

#MRS PAC MAN MAZE MADNESS SOFTWARE#
Our sources included video game historian/“informant” Steven Kent the Interactive Digital Software Association (IDSA) JoyStick Nation by New York Times reporter J.C. To take advantage of her retro allure, the team did a thorough investigation of our heroine’s past. And, MS&L already knew there was anticipation growing over her return when Pac came back in 1999, it begged the question, “Where’s the Ms?” Pac-Man would appeal to girls-finding solidarity with the popular “Girl Power” culture. (MS&L discovered that this craze extended to video games during its Pac-Man campaign the previous year.) With the retro fad continuing well into 2000, Ms. Pac-Man would be able to tap into mass pop culture and its love for everything retro. Pac-Man’s return – as a well-known brand, Ms. MS&L knew 2000 would be the perfect year for Ms. Pac-Man, and to help drive sales to 500,000 units by the end of February 2001. MS&L’s objectives were to capitalize on a marketing strategy that relied almost solely on PR to generate awareness, anticipation and purchase intent for the “A-MAZE-ING” Ms. Pac Man and Maze Madness more closely to women. MS&L knew those problems had to be overcome by relating Ms. Pac’s new game would be hitting retail shelves in October – a difficult month to obtain media coverage with target print and broadcast outlets because it’s National Breast Cancer Awareness Month. Two problems were very clear: 1.) National media with largely female audiences rarely cover video games and 2.) Ms. Pac-Man during their youth) that females account for 15 – 20 percent of Ms. Namco knew that beyond their primary audience of tweens and teens (ages 7 – 16) and Gen X’ers as secondary influencers (parents and gift-giving relatives, and friends who fondly remember playing Ms. Pac-Man (a life-size costume character) with MS&L’s Namco client on The Today Show and Fox and Friends morning show, articles in Disney Adventures, Family Fun, URB, Teen Beat and Girl’s Life, and radio coverage on Bloomberg radio.

Highlights of the coverage include an appearance of Ms. MS&L reached beyond video game trade magazines to focus on building a buzz through national consumer publications, generating over 111,847,622 consumer impressions, an equivalent ad value of $ 2.1 million. Pac-Man with a breast cancer awareness organization, reporters couldn’t get enough of the new 3D Ms. Pac-Man had been up to for the past 19 years, and by teaming Ms. With MS&L’s creative thinking, such as creating a “bio” to explain what Ms. Pac-Man made her debut to the world, so re-creating “Ms. Having set the bar high with Pac-Man World, MS&L needed to think BIG.

Pac-Man’s first 3D title designed for the Sony PlayStation® game console, Nintendo® 64 and Sega Dreamcast™. Pac-Man fever” (circa 1981) during the period leading up to and surrounding the October 2000 release of Ms. came back to Manning Selvage & Lee/Los Angeles with a new assignment.
#MRS PAC MAN MAZE MADNESS PC#
While no home console ports of the game have been released, the game can be played PC emulators such as Visual Pinball X (combined with PinMAME).In January 2000, on the heels of the highly successful launch of Pac-Man World 20 th Anniversary, Namco Hometek, Inc.

Notable examples include a set of bride and groom Pac-Man figures from Coleco, the B-side artwork for " The Pac-Man Album", and certain pages from the 80s Pac-Man coloring books.
