The idea for Pac-Man powering up using Energizers was a concept Iwatani borrowed from the cartoon character Popeye the Sailor Man, a cartoon character that temporarily acquires superhuman strength after eating a can of spinach as well as being partly inspired by a Japanese children's story about a creature that protected children from monsters by devouring them. Pac-Man's name comes from the onomatopoeic Japanese word paku-paku (パクパク), a term for gobbling something up. Additionally, possibly by coincidence, a separate Pac-Man brand by Tomy existed six years prior to Iwatani's creation. However, in a 1986 interview, Toru Iwatani said that the design of the character also came from simplifying and rounding out the Japanese character for a mouth, kuchi (口). From Toru Iwatani the creator of Pac-Man, the inspiration was pizza without a slice, which gave him a vision of "an animated pizza, racing through a maze and eating things with its absent-slice mouth". Throughout the years, there have been conflicting sources of Pac-Man's origins. The RGB display would be pivotal for the idea of the project which eventually became Pac-Man, so it could display vibrant colors for the titular character. The game and its concepts went into development in 1979 alongside Namco's shooter game Galaxian, which would be Namco's first video game with an RGB video display, allowing for colorful palette selections and graphics. When deciding on the game's theme, Iwatani thought of what women enjoyed, and settled on the theme of eating for the game and characters since women enjoyed eating sweets and other desserts. ![]() He decided to create a concept for a game with cuter characters that would appeal to women, as he believed that making a game that would appeal to women would make arcades appear more family friendly, since he felt that arcades at the time had seedy environments. At the time, game developer Toru Iwatani felt arcade games only appealed to men for many games sharing themes of crude graphics, shooter gameplay and violence. ![]() In Japan, video games had surged in popularity following the success of games such as Space Invaders and Breakout. Namco became accustomed to the video game industry following the releases of Gee Bee, Bomb Bee and Cutie Q despite the titles being considered commercial failures. Once Sjaak figures out how he wants the updated sprite sheet laid out I'll populate it.Ībility to toggle the color overlay on the death animation, my death is blue right now, I'd like to see it unfilteredĪbility to toggle the color cycle on the walls, I'm playing around with textures and they just don't look good with the color overlay.Concept art of Pac-Man (1980), showcasing the earliest sprite sketches of Pac-Man. The death scene is nice because the way I have it set up we won't have to do multiple versions of it based on direction, they spin into flames. If anybody has a suggestion I'll add those back in. The main characters really need to move like the baddies, the clowns look great walking around correctly, look forward to having that feature added.įor the scared animations I was going to do a bat for Drac, a naked guy for the wolf, and a skeleton for the mummy, but I couldn't think of what to do for Frankenstein so for now the characters just spin in a circle. That way you wouldn't have to increase the sprite count just for a flash. I'd like to see that feature added, just one flash frame per character should be enough and just have that alternate into the regular walking animation. The flash animation isn't unique for each character so they all default to the flashing mummy for now. The death scene plays really well, I like it. I'll fiddle with the walking animations so they are smoother, right now it's a two frame repeat and its a bit clunky. Monster Mayhem basic sprite sheet complete.
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