1 00:00:00,200 --> 00:00:27,480 Speaker 1: Ridiculous History is a production of iHeartRadio. Welcome back to 2 00:00:27,520 --> 00:00:30,720 Speaker 1: the show, fellow Ridiculous Historians. Thank you, as always so 3 00:00:30,920 --> 00:00:34,320 Speaker 1: much for tuning in. Let's hear it for our favorite 4 00:00:34,400 --> 00:00:38,199 Speaker 1: video game ghost super producer, mister Max Williams. 5 00:00:39,280 --> 00:00:42,839 Speaker 2: Walker walk a Max sorry teenage riot. 6 00:00:43,440 --> 00:00:46,360 Speaker 1: Oh that's a cut I wasn't expecting, but I love it. 7 00:00:46,640 --> 00:00:51,080 Speaker 1: That's Noel Brown. I'm ben bowling before we go. 8 00:00:51,200 --> 00:00:53,280 Speaker 3: Yeah, I'll tell you all that. Yeah, I've decided on 9 00:00:53,320 --> 00:00:54,520 Speaker 3: the next tattoo already. 10 00:00:54,600 --> 00:00:55,080 Speaker 2: Oh good. 11 00:00:55,200 --> 00:00:58,160 Speaker 3: Yeah, it's gonna be the third Empire symbol on the 12 00:00:57,680 --> 00:00:59,800 Speaker 3: inner bicep in. 13 00:00:59,800 --> 00:01:04,640 Speaker 2: The at arm. You know, you know, I don't. Is 14 00:01:04,640 --> 00:01:05,800 Speaker 2: it Star Trek related. 15 00:01:06,160 --> 00:01:14,000 Speaker 1: It's Claire obscure related, older scrolls, elder scrolls. That's right, okay, 16 00:01:14,080 --> 00:01:18,280 Speaker 1: you know all right, And thank you for not saying 17 00:01:18,400 --> 00:01:21,759 Speaker 1: inner thigh, which I thought you were about to describe. 18 00:01:22,959 --> 00:01:23,240 Speaker 2: Look. 19 00:01:23,400 --> 00:01:27,040 Speaker 1: Uh, we have a great research brief from our pal 20 00:01:27,200 --> 00:01:31,120 Speaker 1: friend of the show and north star Andrea, who I 21 00:01:31,160 --> 00:01:33,600 Speaker 1: don't think has a ridiculous street name yet. 22 00:01:34,080 --> 00:01:37,640 Speaker 2: No Andrea. The words the word carpenter, sharpentier. 23 00:01:38,120 --> 00:01:40,959 Speaker 1: Okay, I like a rhyme, you know, almost sucker for rhyme. 24 00:01:41,080 --> 00:01:44,520 Speaker 2: Nol. He had to, we had to do it to him, 25 00:01:45,200 --> 00:01:47,320 Speaker 2: or it might be pronounced sharpent a, in which case 26 00:01:47,360 --> 00:01:49,160 Speaker 2: she is the word carpenter. 27 00:01:49,520 --> 00:01:53,760 Speaker 1: All right. Uh, and Andrea, as we know, is one 28 00:01:53,760 --> 00:01:59,120 Speaker 1: of our go to correspondence for all things pop culture, novels. 29 00:01:58,720 --> 00:02:03,520 Speaker 2: Nerd culture, gaming comics. He's particularly a fan of and 30 00:02:03,840 --> 00:02:06,320 Speaker 2: I would argue that this is a great intersection of 31 00:02:06,360 --> 00:02:09,359 Speaker 2: those because we've got a lot of graphic art components 32 00:02:09,400 --> 00:02:13,040 Speaker 2: to some of these early video games that become iconic 33 00:02:13,120 --> 00:02:18,040 Speaker 2: and that really leave an imprint on art moving forward, 34 00:02:18,080 --> 00:02:20,520 Speaker 2: like the Space Invader guy you know that does all 35 00:02:20,520 --> 00:02:23,840 Speaker 2: the tags. Those are basically little blinky characters from the 36 00:02:23,880 --> 00:02:26,360 Speaker 2: pac Man games. Because they didn't have that much to 37 00:02:26,400 --> 00:02:28,680 Speaker 2: work with, they had to do a lot with a 38 00:02:28,760 --> 00:02:32,040 Speaker 2: little and make these things eye catching. M M. 39 00:02:32,280 --> 00:02:36,080 Speaker 1: One hundred percent. Yeah, And that's why a lot of 40 00:02:36,240 --> 00:02:43,040 Speaker 1: earlier video games are legendarily difficult because they couldn't make 41 00:02:43,080 --> 00:02:45,720 Speaker 1: the graphic super tasty, so don't had to make the 42 00:02:45,760 --> 00:02:47,800 Speaker 1: gameplay super difficult. 43 00:02:47,360 --> 00:02:50,040 Speaker 2: It's true, for sure. And then move a little later, 44 00:02:50,240 --> 00:02:54,000 Speaker 2: we started to see smovie tie in video games that 45 00:02:54,080 --> 00:02:57,160 Speaker 2: actually had a little bit more of a look that 46 00:02:57,240 --> 00:02:59,720 Speaker 2: matched the games because in the early days Atari and stuff. 47 00:02:59,800 --> 00:03:02,720 Speaker 2: You had to really use your imagination and stretch it 48 00:03:02,800 --> 00:03:06,840 Speaker 2: to its bounds to make the cover art match anything remotely, 49 00:03:07,000 --> 00:03:11,080 Speaker 2: you know what the gameplay was. The et MA is 50 00:03:11,120 --> 00:03:15,080 Speaker 2: a perfect example. But apparently the Lion King video game 51 00:03:15,120 --> 00:03:18,320 Speaker 2: for Sega Genesis is an example of a game that 52 00:03:18,440 --> 00:03:23,320 Speaker 2: was so punishingly difficult. It was designed to get kids 53 00:03:23,360 --> 00:03:26,560 Speaker 2: to continuously rent the game from Blockbuster Video. 54 00:03:26,880 --> 00:03:30,120 Speaker 1: Yeah, and then we see another thing like, oh gosh, 55 00:03:30,160 --> 00:03:34,080 Speaker 1: what's a really difficult one? Captain Planet unfair because the 56 00:03:34,080 --> 00:03:37,320 Speaker 1: message was saving the world is hard, but they did it. Oh, 57 00:03:37,360 --> 00:03:40,480 Speaker 1: we're talking about a much more simplistic game today. We're 58 00:03:40,520 --> 00:03:51,400 Speaker 1: talking about pac Man. Who hasn't played it, who doesn't 59 00:03:51,920 --> 00:03:54,960 Speaker 1: enjoy it. It's not a huge commitment unless you're very 60 00:03:55,000 --> 00:03:58,320 Speaker 1: good at it. And it turns out, as Andrea taught 61 00:03:58,400 --> 00:04:03,080 Speaker 1: us recently, that pac has quite a complicated backstory. And 62 00:04:03,200 --> 00:04:07,680 Speaker 1: get this, it is forty five years old as of 63 00:04:08,080 --> 00:04:09,280 Speaker 1: May this year. 64 00:04:09,760 --> 00:04:12,120 Speaker 2: Only forty five. I know, I thought it would be older. 65 00:04:12,160 --> 00:04:13,600 Speaker 2: I thought it would be older too. That's just a 66 00:04:13,600 --> 00:04:17,320 Speaker 2: couple of years older than us. And Andrea did a 67 00:04:17,320 --> 00:04:20,359 Speaker 2: great job setting the tone for this episode, and this 68 00:04:20,480 --> 00:04:24,840 Speaker 2: brief with some still frame images from the Wonderful movie 69 00:04:25,000 --> 00:04:28,200 Speaker 2: based on a graphic novel series, Scott Pilgrim versus the World, 70 00:04:28,279 --> 00:04:30,159 Speaker 2: and a lot of us who are familiar with this 71 00:04:30,680 --> 00:04:35,039 Speaker 2: might have gotten the most I guess relatively obscure. A 72 00:04:35,080 --> 00:04:38,800 Speaker 2: bit of backstory for pac Man from a scene with 73 00:04:38,920 --> 00:04:43,440 Speaker 2: Scott played by what's his face Michael Sarah where he's 74 00:04:43,560 --> 00:04:46,960 Speaker 2: trying to impress a girl and he asks her, did 75 00:04:47,000 --> 00:04:50,440 Speaker 2: you know that the original name for pac Man was 76 00:04:50,560 --> 00:04:51,400 Speaker 2: puck Mann. 77 00:04:51,920 --> 00:04:54,520 Speaker 1: Yeah, you would think it was because he looks like 78 00:04:54,560 --> 00:04:57,839 Speaker 1: a hockey puck, but it actually comes from the Japanese 79 00:04:57,839 --> 00:05:01,800 Speaker 1: phrase pacu paku, which means to one's mouth open and closed. 80 00:05:01,960 --> 00:05:03,480 Speaker 1: Blah blah blah blah blah. 81 00:05:03,839 --> 00:05:05,360 Speaker 2: It is funny because it's one of those chicken or 82 00:05:05,400 --> 00:05:07,560 Speaker 2: the egg things where it's like, if they had called 83 00:05:07,600 --> 00:05:11,320 Speaker 2: him puck Man, would history have just reflected that and 84 00:05:11,800 --> 00:05:13,400 Speaker 2: just we would just that would be what we would 85 00:05:13,400 --> 00:05:16,360 Speaker 2: think of puck Man? Or your immediate thought is no, 86 00:05:16,560 --> 00:05:18,800 Speaker 2: that's just wrong. That would have been bad and it 87 00:05:18,839 --> 00:05:21,279 Speaker 2: would have been a failure. I don't know if that's 88 00:05:21,320 --> 00:05:24,599 Speaker 2: true or not, but it is interesting pac Man. Something 89 00:05:24,640 --> 00:05:26,200 Speaker 2: about it just does have a little bit more of 90 00:05:26,240 --> 00:05:28,200 Speaker 2: a ring to it, and I love that it's associated 91 00:05:28,200 --> 00:05:32,239 Speaker 2: with that automnopeia of the sound of flapping one's mouth 92 00:05:32,680 --> 00:05:35,440 Speaker 2: open and closed, which in Japan certainly would have resonated. 93 00:05:35,880 --> 00:05:40,360 Speaker 1: And it also brings us to an excellent segue into 94 00:05:40,400 --> 00:05:46,080 Speaker 1: the fan theory origin stories about the provenance of pac Man. 95 00:05:46,160 --> 00:05:49,320 Speaker 1: It turns out there's a lot of mythology surrounding the game, 96 00:05:50,080 --> 00:05:54,080 Speaker 1: the backstory of the man himself, the pac himself, and 97 00:05:54,320 --> 00:05:58,800 Speaker 1: other aspects of the world they build there. One of 98 00:05:58,839 --> 00:06:02,839 Speaker 1: our favorites is that both mister and Missus pac Man 99 00:06:02,960 --> 00:06:05,760 Speaker 1: are serial killers. This comes to us from The Daily 100 00:06:05,800 --> 00:06:07,400 Speaker 1: Show writer Dan McCoy. 101 00:06:07,839 --> 00:06:11,320 Speaker 2: That's true. Well are they killers though, or are they 102 00:06:11,360 --> 00:06:12,160 Speaker 2: ghost hunters? 103 00:06:12,600 --> 00:06:15,200 Speaker 1: So this is what Dan is pitching. While back he 104 00:06:16,279 --> 00:06:19,360 Speaker 1: went on Twitter, back when it was called Twitter, and 105 00:06:19,400 --> 00:06:21,599 Speaker 1: he said, guys, here's what I think. The pac Man 106 00:06:21,680 --> 00:06:25,440 Speaker 1: couple are serial killers, and they've been hiding their victims 107 00:06:26,120 --> 00:06:29,240 Speaker 1: under a maze, and the ghosts that are chasing them 108 00:06:29,279 --> 00:06:32,599 Speaker 1: are actually the spirits of their earlier victims, haunting them. 109 00:06:33,000 --> 00:06:36,080 Speaker 2: I appreciate what he's doing here. I appreciate the commitment 110 00:06:36,120 --> 00:06:38,640 Speaker 2: to the bit. I would argue that he is inserting 111 00:06:38,800 --> 00:06:43,080 Speaker 2: information that does not exist. I would say more likely 112 00:06:43,320 --> 00:06:47,880 Speaker 2: that pac Man and Miss pac Man are Ghostbuster type figures. 113 00:06:47,960 --> 00:06:50,919 Speaker 2: They're there to hoover up these spooky ghosts that are 114 00:06:51,000 --> 00:06:54,839 Speaker 2: out haunting the maze, which is, I guess, the world 115 00:06:54,880 --> 00:06:57,479 Speaker 2: in which they occupy. I do love this next point 116 00:06:57,480 --> 00:06:59,320 Speaker 2: that he makes though, which has always occurred to me 117 00:06:59,360 --> 00:07:03,080 Speaker 2: about this game and also Doctor Mario, where he's just 118 00:07:03,160 --> 00:07:06,880 Speaker 2: literally homeboys just chucking pills into the you know, the 119 00:07:06,920 --> 00:07:10,440 Speaker 2: puzzle window of the game. But yeah, we know pac 120 00:07:10,480 --> 00:07:14,200 Speaker 2: Man loves gobbling up these little pellets that a little 121 00:07:14,200 --> 00:07:15,880 Speaker 2: pill like themselves, aren't they. 122 00:07:16,120 --> 00:07:20,000 Speaker 1: Yeah, this one is uh, this one is more Internet 123 00:07:20,080 --> 00:07:24,240 Speaker 1: ephemera and we can't specifically trace it to Dan McCoy. 124 00:07:24,400 --> 00:07:24,600 Speaker 2: Yeah. 125 00:07:24,720 --> 00:07:27,840 Speaker 1: The idea is that, like you said, no, old pac 126 00:07:27,920 --> 00:07:33,720 Speaker 1: Man is eating too many pellets aka drugs, and he's hallucinating, 127 00:07:33,840 --> 00:07:38,840 Speaker 1: so he's seen ghost because he's a party too hard. 128 00:07:39,160 --> 00:07:41,840 Speaker 1: And the other one, the other related theory is that 129 00:07:41,960 --> 00:07:46,200 Speaker 1: pac Man is in a club having too good of 130 00:07:46,240 --> 00:07:49,480 Speaker 1: a time and then he bumps into a ghost. 131 00:07:49,760 --> 00:07:52,720 Speaker 2: Yeah. Or another theory too, is that the creator of 132 00:07:52,760 --> 00:07:56,240 Speaker 2: pac Man, who has some addiction struggles himself, used this 133 00:07:56,320 --> 00:07:59,760 Speaker 2: as an elaborate metaphor of his time spent in rehab 134 00:08:00,680 --> 00:08:03,880 Speaker 2: being haunted by the ghosts of his addiction. I think 135 00:08:03,920 --> 00:08:08,320 Speaker 2: that's beautiful. I think it's a little unlikely, but you know, 136 00:08:08,480 --> 00:08:11,840 Speaker 2: maybe so man. Maybe it is like a total work 137 00:08:11,880 --> 00:08:15,640 Speaker 2: of art that is mirroring his struggle with pill addiction. 138 00:08:16,200 --> 00:08:19,080 Speaker 1: Or maybe it's fan fiction and there's nothing wrong with that. 139 00:08:19,840 --> 00:08:22,880 Speaker 1: We also want to shout out a Reddit user gm 140 00:08:23,000 --> 00:08:27,440 Speaker 1: Caros who does a little bit of multiversal world building. 141 00:08:27,840 --> 00:08:31,880 Speaker 1: It says that we all know the game Pong Pong 142 00:08:31,960 --> 00:08:35,040 Speaker 1: came out in nineteen seventy two, eight years before pac 143 00:08:35,120 --> 00:08:38,839 Speaker 1: Man came out in nineteen eighty, and gm Caro says, 144 00:08:39,120 --> 00:08:41,720 Speaker 1: what if some balls from Pong fell off the sides 145 00:08:41,760 --> 00:08:42,120 Speaker 1: of the. 146 00:08:42,040 --> 00:08:44,920 Speaker 2: Board, which they do if you miss deflecting them, where 147 00:08:44,960 --> 00:08:45,400 Speaker 2: do they go? 148 00:08:45,640 --> 00:08:48,160 Speaker 1: Where do they go? Maybe they go on the pac 149 00:08:48,240 --> 00:08:53,360 Speaker 1: Man maze below, And maybe pac Man is our video 150 00:08:53,440 --> 00:08:55,960 Speaker 1: game Sissyphis and he just has to eat up these 151 00:08:56,000 --> 00:08:57,200 Speaker 1: lost balls forever. 152 00:08:57,520 --> 00:09:01,880 Speaker 2: Is he Sissyphis or is he the minota of the maize? 153 00:09:02,960 --> 00:09:05,800 Speaker 2: You know it? And he does have one eye? Does 154 00:09:05,840 --> 00:09:06,800 Speaker 2: he even have an eye? 155 00:09:07,440 --> 00:09:10,560 Speaker 1: Well, we are not the people to answer that question, 156 00:09:11,000 --> 00:09:13,319 Speaker 1: but it's also you know, it's a two D game, 157 00:09:13,559 --> 00:09:16,760 Speaker 1: right that doesn't have an eye in the original game. 158 00:09:16,800 --> 00:09:20,640 Speaker 2: He's just a yellow cheese wheel with one section removed. Yeah, 159 00:09:20,679 --> 00:09:25,280 Speaker 2: it's just a cheese pizza with one slice taken. And 160 00:09:25,320 --> 00:09:30,480 Speaker 2: now we go to sid Lexia, writing in February of 161 00:09:30,559 --> 00:09:35,280 Speaker 2: two thousand and eight, who gets a bit nihilistically philosophical 162 00:09:35,559 --> 00:09:38,600 Speaker 2: about pac Man. Sorry, I'm playing a web based version 163 00:09:38,600 --> 00:09:41,080 Speaker 2: of pac Man real quick right now, just to remind myself. So, 164 00:09:41,120 --> 00:09:44,000 Speaker 2: the ghosts are sort of like held in the middle 165 00:09:44,240 --> 00:09:49,080 Speaker 2: until they're released, and then you have to turn when 166 00:09:49,080 --> 00:09:51,959 Speaker 2: they're blue. You can eat them only when they turn blue, 167 00:09:52,040 --> 00:09:54,120 Speaker 2: and all the while you're gobbling up pills, and then 168 00:09:54,160 --> 00:09:57,600 Speaker 2: you also want to get the little bright shiny pills. 169 00:09:57,760 --> 00:10:01,120 Speaker 2: That's what turns them blue. Sorry, y'all, just reminding everyone 170 00:10:01,160 --> 00:10:04,199 Speaker 2: of how pac Man works. It's a pretty complex mechanic 171 00:10:04,280 --> 00:10:06,040 Speaker 2: if you think about how simple the game is. And 172 00:10:06,440 --> 00:10:09,280 Speaker 2: I've never gotten past like, you know, three or four stages. 173 00:10:09,320 --> 00:10:10,600 Speaker 2: It's not easy for sure. 174 00:10:11,600 --> 00:10:14,439 Speaker 1: Again, if you can't make it pretty, you can't make 175 00:10:14,480 --> 00:10:19,280 Speaker 1: it easy. So going back to sid Lexia, who says 176 00:10:19,320 --> 00:10:22,760 Speaker 1: the following quote, thus far the twenty first century has 177 00:10:22,800 --> 00:10:25,440 Speaker 1: been a sort of an odd time for video games. 178 00:10:25,559 --> 00:10:29,760 Speaker 1: We've seem drastic increases in graphical presentation, and it's becoming 179 00:10:29,800 --> 00:10:34,120 Speaker 1: increasingly probable that video games will offer up environments that 180 00:10:34,200 --> 00:10:39,160 Speaker 1: are visually indistinguishable from the real world within my lifetime. 181 00:10:39,679 --> 00:10:42,480 Speaker 2: Yeah, we're still not quite there, but we're getting there. 182 00:10:43,280 --> 00:10:47,440 Speaker 1: Prescient and and sid Lexi points out the games are 183 00:10:47,480 --> 00:10:52,120 Speaker 1: becoming more realistic in other areas to using special controls 184 00:10:52,600 --> 00:10:55,200 Speaker 1: that get you know what it reminds me of. No, 185 00:10:55,440 --> 00:10:59,080 Speaker 1: Sid here is referencing we Sports and Guitar Hero, but 186 00:10:59,160 --> 00:11:04,000 Speaker 1: it reminds me of especially of things like Microsoft Simulator 187 00:11:04,200 --> 00:11:07,480 Speaker 1: Flight Simulator, which I, as you know, in a continuing 188 00:11:07,520 --> 00:11:10,400 Speaker 1: weird side mission, I play that simulator a lot. 189 00:11:10,720 --> 00:11:12,920 Speaker 2: I know it's super cool man, and that's I mean 190 00:11:13,320 --> 00:11:17,959 Speaker 2: similar controls to the way you know, flight flighted vehicles 191 00:11:18,040 --> 00:11:22,160 Speaker 2: might operate to within other games Star Fucks and stuff 192 00:11:22,200 --> 00:11:23,040 Speaker 2: like that, right, m. 193 00:11:23,640 --> 00:11:26,920 Speaker 1: And then we go into an earlier conversation we had 194 00:11:26,920 --> 00:11:28,720 Speaker 1: on stuff they don't want you to know about the 195 00:11:28,760 --> 00:11:30,040 Speaker 1: genre of things God. 196 00:11:29,960 --> 00:11:35,280 Speaker 2: God, Yeah, fascinating, which would include technically things like the 197 00:11:35,320 --> 00:11:38,520 Speaker 2: sims where you're sort of this you know, all knowing 198 00:11:38,720 --> 00:11:42,880 Speaker 2: unseen hand sort of moving the inhabitants of this world 199 00:11:42,880 --> 00:11:45,360 Speaker 2: that you've created through the paces of their day to 200 00:11:45,440 --> 00:11:52,559 Speaker 2: day lives. These games don't really require super super, super 201 00:11:52,559 --> 00:11:55,840 Speaker 2: super intense in depth, you know, high level graphics, because 202 00:11:55,880 --> 00:12:00,599 Speaker 2: it's more about the interface they've designed, uh and the 203 00:12:00,720 --> 00:12:03,240 Speaker 2: largeness the scale of the world. You know. Another good 204 00:12:03,240 --> 00:12:05,400 Speaker 2: example of that would be something like Minecraft, which is 205 00:12:05,440 --> 00:12:10,040 Speaker 2: a modern example of you know, using limitations to your benefit. 206 00:12:10,320 --> 00:12:15,200 Speaker 1: Mm hmm, yeah, well said. We also see that, sid Lexia. 207 00:12:15,840 --> 00:12:19,720 Speaker 1: After pointing out these breakthroughs and the studying escalation and 208 00:12:19,760 --> 00:12:25,880 Speaker 1: sophistication of video game technology, Sid finds that only one 209 00:12:26,000 --> 00:12:32,440 Speaker 1: game has ever managed to really address the authentic simulation 210 00:12:32,600 --> 00:12:36,480 Speaker 1: of the real world, by which this writer means the 211 00:12:36,679 --> 00:12:40,439 Speaker 1: quote complete futility of human existence in the Western line. 212 00:12:40,520 --> 00:12:44,120 Speaker 1: We told you it would be nihilistic that game, says 213 00:12:44,160 --> 00:12:50,600 Speaker 1: Sid Is pac Man, and our author here goes into depth, 214 00:12:51,120 --> 00:12:54,400 Speaker 1: but I think we go with the recap and let's 215 00:12:54,440 --> 00:12:58,480 Speaker 1: just put on our philosophy hats and maybe round robin 216 00:12:58,600 --> 00:12:59,080 Speaker 1: this one. 217 00:12:59,200 --> 00:13:02,120 Speaker 2: Your individual life on this planet is completely insignificant, and 218 00:13:02,160 --> 00:13:04,960 Speaker 2: it is largely characterized by the grim capitalist system that 219 00:13:04,960 --> 00:13:08,200 Speaker 2: you were born into. You are doomed to a miserable existence, 220 00:13:08,240 --> 00:13:12,559 Speaker 2: which will be spent endlessly collecting brightly colored consumer oriented products. 221 00:13:12,880 --> 00:13:17,000 Speaker 2: You can attempt to alleviate your sorrow with needles or pills, 222 00:13:17,280 --> 00:13:22,400 Speaker 2: but such efforts will inevitably fail. Furthermore, you are predestined 223 00:13:22,559 --> 00:13:26,120 Speaker 2: to die, and you will probably not accomplish anything of 224 00:13:26,240 --> 00:13:31,000 Speaker 2: merit before this occurs. So I guess technically, games like 225 00:13:31,080 --> 00:13:34,880 Speaker 2: pac Man are what you would call today roguelike games, 226 00:13:35,360 --> 00:13:39,680 Speaker 2: where the deal is that you will inevitably die. There 227 00:13:39,760 --> 00:13:41,080 Speaker 2: is a you know, you want to push it as 228 00:13:41,120 --> 00:13:43,000 Speaker 2: far as you can go, you know, rack up as 229 00:13:43,040 --> 00:13:45,400 Speaker 2: many points, but the nature of the game is that 230 00:13:45,480 --> 00:13:49,240 Speaker 2: you are predestined for expiration. 231 00:13:49,040 --> 00:13:51,200 Speaker 1: For failure again Sisaphian. 232 00:13:50,960 --> 00:13:54,559 Speaker 3: Yeah, correct, just jump in here. Roguelike traditionally being that 233 00:13:54,600 --> 00:13:59,520 Speaker 3: it will always reset, you don't haveesothetically die. So for example, 234 00:13:59,559 --> 00:14:03,120 Speaker 3: like Blue Prince, which is a new puzzle rogue leg game, 235 00:14:03,720 --> 00:14:07,439 Speaker 3: you could win, but you can't just keep playing it. 236 00:14:07,480 --> 00:14:08,200 Speaker 3: We'll restart. 237 00:14:08,640 --> 00:14:11,040 Speaker 2: Okay, so it's no wait a minute, aren't there? But 238 00:14:11,080 --> 00:14:13,240 Speaker 2: aren't there? So you know what I mean? Technically, You 239 00:14:13,280 --> 00:14:16,760 Speaker 2: know a pac Man involves a dungeon. That pac Man 240 00:14:16,880 --> 00:14:19,480 Speaker 2: is a dungeon and crawl is it not? It kind 241 00:14:19,480 --> 00:14:20,640 Speaker 2: of very much, is yeah. 242 00:14:21,840 --> 00:14:25,920 Speaker 1: And this is where they continue and say, so, now 243 00:14:25,920 --> 00:14:28,200 Speaker 1: that you know your life is pointless, you might as 244 00:14:28,200 --> 00:14:32,520 Speaker 1: well do what pac Man does. Go cry in the corner. 245 00:14:33,320 --> 00:14:36,680 Speaker 2: Ouch. Ouch. Shit. He does sort of cry at the end, 246 00:14:36,680 --> 00:14:40,320 Speaker 2: doesn't he. He's got little tears that squirt on out. 247 00:14:46,160 --> 00:14:48,560 Speaker 2: So when down the stown there. So, now that we've 248 00:14:48,800 --> 00:14:51,280 Speaker 2: wrapped our heads around what type of game this is 249 00:14:51,520 --> 00:14:56,000 Speaker 2: and sort of what came from it, it's true endless 250 00:14:56,120 --> 00:14:59,720 Speaker 2: cry in the Yes, it's this endless loop, right, That 251 00:14:59,840 --> 00:15:02,200 Speaker 2: is the nature of the pac Man game. It is 252 00:15:02,200 --> 00:15:04,960 Speaker 2: the Sisyphian struggle. So he's crying in the corner after 253 00:15:05,040 --> 00:15:08,600 Speaker 2: he you know, needs a little break from this endless 254 00:15:08,680 --> 00:15:12,600 Speaker 2: cycle of you know, absolutely defeated by life. So there 255 00:15:12,680 --> 00:15:16,000 Speaker 2: is a little trick, however, that he can employ when 256 00:15:16,040 --> 00:15:18,800 Speaker 2: a new level starts. Going back to the text, move 257 00:15:18,880 --> 00:15:21,720 Speaker 2: pac Man one space to the right and three spaces up, 258 00:15:21,760 --> 00:15:25,280 Speaker 2: then stop. The ghosts will leave him alone for about 259 00:15:25,400 --> 00:15:29,640 Speaker 2: fifteen minutes or so. It's true. This is wow. It's 260 00:15:29,640 --> 00:15:30,640 Speaker 2: a credit Nobo. 261 00:15:31,320 --> 00:15:35,120 Speaker 1: So say continues when your feeling like life is completely 262 00:15:35,160 --> 00:15:38,680 Speaker 1: hopeless and it is, disagree with it, find yourself a 263 00:15:38,680 --> 00:15:41,880 Speaker 1: cozy little corner to cry in. I can't guarantee that 264 00:15:41,960 --> 00:15:44,880 Speaker 1: your demons will leave you alone for at least fifteen minutes, 265 00:15:45,120 --> 00:15:48,440 Speaker 1: but you'll feel a lot better regardless. So now we're 266 00:15:48,480 --> 00:15:52,920 Speaker 1: going past philosophy into literature. Right at this point, this 267 00:15:53,040 --> 00:15:55,120 Speaker 1: is a weird meditation on pac Man. 268 00:15:55,360 --> 00:15:58,360 Speaker 2: I think this is fantastic and i'd see and I 269 00:15:58,440 --> 00:16:00,880 Speaker 2: see all of these parallels, whether there are intentional or not, 270 00:16:01,960 --> 00:16:04,720 Speaker 2: it absolutely holds, and I think it works beautifully. 271 00:16:04,960 --> 00:16:08,360 Speaker 1: Yeah, it squares with the reality of the game. And 272 00:16:08,480 --> 00:16:13,880 Speaker 1: before Lexia comes along, there's a publication called Trigger Happy 273 00:16:13,960 --> 00:16:17,680 Speaker 1: by Stephen Poole. It's a book entirely about video games, 274 00:16:18,040 --> 00:16:23,280 Speaker 1: and here pull kind of dovetails with the concepts later 275 00:16:23,360 --> 00:16:27,880 Speaker 1: proposed by Lexia. Because Poole says pac Man again, I 276 00:16:28,000 --> 00:16:30,720 Speaker 1: keep I introduced, and I keep using word Sisipian. But 277 00:16:31,040 --> 00:16:34,080 Speaker 1: pac Man is on this endless quest to become whole, 278 00:16:34,840 --> 00:16:42,560 Speaker 1: consumed by consumerism and therefore never achieving true satisfaction. Interesting. 279 00:16:42,640 --> 00:16:45,680 Speaker 2: Yeah, no, it's mega interesting, Ben, And I mean also 280 00:16:46,040 --> 00:16:53,720 Speaker 2: considering the uh particulars of the Japanese rat race, you 281 00:16:53,760 --> 00:16:56,000 Speaker 2: know what I mean? Like it is, I can see 282 00:16:56,040 --> 00:16:59,360 Speaker 2: how this maybe even would have hit home on a 283 00:16:59,400 --> 00:17:01,920 Speaker 2: cultural line, you know over there, right, because I mean, 284 00:17:01,960 --> 00:17:05,879 Speaker 2: like we talk about salarymen literally passing out in subways 285 00:17:05,960 --> 00:17:08,719 Speaker 2: because they've had to drink their bosses under the table 286 00:17:08,920 --> 00:17:12,040 Speaker 2: as part of the sort of social contract of you know, 287 00:17:12,240 --> 00:17:15,240 Speaker 2: business life. These things are non negotiable, right. 288 00:17:15,600 --> 00:17:17,840 Speaker 1: Oh my gosh, we jumped in so quickly to the 289 00:17:17,880 --> 00:17:21,280 Speaker 1: fan theories. We've got to just say it plainly. We 290 00:17:21,480 --> 00:17:24,960 Speaker 1: mentioned pac Man, originally called puck Man, was made in 291 00:17:25,040 --> 00:17:28,080 Speaker 1: nineteen eighty. It was made by Namco, and it was 292 00:17:28,119 --> 00:17:31,920 Speaker 1: made in Japan. As you said, Nol, here's what's happening. 293 00:17:32,000 --> 00:17:34,800 Speaker 1: If you've never played pac Man. You control a guy 294 00:17:34,840 --> 00:17:38,640 Speaker 1: called pac Man who looks like an incomplete pizza pie. 295 00:17:38,800 --> 00:17:41,359 Speaker 1: You have to eat all these dots inside this maze, 296 00:17:41,400 --> 00:17:44,880 Speaker 1: and you have to avoid four differently colored ghosts. There 297 00:17:44,880 --> 00:17:48,679 Speaker 1: are larger flashing dots called power pellets, which caused the 298 00:17:48,720 --> 00:17:53,720 Speaker 1: ghost to be called vulnerable to pac Man's insatiable appetite. 299 00:17:53,760 --> 00:17:57,040 Speaker 1: At some point, turn blue, turn blue. Yeah, just so, 300 00:17:57,880 --> 00:18:01,600 Speaker 1: And now we go back to fan theories. I had 301 00:18:01,640 --> 00:18:05,960 Speaker 1: not heard this one. There's the idea that pac Man 302 00:18:06,359 --> 00:18:10,480 Speaker 1: is supposed to be an oyster taking back lost pearls 303 00:18:10,640 --> 00:18:15,440 Speaker 1: and that the ghost or jellyfish interesting. I mean, I 304 00:18:15,480 --> 00:18:17,880 Speaker 1: can see it. The art somewhat ambiguous. 305 00:18:18,119 --> 00:18:21,680 Speaker 2: I can see it too, But nah, I think they're 306 00:18:21,720 --> 00:18:22,920 Speaker 2: definitely ghosts. 307 00:18:23,280 --> 00:18:25,919 Speaker 1: I think they're supposed to be ghost I think the 308 00:18:26,160 --> 00:18:30,720 Speaker 1: creators would have said they were supposed to be jellyfish. 309 00:18:30,240 --> 00:18:33,680 Speaker 2: If that was the case. There's no other nautical themes 310 00:18:33,760 --> 00:18:35,840 Speaker 2: to it, and they could have accomplished that with the 311 00:18:36,760 --> 00:18:38,719 Speaker 2: resources they had in terms of the coding of it all, 312 00:18:38,760 --> 00:18:42,159 Speaker 2: but there's nothing else implying that. I think the absurdness 313 00:18:42,359 --> 00:18:45,919 Speaker 2: of it, the ridiculousness, if you will, is part and 314 00:18:45,960 --> 00:18:47,879 Speaker 2: parcel with the whole concept of pac Man. It's like, 315 00:18:47,920 --> 00:18:51,960 Speaker 2: what is this weird little round dude doing chasing around ghosts? 316 00:18:52,200 --> 00:18:55,040 Speaker 2: If it's not a metaphor for, you know, the futility 317 00:18:55,119 --> 00:18:58,960 Speaker 2: of the capitalist existence. I love the absurdity of it. 318 00:19:00,320 --> 00:19:03,880 Speaker 1: I think the futility argument is probably the best so far. 319 00:19:04,840 --> 00:19:07,320 Speaker 1: We can move past some of the maritime stuff. We 320 00:19:07,359 --> 00:19:11,760 Speaker 1: can go even deeper and look at YouTubers Loxton and 321 00:19:12,000 --> 00:19:16,280 Speaker 1: Noggan in particular, they said, what about this, What if 322 00:19:16,720 --> 00:19:20,600 Speaker 1: the game pac Man is occurring on a microscopic level 323 00:19:20,960 --> 00:19:24,080 Speaker 1: inside the human body? What if pac Man is a 324 00:19:24,119 --> 00:19:28,199 Speaker 1: white blood cell that's trying to destroy germs aka the 325 00:19:28,280 --> 00:19:34,200 Speaker 1: pellets and protect the host against viruses the ghost see. 326 00:19:33,920 --> 00:19:36,760 Speaker 2: Now that would I'd be down with that if it 327 00:19:36,880 --> 00:19:40,120 Speaker 2: wasn't accomplished so well, no, maybe it's the inspiration because 328 00:19:40,160 --> 00:19:42,199 Speaker 2: Doctor Mario would have been much later. But that is 329 00:19:42,280 --> 00:19:45,920 Speaker 2: literally what Doctor Mario is about. You are throwing these 330 00:19:45,960 --> 00:19:48,520 Speaker 2: pills in and and you know, matching them up in 331 00:19:48,600 --> 00:19:52,479 Speaker 2: order to destroy these germs that stack up as the 332 00:19:52,680 --> 00:19:56,520 Speaker 2: you know, the tetrasy kind of puzzled window fills up 333 00:19:56,560 --> 00:19:58,360 Speaker 2: with pieces. Yeah. 334 00:19:58,520 --> 00:20:02,520 Speaker 1: Yeah. And then these YouTubers also say, well, the ghosts 335 00:20:02,640 --> 00:20:06,600 Speaker 1: do vanish when pac Man clears a level, which could 336 00:20:06,600 --> 00:20:10,640 Speaker 1: mean the cell is cleared of all germs and the 337 00:20:10,720 --> 00:20:14,040 Speaker 1: box in the middle maybe ground zero for the infection, 338 00:20:14,560 --> 00:20:17,480 Speaker 1: which is why these viruses the ghosts come back to 339 00:20:17,560 --> 00:20:20,680 Speaker 1: the source after pac Man eats them. I don't know 340 00:20:20,840 --> 00:20:25,639 Speaker 1: it's internally consistent. Let's say that because a lot of 341 00:20:25,680 --> 00:20:31,199 Speaker 1: these metaphors or these deeper analogies do explain everything that 342 00:20:31,280 --> 00:20:32,760 Speaker 1: happens in the game, right. 343 00:20:34,040 --> 00:20:35,720 Speaker 2: Yeah, for sure. I mean, at least we're talking about 344 00:20:35,800 --> 00:20:38,320 Speaker 2: the mechanics of it all. I would not say that. 345 00:20:38,359 --> 00:20:42,320 Speaker 2: I mean, aren't are there cut scenes in between clearing stages? 346 00:20:42,760 --> 00:20:44,760 Speaker 1: You get a little dopamine hit for sure? 347 00:20:45,119 --> 00:20:46,680 Speaker 2: Fair enough. I guess what I'm saying is, I don't 348 00:20:46,680 --> 00:20:48,480 Speaker 2: think they're going out of their way, at least in 349 00:20:48,480 --> 00:20:50,919 Speaker 2: the early iterations of pac Man to impart any like 350 00:20:51,400 --> 00:20:53,760 Speaker 2: particular lore from. 351 00:20:53,600 --> 00:20:56,920 Speaker 1: The right exactly, not to go too dark. But it's 352 00:20:57,400 --> 00:21:00,560 Speaker 1: not as though you complete a level and then it 353 00:21:00,720 --> 00:21:04,320 Speaker 1: cuts to a pixelated picture of someone in a hospital 354 00:21:04,359 --> 00:21:05,000 Speaker 1: getting better. 355 00:21:05,680 --> 00:21:08,560 Speaker 2: You know, that would be funny though, or yeah, dark, 356 00:21:08,640 --> 00:21:12,359 Speaker 2: maybe funny is the wrong word. They're getting better, they're 357 00:21:12,400 --> 00:21:20,520 Speaker 2: getting dark at all, Yeah Smith, let's talk about dark. Yeah, yeah, yeah, yeah, 358 00:21:21,880 --> 00:21:23,840 Speaker 2: I mean it's amazing, No, not not not to be 359 00:21:23,880 --> 00:21:26,159 Speaker 2: a child, it's a it's it's the name that he 360 00:21:26,280 --> 00:21:28,240 Speaker 2: was blessed with, and I'm sure he wears it proudly. 361 00:21:28,880 --> 00:21:33,560 Speaker 2: Saturday Morning Breakfast cereals as well. Right, this was a 362 00:21:33,600 --> 00:21:37,800 Speaker 2: Gagga Day webcomic s NBC that started in two and 363 00:21:37,920 --> 00:21:40,639 Speaker 2: continues on to this day. Reimagine pac Man as a 364 00:21:40,680 --> 00:21:45,080 Speaker 2: horror story, much like There's an Incredible Weather Garfield. Garfield 365 00:21:45,160 --> 00:21:50,800 Speaker 2: as a Lovecraftian monster monstrosity, you know, absolutely terrorizing what's 366 00:21:50,800 --> 00:21:54,480 Speaker 2: his buddy's name, John Ody John. Yeah, I require Lasagna 367 00:21:54,560 --> 00:21:57,840 Speaker 2: John exactly. So they're doing something similar here with pac Man, 368 00:21:57,880 --> 00:22:01,200 Speaker 2: imagining it as a horror story. I mean, he is relentless. 369 00:22:02,000 --> 00:22:04,760 Speaker 2: I could see him instead of having the mouth flapping, 370 00:22:04,920 --> 00:22:08,679 Speaker 2: having like a knife and right, you know, so I 371 00:22:08,680 --> 00:22:10,439 Speaker 2: can see where they're going with this, where people in 372 00:22:10,520 --> 00:22:12,879 Speaker 2: this world exist only as giant mouth, which is a 373 00:22:12,880 --> 00:22:15,440 Speaker 2: bit love crafty and able to do nothing but consume 374 00:22:15,480 --> 00:22:20,280 Speaker 2: while being attacked by jealous mouthless ghosts who can no 375 00:22:20,359 --> 00:22:21,960 Speaker 2: longer eat their hungry ghosts. 376 00:22:23,000 --> 00:22:26,160 Speaker 1: Yeah, and I love that reference, and technically it would 377 00:22:26,200 --> 00:22:31,040 Speaker 1: be envious, but we're fun at parties, so let's keep going. Tarker, 378 00:22:31,160 --> 00:22:36,800 Speaker 1: there's an awesome graphic novel called Nameless that God that Speaks. 379 00:22:36,920 --> 00:22:39,119 Speaker 2: This is unpleasant read, but very good. 380 00:22:41,520 --> 00:22:43,720 Speaker 1: Hey, what do you think happens at the end of Nameless? 381 00:22:43,760 --> 00:22:45,040 Speaker 1: Nol We haven't talked about this. 382 00:22:45,600 --> 00:22:47,480 Speaker 2: I don't know if I need to reread it, but 383 00:22:47,520 --> 00:22:51,720 Speaker 2: I just remember it's definitely like seriously fed up, like 384 00:22:51,760 --> 00:22:55,800 Speaker 2: event Horizon level stuff in that particular book, like a 385 00:22:56,119 --> 00:23:00,080 Speaker 2: you know, space as portal to Hell again. 386 00:23:00,320 --> 00:23:06,000 Speaker 1: A rollicking buddy comedy appropriate for all ages. Real swashbuckler, 387 00:23:06,240 --> 00:23:07,960 Speaker 1: A real swash buckler. 388 00:23:08,080 --> 00:23:09,200 Speaker 2: It's kind of a rom com. 389 00:23:10,960 --> 00:23:13,520 Speaker 1: We are lying, do not give that to your children 390 00:23:14,280 --> 00:23:18,320 Speaker 1: unless they are edgy teenagers. But we were bringing these up, 391 00:23:18,560 --> 00:23:23,120 Speaker 1: these references because there is another darker analog inspired by 392 00:23:23,320 --> 00:23:28,600 Speaker 1: pac Man. An artist named Travis Pitt had this just 393 00:23:29,600 --> 00:23:35,160 Speaker 1: fantastic artistic subversion of pac Man, depicting the entire lore 394 00:23:35,359 --> 00:23:38,720 Speaker 1: as a crew of astronauts sent to a research facility 395 00:23:40,160 --> 00:23:43,159 Speaker 1: where every one of them except for one guy, the 396 00:23:43,240 --> 00:23:48,040 Speaker 1: yellow suited guy, gets murdered, and our surviving astronaut, pac Man, 397 00:23:48,560 --> 00:23:54,560 Speaker 1: is then chased through the byzantine halls of the laboratory 398 00:23:54,600 --> 00:23:58,679 Speaker 1: of the spaceship and is being chased by the ghost 399 00:23:59,320 --> 00:24:01,920 Speaker 1: of his former fellow astronauts. 400 00:24:02,119 --> 00:24:05,840 Speaker 2: People are really wanted. They're digging deep some of these, 401 00:24:05,960 --> 00:24:06,640 Speaker 2: That's all I'm saying. 402 00:24:06,640 --> 00:24:08,960 Speaker 1: Oh well, I think I think Travis here is not 403 00:24:09,080 --> 00:24:10,280 Speaker 1: saying that's what happened. 404 00:24:10,720 --> 00:24:13,360 Speaker 2: It said, another fun interpretation for sure. Yeah, there's definitely 405 00:24:13,440 --> 00:24:15,760 Speaker 2: different ways to slice it. I like it. I like 406 00:24:16,480 --> 00:24:18,840 Speaker 2: after the fact because that's the beauty of like open 407 00:24:18,960 --> 00:24:22,320 Speaker 2: ended art or art that allows you to insert your 408 00:24:22,320 --> 00:24:24,359 Speaker 2: own narrative into it and isn't so I mean, because 409 00:24:24,359 --> 00:24:26,480 Speaker 2: you know, let's be real, pac Man is a work 410 00:24:26,520 --> 00:24:29,560 Speaker 2: of art. It's really cool, the design of it, the 411 00:24:29,760 --> 00:24:33,440 Speaker 2: iconic ghost images, the color palettes, you know. I mean, 412 00:24:34,040 --> 00:24:38,560 Speaker 2: that's all there in that first game, in that simple design, 413 00:24:38,680 --> 00:24:41,840 Speaker 2: and it's like that alone. There hasn't really been there. 414 00:24:41,880 --> 00:24:43,919 Speaker 2: Certainly have been spinoffs of pac Man, and you can 415 00:24:43,960 --> 00:24:46,760 Speaker 2: play as pac Man in like Super Smash Brothers, and yeah, 416 00:24:46,760 --> 00:24:50,000 Speaker 2: there have been cartoons and all of that, but when 417 00:24:50,000 --> 00:24:53,120 Speaker 2: we think of pac Man, largely we think of this one. 418 00:24:53,200 --> 00:24:56,159 Speaker 2: We think of the old school, eating the pills, chasing 419 00:24:56,240 --> 00:24:59,080 Speaker 2: the ghosts. You know, original. 420 00:25:05,240 --> 00:25:08,560 Speaker 1: Speak of subversion. We subverted the order of the story 421 00:25:08,600 --> 00:25:12,560 Speaker 1: here because we're giving you the cool, deep, sometimes disturbing 422 00:25:12,720 --> 00:25:17,719 Speaker 1: philosophical interpretations. But we were telling you the truth at 423 00:25:17,760 --> 00:25:22,800 Speaker 1: the beginning, folks, as we reference Scott Pilgrim versus the World. Yes, 424 00:25:22,880 --> 00:25:24,879 Speaker 1: there is a true story about pac Man, who was 425 00:25:24,920 --> 00:25:28,399 Speaker 1: originally called puck Man, and it did come from the 426 00:25:28,480 --> 00:25:30,600 Speaker 1: name pacopacu or the phrase. 427 00:25:30,320 --> 00:25:33,920 Speaker 2: Meaning to gobble things up. And we thankfully saved this 428 00:25:34,080 --> 00:25:37,320 Speaker 2: for the end here there's another detail that led them 429 00:25:37,359 --> 00:25:40,480 Speaker 2: to calling it pac Man instead of puck Man. Think 430 00:25:40,520 --> 00:25:45,720 Speaker 2: about it, Think about some little naughty little scamps going 431 00:25:45,760 --> 00:25:49,159 Speaker 2: around with their sharpies and at the arcade, defacing the 432 00:25:49,200 --> 00:25:52,639 Speaker 2: side of these giant machines. It would be a very 433 00:25:52,680 --> 00:25:57,520 Speaker 2: simple maneuver to change that puck to you another a 434 00:25:57,600 --> 00:25:58,120 Speaker 2: naughty word. 435 00:25:58,320 --> 00:26:01,719 Speaker 1: Yeah, they're not calling it puck fan, just so you know. 436 00:26:01,920 --> 00:26:05,480 Speaker 1: So that was that was the concern, and they change 437 00:26:05,520 --> 00:26:07,520 Speaker 1: it to pac Man because it sounded close to the 438 00:26:07,600 --> 00:26:13,080 Speaker 1: original Japanese name Pakuman, and the design, as we mentioned, 439 00:26:13,359 --> 00:26:20,159 Speaker 1: was conceptualized initially by Toru Iwatani. Tou Iwatani led the 440 00:26:20,200 --> 00:26:24,920 Speaker 1: team in nineteen seventy nine to create the game, and 441 00:26:25,000 --> 00:26:30,400 Speaker 1: Iwatani wanted it to have universal appeal to women and men, 442 00:26:30,680 --> 00:26:33,560 Speaker 1: and at the time that they were working on pac 443 00:26:33,640 --> 00:26:38,240 Speaker 1: Man or Pakuman, they were they saw a market opportunity 444 00:26:38,320 --> 00:26:44,399 Speaker 1: because a lot of contemporary games were based on war 445 00:26:44,600 --> 00:26:48,680 Speaker 1: or sports, which they saw as traditionally male interest. 446 00:26:49,040 --> 00:26:53,080 Speaker 2: And I'm not trying to necessarily, you know, psychoanalyte that 447 00:26:53,160 --> 00:26:54,720 Speaker 2: was going on here, but it does occur to me 448 00:26:54,760 --> 00:26:58,560 Speaker 2: that those types of games that you're talking about, like 449 00:26:58,720 --> 00:27:02,320 Speaker 2: war games and drive games and more masculine games, because 450 00:27:02,359 --> 00:27:06,480 Speaker 2: of the technology of the time, they didn't look particularly immersive. 451 00:27:07,200 --> 00:27:09,160 Speaker 2: They it was a sort of like a video game 452 00:27:09,280 --> 00:27:12,000 Speaker 2: version of battleship. We're dealing with like a grid or 453 00:27:12,000 --> 00:27:14,199 Speaker 2: these tiny little icons and things that are sort of 454 00:27:14,240 --> 00:27:19,240 Speaker 2: representative of these sporting events or war. But a game 455 00:27:19,359 --> 00:27:22,600 Speaker 2: like this that purely creates its own world and sort 456 00:27:22,600 --> 00:27:26,000 Speaker 2: of defines the terms of what it's showing you, it's 457 00:27:26,040 --> 00:27:28,360 Speaker 2: a lot easier to become immersive, and I think that's 458 00:27:28,400 --> 00:27:32,800 Speaker 2: why the original design has stood the test of time. Originally, 459 00:27:33,359 --> 00:27:37,400 Speaker 2: this idea of a world occupied by these like moving mouths. 460 00:27:38,560 --> 00:27:43,159 Speaker 2: He saw a pizza pie Iwatanievic originally with a slice missing, 461 00:27:43,320 --> 00:27:46,920 Speaker 2: and that to him resembled an open mouth. And thinking 462 00:27:47,000 --> 00:27:49,439 Speaker 2: along the lines of like, what would be a simple, 463 00:27:49,640 --> 00:27:54,920 Speaker 2: easily communicatable, iconic image that could be communicated with the 464 00:27:55,040 --> 00:27:59,159 Speaker 2: limitations of this early video game, you know, programming in 465 00:27:59,160 --> 00:27:59,800 Speaker 2: pixel count. 466 00:28:00,200 --> 00:28:03,399 Speaker 1: Yeah, the fancy word for that is peridolia. 467 00:28:03,920 --> 00:28:07,359 Speaker 2: Paradolia, Yeah, where you see faces in weird such like 468 00:28:07,440 --> 00:28:09,960 Speaker 2: the backs of trucks, and you know, the hooks on 469 00:28:10,000 --> 00:28:12,520 Speaker 2: the wall look like a little drunken fighting squid. 470 00:28:12,800 --> 00:28:16,239 Speaker 1: The reason cars have two headlights largely a face on 471 00:28:16,320 --> 00:28:21,240 Speaker 1: mars so on Iwatani is also saying, hey, this reminds 472 00:28:21,280 --> 00:28:25,200 Speaker 1: me of a word in Japanese language, or a character kuchi, 473 00:28:25,400 --> 00:28:29,280 Speaker 1: which means mouth. Ku Chi, we would spell it here 474 00:28:29,600 --> 00:28:34,320 Speaker 1: and says, look, the original Japanese character that means mouth 475 00:28:34,760 --> 00:28:37,080 Speaker 1: has a square shape, so why don't I just round 476 00:28:37,119 --> 00:28:40,160 Speaker 1: it out. And then to our earlier question about eyes, 477 00:28:40,600 --> 00:28:43,680 Speaker 1: he said, look, we could have put eyes on it, 478 00:28:43,880 --> 00:28:48,800 Speaker 1: but eventually we decided to keep it simple. And he 479 00:28:48,920 --> 00:28:51,520 Speaker 1: talks about this. He says, one lunchtime, I was quite 480 00:28:51,600 --> 00:28:56,400 Speaker 1: hungry and I ordered a whole pizza epic iwatani nice one, 481 00:28:56,560 --> 00:28:59,280 Speaker 1: and he says, I helped myself to a wedge and 482 00:28:59,360 --> 00:29:02,480 Speaker 1: what was left was the idea for the pac Man's shape. 483 00:29:03,000 --> 00:29:06,440 Speaker 1: So he steers away from sports themes or shooter games, 484 00:29:06,480 --> 00:29:11,200 Speaker 1: and he says, I want something non violent. I want 485 00:29:11,240 --> 00:29:16,960 Speaker 1: colorful characters with cheerful music. I want couples and families 486 00:29:17,160 --> 00:29:21,560 Speaker 1: to play games at the arcade together. This makes more money. Also, 487 00:29:21,600 --> 00:29:23,320 Speaker 1: I got a point out. I don't know about you guys, 488 00:29:23,320 --> 00:29:26,400 Speaker 1: but being an entity that can be given to anxiety, 489 00:29:27,040 --> 00:29:31,880 Speaker 1: I do find pac Man stressful, especially as you get 490 00:29:31,920 --> 00:29:34,120 Speaker 1: further in right and the ghosts get faster. 491 00:29:34,680 --> 00:29:38,080 Speaker 3: All these games are so stressful. Mario Man I mean, 492 00:29:38,120 --> 00:29:40,680 Speaker 3: I guess Donkey Kong, but like all the old games, 493 00:29:41,160 --> 00:29:45,800 Speaker 3: the quarters eads are just so stressful quarter eaders. 494 00:29:45,920 --> 00:29:46,600 Speaker 2: Yeah. 495 00:29:46,680 --> 00:29:50,400 Speaker 1: But the good news is this works for Iwatani and 496 00:29:50,440 --> 00:29:54,640 Speaker 1: the team, so much so that in nineteen eighty two, 497 00:29:54,800 --> 00:29:58,360 Speaker 1: just two years later, they create Miss pac Man as 498 00:29:58,400 --> 00:30:03,040 Speaker 1: a specific explain said thank you to female gamers for 499 00:30:03,120 --> 00:30:07,480 Speaker 1: their enthusiasm about pac Man, and they changed her name too. 500 00:30:07,520 --> 00:30:09,400 Speaker 1: She was going to be called pac Woman. 501 00:30:09,520 --> 00:30:13,360 Speaker 2: Mm, but instead she's miss right, isn't she miss or 502 00:30:13,480 --> 00:30:14,040 Speaker 2: she misses? 503 00:30:14,760 --> 00:30:17,160 Speaker 1: Well, she's yeah, she's Miss pac Man. 504 00:30:17,200 --> 00:30:19,320 Speaker 2: If you're nasty, oh fair enough. But is it the 505 00:30:19,320 --> 00:30:21,200 Speaker 2: implication that they're a couple. 506 00:30:22,000 --> 00:30:27,640 Speaker 1: Yes, yeah, yeah, yeah yeah uh they they they originally 507 00:30:27,640 --> 00:30:30,480 Speaker 1: wanted to call her Miss pac Man, but they had 508 00:30:30,520 --> 00:30:34,160 Speaker 1: included a baby pac Man because why not, And so 509 00:30:34,600 --> 00:30:38,760 Speaker 1: they they didn't want to apply that she gave birth 510 00:30:38,800 --> 00:30:44,000 Speaker 1: out of wedlock, so they called her ms pac Man, 511 00:30:44,040 --> 00:30:46,200 Speaker 1: which I guess made it sound like they were married. 512 00:30:46,240 --> 00:30:50,240 Speaker 1: But here miss and Ms dot are the same thing, 513 00:30:50,640 --> 00:30:54,520 Speaker 1: so it'd have to be missus pac Man for us anyway, 514 00:30:54,960 --> 00:30:58,880 Speaker 1: lost to history. Originally, Miss pac Man was going to 515 00:30:58,880 --> 00:31:01,480 Speaker 1: be a redhead, but the guy who was in charge 516 00:31:01,520 --> 00:31:06,400 Speaker 1: of Namco at the time, Masaka Nakamura said, Nope, don't 517 00:31:06,440 --> 00:31:08,800 Speaker 1: make her a redhead. Give her a bow and give 518 00:31:08,840 --> 00:31:12,000 Speaker 1: her a Cindy Crawford esque beauty mark or Marilyn Monroe 519 00:31:12,080 --> 00:31:14,720 Speaker 1: esque beauty mark, whatever you wish, and so we said. 520 00:31:15,440 --> 00:31:18,000 Speaker 1: The work on this started in nineteen seventy nine. It 521 00:31:18,040 --> 00:31:21,080 Speaker 1: took a year and five months to make it. At 522 00:31:21,080 --> 00:31:25,560 Speaker 1: this point, this was the longest development time for a 523 00:31:25,680 --> 00:31:32,240 Speaker 1: video game ever. Butthesda, looking at you, where is the 524 00:31:32,280 --> 00:31:33,800 Speaker 1: Next Elder scrolls? 525 00:31:34,120 --> 00:31:35,240 Speaker 3: Probably five to ten years. 526 00:31:35,720 --> 00:31:39,000 Speaker 2: Jesus, some people, it's in. 527 00:31:39,480 --> 00:31:44,080 Speaker 3: They have confirmed it's in. When they released the Oblivion 528 00:31:44,080 --> 00:31:47,840 Speaker 3: Remastered they confirmed that it's in production, which is I 529 00:31:47,840 --> 00:31:49,960 Speaker 3: guess new because it had been We don't even know 530 00:31:50,000 --> 00:31:51,600 Speaker 3: where it's set at technically yet. 531 00:31:51,880 --> 00:31:56,200 Speaker 1: Right, there are rumors, but also we're we're roasting with 532 00:31:56,800 --> 00:32:00,400 Speaker 1: a light roast and a lot of affections alike, roast 533 00:32:00,600 --> 00:32:04,520 Speaker 1: good things take time, right, uh so apparently the lighter 534 00:32:04,560 --> 00:32:09,280 Speaker 1: the roast, the more caffeine and the bean. That is correct, Yes, yes, yes, 535 00:32:10,400 --> 00:32:11,520 Speaker 1: here's the other idea. 536 00:32:11,600 --> 00:32:13,040 Speaker 2: I didn't mean for that to rhyme, but I'm here 537 00:32:13,040 --> 00:32:13,880 Speaker 2: for him. I love it. 538 00:32:13,920 --> 00:32:18,080 Speaker 1: I love a rhyme. So Awatani is honest about his inspirations. 539 00:32:18,600 --> 00:32:22,000 Speaker 1: He says the idea of pac Man consuming energy pellets 540 00:32:22,280 --> 00:32:26,560 Speaker 1: came to him from the video game based on Popeye 541 00:32:26,560 --> 00:32:29,840 Speaker 1: the Sailor Man. We get a boost after eating his 542 00:32:30,000 --> 00:32:34,160 Speaker 1: little pellet, his can spinach and spinach pellets. 543 00:32:34,160 --> 00:32:36,360 Speaker 2: He fights to the finish, but he only ate you 544 00:32:36,440 --> 00:32:39,840 Speaker 2: only ever ate can spinach, right, which's weird because he 545 00:32:39,880 --> 00:32:41,520 Speaker 2: had he squeezed it out of the can and then 546 00:32:41,520 --> 00:32:42,760 Speaker 2: it just shot up in the air. 547 00:32:43,080 --> 00:32:50,000 Speaker 1: Yeah, Karkar Kherkar exactly. So the ghost, he further says, 548 00:32:50,120 --> 00:32:55,880 Speaker 1: came from his own personal admiration of Casper the friendly ghost. 549 00:32:56,360 --> 00:32:59,840 Speaker 1: And those fruit bonuses that get you more points were 550 00:33:00,080 --> 00:33:03,400 Speaker 1: surprise inspired by slot machines. 551 00:33:04,760 --> 00:33:09,400 Speaker 2: Slot machines, huh okay, Yeah, yeah, he's a man who's 552 00:33:09,560 --> 00:33:12,200 Speaker 2: lived a life, that's right. But also, like we know 553 00:33:12,240 --> 00:33:17,440 Speaker 2: that slot machines are so inherently designed to elicit those 554 00:33:17,480 --> 00:33:20,720 Speaker 2: dopamine hits. They're sort of the first to market with 555 00:33:20,800 --> 00:33:23,360 Speaker 2: that kind of stuff, so it definitely makes sense. Also, 556 00:33:23,440 --> 00:33:26,400 Speaker 2: the cherries and the bells and all the little icons 557 00:33:26,600 --> 00:33:30,000 Speaker 2: the slot machines show on those little revolving what do 558 00:33:30,000 --> 00:33:33,040 Speaker 2: you call them cylinders? I guess that was something that 559 00:33:33,440 --> 00:33:35,760 Speaker 2: also was able to be kind of co opted a 560 00:33:35,800 --> 00:33:36,200 Speaker 2: little bit. 561 00:33:36,360 --> 00:33:40,360 Speaker 1: One hundred percent. Yeah, And there's a funny anecdote about 562 00:33:40,440 --> 00:33:44,080 Speaker 1: Iwatani sitting together with the team that was doing sound 563 00:33:44,160 --> 00:33:49,640 Speaker 1: design and this guy, this absolute legend, sits down with 564 00:33:49,680 --> 00:33:53,640 Speaker 1: the sound designers and he has fruit with them and 565 00:33:53,680 --> 00:33:56,719 Speaker 1: he says, here's the sound pac Man should make. And 566 00:33:56,760 --> 00:34:02,640 Speaker 1: he noisily eats I think crutches, gurgles, and he's like, this. 567 00:34:02,520 --> 00:34:05,480 Speaker 2: Is this is This guy didn't have misophonius, I know, right, 568 00:34:05,600 --> 00:34:05,920 Speaker 2: got it. 569 00:34:06,280 --> 00:34:09,040 Speaker 1: Yeah. One of the last things I want to mention 570 00:34:09,160 --> 00:34:13,440 Speaker 1: here as we're wrapping up, is that the concept of 571 00:34:13,600 --> 00:34:17,759 Speaker 1: artificial intelligence plays a big role in pac Man. The 572 00:34:17,800 --> 00:34:23,759 Speaker 1: ghosts are not steered by other players. Their movements are 573 00:34:23,880 --> 00:34:27,000 Speaker 1: described by their names exactly. 574 00:34:27,080 --> 00:34:29,320 Speaker 2: I've been itching to get to this. We've got a 575 00:34:29,960 --> 00:34:34,680 Speaker 2: shadow Blinky, who always chases pac Man. We've got Speedy 576 00:34:34,880 --> 00:34:38,080 Speaker 2: aka Pinky, who tries to get ahead of him. Each 577 00:34:38,120 --> 00:34:40,360 Speaker 2: of them have their own kind of like football players, 578 00:34:40,360 --> 00:34:44,000 Speaker 2: sort of flanking maneuvers, right, they're doing like plays, they're 579 00:34:44,000 --> 00:34:45,759 Speaker 2: sort of like trying to Yeah. I never really thought 580 00:34:45,760 --> 00:34:47,359 Speaker 2: about that, but it's true. They all do have their 581 00:34:47,400 --> 00:34:50,600 Speaker 2: own kind of set of moves. That's fascinating. We've got 582 00:34:50,600 --> 00:34:54,120 Speaker 2: bashful or Inky, who uses a more complicated strategy to 583 00:34:54,239 --> 00:34:57,839 Speaker 2: really hone in. Then we have Pokey or Clyde who 584 00:34:57,880 --> 00:35:01,520 Speaker 2: alternates between chasing him and running away. Yeah. 585 00:35:01,640 --> 00:35:06,600 Speaker 1: Yeah, And the Japanese names translate to chase, ambush, thickle 586 00:35:06,800 --> 00:35:10,080 Speaker 1: and playing dumb. Pretty cool stuff. 587 00:35:09,960 --> 00:35:11,960 Speaker 2: Super cool. I it never even occurred to me that 588 00:35:12,000 --> 00:35:14,920 Speaker 2: they all do different things, but they very much do. No, 589 00:35:15,000 --> 00:35:17,080 Speaker 2: it's immediately apparent now that I'm thinking about it. 590 00:35:17,360 --> 00:35:18,960 Speaker 1: Oh, and we do have to mention to the thing 591 00:35:19,040 --> 00:35:23,560 Speaker 1: about cutscenes. There are intermissions between levels. Now, they're not 592 00:35:23,640 --> 00:35:24,000 Speaker 1: that I. 593 00:35:23,920 --> 00:35:28,480 Speaker 2: Remember, Yeah, little bits, certainly not on the level of 594 00:35:28,480 --> 00:35:31,960 Speaker 2: what we think of today, but sort of like occupying 595 00:35:32,000 --> 00:35:35,360 Speaker 2: a similar space, creating a little bit of transition, maybe 596 00:35:35,760 --> 00:35:38,440 Speaker 2: a little bit of lore as to the interaction between 597 00:35:38,480 --> 00:35:39,160 Speaker 2: these characters. 598 00:35:39,400 --> 00:35:41,800 Speaker 1: Mm hmm. Yeah, And this is one of the first 599 00:35:41,880 --> 00:35:45,560 Speaker 1: games to deploy that strategy. All of the stuff we're 600 00:35:45,560 --> 00:35:50,759 Speaker 1: describing worked. Pac Man soon became a huge household name 601 00:35:50,840 --> 00:35:53,920 Speaker 1: on the level of Mickey Mouse. Like we said earlier, 602 00:35:53,960 --> 00:35:59,160 Speaker 1: he got his own Saturday Morning cartoon merchandise out the wazoo, 603 00:35:59,440 --> 00:36:05,680 Speaker 1: and we're PG thirteen show. But Pacman also got a 604 00:36:05,760 --> 00:36:11,279 Speaker 1: cover spread and a hustler Pacman Fox just saying there 605 00:36:11,360 --> 00:36:16,040 Speaker 1: was a cookbook released just this year, The Pacman The 606 00:36:16,239 --> 00:36:23,040 Speaker 1: Official Cookbook featuring amazing choppable recipes. 607 00:36:23,480 --> 00:36:26,319 Speaker 2: Heck yeah. And by the way, I found like a 608 00:36:26,360 --> 00:36:29,680 Speaker 2: sort of a collection on Pacman dot fandom dot com 609 00:36:29,680 --> 00:36:32,600 Speaker 2: of all of the cut scenes, and there are a ton, 610 00:36:33,239 --> 00:36:37,719 Speaker 2: and they all have our little skits basically between you know, 611 00:36:37,800 --> 00:36:41,359 Speaker 2: you start getting into the meet cute of Pacman and 612 00:36:41,440 --> 00:36:44,680 Speaker 2: Miss Pacman in Miss Pacman, of course, but you have 613 00:36:44,760 --> 00:36:49,359 Speaker 2: little funny interactions between the ghosts and uh and then 614 00:36:49,400 --> 00:36:52,359 Speaker 2: Pacman and Misspacman. And if you go to they're called 615 00:36:52,400 --> 00:36:54,560 Speaker 2: coffee breaks actually, so if you go to Pacman dot 616 00:36:54,560 --> 00:36:58,080 Speaker 2: fandom dot com slash wikislash Coffee Underscore break, you can 617 00:36:58,120 --> 00:37:01,359 Speaker 2: see a breakdown of what happens in each one of these. 618 00:37:01,400 --> 00:37:04,799 Speaker 2: And I would argue they are absolutely proto cutscenes. 619 00:37:05,000 --> 00:37:07,799 Speaker 1: Yeah, world building. We love to see it. We love 620 00:37:07,840 --> 00:37:11,760 Speaker 1: to see it here and everywhere else. We also can't 621 00:37:11,760 --> 00:37:14,640 Speaker 1: thank you enough for joining us today, folks, but here 622 00:37:14,680 --> 00:37:17,680 Speaker 1: we go. Thank you, thank you, yeah, thank you. Thanks 623 00:37:17,719 --> 00:37:21,320 Speaker 1: also to our super producer, mister Max Williams. Our research 624 00:37:21,440 --> 00:37:24,359 Speaker 1: associate for this. Andrea and who. 625 00:37:24,280 --> 00:37:27,440 Speaker 2: Else who else who wilse oh geez, Christopherracios. Name is 626 00:37:27,480 --> 00:37:31,560 Speaker 2: Jeff Coats here in spirit. Jonathan Strickland, the Quizzler, AJ Mohamas, 627 00:37:31,600 --> 00:37:32,840 Speaker 2: Jacobs the Puzzler. 628 00:37:33,080 --> 00:37:37,120 Speaker 1: Doctor Rachel Big Spinach, Lance the world's number one authority 629 00:37:37,200 --> 00:37:39,520 Speaker 1: on underwater explosions, and Noel. 630 00:37:39,800 --> 00:37:42,040 Speaker 2: Thanks to you, Ron, you as well, Buddy. We'll see 631 00:37:42,040 --> 00:37:51,640 Speaker 2: you next time, folks. For more podcasts from iHeartRadio, visit 632 00:37:51,640 --> 00:37:54,799 Speaker 2: the iHeartRadio app, Apple Podcasts, or wherever you listen to 633 00:37:54,840 --> 00:37:55,760 Speaker 2: your favorite shows,