jump over pits and obstacles by pressing the jump button. In each stage, Pac-Man will encounter the four ghosts from the original game — Blinky, Pinky, Inky, and Clyde — alongside a purple ghost named Sue, originally a replacement for Clyde in Ms. Pac-Man. Eating large flashing Power Pellets will cause the ghosts to turn blue for a short time, allowing Pac-Man to eat them for bonus points. The ghosts are often seen driving vehicles, such as airplanes, buses, cars, pogo-sticks, and flying saucers, and will sometimes drop miniature ghost enemies from the air to try and hit Pac-Man. Other types of obstacles are also present in stages, such as water-spewing fire hydrants, springboards, falling logs, quicksand, and geysers. Trips consist of cities, forests, deserts, and abandoned castles. Most trip sections end with a large sign saying "BREAK TIME" with a church on a hill in the background, and bonus points are awarded for jumping at certain points at the end of each section. The final section of a trip gives Pac-Man a special pair of boots that will allow him to jump infinitely into the air, and tasks the player with returning home to Pac-Man's family. The player can find hidden items by pushing against specific objects in certain stages, including a helmet that protects Pac-Man from falling mini ghosts, an item that makes Pac-Man temporarily invincible, and a Galaxian flagship that awards the player a large sum of points. Jumping in certain spots will reveal fruit items that can be consumed for points. The game features the theme song from the Pac-Man cartoon series, which plays in a constant loop throughout. The North American version of the game by Midway features the characters being re-designed to more closely resemble the designs found in the show, while the Japanese Namco version has the characters modeled after Pac-Man marketing material and cabinet artwork. It's currently unknown what version the European version looks like. Development and release Pac-Land was programmed by Yoshihiro Kishimoto of Namco Development Division 1, who would later work on the Family Stadium franchise. After seeing the success of the American Pac-Man cartoon series, Namco requested Kishimoto that he create an arcade game based on the show. Kishimoto stated that the hardest part of development were Pac-Man's animations. Most arcade games in Japan at the time simply used two or three frames to convey movement, which he found