The email addresses in the manual's for the game are no longer valid at all! Sadly, spammers and criminals have forced me to disable the accounts, so emails to them will be returned as undeliverable.
If you wish to contact me, the best way these days is via Facebook. Go to the Deluxe Pacman page there and I will respond to it much faster anyhow as I am on Facebook daily. Sorry for any inconvenience but my sanity required this.
Deluxe Pacman 2 - Release v16.09.03 (1745) (Windows/XP/Vista/7/8/10)
v16.09.03 (1745): Another minor update, I recompiled the game wth Allegro v5.2.1.1, as well as a much newer version of MinGW (my C compiler), now using v5.3.0, up from v4.8.1. You may or may not notice an improvement or fix issues. The good people who work on the library made some improvements and bug fixes to it.
v16.06.24 (2001): This is a minor update, I recompiled it with a new version of Allegro v5.2.1 which may fix some minor issues people may have, though I haven't noted any.
v16.05.15 (0001): Improved some of the sound effects. Added a new screen to the HELP section which explains the energy bars. Added a different sound effect when a tool appears, tools and food pickups now have their own sound effects, you will know what just appeared. I also recoded the game so that you only see the intro and title screen once when you first run it. After you get done playing a game, if you press ESC to go back to the menu, you will see the High Score screen as usual, but then it will go immediately to the main menu rather than forcing you to go through the title sequence again.
v16.04.15 (2239): Some bug fixes to the game. The game had some bugs which could prevent it from detecting and loading custom levels and image files. These have been fixed and will work as expected. The loading screen will now tell you how many custom levels the game detects, how many built in levels there are etc on the loading screen, so you can be sure it detected them all. Sorry about that, thanks to Bruce Yurth for reporting them to me!
v16.04.07 (2235): I added in TELEPORTS to the game! You can now use them anywhere in the level to teleport from one to the other, ghosts cannot use these, only you. There is also a new graphic that tells you where the pickup spawns. With these changed I redone all 30 levels, some more than others, added teleports, made the border wrap areas look like they wrap around. I also added the ability to create your own Custom line graphics with a graphic file named "line##.png", I included an example line graphic file, they must be the exact same size and in the same order. The game and level editor will detect them and use them, the game has lines internally numbered 00 to 19, so for your own it is best to start then at 20, so your first lineset should be "line20.png", you can have up to line99.png, and you can replace any of the default linesets from 00 to 19. The game can also have level images that are displayed before a level loads, so you can have a message about that level or image or whatever, just name it level###.png (where ### is the level number) and the game will detect it. Also all Custom levels and graphics now must be stored in a new Custom folder that the game will create. Any levels you currently have will need to be moved into the Custom folder if you want the game to see them. This is to keep things more organized with all the custom levels and graphics you can now have, it would get too cluttered otherwise. The level editor will automatically load and save to the Custom folder now. Also the level format is version 3, but old levels are still loaded. If you load a level into the editor and save it, the level will be converted to version 3, but this is not nessecary to use t, just so you know if you see a size difference in the file, this is why. There is more information in the MANUAL, so be sure to read it, updated keys you can use and editor information is in there.
Deluxe
Pacman 1 - v1.99b (Windows/XP/Vista/7/8/10)
(v1.99b)
Fixed some bugs, the game will now scan for custom levels when it is first run and use them for the JUMP tool if there are a lot. It would not use them beyond the normal game limit (117) before. I also fixed a couple other minor bugs I discovered. There is one that remains which I cannot fix because it has nothing to do with my own code, but has to do with either an older library I use (Allegro 4) or Windows itself changed something. It's a minor annoyance where you experience a long delay when you quit from fullscreen mode. This doesn't happen from windowed mode though. There's literally nothing I can do about it. This problem doesn't exist in Deluxe Pacman 2 (above) as it uses a newer version of the library. This will most likely be my final update on this version as I really dislike working on it.
Deluxe
Pacman 1 - v1.22 (Windows/95/98/XP)
This is an older version of the game that runs in 8bit (256 color) mode on Windows. This will probably NOT look good on Windows 7+ by default, you'll have to set the compatibility properties of the executable to use 256colours and 640x480 for it to work. It DOES work well on Windows XP and earlier though, I tested it before uploading to be certain.
Deluxe
Pacman 1 - v1.02 (DOS)
This is the last version I compiled for DOS. If you have trouble with the Windows versions above, or just want to check this out, download and install DOSBOX then run this from within DOSBOX (a freely available DOS emulator). Odds are pretty good it will run for you and you'll get a look at one of the older versions, it will looks similar and plays about the same.