3D Pac-Man, written by Scott Elder and published by an unknown entity for the Commodore 64, is a unique take on the classic arcade game Pac-Man. Released in the early 1980s, it aimed to bring a three-dimensional perspective to the familiar maze-chase gameplay. The game retains the core mechanics of navigating a maze, collecting dots, and avoiding ghosts, but introduces a first-person viewpoint, giving players a more immersive experience compared to the traditional top-down perspective.
The graphics, while simplistic by modern standards, were innovative for the time, utilizing wireframe rendering to create the illusion of depth. The maze is presented as a series of corridors viewed from Pac-Man's perspective, with the player moving forward, backward, and turning left or right. The ghosts are represented as floating, colored shapes that approach the player, adding a sense of tension as they navigate the maze.
Gameplay involves maneuvering through the maze to collect all the dots while avoiding the ghosts. Power pellets, which temporarily allow Pac-Man to eat the ghosts, are also present, maintaining a key element of the original game. The first-person perspective, however, makes navigation more challenging, as players must rely on spatial awareness and quick reflexes to avoid collisions.
The game was developed during a time when developers were experimenting with 3D visuals on limited hardware, and 3D Pac-Man stands out as an early attempt to bring depth to a well-known formula. While it lacks the polish of later 3D games, it remains a notable example of creative adaptation in the early days of home computing.