lost. Each of the four ghosts has their own unique artificial intelligence (A.I.), or "personality": Blinky gives direct chase to Pac-Man; Pinky and Inky try to position themselves in front of Pac-Man, usually by cornering him; and Clyde will switch between chasing Pac-Man and fleeing from him. Placed at the four corners of the maze are large flashing "energizers" or "power pellets." Eating these will cause the ghosts to turn blue with a dizzied expression and to reverse direction. Pac-Man can eat blue ghosts for bonus points; when a ghost is eaten, their eyes make their way back to the center box in the maze, where the ghost "regenerates" and resumes their normal activity. Eating multiple blue ghosts in succession increases their point value. After a certain amount of time, blue-colored ghosts will flash white before turning back into their normal form. Eating a certain number of dots in a level will cause a bonus item — usually in the form of a fruit — to appear underneath the center box; the item can be eaten for bonus points. To the sides of the maze are two "warp tunnels", which allow Pac-Man and the ghosts to travel to the opposite side of the screen. Ghosts become slower when entering and exiting these tunnels. The game increases in difficulty as the player progresses: the ghosts become faster, and the energizers' effect decreases in duration, eventually disappearing entirely. Due to an integer overflow, the 256th level loads improperly, rendering it impossible to complete. Development After acquiring the struggling Japanese division of Atari in 1974, video game developer Namco began producing its own video games in-house, as opposed to simply licensing them from other developers and distributing them in Japan. Company president Masaya Nakamura created a small video game development group within the company and ordered them to study several NEC-produced microcomputers to potentially create new games with. One of the first people assigned to this division was a young 24-year-old employee named Toru Iwatani. He created Namco's first video game Gee Bee in 1978, which while unsuccessful helped the company gain a stronger foothold in the quickly-growing video game industry. He also assisted in the production of two sequels, Bomb Bee and Cutie Q, both released in 1979. The Japanese video game industry had surged in popularity with games such as Space Invaders and Breakout, which led to the market being flooded