eyes stay box power sound effect stops ghosts eyes ghosts eaten turn pink ghosts known closed animated eyes compared arcade version direction eyes determine direction ghost travel ghost eyes eaten blue shown squares look like eyes ghosts divided pairs pair slightly faster pair possible ghosts overlap appear ghost screen game variations offering different starting speeds man different starting speeds ghosts ghosts slightly faster subsequent round stays speed difficulty switch position power pills effects long development late 1970s acquired rights produce home versions arcade games proved success united_states decided produce home port console company believed conversion simple arcade success attributed gameplay impressive visuals development took months process started finished september time projected million consoles actively video game enthusiasts decided produce million game anticipating owner purchase game million new customers purchase system play management predicted sales reach million programming handled game uses rom cartridge chosen lower manufacturing costs compared available time acquired rights produce game began work prototype version company wanted release prototype capitalize holiday season development hindered technical differences original hardware original arcade boards stored times read memory rom addition video general random access memory ram memory types store switch graphical sprites contrast arcade board general ram dedicated video addition man arcade system times faster limited memory simplified shape maze block corners opposed rounded ones intricate pattern corridors round white original changed rectangular brown ones change consolidate resources create walls achieve visual effect disappearing eats console entire maze excluding eaten accommodate technical limitations sprites animated differently man character maze sprites drawn frame ghosts drawn intervals different ghosts turns displaying screen ghost present given time creates effect effect takes advantage slow fade monitors concept persistence vision resulting image appearing screen longer frames seeing game marketing manager informed president ceo felt enthusiasts want play opinion dismissed company ran newspaper ads promoted product describing differing slightly original help sales promoted protected exclusive licensing took legal action companies released clones similar man sued odyssey game obtained preliminary injunction company prevent sale failed stop games retailers assisted release game retailer launch nationwide advertising campaign television software title continuing long standing relationship produced department store label reception anticipation game high stated million copies version analyst predicted sale million units yield profit million man met initial commercial success selling million copies eventually best selling title reportedly received royalties copy million shipped month helped million publicity campaign purchases soon slowed summer copies large quantities buyers returned games left million excess copies addition returns common collectors enthusiasts versions priced lower critics negatively compared port original arcade form audio visuals gameplay reviewer commented game fails replica arcade form conversely stated criticism unfair hardware properly emulate arcade game said port challenging maze game right success fans expected play game closer original year video games criticized game poor graphics referring questioned opposed clones version like midway original pack generation magazine editors called worst coin conversion time attributed mass dissatisfaction poor quality ign echoed similar statements listed worst arcade conversion citing poor audio visuals resemble original ign editor described disastrous port citing color scheme ghosts said game passing resemblance original charming despite differences faults lead designer considered development rushed effort express regret man port felt best decisions time stated things differently larger capacity rom video game industry researchers attribute poor reception technical differences console arcade hardware man stated conversion lesson maintaining social cultural context original source commented players disappointed visual effect ghosts difficult track tired players eyes said effect ghosts personalities present arcade version wired commented game poorly received release contemporary times poor quality described game impressive technical achievement given console limitations impact legacy initially excitement generated home release prompted retail stores expand inventory sell video games began video game toy retailers new releases competed largest video games game release led increase sales console retrospect critics cite major factor drop consumer confidence company led north american video game crash stated game poor quality damaged company reputation commented disappointed millions fans diminished confidence games generation editor chief attributes longtime skepticism quality disappointment buying game child calling game video game disaster credits man factor downfall industry 1980s author blames game severely damaging company reputation stated game negative reception seeded retailers reinforced later factors culminated crash poor critical reception game decisions led report million loss division sale company december announced revenue forecasts cut percent increase percent increase immediately following announcement stock value dropped percent amounting loss billion company market attempted regain market share licensing popular arcade games consoles revenue selling console games reverse decline company went debt company decreased workforce percent lost million late ported new console version accurate conversion original arcade game launch title console games port followed conversions arcade sequels better received man title example features larger rom cartridge addressed critics complaints man
Pac-Man (1982 video game)