Pacmania is an action-skill game published in 1983 by Mr Chip Software for the Commodore 64, Commodore 16, and VIC-20. Developed by Shaun Southern, it belongs squarely to the first wave of home versions inspired by the success of arcade maze games, though this British production offers enough variations to avoid being merely a routine clone.
The premise is simple and straightforward: control a small yellow creature through an overhead-view maze, collect all the dots on the screen, and avoid contact with the ghosts patrolling the corridors. Power pellets allow the player to temporarily turn the tables and chase the enemies, while fruit appears as a bonus reward; these items must be located quickly before they vanish or the pressure of the maze mounts once more.
Its most distinctive feature is the presence of objects marked with a large H. Passing through them renders the protagonist invisible for a few moments and teleports them to a random location with...
Pacmania is an action-skill game published in 1983 by Mr Chip Software for the Commodore 64, Commodore 16, and VIC-20. Developed by Shaun Southern, it belongs squarely to the first wave of home versions inspired by the success of arcade maze games, though this British production offers enough variations to avoid being merely a routine clone.
The premise is simple and straightforward: control a small yellow creature through an overhead-view maze, collect all the dots on the screen, and avoid contact with the ghosts patrolling the corridors. Power pellets allow the player to temporarily turn the tables and chase the enemies, while fruit appears as a bonus reward; these items must be located quickly before they vanish or the pressure of the maze mounts once more.
Its most distinctive feature is the presence of objects marked with a large H. Passing through them renders the protagonist invisible for a few moments and teleports them to a random location within the maze. This mechanic introduces an element of risk and strategy: it can be used to escape an imminent pursuit, but it might also land the player directly in a dangerous area. The ghosts move at similar speeds, and defeated enemies return to the action shortly after, meaning every round demands quick movement and the anticipation of escape routes.
Pacmania is designed primarily as an experience for one or two players taking turns. There is no narrative campaign or elaborate plot; its appeal lies in overcoming successive challenges, improving one's score, and surviving as long as possible as the pace intensifies. Responsive joystick controls and fast-paced gameplay make for short, competitive sessions that are easy to pick up again.
In the context of early-1980s Commodore computers, the game stands out for faithfully translating the arcade formula to machines with limited resources. The Commodore 64 version is the best-known, but its adaptations for the VIC-20 and Commodore 16 demonstrate Mr Chip Software's interest in bringing the same concept to a significant portion of the company's home computer lineup. With its blend of mazes, chases, unpredictable teleportation, and score-based competition, Pacmania retains the immediate appeal of classic arcade games and offers an intriguing variation for fans of retro video game history.