Pac Man Games was intended to have no closure – the length of no less than one life was left, the amusement ought to have the capacity to go on uncertainly. In any case, a bug keeps this from happening: Normally, close to seven organic product are shown on the HUD at the base of the screen at any given time. In any case, when the inner level counter, which is put away in a solitary byte (eight bits), comes to 255, the subroutine that draws the organic product wrongly “moves over” this number to zero when it is deciding the quantity of natural product to draw, utilizing organic product counter = inside level counter + 1. Regularly, when the organic product counter is beneath eight, the drawing subroutine draws one natural product for every level, decrementing the natural product counter until it achieves 0. At the point when the natural product counter has flooded to zero, the first decrement sets the organic product counter back to 255, bringing about the subroutine to draw a sum of 256 natural product rather than the greatest of seven.
This undermines the base of the screen and the whole right 50% of the labyrinth with apparently irregular images and tiles, overwriting the estimations of palatable spots which makes it difficult to eat enough dabs to beat the level. Since this successfully closes the amusement, this “split-screen” level is frequently alluded to as the “execute screen”. There are 114 dabs on the left 50% of the screen, nine specks on the privilege, and one reward key, totaling 6,310 focuses. At the point when the majority of the spots have been cleared, nothing happens. The amusement does not consider a level to be finished until 244 specks have been eaten. Every time a life is lost, the nine specks on the right 50% of the screen get reset and can be eaten once more, bringing about an extra 90 focuses per additional man. In the most ideal situation (five additional men), 6,760 focuses is the greatest score conceivable, however just 168 spots can be reaped, and that is insufficient to change levels. Four of the nine spots on the right 50% of the screen are undetectable, yet can be heard when eaten. A few specks are undetectable yet the rest can be seen, albeit some are an alternate shading than typical. One technique for securely clearing this round is to trap the phantoms. To trap the three imperative phantoms, the player must start by going right until Pac-man achieves a blue letter ‘N’, then he goes down. He continues going down until he achieves a blue letter ‘F’, then he goes right. He continues going right until he achieves a yellow ‘B’, then he goes down once more. At the point when executed appropriately, Pac-Man will hit an undetectable divider very quickly after the last turn is made. In the long run, the red phantom will get stuck. The pink phantom takes after a few moments later. The blue apparition will keep on moving openly for a few minutes until the following disseminate mode happens. By then, it will attempt to achieve some area close to the right edge of the screen and get stayed with the pink and red phantom. The orange phantom is the stand out still free to move around at will, yet he is no genuine danger since he hurries to his corner at whatever point Pac-Man draws near, so it is anything but difficult to eat all the dots. Emulators and code examination have uncovered what might happen ought to this 256th level be cleared: The leafy foods would restart at level 1 conditions, yet the adversaries would hold their higher rate and insusceptibility to power pellets from the higher stag