![]() ![]() First of all, now each family member has a unique line they yell before they give you health, which is nice. Here they're optional, but the two endings actually give a substantial reason to save them all that isn't just arbitrarily locking the final boss behind it. In the original the family was required to even reach the final boss, and after that their only purpose was to supply health if you lost all of it. See, they actually wrote out two endings depending on whether or not you save the whole family. The original was such a hilarious shock and left a true impression on me, and I was bummed that they kind of shied away from it. I saved all of Pac-Man's family, and when I beat the boss I was surprised and a little disappointed to find out that the new ending has Pac-Man forgive Orson rather than eat him. Speaking of that ending, I actually ended up really liking what they did. Not only that, but the updated ending has them actually all together again celebrating Pac-Man's birthday, which is a nicer ending than just a sepia tone postcard like the original had. It's worth talking to them twice after rescuing them, again each time you open a gate, and a final time after beating Toc-Man. In this remake they actually stick around in the hub worlds and have updated dialogue depending on where in the game you are. You would talk to them once and then they would disappear. In the original, once you saved them they were found in the hubs. Pac-Man's family also has a more active role surprisingly. It keeps Toc-Man as the main villain ever-present in the player's mind rather than the original which just had him in the opening and then had him disappear until the final boss. We also have additional cutscenes before each boss of Toc-Man coming in to taunt Pac-Man and send in said bosses, and it's really cool. ![]() Now they play a more active role in things and stand out more as a result. ![]() While seeing sneak peaks of the worlds' bosses in the original was neat, it always felt odd to me that these four characters who have been around as long as Pac-Man himself didn't really have much to do in the original game. I like that the four original ghosts are the ones who kidnap the family. For starters, I'm of the unpopular opinion that the new opening is actually really good. There's actually more added here than in the original that goes a long way in making the game feel more alive. That's just one example.Įverything else about the story and characters is fine to me. Here though, Pac-Mom's mumble voice sounds high pitched and scared, not matching the text really at all. Pac-Man is actually heard angrily saying that if she had a power pellet she'd eat them all. ![]() For example, in the opening, Pac-Mom defiantly yells at Toc-Man and the ghosts according to the subtitles. The lack of voice acting just really sticks out in some scenes, as each character has a mumble voice that often doesn't fit what's being said at all. Honestly if this game had voice acting like the original I might just call this game perfect, that's how much I enjoyed the rest of my time with this game. The main complaint is the lack of voice acting. I'm going to start with the only real problems I had with the game so that the rest can be positive because there really isn't much to complain about. It doesn't entirely replace that game, for reasons I'll get into, but this is well worth the purchase. And I would actually call it the best way to play Pac-Man World 1 now. It has issues, but it's actually now my favorite Pac-Man World game. So I'll just start with a quick summary of what will be discussed in-depth in this review, for all of those who either don't want to read this or don't want spoilers. If it is, you set a commands direction otherwise you make Pac-Man stop because the player picked a wrong direction.There will be spoilers for the game in here. So then when that condition is met, you check if the desired direction what you saved is clear of any walls. This is why in another post I had said to make sure your speed at which you move is evenly divisible by the size of the grid, which you are doing here. if (x-grid/2) mod grid = 0 & (y-grid/2) mod grid = 0). Classically, you check if his coordinates minus half the grid size are aligned with the grid (e.g. Now, what you need to add is a check for when Pac-Man reaches the middle of a junction. If it is, change Pac-Man's direction right there. Then check if that direction is the opposite direction in which Pac-Man is already going. When the player pressed the key, emphasis on the word pressed, store that desire direction associated with that key in a variable. Basically, you see how your code makes Pac-Man move as soon as you press the key? Yeah, it doesn't work like that. This is going to be brief, because I'm on my way to work and can't really go into much detail just now. Because that was the "flaw" I was mentioning a few posts up. ![]()
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