<?xml version="1.0" encoding="utf-8"?>
<feed xml:lang="en-us" xmlns="http://www.w3.org/2005/Atom"><title>Simon Willison's Weblog: pacman</title><link href="http://simonwillison.net/" rel="alternate"/><link href="http://simonwillison.net/tags/pacman.atom" rel="self"/><id>http://simonwillison.net/</id><updated>2010-08-11T11:20:00+00:00</updated><author><name>Simon Willison</name></author><entry><title>The Pac-Man Dossier</title><link href="https://simonwillison.net/2010/Aug/11/pacman/#atom-tag" rel="alternate"/><published>2010-08-11T11:20:00+00:00</published><updated>2010-08-11T11:20:00+00:00</updated><id>https://simonwillison.net/2010/Aug/11/pacman/#atom-tag</id><summary type="html">
    
&lt;p&gt;&lt;strong&gt;&lt;a href="http://home.comcast.net/~jpittman2/pacman/pacmandossier.html"&gt;The Pac-Man Dossier&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;
Exuberantly detailed. Everything from how collision detection works to the exact pathfinding and target selection algorithms used by the four different ghosts. There’s even a tutorial for playing the legendary 256th level, where an overflow bug corrupts one half of the screen.


    &lt;p&gt;Tags: &lt;a href="https://simonwillison.net/tags/game-design"&gt;game-design&lt;/a&gt;, &lt;a href="https://simonwillison.net/tags/games"&gt;games&lt;/a&gt;, &lt;a href="https://simonwillison.net/tags/recovered"&gt;recovered&lt;/a&gt;, &lt;a href="https://simonwillison.net/tags/pacman"&gt;pacman&lt;/a&gt;&lt;/p&gt;



</summary><category term="game-design"/><category term="games"/><category term="recovered"/><category term="pacman"/></entry></feed>