In which arcade game, would you find ghosts called Inky, Pinky, Blinky and Clyde?
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Arcade_game.txt Ghosts_(Pac-Man).txt
Arcade game Ghosts (Pac-Man)
An arcade game or coin-op is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are video games, pinball machines, electro-mechanical games, redemption games or merchandisers.

While exact dates are debated, the golden age of arcade video games is usually defined as a period beginning sometime in the late 1970s and ending sometime in the mid-1980s. Excluding a brief resurgence in the early 1990s, the arcade industry subsequently declined in the Western hemisphere as competing home-based video game consoles increased in capability and decreased in cost.

Arcade action games

The term "arcade game" is also used to refer to an action video game that was designed to play similarly to an arcade game with frantic, addictive gameplay.  The focus of arcade action games is on the user's reflexes, and the games usually feature very little puzzle-solving, complex thinking, or strategy skills. Games with complex thinking are called strategy video games or puzzle video games.

History

The first popular "arcade games" included early amusement-park midway games such as shooting galleries, ball-toss games, and the earliest coin-operated machines, such as those that claimed to tell a person's fortune or that played mechanical music. The old midways of 1920s-era amusement parks (such as Coney Island in New York) provided the inspiration and atmosphere of later arcade games.

In the 1930s the first coin-operated pinball machines emerged. These early amusement machines differed from their later electronic cousins in that they were made of wood. They lacked  plungers or lit-up bonus surfaces on the playing field, and used mechanical instead of electronic scoring-readouts. By around 1977 most pinball machines in production switched to using solid-state electronics both for operation and for scoring. 

Electro-mechanical games

In 1966, Sega introduced an electro-mechanical game called Periscope. It was an early submarine simulator and light gun shooter,  which used lights and plastic waves to simulate sinking ships from a submarine.  It became an instant success in Japan, Europe, and North America, where it was the first arcade game to cost a quarter per play,Steven L. Kent (2000), The First Quarter: A 25-Year History of Video Games, p. 83, BWD Press, ISBN 0-9704755-0-0 which would remain the standard price for arcade games for many years to come.Mark J. P. Wolf (2008), [https://books.google.com/books?id=XiM0ntMybNwC The video game explosion: a history from PONG to Playstation and beyond], p. 149, ABC-CLIO, ISBN 0-313-33868-X In 1967, Taito released an electro-mechanical arcade game of their own, Crown Soccer Special, a two-player sports game that simulated association football, using various electronic components, including electronic versions of pinball flippers. 

The company Sega later produced gun games which resemble first-person shooter video games, but were in fact electro-mechanical games that used rear image projection in a manner similar to the ancient zoetrope to produce moving animations on a screen.  The first of these was the light gun game Duck Hunt,  which Sega released in 1969;  it featured animated moving targets on a screen, printed out the player's score on a ticket, and had sound effects that were volume controllable. That same year, Sega released an electro-mechanical arcade racing game Grand Prix, which had a first-person view, electronic sound, a dashboard with a racing wheel and accelerator,  and a forward-scrolling road projected on a screen.  Another Sega release that year was Missile, a shooter and vehicle combat simulation that featured electronic sound and a moving film strip to represent the targets on a projection screen. It was also the earliest known arcade game to feature a joystick with a fire button, which was used as part of an early dual-control scheme, where two directional buttons are used to move the player's tank and a two-way joystick is used to shoot and steer the missile onto oncoming planes displayed on the screen; when a plane is hit, an explosion is animated on screen along with an explosion sound.  In 1970,  the game was released in North America as S.A.M.I. by Midway. That same year, Sega released Jet Rocket, a combat flight simulator featuring cockpit controls that could move the player aircraft around a landscape displayed on a screen and shoot missiles onto targets that explode when hit. 

Throughout the 1970s, electro-mechanical arcade games were gradually replaced by electronic video games, following the release of Pong in 1972.  In 1972, Sega released an electro-mechanical game called Killer Shark, a first-person light gun shooter known for appearing in the 1975 film Jaws. In 1974, Nintendo released Wild Gunman, a light gun shooter that used full-motion video projection from 16 mm film to display live-action cowboy opponents on the screen.  One of the last successful electro-mechanical arcade games was F-1, a racing game developed by Namco and distributed by Atari in 1976;  the game was shown in the films Dawn of the Dead (1978)  and Midnight Madness (1980), as was Sega's Jet Rocket in the latter film. The 1978 video game Space Invaders, however, dealt a yet more powerful blow to the popularity of electro-mechanical games. 

Arcade video games

In 1971 students at Stanford University set up the Galaxy Game, a coin-operated version of the Spacewar video game. This ranks as the earliest known instance of a coin-operated video game. Later in the same year, Nolan Bushnell created the first mass-manufactured game, Computer Space, for Nutting Associates.

In 1972, Atari was formed by Nolan Bushnell and Ted Dabney. Atari essentially created the coin-operated video game industry with the game Pong, the first successful electronic ping pong video game. Pong proved to be popular, but imitators helped keep Atari from dominating the fledgling coin-operated video game market.

Golden age

Taito's Space Invaders, in 1978, proved to be the first blockbuster arcade video game.  Its success marked the beginning of the golden age of arcade video games. Video game arcades sprang up in shopping malls, and small "corner arcades" appeared in restaurants, grocery stores, bars and movie theaters all over the United States, Japan and other countries during the late 1970s and early 1980s. Space Invaders (1978), Galaxian (1979), Pac-Man (1980), Battlezone (1980), Defender (1980), and Bosconian (1981) were especially popular. By 1981, the arcade video game industry was worth $8 billion  ($ in ).

During the late 1970s and 1980s, chains such as Chuck E. Cheese's, Ground Round, Dave and Busters, ShowBiz Pizza Place and Gatti's Pizza combined the traditional restaurant and/or bar environment with arcades.  By the late 1980s, the arcade video game craze was beginning to fade due to advances in home video game console technology. By 1991, US arcade video game revenues had fallen to $2.1 billion. 

Late 1980s

Sega AM2's Hang-On, designed by Yu Suzuki and running on the Sega Space Harrier hardware, was the first of Sega's "Super Scaler" arcade system boards that allowed pseudo-3D sprite-scaling at high frame rates.  The pseudo-3D sprite/tile scaling was handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s.[http://www.extentofthejam.com/pseudo/ Extentofthejam.com] Designed by Sega AM2's Yu Suzuki, he stated that his "designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to 2D. So I was always thinking in 3D."[http://web.archive.org/web/20131113174154/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=2 Web.archive.org] It was controlled using a video game arcade cabinet resembling a motorbike, which the player moves with their body. This began the "Taikan" trend, the use of motion-controlled hydraulic arcade cabinets in many arcade games of the late 1980s, two decades before motion controls became popular on video game consoles. 

Renaissance

In the early 1990s, the arcades experienced a major resurgence with the 1991 release of Capcom's Street Fighter II,  which popularized competitive fighting games and revived the arcade industry to a level of popularity not seen since the days of Pac-Man,  setting off a renaissance for the arcade game industry in the early 1990s.  Its success led to a wave of other popular games which mostly were in the fighting genre, such as Pit-Fighter (1990) by Atari, Mortal Kombat by Midway Games, Fatal Fury: King of Fighters (1992) by SNK, Virtua Fighter (1993) by SEGA, Killer Instinct (1994) by Rare, and The King of Fighters (1994–2005) by SNK. In 1993, Electronic Games noted that when "historians look back at the world of coin-op during the early 1990s, one of the defining highlights of the video game art form will undoubtedly focus on fighting/martial arts themes" which it described as "the backbone of the industry" at the time. 

3D polygon graphics were popularized by the Sega Model 1 games Virtua Racing (1992) and Virtua Fighter (1993), followed by racing games like the Namco System 22 title Ridge Racer (1993) and Sega Model 2 title Daytona USA, and light gun shooters like Sega's Virtua Cop (1994)  and Mesa Logic's Area 51 (1995), gaining considerable popularity in the arcades. By 1994, arcade games in the United States were generating revenues of $7 billion  in quarters (equivalent to $ in ), in comparison to home console game sales of $6 billion, with many of the best-selling home video games in the early 1990s often being arcade ports.  Combined, total US arcade and console game revenues of $13 billion in 1994 ($ in ) was nearly two and a half times the $5 billion revenue grossed by movies in the United States at the time.

Around the mid-1990s, the fifth-generation home consoles, Sega Saturn, PlayStation, and Nintendo 64, began offering true 3D graphics. By 1995, personal computers followed, with 3D accelerator cards. While arcade systems such as the Sega Model 3 remained considerably more advanced than home systems in the late 1990s,   the technological advantage that arcade games had, in their ability to customize and use the latest graphics and sound chips, slowly began narrowing, and the convenience of home games eventually caused a decline in arcade gaming. Sega's sixth generation console, the Dreamcast, could produce 3D graphics comparable to the Sega NAOMI arcade system in 1998, after which Sega produced more powerful arcade systems such as the Sega NAOMI Multiboard and Sega Hikaru in 1999 and the Sega NAOMI 2 in 2000, before Sega eventually stopped manufacturing expensive proprietary arcade system boards, with their subsequent arcade boards being based on more affordable commercial console or PC components.

Decline

Arcade video games had declined in popularity so much by the late 1990s, that revenues in the United States dropped to $1.33 billion in 1999,  and reached a low of $866 million in 2004.  Furthermore, by the early 2000s, networked gaming via computers and then consoles across the Internet had also appeared,  replacing the venue of head-to-head competition and social atmosphere once provided solely by arcades. 

The arcades also lost their status as the forefront of new game releases. Given the choice between playing a game at an arcade three or four times (perhaps 15 minutes of play for a typical arcade game), and renting, at about the same price, exactly the same game—for a video game console—the console became the preferred choice. Fighting games were the most attractive feature for arcades, since they offered the prospect of face-to-face competition and tournaments, which correspondingly led players to practice more (and spend more money in the arcade), but they could not support the business all by themselves.

To remain viable, arcades added other elements to complement the video games such as redemption games, merchandisers, and food service. Referred to as "fun centers" or "family fun centers", some of the longstanding chains such as Chuck E. Cheese's and Gatti's Pizza ("GattiTowns")  also changed to this format. Many old video game arcades have long since closed, and classic coin-operated games have become largely the province of dedicated hobbyists.

Today

Today's arcades have found a niche in games that use special controllers largely inaccessible to home users. An alternative interpretation (one that includes fighting games, which continue to thrive and require no special controller) is that the arcade game is now a more socially-oriented hangout, with games that focus on an individual's performance, rather than the game's content, as the primary form of novelty. Examples of today's popular genres are rhythm games such as Dance Dance Revolution (1998) and DrumMania (1999), and rail shooters such as Virtua Cop (1994), Time Crisis (1995)  and  House of the Dead (1996).

In the Western world, the arcade video game industry still exists today but in a greatly reduced form. Video arcade game hardware is often based on home game consoles to reduce development costs; there are video arcade versions of Dreamcast (NAOMI, Atomiswave), PlayStation 2 (System 246), Nintendo GameCube (Triforce), and Microsoft Xbox (Chihiro) home consoles and PC (e.g. Taito Type X). Some arcades have survived by expanding into ticket-based prize redemption and more physical games with no home console equivalent, such as skee ball and Whac-A-Mole. Some genres, particularly dancing and rhythm games (such as Konami's Dance Dance Revolution), continue to be popular in arcades.

Worldwide, arcade game revenues gradually increased from $1.8 billion in 1998 to $3.2 billion in 2002, rivalling PC game sales of $3.2 billion that same year.  In particular, arcade video games are a thriving industry in China, where arcades are widespread across the country.  The US market has also experienced a slight resurgence, with the number of video game arcades across the nation increasing from 2,500 in 2003 to 3,500 in 2008, though this is significantly less than the 10,000 arcades in the early 1980s. As of 2009, a successful arcade game usually sells around 4000 to 6000 units worldwide. 

The relative simplicity yet solid gameplay of many of these early games has inspired a new generation of fans who can play them on mobile phones or with emulators such as MAME. Some classic arcade games are reappearing in commercial settings, such as Namco's Ms. Pac-Man 20 Year Reunion / Galaga Class of 1981 two-in-one game,  or integrated directly into controller hardware (joysticks) with replaceable flash drives storing game ROMs. Arcade classics have also been reappearing as mobile games, with Pac-Man in particular selling over 30 million downloads in the United States by 2010.  Arcade classics have also begun to appear on multi-game arcade machines for home users. 

Japan 

In the Japanese gaming industry, arcades have remained popular through to the present day. As of 2009, out of Japan's $20 billion gaming market, $6 billion of that amount is generated from arcades, which represent the largest sector of the Japanese video game market, followed by home console games and mobile games at $3.5 billion and $2 billion, respectively.  In 2005, arcade ownership and operation accounted for a majority of Namco's for example.  With considerable withdrawal from the arcade market from companies such as Capcom, Sega became the strongest player in the arcade market with 60% marketshare in 2006.  However, due to the country's economic recession, the Japanese arcade industry has also been steadily declining, from ¥702.9 billion (US$8.7 billion) in 2007 to ¥504.3 billion ($6.2 billion) in 2010.  In 2013, estimation of revenue is ¥470 billion.

In the Japanese market, network and card features introduced by Virtua Fighter 4 and World Club Champion Football, and novelty cabinets such as Gundam Pod machines have caused revitalizations in arcade profitability in Japan. The reason for the continued popularity of arcades in comparison to the west, are heavy population density and an infrastructure similar to casino facilities.

Former rivals in the Japanese arcade industry, Konami, Taito, Bandai Namco and Sega, are now working together to keep the arcade industry vibrant. This is evidenced in the sharing of arcade networks, and venues having games from all major companies rather than only games from their own company. 

Technology

Virtually all modern arcade games (other than the very traditional midway-type games at county fairs) make extensive use of solid state electronics and integrated circuits. In the past, coin-operated arcade video games generally used custom per-game hardware often with multiple CPUs, highly specialized sound and graphics chips, and the latest in expensive computer graphics display technology. This allowed arcade system boards to produce more complex graphics and sound than what was then possible on video game consoles or personal computers, which is no longer the case today. Recent arcade game hardware is often based on modified video game console hardware or high-end PC components.

Arcade games frequently have more immersive and realistic game controls than either PC or console games, including specialized ambiance or control accessories: fully enclosed dynamic cabinets with force feedback controls, dedicated lightguns, rear-projection displays, reproductions of automobile or airplane cockpits, motorcycle or horse-shaped controllers, or highly dedicated controllers such as dancing mats and fishing rods. These accessories are usually what set modern video games apart from other games, as they are usually too bulky, expensive, and specialized to be used with typical home PCs and consoles.

Arcade genre

Arcade games often have short levels, simple and intuitive control schemes, and rapidly increasing difficulty. This is due to the environment of the Arcade, where the player is essentially renting the game for as long as their in-game avatar can stay alive (or until they run out of tokens).

Games on consoles or PCs can be referred to as "arcade games" if they share these qualities or are direct ports of arcade titles. Many independent developers are now producing games in the arcade genre that are designed specifically for use on the Internet. These games are usually designed with Flash/Java/DHTML and run directly in web-browsers.

Arcade racing games have a simplified physics engine and do not require much learning time when compared with racing simulators. Cars can turn sharply without braking or understeer, and the AI rivals are sometimes programmed so they are always near the player (rubberband effect).

Arcade flight games also use simplified physics and controls in comparison to flight simulators. These are meant to have an easy learning curve, in order to preserve their action component. Increasing numbers of console flight video games, from Crimson Skies to Ace Combat and Secret Weapons Over Normandy indicate the falling of manual-heavy flight sim popularity in favor of instant arcade flight action. 

Other types of arcade-style games include fighting games (often played with an arcade controller), beat 'em up games (including fast-paced hack and slash games), light gun rail shooters and "bullet hell" shooters (intuitive controls and rapidly increasing difficulty), music games (particularly rhythm games), and mobile/casual games (intuitive controls and often played in short sessions).

Emulation

Emulators such as MAME, which can be run on modern computers and a number of other devices, aim to preserve the games of the past.

Legitimate emulated titles started to appear on the Sony PlayStation and Sega Saturn, with CD-ROM compilations such as Arcade's Greatest Hits: The Atari Collection 1, and on the PlayStation 2 and GameCube with DVD-ROM titles such as Midway Arcade Treasures.

Arcade games are currently being downloaded and emulated through the Nintendo Wii Virtual Console Service starting in 2009 with Gaplus, Mappy, Space Harrier, Star Force, The Tower of Druaga, Tecmo Bowl, Altered Beast and many more.  Other classic arcade games such as Asteroids, Tron, Discs of Tron, Yie Ar Kung-Fu, Pac-Man, Joust, Battlezone, Dig Dug, Robotron: 2084, and Missile Command are emulated on PlayStation Network and Xbox Live Arcade.

Locations

In addition to restaurants and video arcades, arcade games are also found in bowling alleys, college campuses, dormitories, laundromats, movie theaters, supermarkets, shopping malls, airports, ice rinks, corner shops, truck stops, bar/pubs, hotels, and even bakeries. In short, arcade games are popular in places open to the public where people are likely to have free time.

List of highest-grossing arcade video games

For arcade games, success was usually judged by either the number of arcade hardware units sold to operators, or the amount of revenue generated, from the number of coins (such as quarters or 100 yen coins) inserted into machines,  and/or the hardware sales (with arcade hardware prices often ranging from $1000 to $4000 or more). This list only includes arcade games that have either sold more than 1000 hardware units or generated a revenue of more than US$1 million. Most of the games in this list date back to the golden age of arcade video games, though some are also from before and after the golden age.

Best-selling arcade video game franchises

These are the combined hardware sales of at least two or more arcade games that are part of the same franchise. This list only includes franchises that have sold at least 5,000 hardware units or grossed at least $10 million revenues. The Ghosts, primarily Blinky, Pinky, Inky and Clyde, are the monsters chasing the player in the Pac-Man franchise.

History

The enemies in Pac-Man are known variously as "ghosts," "goblins," and "monsters".   
Despite the seemingly random nature of the enemies, their movements are strictly deterministic, which players have used to their advantage. In an interview, creator Toru Iwatani stated that he had designed each enemy with its own distinct personality in order to keep the game from becoming impossibly difficult or boring to play.  More recently, Iwatani described the enemy behaviors in more detail at the 2011 Game Developers Conference. He stated that the red enemy chases Pac-Man, and the pink and blue enemies try to position themselves in front of Pac-Man's mouth.   Although he claimed that the orange enemy's behavior is random, the game's code reveals that it actually chases Pac-Man most of the time, but also moves toward the lower-left corner of the maze when it gets too close to Pac-Man. 

Cartoons

In the Pac-Man cartoon, with the male Ghost Monsters wearing various styles of hats and partnered with a new ghost named Sue (who was purple and wore earrings), the Ghost Monsters work for Mezmaron who assigns them the job of finding the Power Pellet Forest. Just as Pac-Man could "chomp" the Ghost Monsters to devour their "suits" after gulping down a power pellet and thus turning the Ghost Monsters blue — with their disembodied "eyes" floating back to Mezmaron's lair — the Ghost Monsters themselves, whenever Pac-Man hadn't been able to consume a power pellet for a time, could likewise "chomp" Pac-Man to defeat him.  The episodes "Chomp-Out at the O.K. Corral" and "The Greatest Show in Pacland" featured the Ghost Monsters' 3-year-old cousin named Dinky who was bratty, which greatly annoyed all the male ghost monsters.

In the 2013 TV series Pac-Man and the Ghostly Adventures, the four Ghosts come from the Netherworld. Though they are ruled by Lord Betrayus, they are actually good-natured spirits and often supply Pac-Man with information about Lord Betrayus' plots, while ensuring Betrayus doesn't catch them in the act. It is also suggested that they could be reunited with their bodies and brought back to life, though their 'living' forms are unknown. There were also some Ghosts that were exclusive to the TV series like Cyclops Ghosts (a race of heavyset, horned Ghosts with one eye), Fire Ghosts (a race of orange Ghosts who can emit fire from their body), Tentacle Ghosts (a race of 4-eyed purple-black Ghosts who look similar to jellyfish), Guardian Ghosts (a race of large Ghosts who guard the Netherworld), and Aqua Ghosts (a race of light blue Ghosts with fins on their head).

Known Ghosts

Below is the description of each Ghost. 

Blinky

Blinky is a red ghost who, in the original arcade game, follows behind Pac-man. He is considered the leader of the ghosts.

In the Pac-Man cartoon, Blinky (voiced by Chuck McCann) is slow-witted and cowardly with grammar problems.

In Pac-Man and the Ghostly Adventures, Pac-Man and the Ghostly Adventures 2, & Mappy: The Movie, Blinky (voiced by Ian James Corlett in the TV series and by Lucien Dodge in the video game) is the default leader of the Ghost Gang Family and tends to help the winning side.

Blinky receives a speed boost after a number of pac-pellets have been cleared. This mode has been informally referred to as "Cruise Elroy". 

Pinky

Pinky is a pink ghost who, in the original arcade game, positions him/herself in front of Pac-man.

In the Pac-Man cartoon, Pinky (voiced by Chuck McCann) is depicted as male dimwitted shape shifter.

In recent games, and Pac-Man and the Ghostly Adventures & Mappy: The Movie, Pinky (voiced by Ashleigh Ball in the TV series and by Julie Kliewer in the video game and sequel) is depicted as a female with a crush on Pac-Man, which often puts her at odds with Cylindria.

Inky

Inky is a baby blue ghost who, in the original arcade game, has a fickle mood. He can be unpredictable. Sometimes he chases Pac-Man aggressively like Blinky; other times he jumps ahead of Pac-Man as Pinky would. He might even wander off like Clyde on occasion.

In the Pac-Man cartoon, Inky (voiced by Barry Gordon) is depicted as dim and loony.

In Pac-Man and the Ghostly Adventures, Inky (voiced by Lee Tockar in the TV series and by Bryce Papenbrook in the video game) is the youngest member. Though the smartest, he lacks focus most of the time.

In Pac-Man, Inky likes to appear in front of Pac-Man's face.

Clyde

Clyde is an orange ghost who, in the original arcade game, acts stupid. He will chase after Pac-man in Blinky's manner, but will wander off to his home corner when he gets too close.  In Ms. Pac-Man, this ghost is named Sue, and in Jr. Pac-Man, this ghost is named Tim.

In the animated series, Clyde (voiced by Neil Ross) is the leader of the group.

In recent games and Pac-Man and the Ghostly Adventures, Clyde (voiced by Brian Drummond in the TV series and by Orion Acaba in the video game) is depicted as a large ghost who is simple, but not unintelligent and has an appetite equal to Pac-Man's. He lacks the devious natures of his brothers and sister and is considerate towards others.

In the Pac-Man World games, Clyde and Blinky's roles are reversed.

Other Ghosts

With the release of further Pac-Man games, more ghosts have been added.

* Kinky - a yellow Ghost that only appeared in Pac-Man Arrangement. He is also called Kinzo. Kinky is the scientist of the Ghosts who has the ability to combine with other Ghosts. When he combines with Clyde (note: in Pac-Man Arrangement, Clyde was the red ghost and Blinky was orange), Kinky becomes a bull-like ghost named Urchin that can charge after Pac-Man. When he combines with Inky, Kinky's glasses appear on Inky's body and grant this new combined ghost (named Stylist) the ability to split in two. Stylist's reflection will mirror Stylist's movements on the other half of the map (about the vertical axis). When Kinky combines with Pinky, the resulting ghost is rabbit-like and named Romp. Romp can hop to any part of the map, usually very close to Pac-Man's position. The combination of Kinky and Blinky (who is orange in Pac-Man Arrangement) results in Crybaby, a chubbier version of Blinky who adds 20-point Pac-Dots to the maze.
* Orson / Toc-Man - a greenish-gray intellectual Ghost who initially appears as the main antagonist of Pac-Man World under the alias of Toc-Man. In Pac-Man World 3, Orson has reformed and is now an ally of Pac-Man.
* Spooky - a dark gray Ghost in gray armor that is the King of the Ghosts in ancient times until he was sealed under Pac-Ville's largest tree by Sir Pac-A-Lot.
* Funky - a jumping green Ghost that debuted in the game Pac-Mania. He has an interest in Sue.
* Spunky - a jumping iron gray Ghost that debuted in Pac-Mania. She is a counterpart of Funky.
* Sue - is the female counterpart of Clyde in Ms. Pac-Man, entirely identical to him. In the Pac-Man series, Sue (voiced by Susan Silo) is featured as Clyde's second-in-command. She also appears in Pac-Mania colored purple with mascara and eyeshadow, greatly resembling her cartoon counterpart. 
* Tim - is an orange Ghost that appeared exclusively as Clyde's replacement in Jr. Pac-Man.
* Yum-Yum - a female red Ghost that debuted in Jr. Pac-Man. She is a relative of Blinky and has a romantic relationship with Jr. Pac-Man. Yum-Yum appears exclusively in Jr. Pac-Man's cutscenes.
* Lord Betrayus (full name: Betrayus Sneakerus Spheros) - a white ghost that is the supreme ruler of the Netherworld and of all Ghosts and Monsters and acts as the main antagonist of Pac-Man and the Ghostly Adventures. His primary goal is to steal the power berries and take over Pac-World and rule it with an iron fist. He is currently voiced by Samuel Vincent.
* Butt-ler - Betrayus' long suffering personal servant and butler who appears in Pac-Man and the Ghostly Adventures. He is a purple-gray ghost with a butt-shaped head, topped with a dapper black hat. He's always loyal to his master. He will take some small satisfaction seeing Betrayus fall flat on his face.
* Dr. Buttocks - The Netherworld's greatest mad scientist and Butt-ler's twin brother who also has a butt-shaped head, but is light blue, has a cybernetic right hand, wears glasses and speaks with a German accent. He specializes in monster experimentation in hopes of achieving Pac-World domination. He sometimes suspects that the Ghost Gang are working with Pac-Man, but has had no luck convincing Betrayus of this since he usually blames him or his brother for his failures and sometimes tortures him for fun. He wants all of the workers to get out of his way. He sometimes hates his twin brother, Butt-ler.

Voice actors

American

Blinky:Chuck McCann in the television seriesMartin T. Sherman in Pac-Man World 3Ian James Corlett in Pac-Man and the Ghostly Adventures TV seriesLucien Dodge in Pac-Man and the Ghostly Adventures video game and sequelInky:Barry Gordon in the television seriesStuart Milligan in Pac-Man World 3Lee Tockar in Pac-Man and the Ghostly Adventures TV series)Bryce Papenbrook in Pac-Man and the Ghostly Adventures video game and sequelPinky:Chuck McCann in the television seriesMindy Lee Raskin in Pac-Man World 3Ashleigh Ball in Pac-Man and the Ghostly Adventures TV series)Julie Kliewer in Pac-Man and the Ghostly Adventures video game and sequelClyde:Neil Ross in the television seriesJohn Guerrasio in Pac-Man World 3Kevin Deters in Wreck-It RalphBrian Drummond in Pac-Man and the Ghostly Adventures TV series)Orion Acaba in Pac-Man and the Ghostly Adventures video game and sequelSue:Susan Silo in the television series

Japanese

Blinky:Kazuhiro Fusegawa in Pac-Man and the Ghostly AdventuresInky:Mai Tōdō in Pac-Man and the Ghostly AdventuresPinky:Kiyono Yasuno in Pac-Man and the Ghostly AdventuresClyde:Yutaka Nakano in Wreck-It RalphKunpei Sakamoto in Pac-Man and the Ghostly Adventures

In other media

* In the Tiny Toon Adventures episode "Gang Busters," Buster Bunny & Plucky Duck play Pac-Man using their eyeballs as the characters & Buster plays as the ghosts.
* The Ghosts appear in The Simpsons episode "Homer and Ned's Hail Mary Pass," where they are seen at Pac-Man's wedding. They also appear in the episode "I Married Marge," where Mr. Burns was playing Ms. Pac-Man and laughs when he eats the ghosts.
* The Ghosts appear in the Futurama episode "Anthology of Interest II."
* The Ghosts appear in the South Park trilogy "Imaginationland."
* The Ghosts appear in the Family Guy episode "Stuck Together, Torn Apart."
* The Ghosts appear in the Annoying Orange episodes "Pac-Mania" and "TV OF TERROR".
* Blinky, Inky, Pinky, and Clyde appear in Wreck-It Ralph. While Blinky, Inky, and Pinky appear in Game Central Station, Clyde (voiced by Kevin Deters) is shown to be the head of Bad-Anon (a support group for video game villains) where the members have been meeting in the Pac-Man game once a week. When Wreck-It Ralph comments on how he doesn't want to be a villain anymore, Clyde is among the villains that react to this as he turns blue (Like when Pac-Man eats a power pellet). After Ralph states he gets no respect from the others characters, except the eponymous hero in Fix-It Felix, Jr. the game that he comes from, Clyde understands how he feels, but says that he'll have to accept who he is.
* The Ghosts appear in the MAD segments "Diary of a Wimpy Kid Icarus" (where they were shown chasing Pac-Man) and "ParaMorgan" (where they were shown with other popular fictional ghosts).
* The Ghosts appear in secret levels in Wolfenstein 3D.
* The Ghosts appeared in Abobo's Big Adventure as enemies on Contra Bobo. When Abobo hits them, they will turn blue and when Abobo hit scared ghosts, they will die with their eyes run offscreen.
* The Ghosts appear in Super Smash Bros. for Nintendo 3DS and Wii U. Pac-Man uses them for his Smash attacks and they can also be summoned through an Assist Trophy. The Ghosts also wander in the Pac-Maze stage found in the 3DS version. They deal damage upon contact with other fighters and can be eaten by those who got a Power Pellet.
Pakman Pac-man Pac-mn Pacman Blinky, Pinky, Inky, Clyde Pac-Man (card game) Puck-Man Pac Man Magnetic Maze Google Pac-Man パックマン Puc-Man Clyde (monster) Pac dots PACMAN Pac-Man (film) Aosuke PUCK-MAN CDMan Pakkuman MacMan Kid Inky (ghost) Pac-man (board game) Google Pacman Pac man Blinky (ghost) PuckMan Pac-man ghosts Paku paku Split-Screen Level Clyde (ghost) PAC-MAN Puck Man Pac-Man PacMan Blinky (monster) PUCKMAN Pac Man Pinky (ghost) Guzuta Puck-man Akabei PUCK MAN Pac-Man (board game)
pac man magnetic maze google pacman blinky pinky inky clyde split screen level google pac man pac man pac man ghosts pakman aosuke puckman akabei clyde ghost pinky ghost macman kid pac dots pac mn pacman clyde monster パックマン puc man blinky ghost blinky monster pac man card game puck man pac man film inky ghost paku paku cdman guzuta pac man board game pakkuman
pac man
WikipediaEntity
Pac-Man
 In which are cake game, what do you find ghost's called in-key?  Pinkie, blinky, and kite. 

 A bird date that start by key.G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G-G