Due to this legal action, GCC had to present the kit to Bally-Midway for approval, which Bally-Midway in turn bought the rights to using it as a base for a Pac-Man sequel. GCC had developed a similar kit for Atari’s Missile Command arcade machine, which ended up getting the company into a bit of legal hot water with Atari. The kit would change Pac-Man (using new ROM chips and an add on daughter card to the original PCB) into a slightly new version of the game called Crazy Otto. These conversion kits are sold under the idea that a game starts to lose value as players grow bored with the game and seek out newer video game challenges. This is the story of Namco’s Super Pac-Man, and why it perhaps never really got the success in the marketplace it deserved. With this greed the true sequel to Pac-Man developed by the originator Namco would get lost in a shuffle of market saturation, pop culture burnout, and poor-quality side projects. However Bally-Midway would be very greedy for those quarters and wanted more of them. On the shores of the USA, Pac-Man not only made the original owners of Pac-Man very rich (Namco), but also the company (Bally-Midway) who was lucky enough to gain the license to Pac-Man. He was called Pac-Man and the people of the world knew his name well. Not only did they just love the yellow circle, but they also fed him billions of quarters for many years and in turn made many other people very rich. All these things were good but best of all, there was a yellow circle chased by ghosts who ate a lot of things and people loved him. Once upon a time, there was an era filled with kids wearing plastic Swatch watches, breakdancing in the streets, and eating popcorn to Steven Spielberg movies.
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