Pac-Man Vs.

Pac-Man Vs. was designed by Shigeru Miyamoto and Nintendo EAD, created as a tech demo to show off the capabilities of the GCN link cable.

Pac-Man Vs. was met with generally favorable reviews from critics, who praised its interesting concept, multiplayer and addictive gameplay.

The player controlling Pac-Man uses the Game Boy Advance to play, the objective being to eat all the dots in the maze without being caught by a ghost.

The remaining players will take control of the ghosts on the television screen, who must catch Pac-Man before he eats all of the pellets in the maze.

[1] A short demo was shown off at the Games Convention in Germany, simply titled Pac-Man for Nintendo GameCube, where it gained a sizable amount of attention.

In North America, the game was released as a pre-order extra with the GameCube versions of I-Ninja and R: Racing Evolution, and bundled with the player's choice re-release of Pac-Man World 2.

The multiplayer aspect of the original GameCube release was re-used for the online battle mode in The Legend of Zelda: Phantom Hourglass (2007).

[7] Pac-Man Vs. was met with generally favorable reviews from critics, who praised its clever take on the core gameplay, multiplayer and replay value.

[10] Nintendo World Report highly praised the game's multiplayer aspect for keeping the gameplay frantic and fast-paced.

[10] In their review for Namco Museum DS, Retro Gamer magazine said the package was worth it for Pac-Man Vs. alone, praising its addictive gameplay and multiplayer focus.

[11] While IGN and GamePro found the commentary from Mario to be annoying,[10][9] Nintendojo said that it was helpful for when something happens outside the player's vision, although commented that it was largely unnecessary.

Screenshot of the game from the television, showing the ghosts fleeing from Pac-Man