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The game increases in difficulty as the player progresses; the ghosts become faster and the
energizers' effect decreases in duration to the point where the ghosts will no longer turn blue
and edible. 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. Levels are indicated by the fruit icon at the bottom of the screen. In-
between levels are short cutscenes featuring Pac-Man and Blinky in humorous, comical
situations. The game becomes unplayable at the 256th level due to an integer overflow that
affects the game's memory.[10] 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.[11][12] 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.[13][14] One of the
first people assigned to this division was a young 24-year-old employee named Toru Iwatani.[15] 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.[16][17] He also assisted in the
production of two sequels, Bomb Bee and Cutie Q, both released in 1979.[18][19]