PuckMan (Japan set 3)
Arcade (MAME)

PuckMan (Japan set 3)

Descripción

Puckman is the seminal and hugely influential arcade game in which the player guides the legendary puckman around a single-screen maze eating dots. Puckman is constantly pursued in his task by four colored ghosts. Each ghost has its own unique personality and behavioural patterns and a single touch from any of the ghosts results in puckman losing a life. When all of puckman's lives are lost, the game is over. Power pills are situated in each corner of the rectangular maze and eating one of these makes puckman temporarily invincible; the four ghosts also change to dark blue in color and can now be eaten by puckman. But watch out...a flashing blue ghost indicates that the power pill is about to wear off and the ghosts are about to transform back to their former selves again. Once puckman eats a blue ghost, this 'skinned' ghost then becomes visible as a pair of eyes only, will return to the ghost pen in the middle of the maze, regenerate into its former self, and return to the maze to continue its pursuit of puckman. Each maze contains 240 dots and 4 power pills, and all must be eaten to complete the level; whereupon the entire sequence begins again with an increased level of difficulty (the action increases in speed and power pills decrease in effectiveness). Twice in every level, a bonus fruit or prize item will temporarily appear in the middle of the maze below the ghost pen. Puckman can eat these bonus items to receive extra points. Also, there is an escape tunnel on each side of the maze that puckman can use to escape any ghosts that are currently closing in on him. The ghosts can also use the tunnel, but take longer to pass through it than puckman, making escape a little easier. Between certain rounds, funny intermissions will be played featuring puckman and the ghosts in funny situations. Three intermissions are present: 1) the red ghost chases puckman across the screen and off the side. Then he re-appears running in the opposite direction, having turned blue, followed by a giant puckman! this intermission is played after round 2. 2) the red ghost is again chasing puckman, but this time he rips his red sheet on a nail on the ground, and we can see his pink body under the sheet! this intermission is played after round 5. 3) the red ghost chases puckman across the screen once more, this time with his sheet sewn. They disappear at the left side and then the ghost reappears coming back the opposite direction. This time he is bare and drags his sheet behind him. This intermission is played after rounds 9, 13 and 17. No intermission is present between rounds after the 18th one.

Puckman is the seminal and hugely influential arcade game in which the player guides the legendary puckman around a single-screen maze eating dots. Puckman is constantly pursued in his task by four colored ghosts. Each ghost has its own unique personality and behavioural patterns and a single touch from any of the ghosts results in puckman losing a life. When all of puckman's lives are lost, the game is over. Power pills are situated in each corner of the rectangular maze and eating one of these makes puckman temporarily invincible; the four ghosts also change to dark blue in color and can now be eaten by puckman. But watch out...a flashing blue ghost indicates that the power pill is about to wear off and the ghosts are about to transform back to their former selves again. Once puckman eats a blue ghost, this 'skinned' ghost then becomes visible as a pair of eyes only, will return to the ghost pen in the middle of the maze, regenerate into its former self, and return to the maze to continue its pursuit of puckman. Each maze contains 240 dots and 4 power pills, and all must be eaten to complete the level; whereupon the entire sequence begins again with an increased level of difficulty (the action increases in speed and power pills decrease in effectiveness). Twice in every level, a bonus fruit or prize item will temporarily appear in the middle of the maze below the ghost pen. Puckman can eat these bonus items to receive extra points. Also, there is an escape tunnel on each side of the maze that puckman can use to escape any ghosts that are currently closing in on him. The ghosts can also use the tunnel, but take longer to pass through it than puckman, making escape a little easier. Between certain rounds, funny intermissions will be played featuring puckman and the ghosts in funny situations. Three intermissions are present: 1) the red ghost chases puckman across the screen and off the side. Then he re-appears running in the opposite direction, having turned blue, followed by a giant puckman! this intermission is played after round 2. 2) the red ghost is again chasing puckman, but this time he rips his red sheet on a nail on the ground, and we can see his pink body under the sheet! this intermission is played after round 5. 3) the red ghost chases puckman across the screen once more, this time with his sheet sewn. They disappear at the left side and then the ghost reappears coming back the opposite direction. This time he is bare and drags his sheet behind him. This intermission is played after rounds 9, 13 and 17. No intermission is present between rounds after the 18th one.

Puckman est le jeu d'arcade fondateur et extrêmement influent dans lequel le joueur guide le légendaire puckman dans un labyrinthe à écran unique mangeant des points. Puckman est constamment poursuivi dans sa tâche par quatre fantômes colorés. Chaque fantôme a sa propre personnalité et ses propres modèles de comportement et un seul contact de l'un des fantômes fait perdre la vie à Puckman. Lorsque toutes les vies de Puckman sont perdues, la partie est terminée. Des pilules de pouvoir sont situées dans chaque coin du labyrinthe rectangulaire et en manger une rend Puckman temporairement invincible ; les quatre fantômes deviennent également bleu foncé et peuvent désormais être mangés par puckman. Mais attention... un fantôme bleu clignotant indique que la pilule de pouvoir est sur le point de s'estomper et que les fantômes sont sur le point de redevenir eux-mêmes. Une fois que Puckman a mangé un fantôme bleu, ce fantôme « à peau » devient alors visible sous la forme d'une paire d'yeux seulement, retournera à l'enclos fantôme au milieu du labyrinthe, se régénérera dans son ancien état et retournera dans le labyrinthe pour continuer sa poursuite de Puckman. Chaque labyrinthe contient 240 points et 4 pilules de pouvoir, et tous doivent être mangés pour terminer le niveau ; après quoi toute la séquence recommence avec un niveau de difficulté accru (l'action augmente en vitesse et les pilules puissantes diminuent en efficacité). Deux fois dans chaque niveau, un fruit bonus ou un objet de récompense apparaîtra temporairement au milieu du labyrinthe sous l'enclos fantôme. Puckman peut manger ces objets bonus pour recevoir des points supplémentaires. De plus, il y a un tunnel d'évacuation de chaque côté du labyrinthe que Puckman peut utiliser pour échapper aux fantômes qui se rapprochent actuellement de lui. Les fantômes peuvent également utiliser le tunnel, mais mettent plus de temps à le traverser que Puckman, ce qui rend la fuite un peu plus facile. Entre certaines rondes, des entractes amusants seront joués mettant en scène Puckman et les fantômes dans des situations cocasses. Trois entractes sont présents : 1) Le fantôme rouge poursuit Puckman à travers l'écran et sur le côté. Puis il réapparaît en courant dans la direction opposée, devenu bleu, suivi d'un puckman géant ! cet entracte se joue après le tour 2. 2) le fantôme rouge poursuit à nouveau puckman, mais cette fois il déchire son drap rouge sur un clou au sol, et on peut voir son corps rose sous le drap ! cet entracte se joue après le tour 5. 3) le fantôme rouge poursuit Puckman à travers l'écran une fois de plus, cette fois avec son drap cousu. Ils disparaissent sur le côté gauche puis le fantôme réapparaît en revenant dans la direction opposée. Cette fois, il est nu et traîne son drap derrière lui. Cet entracte se joue après les tours 9, 13 et 17. Aucun entracte n'est présent entre les tours après le 18ème.

Puckman è il gioco arcade fondamentale ed estremamente influente in cui il giocatore guida il leggendario puckman attorno a un labirinto a schermo singolo mangiando punti. Puckman è costantemente inseguito nel suo compito da quattro fantasmi colorati. Ogni fantasma ha la sua personalità e modelli comportamentali unici e un singolo tocco da parte di uno qualsiasi dei fantasmi fa sì che Puckman perda una vita. Quando tutte le vite di Puckman saranno perse, il gioco finirà. Le pillole energetiche sono situate in ogni angolo del labirinto rettangolare e mangiarne una rende Puckman temporaneamente invincibile; anche i quattro fantasmi diventano di colore blu scuro e ora possono essere mangiati da Puckman. Ma attenzione... un fantasma blu lampeggiante indica che la pillola potente sta per svanire e che i fantasmi stanno per trasformarsi di nuovo in se stessi. Una volta che Puckman mangia un fantasma blu, questo fantasma "spellato" diventa visibile solo come un paio di occhi, tornerà al recinto dei fantasmi nel mezzo del labirinto, si rigenererà nel suo sé precedente e tornerà nel labirinto per continuare la sua ricerca di Puckman. Ogni labirinto contiene 240 punti e 4 pillole potenzianti e devono essere mangiati tutti per completare il livello; dopodiché l'intera sequenza ricomincia con un livello di difficoltà maggiore (l'azione aumenta di velocità e le pillole energetiche diminuiscono di efficacia). Due volte in ogni livello, un frutto bonus o un oggetto premio apparirà temporaneamente al centro del labirinto sotto il recinto dei fantasmi. Puckman può mangiare questi oggetti bonus per ricevere punti extra. Inoltre, c'è un tunnel di fuga su ciascun lato del labirinto che Puckman può utilizzare per sfuggire ai fantasmi che si stanno attualmente avvicinando a lui. Anche i fantasmi possono utilizzare il tunnel, ma impiegano più tempo per attraversarlo rispetto a Puckman, rendendo la fuga un po' più semplice. Tra alcuni round verranno giocati intervalli divertenti con Puckman e i fantasmi in situazioni divertenti. Sono presenti tre intervalli: 1) il fantasma rosso insegue Puckman attraverso lo schermo e lateralmente. Poi riappare correndo nella direzione opposta, diventato blu, seguito da un gigantesco puckman! questo intervallo viene giocato dopo il round 2. 2) il fantasma rosso sta di nuovo inseguendo Puckman, ma questa volta strappa il suo lenzuolo rosso su un chiodo a terra, e possiamo vedere il suo corpo rosa sotto il lenzuolo! questo intervallo viene giocato dopo il round 5. 3) il fantasma rosso insegue ancora una volta Puckman sullo schermo, questa volta con il lenzuolo cucito. Scompaiono a sinistra e poi il fantasma riappare tornando nella direzione opposta. Questa volta è nudo e trascina dietro di sé il lenzuolo. Questo intervallo viene giocato dopo i round 9, 13 e 17. Non è presente alcun intervallo tra i round successivi al 18°.

Consejos

  • Come las pastillas grandes solo cuando los fantasmas estén agrupados para maximizar la puntuación.

Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.

  • Eat the large pills only when the ghosts are grouped together to maximize your score.

Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.

  • Mangez les grosses pilules uniquement lorsque les fantômes sont regroupés pour maximiser votre score.

Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.

  • Mangia le pillole grandi solo quando i fantasmi sono raggruppati per massimizzare il tuo punteggio.

Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.

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