The One


Super Pacman 92

Categories: Review: Software
Publisher: 17 Bit Software
Machine: Amiga 500

 
Published in The One #47

Super Pacman 92 (17 Bit Software)

Hmmmm, so this is Super Pacman 92, is it? Well, it's definitely Pacman and I've no argument with the date but 'super'? Not quite. As always, Pacman must be guided around a maze, guzzling the yellow pills littering the passageways while avoiding four roaming Ghosts. By eating rare 'power pills' Pacman is given a chance to turn the tables on his pursuers - for a brief time he is invulnerable to the ghosts' deadly touch and if he can catch them before the pill's power wears off then mucho points are his.

The major difference between 'normal' and 'super' Pacman is that the maze is now about two screens high by two screens wide, with the 'game window' smoothly scrolling to follow Pac the Man on his travels. Although good looking, this feature makes it hard for the player to plan a safe route around the maze. Although the control is generally good, Pacman is rather slow to turn back on himself, making it all too easy to 'skid' into one of the ghosts.

However, the biggest fault is with the power pills. There's absolutely no warning when the ghosts are about to revert to their normal fatal-to-the-touch selves, making chasing them a bit of a pointiess and often lethal pastime. All in all, more than a little disappointing.