It’s clear PAC-MAN is changing, even with the games alone, there are side-scrolling games, puzzle games, 3D games, and even AR games. PAC-MAN style guides (Rulebooks for designing merchandise and more) I have a bunch of PAC-MAN style guides from over the years with me here, but it’s actually quite unusual for an IP to come out with these so frequently. While there are some characters whose appeal comes from how they have remained unchanged for decades, with PAC-MAN, it’s as if as long as the character remains yellow and round, we’re free to do whatever we want with him. Looking at all the different PAC-MAN projects, you see how things are always changing. Miyakawa: One interesting thing I’ve noticed in working with PAC-MAN’s 40th anniversary is just how much the IP has changed. Udetsu and the advertising and licensing team. Kumagai and the product commercialization team, Mr. One of the main goals of the PAC-MAN Room is to focus our business around the IP. We originally worked with copyrights and game production matters were handled by dedicated divisions, but both have been combined into one with the PAC-MAN Room. The all-new PAC-MAN Room was founded just this year to focus solely on PAC-MAN too, right?įuse: Right. Features a variety of challenges tackled using CAT heavy machinery. *1 CAT Trial Series: Video series produced by the world’s largest construction equipment manufacturer, Caterpillar (CAT). My parents moved out of our old home around 5 years ago, and when I went to go gather up my things I came across some writings of mine when I was in my fifth year of elementary school, and looking through them I found a drawing of PAC-MAN under the hobby section of one of them. Okubo: I remember playing a lot of PAC-LAND (1984), myself. I wasn’t all that great at English back then, so this friend might have asked me to play figuring, “You can probably understand at least this much.” I went on to join the company later, and it was just two years ago when I began getting involved with PAC-MAN, but I’ve really been left with a renewed sense of just how impressive the IP is. This friend of mine wasn’t particularly into games and didn’t have many at home, but they did have PAC-MAN. It was while I was studying abroad and I played it at the home of one of my US friends. NAMCO’s sound design was, and still is of course, really first-rate.įuse: The first time I played was in high school. I was impressed by how much the sound of PAC-MAN remained stuck in my head, though. Miyakawa: I knew about the game when it first came out, but back then I was so heavily into music that I didn’t actively play it. And I played it right after it launched, but I remember being just awful at it… I knew that PAC-MAN was NAMCO’s latest game when it came out. Miyakawa and I both joined BANDAI in 1981, so in 1980 we were still in school. That was my first exposure to the series. My father was into tech, so when the Famicom came out he was so excited about how we could have a machine like that at home, so he went out and bought the console along with a copy of PAC-MAN. Michiko Kumagai: My first time was sort of similar. I’m pretty sure I mentioned this story during my recruitment interview. That was where I played for the very first time. I remember my father bringing me to a hostess bar, for whatever reason, and there being just one cocktail table arcade machine– PAC-MAN. Udetsu: When PAC-MAN first came out in 1980, I was in my first year of elementary school in a fishing village in Toyama Prefecture. To start off, can each of you tell us about your first encounters with PAC-MAN? Getting to Know PAC-MAN – What were the impressions of PAC-MAN from these staff members who represent different generations? In 2014 he transferred to home console content production and worked as a producer for the home console version of Tekken 7 and Soul Calibur VI before reaching his current position in 2020. He worked in the Sales Division (securing locations) before being appointed to overseas development for mobile content in 2001, and is engaged in overseas expansion of classic content such as PAC-MAN. Okubo joined NAMCO (today BANDAI NAMCO Entertainment) in 1996.
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