Pac-Land (1984)

Namco

Amiga · Arcade · Atari ST/STE · PC-8800 Series · Sharp X68000 · TurboGrafx-16/PC Engine · iOS

2.28 from 43 ratings

120 members have it in their collection · 2 playing now · 22 backlogged · 13 wish listed

How long? · with extras 5h (from 1 logged playthrough)

Pac-Land itself is split into trips. In each of these trips the objective is to get the fairy (that is kept under Pac-man's hat) to Fairyland and also to return home to Pac-Man's house. The majority of the trip involves moving from left to right avoiding various obstacles such as the enemy ghosts, water spurts and quicksand traps. Each trip … Read more
Pac-Land itself is split into trips. In each of these trips the objective is to get the fairy (that is kept under Pac-man's hat) to Fairyland and also to return home to Pac-Man's house. The majority of the trip involves moving from left to right avoiding various obstacles such as the enemy ghosts, water spurts and quicksand traps. Each trip is divided into a number of rounds, the end of which provides Pac-Man with bonus points depending on how much time he has left and also his position in jumping at the end of each round. If the player runs out of time before finishing the round, Sue, the purple ghost, will speed up rapidly. The penultimate round of a trip ends with Pac-Man entering Fairyland and returning the fairy under his hat to the Fairy Queen. In return the Fairy Queen gives Pac-Man magic boots. For the final round of the trip, Pac-Man has to travel from right to left back home. For assistance he uses the magic boots, which allow him to jump repeatedly while in mid-air. Once Pac-Man completes the trip, he is greeted by Ms. Pac-Man and Baby Pac-Man. In the US release of the game, Pac-Man's cat and dog in the cartoon series, Sour Puss and Chomp-Chomp, are also there to welcome Pac-Man home. Pac-Man then begins his next trip following the same objectives as before, although the difficulty increases. As in the original Pac-Man, there are fruit which appear to eat for bonus points and power pellets to turn the ghosts blue and vulnerable. A hidden item (sometimes accidentally dropped by the ghosts) is a Flagship from Galaxian, which rewards 7650 points when collected (a reference to Namco's goroawase number of 765). The Galaxian Flagship is a long running cameo that appears in the Namco-made Pac-Man games. There are also hidden bonuses in the game, eating ghosts in a certain order will give extra time and pushing an obstacle in the opposite direction can give extra lives, invincibility, and balloons to collect for points and warps. Read less

Details

Developers
Namco
Publishers
Enix Corporation, Grandslam Entertainments, Namco
Genres
Arcade, Platform
Themes
Action, Fantasy
Franchises
Pac-Man

Release dates

  • Aug 01, 1984 (Full Release) (Japan) Arcade
  • Oct 01, 1985 (Full Release) (Japan) PC-8800 Series
  • Jun 01, 1989 (Full Release) (Japan) TurboGrafx-16/PC Engine
  • 1989 (Full Release) (Europe) Amiga, Atari ST/STE
  • Dec 01, 1994 (Full Release) (Japan) Sharp X68000
  • 2012 (Full Release) (Worldwide) iOS

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Rating distribution

5 stars
1
4 stars
5
3 stars
7
2 stars
22
1 star
8

Community All Reviews Statuses

giopep

Review giopep 5/5 · Dec 17, 2024

Of course it is a milestone in gaming but I gotta say, once you get used to the weird control system, it’s actually quite fun and it can put you in an amazingly satisfying state of flow. Plus, it’s so full of ideas, varied and constantly fresh on every stage.

V1CGaming

Review V1CGaming 2/5 · Jun 29, 2022

An early an example of the genre.

It’s obviously not going to hold up to some of the fancier platformers out there. But it’s not a bad little game all on its own, regardless of which control set-up you opt for. The colorful, chipper presentation is appealing, and that triumphant trip back through the stage after dropping off the fairy is a fun touch.

Reset_Tears

Review Reset_Tears 2/5 · Jun 23, 2021

Are You a Pac Enough Man to Move with the Action Buttons

Pac-Land is one of those games that's very interesting in terms of its place in video game history, but isn't that fun to play in this day and age (at least for me). But once upon a time, there was a fellow named Shigeru Miyamoto, who came up with a game called Super Mario Bros -- but it was Yoshihiro …

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Pac-Land is one of those games that's very interesting in terms of its place in video game history, but isn't that fun to play in this day and age (at least for me). But once upon a time, there was a fellow named Shigeru Miyamoto, who came up with a game called Super Mario Bros -- but it was Yoshihiro Kishimoto's weird Pac-Man spinoff game that would serve as one of his primary sources of inspiration.

Pac-Land is a sidescrolling platformer -- one of the first -- which has you play as the cartoon version of Pac-Man (so he's got a face, legs, and arms). Your goal is to run through town, the forest, etc; rescue the fairy at the end of the stage; and return back home. Your main obstacles are all the ghosts flying around -- sometimes in planes, on pogo sticks, or even in UFOs. There are hidden goodies to find, such as fruits and power pellets, if you jump at the right spots or push against the right objects. And compared to other arcade games of that time, Pac-Land is very bright and colorful, and the characters are more animated and expressive. The game looks like a bad MS Paint by today's standards, but in 1984, just having a blue sky background (instead of the default black) was in itself kind of a big deal.

The thing that ages Pac-Land the most though are its wonky controls. By today's standards, movement in this is clunky and cumbersome, and jumping is a crapshoot. In the Famicom (NES) version, you use the action buttons to move left and right, and the D-pad to jump. Why, you ask? Well, the arcade version used buttons for movement. Why, you ask? Because at first the Pac-Land machines were just repurposed Professor Pac-Man quiz game cabinets, which only used buttons. (As it turned out, kids didn't want to go to the arcade to LEARN.) Movement in the game was also inspired by Konami's arcade release of Track and Field, which had you button-mash to run forward.

If you can beat Pac-Land, hats off to you! I found it tough just to clear a couple stages (though that's hardly unusual for an 80s arcade title). But that's all you really need to play to get a feel for this one, because this was essentially a prototype game for a genre that would find its bearings over the next few years, and ultimately become the genre that anyone would immediately think of first whenever the term "video games" comes to mind.

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MellyHeals

Review MellyHeals 3/5 · Jul 17, 2020

Packlend

Pac Man goes for a walk in MS paint world and gets mugged by ghosts.

2.7 out of 5, would listen to the main theme and get an ear bleed again.

Mazinkaiser

Review Mazinkaiser 1/5 · May 15, 2020

Pac-Land: Cursed Trip

The initial idea of making Pac-Man into some platform runner is an odd choice, but the insanely frustrating controls and janky feel make this absolutely necessary to avoid.

Pac-Man is on a trip to return a lost fairy back home to Fairyland. Pac-Man must avoid cars, planes, windows, pogo sticks, and what not filled with ghosts and can pick up …

Read more

The initial idea of making Pac-Man into some platform runner is an odd choice, but the insanely frustrating controls and janky feel make this absolutely necessary to avoid.

Pac-Man is on a trip to return a lost fairy back home to Fairyland. Pac-Man must avoid cars, planes, windows, pogo sticks, and what not filled with ghosts and can pick up a power pellet to eat them for points. Pac-Man can dash as well as jump and move left and right, and operates on a strict time limit.

The pacing is fairly shoddy, easily getting caught by random ghosts if Pac-Man moves too quickly, but also falling to one's death is pretty easy if Pac-Man moves too slowly. The absolute pain point, though, are ponds that require a perfectly timed jump and enough taps to cause arthritis - even then the player might not have a chance to make it. There's not really a continue system so most game overs will happen fairly early and it's a miracle to get past some of the longer ponds. At the end the player has to return backwards using magic boots that make jumping into flying, but it's still very easy to get caught on a ghost's pixel.

Trips consist in what appears to be cartoony looking visuals, but they mostly seem like a mediocre effort in MS Paint. The most memorable visual is the "BREAK TIME" sign in between rounds and a church on a hill in the background - an odd choice. The game theme feels cheery at first but gets irritating quickly.

While it could have been an interesting experiment that deviates from the Pac-Man formula, this platformer is painfully frustrating and isn't just tuned to eat quarters - it's tuned to throw players in a lake with a weight tied to their feet.

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