
Pacar is an SG-1000 title first launched in 1983. It blends elements from two Namco classics: Pac-Man and Rally X. It follows Head-On, a game released the year before Puck-Man. However, Pacar is more of a Puck-Man imitation than a genuine follow-up to Head-On. In the game, the player takes control of "Pacar," a cheeky green car navigating a maze of roads. The goal is to "clear" all the small red "dots" scattered across the screen, earning points for a high score. The joystick lets Pacar move in the chosen direction, provided it's possible. Like Pac-Man, Pacar is always in motion unless it hits a wall, but unlike Pac-Man, it can't instantly turn 180 degrees—reversing is required to go the other way, and reversing is much slower than driving forward. Players are encouraged to plan their path to avoid reversing altogether. Pressing 1 or 2 increases Pacar's speed. If Pacar drives off the edge of the screen, it reappears on the opposite side, mirroring Pac-Man's behavior. The game features two types of enemy cars that the player must avoid. Blue cars emerge from the garage at the center of the screen and roam the area, only pursuing Pacar if it's nearby. Red cars appear randomly behind Pacar and are far more aggressive. These red cars also accelerate when Pacar speeds up. If either car collides with Pacar under normal conditions, the player loses a life. Under specific conditions, power-up items similar to Pac-Man's power pellets appear after clearing smaller dots. These grant Pacar "temporary invincibility," turning it purple, and serve as the only offensive tool against enemies. While purple, the player can crash into as many cars as desired, earning bonus points (starting at 200 and doubling with each hit—200, 400, 800, 1600, 3200, etc.). This also slows down red cars. Although fewer enemies are typically on screen in Pacar compared to Pac-Man, the fact that blue cars reappear instantly from the garage after being hit allows for much higher scoring combinations. Pacar features only two maps that repeat endlessly until the player loses. The game claims to be "three-dimensional," as some roads in map 1 are shown as overpasses. After completing both maps, the player advances to the next "round," where more blue cars are added to the screen (except in round 4, where the three regular blue cars are replaced by one faster blue car. Round 5 then adds a second faster car, and so on). Extra lives are given every 10,000 points.