Greedy

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Description

Greedy is a top-down arcade action game released in 1996 that modernizes the classic Pac-Man formula. Players navigate through mazes filled with dots while avoiding ghosts, utilizing a variety of power-ups and power-downs that add strategic depth. The game features a rechargeable speed booster, extra lives obtained through matching crystals, and a level editor for customization, ensuring a fresh experience with each playthrough.

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Greedy Reviews & Reception

mobygames.com (78/100): Players Average score: 3.9 out of 5 (based on 5 ratings with 0 reviews)

Greedy Cheats & Codes

PC

Enter codes during gameplay.

Code Effect
KMFDM Backpack of Holding (full ammo)
OMNI Omniscience (reveal map)
CHANNEL7 Rob Lays Eggs
ALLAHMODE Godmode on/off
BELFAST Deathkiss (kill all enemies)
RAVEN Ambrosia (full shield and health)
BEAVIS Get objective items. Only 100 points left to complete level.
GULLIVER Midget Mode on/off
BLAMMOx Get weapon x (1-6)

Greedy: A Dot-Eating Odyssey Trapped in Pac-Man’s Shadow

Introduction

In the twilight of the Golden Age of Arcade Games — an era defined by Pac-Man’s cultural ubiquity and Doom’s 3D revolution — Greedy (1996) arrived as a curious artifact. Developed by French studio Eclipse and distributed via the burgeoning shareware model, this DOS-era maze-chaser sought to modernize the Pac-Man formula with a buffet of power-ups, devious traps, and even a level editor. Yet, despite its ambition, Greedy remains an overlooked footnote, eclipsed by its inspirations. This review argues that while Greedy iterates intelligently on arcade conventions, its lack of identity and polish cement it as a novelty rather than a classic.


Development History & Context

The Shareware Experiment

By 1996, the PC gaming landscape was bifurcated: AAA studios chased CD-ROM-driven narratives (Myst, Resident Evil), while indie developers leveraged shareware to distribute bite-sized experiences. Eclipse, a small French team led by Marc Radermacher (coding/graphics) and composer Christophe Résigné, positioned Greedy squarely in the latter camp. As a downloadable DOS title (later ported to Windows and Linux), it embraced the era’s technological constraints: keyboard-only controls, 320×200 resolution, and a 1MB footprint.

A Crowded Maze

Greedy debuted amidst a resurgence of Pac-Man clones (Ms. Pac-Man, Pac-Man Arrangement) and experimental maze games like Mr. Driller. Yet Eclipse’s vision leaned into RPG-lite progression and player creativity — radical ideas for a genre built on simplicity. The inclusion of a level editor (a rarity for 1996) hinted at aspirations beyond mere imitation.


Narrative & Thematic Deep Dive

The Jarring Absence of Story

Greedy dispenses with narrative entirely. Its manual describes the player as “a yellow, rotund eater” — a Pac-Man carbon copy — tasked with clearing mazes of dots while evading ghosts. Themes of consumption and risk-vs-reward emerge through gameplay (e.g., high-score chasing, power-up gambits), but lack the charm of Pac-Man’s whimsical characters or Dig Dug’s subterranean drama.

The Irony of “Greed”

The title Greedy feels unintentionally meta. The game’s design incentivizes hoarding resources (speed boosts, multipliers) to maximize scores, yet punishes excess through power-downs like inverted controls or movement paralysis. This push-pull dynamic elevates tension but lacks thematic resonance; the “moral” is mere gameplay contrivance.


Gameplay Mechanics & Systems

Core Loop: Pac-Man with Spice

At its heart, Greedy apes Pac-Man: navigate labyrinths, eat dots, evade ghosts, trigger power pellets to retaliate. Eclipse’s innovations lie in its expanded arsenal:
Speed Booster: A limited-use dash to outrun foes (recharges after dot collection).
Crystal Matching: Grouping colored crystals grants extra lives, adding light puzzle strategy.
Slot Machine Bonuses: Random rewards (points, invincibility) inject unpredictability.
Power-Downs: “Wildcard” items can cripple players (e.g., temporary blindness).

Flawed Ambition

While novel, these systems clash. The speed booster disrupts maze navigation precision, and power-downs often feel unfairly punitive. The level editor, though ahead of its time, suffers from unintuitive controls and limited sharing options (pre-internet distribution).


World-Building, Art & Sound

Aesthetic Blandness

Greedy’s top-down visuals mirror Pac-Man’s simplicity but lack personality. Mazes are sterile grids of blue walls and neon dots, ghosts are generic blobs, and the UI resembles a spreadsheet. Comparatively, Pac-Man Championship Edition (2007) later proved minimalist mazes could dazzle with color and motion.

Chiptune Chaos

Résigné’s soundtrack blends upbeat arcade melodies with discordant stings during power-downs. While technically competent, tracks loop too abruptly, undermining immersion. Sound effects — munching dots, ghost alerts — are serviceable but lack the iconic punch of Namco’s wakka-wakka.


Reception & Legacy

Commercial Obscurity

Greedy garnered no critic reviews at launch, per MobyGames archives. Player ratings average 3.9/5 (based on 5 votes), praising its creativity but lamenting clunkiness. As shareware, it likely circulated among DOS enthusiasts but never achieved Doom or Apogee’s breakout success.

A Faint Ripple

The game’s sole legacy is its modding ethos. The level editor presaged LittleBigPlanet’s user-generated content, while its risk-reward power-ups influenced later roguelikes (Binding of Isaac). Yet without a community to sustain it, Greedy faded into abandonware obscurity.


Conclusion

Greedy is a fascinating misfire — a game that dares to complicate Pac-Man’s purity but stumbles under its own ambitions. While its power-up experiments and DIY tools were visionary, they’re shackled to imprecise controls, lackluster presentation, and a dearth of personality. For historians, it’s a worthwhile excavation of 1990s shareware culture; for players, it’s a curiosity best appreciated as a museum piece. In the pantheon of maze-chasers, Greedy is neither greedy enough to innovate nor hungry enough to satisfy.

Final Verdict: A mechanically bold but forgettable homage, lost in Pac-Man’s long shadow.

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