The introductory you have for this url, is a little off base. In the summer of '82 I achieved my first 100,000 point game, by myself - and sneaking some peaks at Tom's play, though it was mostly reflexes. That fall we were all enrolled at Montana State University, that is when we all really met and came together. In fact Paul article has some slight inaccuracys, but for the most part it is correct. Though I don't have any of the diagrams in jpeg or tiff form I could give you the documents described in the final paragraphs, which will only work on the actual arcade games, I haven't found a good emulation yet, a lot of fair one's though. Spencer Ouren died in the fall of '92 (RIP) The last I heard from Tom was, also, in '92, passing along Spencer's death. He was attending graduate classes in Eastern Washington. I saw Tom achieve 615,00+ ( apx 50 mazes ) Spencer reached 450,000+ My high score, reached at Twin Galaxies in Ottumwa,IA, was ~365,000 The story behind this article I think is interesting, also. Nice dedication to the game though. Take Care, Don Williams ------------------------------------------------------------------------- Dennis Brown wrote: > I didn't mean to offend anyone, but I was amused at how seriously the > magazine treated this article. If I remember correctly, there is > a picture of you guys standing like you had just landed the first > man on Jupiter or something--that cracked me up! I came in from a different page, then what I think you are refering to. Not the humor one, but the one written as though we spent the entire summer doing this - we spent non study time in fall and winter :) In fact Tom and Spencer once played for 9 hours - after board 21 things get very slow using our method. Although practice sped that up. 5 minutes a board is not uncommon for the first 12 boards, which is probably why I get bored after a while now days :( I think we had those funny looks, because we had just met a VP from Rockola. Tom would on the next day attempt to be the first person to have 1,000,000,000 register on a video game (Nibbler). He failed :(, had he succeded we would have gotten a contract to design our own game. Butt we were excited at that point, besides I hate getting my picture taken. And they tried ( Twin Galaxies ) tried to hype us big, though two of us are just really plain country boys having fun. Tom has roots in LA > I would be willing to post a corrected article if you'd like. I haven't got a real problem with it, but I could give you more details. Obviously from my point of view. > That would be great! In fact, a couple of weeks ago, someone e-mailed > me and asked if the address (Mr. Ouren's) in the article was still > valid--he wanted to=E4order the document! I told him that it probably > wasn't. I'm sorry to hear of Mr. Ouren's passing. The text part is attached, there may be some original mispellings, and the OCR added a few more I am sure :) All I ask is that Tom, Spencer, and I retain credit. It is free to anyone who can abide by that simple rule. > Have you tried the Sony Playstation ("Namco Museum") version? It's > supposed to be an emulation of the arcade game. In addition, there > is at least one arcade emulator for the PC which plays the Ms. Pac-Man > arcade ROMs but I don't have a PC new enough to run it. Can't say that I have tried either, although the ROM one will probably be exact enough. Some of the ones I have tried, the ghost don't have enough color, do not completely follow thier charactoristics, or "double" back more often then the original. I own an original upright, cost me $300 in 1986 :) Feel free to add whatever I type to your page. I will work on the pictures that go with the document. It was scanned into a Mac and formated with MS Word 6.0.1 on the Mac. CR/LF look incorrect on the PC here, but netscape was able to handle them and tabs, but failed on word wrap. What kind of equipement would you be recieving the jpeg on ? The Mac adds funny Mac binary, that I would need to strip off for anything else. Take care, Don ------------------------------------------------------------------------- Dear Friends: Thank you for purchasing our manuscript on Ms. Pac-Man. At points in our descriptions you may get confused or have further questions. If this is the case just give 'ie(Spencer Ouren) a call at (406) 443-1217 between 7pm and 10pm (MST). I am sure I can answer any questions. Gratefully yours , Spencer R. Ouren Some of the Letters have been quite interesting. We have not played many= games since Last summer and our high scores at that point still stand. = For some of you this manuscript will be a great benefit, others may not b= e advanced enough to use it, and still others may find it just interestin= g. Thank-you all so much for the curiosity. Yours. Don Williams If Tom were with us I am sure he would have something to say. but he is L= ost somewhere In the twilight zone (California). Keep in Touch. Order of information: I. General Setup of Game. II. Ghost Characterization. A. Red S. Pinky C. Green D. Sue III. The Boards A. Junior and 9th key boards(*1st board) B. Chase and 10th key boards(*2nd board) C. Third. Fourth and Fifth boards D. First and Second Board. IV. General Hints * Game Layout * Maze Blue time (in seconds) Fruit Ms. Speed A 6 Cherry Slow A 5 Strawberry Slow ACT I: They meet B 4 Peach Stow B 3 pretzel Slow B 2 Apple Fast ACT II: The Chase C 5 Pear Fast C 2 Banana Fast C 2 Random Fast C I Random Fast ACT III: Junior D 4 Random Fast 0 2 Random Fast D 1 Random Fast O I Random Fast ACT III: Junior C 3 Random Fast C 1 Random Fast C I Random Fast C None Random Fast ACT III: Junior O I Random Fast O None Random Fast ( None Random Fast 0 None Random Stow C None Random Stow C None Random Stow C None Random Stow C None Random Slow O None Random Slow etc.. to maze 138 * A Perfect Game * Board Dots Fruit Monsters Total Cherry 2.400 200 12.000 14.600 Strawberry 2.400 400 12.000 19,400 Peach 2.600 1.000 12.000 45.000 Pretzel 2.600 1.400 12.000 61,000 Apple 2.600 2.000 12.000 77.600 Pear 2.580 4.000 12.000 96,180 Banana 2.580 10.000 12.000 120.760 8 2.580 2.700 (1)) 12.000 138.040 9 2.580 2.700 12.000 155.320 10 2,540 2,700 12.000 172,560 11 2.540 2.700 12,000 189.800 12 2,540 2,700 12,000 207.040 13 2,540 2.700 12.000 224,280 14 2,580 2.700 12,000 241,280 15 2.580 2,700 12,000 258.840 16 2.580 2.700 12.000 276,120 17 2.580 2,700 N/A 281.400 18 2,540 2.700 12.000 298,640 19 2.540 2,700 N/A 303,880 20 2.540 2.700 NIA 309,120 21 2,540 2,700 N/A 314.360 etc.. to maze 136 136 2.580 2,700 N/A 914,040 (1) Based on Random Fruit * The Fruit and The pretzel * Unlike Pac-Man. Ms. Pac-Man has a selection of only seven fruit. Actually= one Is not fruit. but still provides those extra points. The value of t= he fruit increases rapidly, but after the seventh maze something interest= ing happens. Every maze from the eighth to the 136th produces random fru= it. The random quality has of the fruit has been a Long-burning question= among players everywhere (anyone out there got a clue?). An entire book = alone could be written Listing various methods used to try to force banan= as to show up. The programmer has (done a fine job of randomizing the fruit. (a $50 reward may be given to = anyone who has a verifiable method). Fruit Points Cherry 100 Strawberry 200 Peach 500 Pretzel 700 apple 1.000 Pear 2.000 Banana 5.000 Two fruit come out for each maze. The first bounces out after 64 dots ha= ve been eaten. The second appears when 66 dots are Left on the board. T= here can be no more than two fruits. although it is possible to engineer = only one. The fruit will bounce around one of several paths. Be-come familiar with= them for eating the fruit is an essential part of high scoring. The fru= it will always enter and exit a tunnel on one of many predetermined. thou= gh randomly selected paths. In Later stages of the game the fruit accoun= ts for 50% of the possible points. ** Monster Characters ** Understanding the habits of the monsters is an invaluable toot for master= y of the game. Spending time to learn the general rules and put them Int= o practice can3t help but be rewarding. Simple movements when executed w= ith a steady hand and mind can amaze those who Look on. In a free-Lance = situation nothing can be more helpful than knowing where the monsters are= going to go. The most important reason for knowing monster characters is to develop ro= utines, hiding places (holds). grouping techniques, and leading to energi= zers are all results of character study. The methods presented in this t= ext are not the only possibilities. With help from this chapter you can = develop your own methods. more suitable to your needs. Several ideas will be brought out here including: reversals; speed; direc= tion; individuality; and the . * Reversals * Doubleback, pattern switch. snap. and turn around are all common names fo= r the same thing. I will call this event a reversal. A reversal Is simp= ly when alt four monsters simultaneously reverse their direction without = loss of speed. This can be dangerous movement especially if you happen t= o be behind a monster at the time. A reversal will occur only for two distinct reasons: 1) natural occurrenc= e; 2) upon eating an energizer. Natural reversals occur during the play of each Individual maze. Two of = these are present very quickly. The first reversal is only five seconds = into the play of the maze. The second reversal is twenty seconds later. = The next reversal will: occur after approximately 20 minutes ( and there= after every 20 min). However, it is highly unusual for anyone to stay on = one maze for more than 10 minutes and thus, in practice, you will not wit= ness the third reversal. Upon the completion of a maze the natural reversal timer is reset. That is to save, each .maze will have its own set of identical= reverses regardless of any previous action. The effect is reset after d= eath. Reversal: are also created by eating en energizer. In :most cases the mo= nsters will turn blue and in some cases they will not; nevertheless, the= y will always perform a reversal. These (energizer reversals' can only af= fect the natural reversal timer in one way: After that the second Natura= l reversal is three seconds in the future At that time you eat an energi= zer turning the monsters blue for five seconds. Since blue (monsters nev= er naturally reverse the required reversal must be postponed! Indeed during the monsters' blue time the natural reversal timer is not r= unning. The reversal thus occurs five seconds later. ** Speed ** First let us consider how fast Ms. Pac-Man travels compared to the monste= rs. At the beginning of each board there is a de-finite relationship. I= t Es important to note that all four monsters travel at exactly the same = speed until a later stage of the (maze e. Speed Relationships beginning of the maze Mazes . Comments 1 Ms. Pac-Man slightly faster U2-#4 speeds nearly equal #5-820 monsters slightly faster u21+ monsters faster Ms. Pac-Men is slowed when eating dots and can be caught much quicker. S= he can, however, corner much better than the monsters. In fact, she can = corner so much better she can gain a lot of ground very quickly by turnin= g several quick corners. This phenomenon is nor as pranced after the 20th= maze. The most important element concerning monster speed is that of 'Cruise El= roy', the term (Cruise Elroy' is not import-ant. but I have yet to hear a= more creative name. It will be necessary to define the 'red point' thus= : The red point is that number of dots left on the maze at which red begi= ns a faster pace than the rest of the monsters. Notice. by the chart, that. the first maze has no red point. The strawber= ry board however has a red point of 7. This means that if 8 dots remain = on the strawberry board all four monsters will still travel exactly the s= ame speed. If one dot is eaten the red point has been reached and red wi= ll speed up slightly. If more dots are eaten red will move slightly faste= r yet. When red speeds up he is fondly nicknamed 'Cruise Elroy'. Red Point-- Example of Red Point--- (third maze) Maze Red Point Dots Left % of normal speed(2) #1 (non existent) 100 100 #2-Ms 7 70 100 #6-58 39 40 100 #9-#11 49 39 105 #12-#14 59 30 110 #12-#14 69 20 115 #15-#=A67 79 10 120 #18 up 89 5 125 (2) estimates for comparisons * Decision Points * Remember that the monsters are not even a little intelligent They know ve= ry Little about their surroundings. They do not know what the maze looks= like. only when they have a choice of directions. When they turn their = eyes turn before they do. The decision point is where the monster makes h= er decision to t urn. The above paragraph is very important. It will: be used to explain and d= escribe other things later in this chapter. Make sure you completely und= erstand each idea.' * While beginning a maze * There seems to be total chaos for the first 5 seconds of any maze. This = is not altogether true. Each monster follows a predetermined plan: Red and Pink : Follow a random path regardless of any action taken by the= player. Green and Sue: follow predetermined paths that never vary (just as in Pac= -Man). On the first two ( mazes. however, most of this five seconds is spent in the box. ** The Ghosts ** ** Blinky ** Red, known sometimes as blinky, is seen by many as the most aggressive an= d most dangerous. Ills nickname, 'shadow', amplifies this. His billing = is too harsh, however. His move-ments are simple to describe and he can = be easy to dodge. The first rule to remember is this: Red always tries to shorten either t= he horizontal or vertical distance between him-self and Ms. Pac-Man, whic= hever is longer. This rule applies regardless of the maze configuration. In the example. see plate a, red is looking for Ms. Pac-Man.. She is com= ing up to point 8 which is a decision point. At point B red looks at poin= t A to make her decisions. She notices that 5 dots separate her from Ms.= Pac-Man horizontally Likewise three dots separate point A from Ms. Pac-M= an vertically Therefore by the first rule, stated above. Red will take th= e horizontal path towards point F.. Notice that this is not ad-vantageous= to Red in the least. It does; nevertheless follow the rule. 8e careful= in understanding this! The horizontal distance is greater so red choose= s the horizontal path. This is the general. idea governing all: of red's movements The question = then arises: What if both the horizontal and vertical distances are equal= This apparent dilemma is solved by red's priority order. which is simply= this: If red is faced with more than one possibility he chooses the dire= ction with the highest priority (from highest to lowest: up. left. down. = right). So in our previous example if the distances had been equal then = red would have turned up for up is of higher priority than to continue ri= ght. In example A. plate 8. red is at a decision point. He notices that both = horizontal and vertical distances from point P to Ms. Pac-Man are the sam= e. They are both 3 dots long. The rules say he must take the longer. but= neither is longer! He then turns to his priority order . His options ar= e to either go down or go to the right. he chooses to go down. In example 8. plate C, the same situation arises. except now red's choice= s are left or down. Since left is of higher priority she continues to = the left. When she reaches inter-section Q she waste no time in capturin= g Ms. Pac-Man. In example C, plate (, red has the interesting option to go up or down at= (. Following the priority order we find that up is of a higher priority= Red turns up. An Important fact to bear in mind is that red performs his actions. witho= ut regard to any other monsters. As you will see the green one is not th= is way. ** Pinky - The Pink Monster ** Pink has been erroneously nicknamed speedy. At no time is she ever any f= aster than the other ghosts. She is however very crafty and very harmles= s. Her movements are not as simple to predict. An interesting observation about pink is that she can make quick decision= s. This means that her decision point seems to be closer to the intersec= tion than red. The truth of the pre-ceeding statement is a matter of muc= h debate and we will leave it up to the reader. Another point of debate concerning pink is the existence of her memory = In some instances it appears that pink is guided only by a past knowledge= of the movements of Ms. Pac-Man. In other words pink wilt do two differe= nt things in the same situation depending on how that situation was reach= ed. AII questions aside let us lay down some ground rules to describe the beh= avior of pink. The first section will deal with pink while Ms. Pac-Man i= s stationary. The second section will deal with moving characteristics. Pink is rarely a danger. but is better described as a bother. When Ms. P= ac-Man is stationary she is accurately de-scribed as stupid. The first rule to remember is this: When pink is very dis-tent from Ms. P= ac-Man she becomes like red. Very distant means a good two-thirds the di= stance across the bottom of the board. This means that pink follows all o= f the rules governing the actions of red. If pink is closer her movement= s can be altered by the player.. Futhermore, if pink is in the near vici= nity of Ms. Pac-Man. she Is very controllable. When Ms. Pac-Man is stationary pink will try her best to move in front of= her. Mote that in each example here pink moves to the front of Ms. Pac-= Man. Notice that at each intersec- tion pink makes the choice to get in front Ms. Pac-Man. (see plates E1-E4= ). However pink has no choice but fottow to the corner. the end of an ar= row along with the beginning of the next represents a decision. What does pink do if she is already in front of Ms. Pac-Man? Example D s= hows that pink is quite bashful. This example has many exceptions and is= generally not of much use. This behavior Is more typical of the next sec= tion. While Ms. Pac-Man is in motion pink still retains her de-sire to get in f= ront of her. Pink is also noted for her pare-llel running as is illustra= ted in example E. If Pink is trailing Ms. Pac-Man very closely she will = not loose the trail. Example E shows pink's desire to heed off Ms. Pac-Man Had pink been much = closer to the intersection marked I she would have turned into it. Thus,= being in front of Ms. Pac-Man Had pink been much farther behind she woul= d follow the indicated path. As mentioned pink will not loose the trail of Ms. Pac-Men if she is very = close. Notice, however that in example F pink Is easily tricked. In thi= s case pink is net very close to Ms. Pac-Man. When Ms. Pac-Man turns to = the right, pink in an effort to get in front also turns right. ** Inky The Green Monster ** Inky, or green, is by far the most complicated monster. Her behavior Is s= o complex that at best a brief description will be given. The character of green Is dependent on her position relative to red. Whe= n green Is very close to red. green takes on a char-ecter nearly identica= l to red. As green moves away from red, her own personal characteristics= become visible. When green is distant from red she becomes unique in he= r actions. It is this character that I will describe here. Just as red has a priority order so has green. Hers, how-ever; is quite = different. The direction most preferred by green is right followed by le= ft. down, and up. Green follows all of the rules set down in the section= on red's priority order. Green uses her own priority order provided that= red is distant.. Just as pink tries to stay in front of Ms. Pac-Man, Green tries to stay o= n the flank. She is a very good parallel runner. If green has the option= to turn wide or to cut In she will turn wide. This Is illustrated on pl= ate F. Green also has the distinction of being very bashful. The best examples = are plate 61.62. It must be remembered that red cannot be too close to t= he action. The direction of Ms. Pac-Men must also be unwavering. She ca= nnot deviate from a straight and steady course. A common cause of death = In a situation like this is panic. Moving the Joystick wildly does not c= onfuse the monsters!. It simply leaves to chance what you could have had complete control over. Plate H shows greens true cowardice This Is not Indicative of all simila= r situations, but Is useful as a last resort escape. You will also find = that plate (, in the pink section , is a useful tool with green. This situation also has exceptions end s= hould not be trusted without testing. ** Sue - the Brown Monster ** Sue is the easiest monster to describe. Sh= e Is infallibly predictable. Her movements are not random. The following sentence descr= ibes sue's character In its entirety: She follows a particular predetermined course dependent only upon the pos= ition of Ms. Pac-Man The examples are many. It should be sufficient to l= et the reader explore for himself. In this way you will become more familiar wi= th her 'habits'. ** The Junior Boards ** ** Definitions ** Then energizers and where located on board: #1 is below point 45 (refer t= o plate #4); #2 Is below point 46; U3 is above point 5 (also known as sues corner); #4 (is above point 11. We suggest that yo= u leave energizer 1 till last, eating the other three in any order. To p= revent cruise elroy you should leave many dots. On the first two boards = you can eat all of the bottom If you leave the top dots (except for the n= ecessary dots). On the third and fourth junior boards you need to leave a= bout 12 to 20 dots on the bottom, following the same top rule. The next = time the junior boards come around you need to leave 30 -40 dots on the b= ottom. There is one hold on this board with two variations. The first variation= places you in position #9 facing down. Only. three monster will be together in this hold: Red, Green, Pinky. The group= s pattern will be 1,2,4,6,7. Sue's Pattern will be 4,27,22,21,15,14,8,6.= The second variation is identical except that Sue is with the group... = To change from one variation to en-other it is very simple. To go from v= ariation one to variation two. wait until Sue and the group cross at 4, = wait for group to get to 7. move directly to 8. welt for Sue to decide fr= om 22 to goto 27, move back to 9. From variation 2 to variation one, wai= t till group at 1. move to 8, when group nearing 2 move toward 6 (Sue sho= uld travel up). return to 9. Sue will now travel 2,3,28,26,27,4 . when Su= e is at 27 move to 8. when Sue is at 2 move to 9. ** How to Eat the Energizers ** Energizer #1 (see above). You want hold variation 2. The best situation= would put Sue and Red one body length behind the other two ghosts. When= ghost get to 7 take the following path to the energizer: 9,8,14,15,16,18= ,29,3O,31,34,33,4O,41,45 (non-stop). The ghost will follow on path: 7,1= ,2,4.27,22,23.20, 19,36,35**47,37,39,4O,41,47 (** Sue will deviete here t= o a 35.34.33.40.41.45 path). You will arrive first at the energizer. When th= e group is nearly on to of you eat the energizer then the ghosts. Energizer #2. You also want hold variation 2 here. Take best group puts= only Sue one body length behind. When the ghosts are at 7 start a 9,8,1= 4,15,16,18,29,3O,33 (wait for pink to go up at 35. but watch Sue she will= turn if you do not leave soon enough).32,46. The ghost will travel alon= g a 7.6.4.27.22. 20,19,36,35,47.37,38,36,19,18.29,30***,46 (*** Sue devia= tes to go to 31). Eat energizer as soon as ghost almost on top of dot. O= n boards 12.13.18 you are cautioned against chasing Sue if she travels do= wn at 30. Energizer #3. For this energizer you want all the ghosts traveling in ho= ld variation 2. with the group close to one ghost. When ghosts in between 7 and I move to 7. Wait till ghost come down at 4= . then move to 5. Let ghosts get close and turn to eat them. Energizer #4. For this energizer you want the ghosts in hold variation 1.= When Sue and group cross near 8 and 6 move to 10. fake up and stall here= . This will let pink and green to come down the channel at 10-13. When = they do this move to 11 (watch Sue). Wait for ghost to get near then eat= energizer end turn to eat the ghosts. Path of group: 7.1.2.4,6,8.14,13,= 10.11; Path of Sue 8.6.4.27.21,15.14,8,9,10,13. ** ** If you get a cruise elroy before eating all four energizers ** try to eat less dots. It is very important to eat the ** ghost. Try to eat energizer I last. especially on the 18th ** board ** Technique for 21st end all similar boards ** Get all the ghost groupe= d. Remember you will travel faster if you can eat some dots in paths you will be using (Ic the path around t= he tunnel). For this technique to work it will be necessary to eat some = dots before putting the group in the hold to start a pattern. These path= s are: 44,43,42,39,37,47,35,34,31 ,30,29 28.25,26,44 29.18.16.17 26.27 ,4,6,8, 9 16.15.14.8.9 17.13.14 The tunnel wilt be useful to get rid of some of these dots. For more on = how to get rid of these see further h4nts. (Put the group In hold variation I then follow given path. be prepared to= freelance If necessary. Pathu 9(1).8.6.7.1.2.4.6. 8.9(2).10.13.10.11(3)= .12.17,16,18,29,30,31,32,33,40,33,34,33, 32.46(4),30,29(5),44,45.41 .40.4= 1 .42.43.42.39,40(6),33,34,31, 30.29.18.16.1 7.28,3.2,3,5.1 (1) wait until ghost pass to follow. (2) return here immediately wait for ghost to goto 7 (3) wait till red *elmost* turns right at 14 (4) wait till group in 40.33 path (5) leave from right side to left side of tunnel when red is at 18 or jus= t before (6) most dangerous task Left (clear bottom) ** you may need to wing it fr= om heree ** hints from the hold ** Problem : want to move pink up four body lengths or she breaks off in fak= ing Sue. Solution: Flip right then left at 9 and pink will pass over head. Works a= nytime pink comes down 14-18 path. >From variation 2 to move Sue andlor pink up four Just follow the ghost ar= ound path 6.7.1.2.4.6.8.9 To move Sue back four body lengths wait at 7 till group at 4. move back t= o hold (7.1.2.4.6.8.9). Green must be within one body length of red for the holds to work. ** Other hints ** ** how to group** On the junior boards. you group the ghosts(pink,red, and green) before go= ing to the hold. You can group sue once at the hold. Start the boards by heeding to the bottom right tunnel cross through to 2= 8. Wait for the first double back. Then get pink. red, and green to left half of board. Go to 17 and start gotng 17.16,18,= 29,44,25,26,28,17,etc. Stall at 28-17 and 29-44 to get as many ghosts a= s possible to follow you. After the second double beck, reverse the path= In the tunnels. Get as many ghost to follow you as possible. Once you = get red . green. and Dink to follow you tn and out of every tunnel you ca= n start to refine the group. You can be in either 17-17 Pattern above. a= lthough the second is better. When going from the bottom right to the bottom left tunnel take in the gh= osts closests to you. but don't allow the beck ghost to follow( this 45 d= one by being on the right side of the tunnel for the ftrst ghost and the = left stde for the back) ghosts) The front ghosts will go 16-17-28-25-44 , right behind you and the back g= hosts will go 16,15,21,20,23,24,25,44 and start following you again. the back ghosts will pick up one body length on the front ghosts. This c= an be repeated until the desired group is obtained. (ie pink. red and blu= e are all together). Watch Sue very carefully in grouping this way. She may follow you into a= tunnel or she may harass you when you are following a 17.28.26...29.18.1= 6.17 path Watch when you are 28 and 26 for Sue at 23-24, for at this po= int she will come over to position 25. which is in your path. If you have a ghost pink. green. end red 4 body lenqths ahead you can gro= up without using a 17-17 cycle. this is done by being in the lower tunne= l 17-28. The ghost will travel near the box when grouped. If you are on= the 17 side when they reach 19 they will goto 18, instead of if you when= they pass 20 they will go 20.19.36.38.24. At this point they wilt.turn = to 25 if you are on the 28 side, else they will cycle the box. Expirment = with this for a while and it will become clear. To move to the hold from 28 you have several choices: group at 23, move 17,16,15,14 (or 17.12.13.14).8.9. let ghost follow you = through the tunnel at 17. mover 17.28.26. 27.4.6.8. You may havq to hesitate between 4 and 6 to keep pink from tra= veling 27-22. ** final hints ** to clear 44.43.42.39.37 get the monsters to follow you through the tunnel= at 28,25,44 and lead them around. The same is true of the right side sy= mmetric to this path. mirror the path. If.you get to 47 before the ghost get to 39 coming from 29. 44,43,42,39,37,47, the ghosts will go to 40.33.34. This gives you time t= o get the dots above the box. If in need don8t forget the hold at 9. If.being pursued across the top and some ghosts are (below you go all the way over to the edge of.the screen or use 40.33,34 = (33.40.39) if safe.. Watch sue here. she wilt come up 43-45 end use 18-29= -31. Follow ghosts after second double beck. if desperate for a move. If ghosts above 2 crosses adjacent to the box going out to the edge of th= e screen. trevel.below the tunnel to fake them into the top tunnel. If some ghosts crc far enough behind you where you have a choice to take = them in or not, (use this RULE: if danger on the other side don't take th= em in otherwise do. ** The Banana Boards ** Hold #1 : to get the ghosts into hold #1, make sure the red. green, end pink qhosts are above the 41,39,38,37,36,35,40,34 line. Then. = just sit at 41 fac$nq up. The above three ghosts should go around a 42.57= .58.53.52.42 loop. Sue wilt usually go around a 28.37.38.31.9.28 loop. To group the ghosts. you first them into hold Ml. Then. ou gradually move= them closer together. using short movel. If the three are more than 5 bo= dy length apart. go through the tunnel to 34 and wait for a ghost to pass= 46 but before he is at 48. then qo to the hold position. Repeat until: = the three qhosts are within 5 body lengths. Now there are two basic group= ing moves. U1 move: move ghosts two body lengths closer together: When front ghost or ghosts just about reach 53, move through tunnel to 34= wait for the three ghosts to be between 46. and 48 and then return to th= e hold. In this move the front group should go 53.52,43,44.45,46, and back to the= hold. The beck group should go 53.50.44.45.46. and back to the hold posi= tion. #2 move: move ghosts one body length ctoser together: When front group reaches 53. go down end beck up quickly. The front group= should go 53,52,43,37,38,39,42,52,53,50, and back to hold. When the fron= t group reaches between 37 and 38 go through the tunnel end welt until th= e new group reaches 50. then go back to the hold position. The back group= should go 53. 52,42,57,58,53.50 end back to the holde. The previous moves the major movet used. but there are many others. Don't= be afraid to use your own moves. The first thing to verfect is getting t= he ghosts above the 39.38.37,36,35.40 line. The second is to get pink,red= , end green on top of each other. Now that you can group it is tiec to ge= t all of the ghosts at the energizerse. One important move for three of the four energizers is getting Sue up wit= h the group. To do this takes split second timing end a little practice.= When the group is at 42 and sue is just before 37 leave to 34 and wait = for the group of four ghosts to form end come to 46. The path of the thr= ee ghosts should be 42,57,58,53,50,44,45.46 and the path of Sue should be= 37.38,39.42.52.53.5O.44,45,46 to be a successful catch. The top left energizer 1600: Catch Sue as mentioned before for a perfect = group of three. When the group passes 46 leave back through the tunnel = to 41 then to 39.42.60. Now, wait until ghosts about to eat you. then go= UD to energizer end back to eat the ghost. The bottom left energizer 1600: Catch Sue. Wait for the group of four gho= sts to pass 46. Go through tunnel end down to intersection 2 by passing = the energizer.. Go up to 3 and sit. facing right. When the ghosts pass 8= to sit at 4. Wait for ghosts, eat energizer and beck up to eat ghosts. = The perfect group Is all four ghosts on top of each other. The bottom right energizer 1600* Catch Sue. Wait for ghosts to pass 46. = Go 34.41.30.7.8.6.10. Sit down at 10 until ghosts reach 28. Move 10,11,14,16,17.18, 21. Wait for the ghost, eat e= nergizer, back up to eat ghost. The perfect group is all four ghosts as o= ne. The top right energizer 1600: Welt for the group to be at 42 at the same = time sue is at 28. Move 41,34,40 when Sue is at 28. Stall about a half s= econd(weiting for Sue to be a half body length from 36). Move 40,47,48,5= 4,55,56, Wait for all four ghosts end eat them on energizer. ** Clean up ** to cleen the top, welt for the group of three to reach 60. Move 41,39,42,60,57. Stalling here is important, but not to Long, Move 57,58,53 end to whatever top dots you went to get. Repeat until all top dots are gone. To clean the bottom: The last dots to be eaten should be those in the bot= tom left corner. Welt for the group to reach 60. Move 41,30,7,8,6,10,11= ,15,12. Wait for the group to reach 2. Move to 13. Wait till ghost at = 2 again. Move 14,16,17,18,19. Wait for Red to go from 14 toward 13. Mo= ve 20,21,22,23,33,34,41 end regroup. When all three reach 60 move 41,30,7,8= ,6,10,27,10 (stall a second),10,11,14,16,26,24, 25,32,33,34. Now get the= bottom right hand corner. *** Hints *** Start these boards by heeding directly to the top right tunnel. Do not go= around the bottom loop! When cleaning up, don't bite off more then you can chew. (several passes = are safer). If the red ghost has sped up start the moves with pink end green together= end red about 3 body lengths behind. If a ghost follows you through the tunnel, drop down instantly to loose h= im. ** Hints for the 22nd and similar boerds** Heed to top right tunnel end g= roup ghosts.. We4t for second doubleb ack Clear bottom except bottom left coren first. Try to eat the two dots between 6 end 8 whIle doing hint 3 eat top left e= nergizer by going 41,39,42,6O energizer end then back out the same way yo= u entered. Get a group and clear top as you did before. Eat top right energizer by going 58,53,50,51,49,54,55,56, 47,40,34.41. Eat bottom left last by decoying the ghosts to the top right corner and u= se the tunnel to get down to the energizer a long time before them. ** The Third. Fourth end Fifth boards ** Opening of the board: Stay clear= of the qhoste Maybe go to the top right hand tunnel at position 1. If Red and green are toge= ther this is a hold position. You can group fros this position. We do n= ot group this way though, but you can develop techniques like many other = people. Grouping on the bottom: Use the tunnel efficiently to get the red,green and ptnk ghosts togethere. A helpful hint for grouping green and red 153 sit at 2 or 3 until greens = eyes go up. then go out the tunnele If Sue follows you out left tunnel move up and She will continue straight= then down. Perfect the trick for green on the Peach before att-empting to do on appl= e. Use positions 2 and 3 to figure out other grouping moves (watch the ghost= closely.) Pink is effected by the directIon of Ms. Pec-Men is facing on these board= s. ** Energizers ** Top Right: When you get a group, get it to go 4,5,3 When the group is at = 3 you should go through the tunnel and take the shortest path to.8e. Now= do not be afraid of Sue. When the group is at 10 end Sue is at 7, then = go eat the energizer end then the ghost. Top left:energizer: Nirror the top right energizer. except you will have = to hope you will get Sue because she Is different on this side. Bottom energizers: These are basically simple once you hdve a group. We = have confidence in you figuring out your own methods. ** Hints ** All you have to do is learn how to group the ghost. as grouped ghost are = easily led into patterns. After the second double back it is safe to fol= low the ghost. If you leave all of the dote along the dashed path until the end you won'= t get a cruise elroy until you eat one of them A good pattern for clearing them is to get them into the hold for the top= right energizer. When the group of 3 reaches 11. do exactly what the ar= rows show. ** The first two Boards ** We w411 leave this as an excercise to learn to group. This will benefit y= ou, and show you how wetl you understand this paper. Hints to group: Use= the upper tunnels. stay stationary against the watls here to watch ghost= (do not fear Sue here). (Most energizers reguire that after you start a= ll four ghost come together. For the bottom right energizer a slight hes= itation at the bottom wilt help. There are two holds at the top of the b= oard (sitting up against the left walls, this narrow it to three). Could= make upper right energizer simple to get. or allow you to buy a coke. GENERAL AND MOST HELPFUL HINTS 1. LEARN THE GHOST'S CHARACTERS AND LEARN TO USE THEM TO YOUR ADVANTAGE. 2. LEARN TO GROUP lN YOU OWN WAYSe. IF YOU LEARN YOUIt OWN WAYS YOU KNOW = HOW TO USE THEM. 3. GEVELOPE METHODS THAT WILL AID YOU ONCE YOU HAVE A GROUP. 4. EAT ALL FOUR GHOSTS ON EVERY ENERGIZER. IT IS HARD TO CLEAR VERY MANY= MAZES PAST 25. 5. DON'T GET A (CRUISE ELROY' UNTIL YOU HAVE EATEN ALL OF THE ENERGIZERS. 6. BE REAL PATIENT. THESE TECHNIQUES TAKE A LONG TIME. 7.. POINTS ARE HARD TO COME SY LATER IN THE GAME. GET ALL THE POINTS POS= SIBLE EARLY IN THE GAME. 8. REMEMBER WHEN YOU MAKE A BAD MOVE THE SITUATION WILL PROBABLY SHOW UP = AGAIN. 9. NEVER TAKE YOUR HANDS OFF THE JOYSTICK EVEN IN THE WORST SITUATIONS. Y= OU MAY RUN THROUGH THE GHOSTIe.Iee ------------------------------------------------------------------------- I read what I sent, and see I have much cleanup from the OCR. I'll take care of it. I hope you get the idea. First board: 1) head to upper tunnel, you may eat some dots at bottom, but get to upper tunnel prior to the second reversal. 2) wait in upper tunnel until second reversal. 3) Now just practice going from one "L" to another, don't let the ghost follow you into the tunnel. 4) The hardest ghost to control here will be inky, try to stay on one side long enough for her to rise above you, hopefully withing a half body length of red. 5) Notice if the ghost are traveling above you they will drop on the other side of the "L" from you, this is a good time to travel to the other side. 6) The pink ghost should fall in close to the others. 7) Sue for the most part will not travel into your area of the board, though sometimes it will look like it -don't panic. There are a couple of situations where she will - usually from above. 8) once you get the ghost "grouped" - dont worry about sue, but not her position. When sue is in the proper position ( you'll see ) and the ghost are going left to right, when the drop down on the "L" ( sit against the wall ), go through the tunnel and take the path most direct to sit above the upper left dot ( without eating it ). Wait for the ghost to get _real_ close, then eat the energizer. You should not have to chase anyone real far. 9) Regroup and go for the upper right. When the ghost are moving to the left, move to the upper right corner, but don't sit above the dot, come to rest just to the left. The three ghost should start cycling in the tunnel just to your left. If sue is not moving around the "L" on the right, wait till the others are going left, move right and then back again, this should change sue's cycle. Now when sue is going down and the others up, eat the dot, they will come back at you for another easy 3,000. 10) regroup and now we will go after the dot in sue's coner ( lower left ). You will again need to judge a good location for sue to start your move thier. When the ghost are traveling right, after they cross the middle of the board go straight down the left side. take the second path down. move to sit under the dot. Once agian eat them when they are close. - If sue is ahead of the others by a 2 or more body lengths, move to the right - she will go left - follow her, then eat the dot. 11) the lower right starts in the same fashion as the lower left, just travel to the left, when you reach the bottom and then move left and wait by the dot until they are close. when you understand and master these technigues you should be able to score 29400 by the time you finish the strawberry. I'll cleanup the other and resend. Don