Ludography
64/100
Players22 ratings

Where to get it

Pac-Land cover

1984 · Namco · Arcade · Platformer

Pac-Land

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.

Released
1 August 1984
Platforms
AmigaAmstrad CPCArcadeAtari LynxAtari STAtari ST/STECommodore 64MSXNESNintendo SwitchPC-8800 SeriesSharp X68000TurboGrafx-16ZX SpectrumiOS
Genres
ArcadePlatformer
Developers
Namco
Publishers
Namco
Modes
Single-player
Perspective
Side view
Themes
ActionFantasy
Country
Japan
Age ratings
ESRB EPEGI 3CERO A
Languages
English

About

Pac-Land is a 1984 platform game developed and published by Namco for arcades. It was released in North America by Bally Midway, and in Europe by Atari Games. Controlling Pac-Man, the player must make it to the end of each stage to return a lost fairy back to its home in Fairyland. Pac-Man will need to avoid obstacles, such as falling logs and water-spewing fire hydrants, alongside his enemies, the Ghost Gang. Eating large flashing Power Pellets will cause the ghosts to turn blue, allowing Pac-Man to eat them for points.

Pac-Land was conceptualized by Namco Research and Development 1 programmer Yoshihiro Kishimoto, who was tasked with creating an arcade game based on the American Pac-Man cartoon television series by Hanna-Barbera. The backgrounds were made to be vibrant and colorful, and the characters to be detailed and move smoothly to match the show's animation style. The control scheme was inspired by Konami's Track & Field (1983), using buttons instead of a traditional joystick to make it stand out among other games at the time. A new Namco Pac-Land arcade system was created to make it easier to develop the game and was used for several later Namco games, including Baraduke (1985) and Metro-Cross (1985).

Keywords

  • western
  • laserdisc
  • time limit

Media

The articlegameplay, story, development, reception

Gameplay

Controlling Pac-Man, the player is tasked with reaching the end of each level while avoiding enemies and other obstacles. Stages are known in-game as "trips" and are broken into four sections — the first three have Pac-Man running to return a lost fairy back to "Fairyland", and the last having Pac-Man return home to his family. Pressing either of the directional buttons will make Pac-Man walk in that direction, and repeatedly tapping either button will make him run. Pac-Man can also jump over pits and obstacles by pressing the jump button.

In each stage, Pac-Man will encounter the four ghosts from the original game — Blinky, Pinky, Inky and Clyde — alongside a purple ghost named Sue, originally a replacement for Clyde in Ms. Pac-Man. Eating large flashing Power Pellets will cause the ghosts to turn blue for a short time, allowing Pac-Man to eat them for bonus points. The ghosts are often seen driving vehicles, such as airplanes, buses, cars, pogo-sticks and flying saucers, and will sometimes drop miniature ghost enemies from the air to try and hit Pac-Man. Other types of obstacles are also present in stages, such as water-spewing fire hydrants, springboards, falling logs, quicksand and geysers.

Development

Pac-Land was programmed by Yoshihiro Kishimoto of Namco Development Division 1, who would later work on the Family Stadium franchise. After seeing the success of Hanna-Barbera's Pac-Man animated series, Namco asked Kishimoto to create an arcade game based on the show; Hanna-Barbera was not involved with the game's development beyond licensing elements related to the series. Kishimoto stated that the hardest part of development were Pac-Man's animations. Most arcade games in Japan at the time simply used two or three frames to convey movement, which he found unconvincing.

The team wanted the game's backgrounds to be vibrant and colorful, and to have the characters move smoothly to replicate the show's animation style. Pac-Man himself was given 24 different frame patterns, alongside several facial expressions and clothing swaps.

Reception

Pac-Land was a commercial success in arcades. In Japan, it entered the Game Machine arcade charts at number-two on the table arcade cabinet chart in September 1984. In North America, it was in the top 20 RePlay upright arcade game charts through November 1985. It ended the year as one of the top five highest-grossing arcade games of 1985 in the United States.

The game well received by critics for its colorful graphics, level structure, and challenge. Mike Roberts gave the arcade game a positive review in the May 1985 issue of Computer Gamer. He called it an "interesting game" where Pac-Man is an "animated character that moves along a horizontally scrolling landscape" while praising the "very colouful" graphics and stating it is "easy to play once you've got the hang of it."

Legacy

Pac-Land is an important and influential game in the platform genre, paving the way for games such as Ghosts 'n Goblins, Alex Kidd, and Wonder Boy. Pac-Man creator Toru Iwatani has since labeled it as his favorite Pac-Man sequel for its interesting concept and gameplay. He said Shigeru Miyamoto told him it had a profound influence on the creation of Super Mario Bros. Shigeru Miyamoto himself also says that Pac-Land had an influence on Super Mario Bros., but to a lesser extent, saying that while he was in Tokyo seeing Namco has developed a platforming game he decided that he should follow suit. The only feature of Pac-Land Miyamoto cites as a direct inspiration was the blue background of the game as opposed to the black ones he typically would put in his games.

Shortly after the game's release, Namco produced a board game adaptation for its Fantasy Board Game series, based on the player reaching the end of the board without losing the "fairy chip". A Japanese LCD handheld game was released in 1990. Many of Pac-Man's moves in the Super Smash Bros. series are directly based on Pac-Land, such as his fire hydrant attack.

Releases by platformdates and regions as published

PlatformReleasedRegions
Arcade1 August 1984Japan
PC-8800 Series1 October 1985Japan
TurboGrafx-161 June 1989Japan
Amiga31 December 1989Europe
Atari ST/STE31 December 1989Europe
Sharp X680001 December 1994Japan
iOS31 December 2012Worldwide

Editions and related releases

Included in
Namco Museum Vol. 4Pac-Man Museum+Namcot CollectionPac-Man MuseumNamco ArcadePac-Man 12-in-1 Legacy Series
Ported as
Pac-LandArcade Archives: Pac-Land
Built on it
Pac-Land

Games like this

Collections12 collections

Publishers

  • Namco gamesArcade-based games › Namco proprietary arcade systems
  • Namco gamesArcade-based games › Namco proprietary arcade systems
  • Namco gamesArcade-based games › Namco proprietary arcade systems

Description adapted from its source, CC BY-SA 4.0.