Controls : ARROW KEYS Green flag to start
Pacman, But it's got 7 ghosts. Most are modified or are brand new Inky (cyan): Follows pacman Blinky (red): Chases a few spaces behind pacman Pinky (<----): Tries to get in front of pacman Clyde (orange): Tries to get to x: Inverse of pacman's y y: Inverse of pacman's x Linky (gray): Opposite Position as pacman Chad (yellow): Opposite of what clyde does, x: Pacman's y. y: pacman's x Slinky (blue): Higher speed than the rest of the ghosts. Almost as much as pacman. Takes inky's position and draws a line of a length twice that of from inky to pacman straight through pacman. Targets the end of it. Thinky (purple): Fastest of the ghosts, Targets pacman but cowards out near him and runs away to the bottom left corner. Winky (green): Goes in a random everytime, unless close to pacman, when it starts to target you. Slowest of the ghosts Chad and Clyde are meant to protect you from getting into the other corners. Linky is meant to protect the other side of the maze, to get you when you cross sides either through the tunnel or through the center. Winky is here because all the other ghosts are predictable, but winky is almost completely unpredictable and can screw up most strategies. After level 20 it converts to a (bad) remake of the 256 kill screen. Thinky can kill you very easily if you get in the way of his escape route. You'll also get 2 extra lives after every level so that it's not incredibly hard to get to lv 0