Pac-Land (Japan new)

Arcade 1984 Namco Platform Run Jump Scrolling
In the cartoon world of Pac-Land, a fairy is lost and needs Pac-Man to help her get back to her home in Fairyland. Pac-Man's efforts are hampered by his ever-present enemies in the form of five deadly ghosts - Pinky, Inky, Blinky, Clyde and Sue - who constantly pursue Pac-Man as he travels through the colourful world of Pac-Land. When Pac-Man has helped the lost fairy get back to her home in Fairyland on the final stage of each trip, he is given a pair of magic shoes to help get back to his own home in Pac-Land.

In this, the 8th game in the seminal series, Namco opted to steer the series away from the maze-based antics of Pac-Man's previous adventures and instead created a colourful, sideways-scrolling platform game. This change of direction necessitated the addition of arms, legs and a face to the previously basic Pac-Man character, although much of the design work had already been completed for the 'Hanna-Barbera' cartoon series upon which the game is based.

Directional buttons make Pac-Man walk right or left, and it's possible to make him run by pressing down on a directional button repeatedly. Pac-Man must avoid the ghosts and other deadly objects that populate Pac-Land, either by jumping over or dodging them; unless, of course, he has picked up one of the mandatory Pac-Man 'Power Pills' that litter the levels which, as in Pac-Man's previous outings, make him temporarily invincible and turn the ghosts blue and vulnerable to being eaten. Each stage must also be completed within a set time limit, otherwise Pac-Man will be constantly pursued by a ghost. On some stages, Pac-Man must use a springboard to jump over large ponds. Every time Pac-Man makes it to the end of a stage, a bonus will be awarded based on how much time is left. On each stage, there are cherries and other items which Pac-Man can collect to score points.

Upon reaching the end of the final stage, Pac-Man will be given a pair of magic shoes that will help him on his way home. When he has reached home, he will meet with Ms. Pac-Man, Baby Pac-Man, Chomp-Chomp the Pac-dog, and Sour Puss the Pac-cat. The game then begins again.
Play
Pac-Land (Japan new)

Partager Pac-Land (Japan new)

Share

  • Permalink :

Technical

CPU
  • maincpu M6809 (@ 1 Mhz)
  • mcu HD63701 (@ 6 Mhz)
Chipset
  • Namco CUS30 (@ 0 Mhz)
Display
  • Orientation Yoko
  • Resolution 255 x 224
  • Frequency 60.60606 Hz
Controlers
  • Number of players 2
  • Number of buttons 1
  • Kind of controler joy (2 ways)

Pac-Land (Japan new) Screenshots

Pac-Land (Japan new) - Screen 1
Pac-Land (Japan new) - Screen 2
Pac-Land (Japan new) - Screen 3
Pac-Land (Japan new) - Screen 4
Pac-Land (Japan new) - Screen 5

Clones of Pac-Land (Japan new)

If you liked Pac-Land (Japan new)

You might Like:

Tips on Pac-Land (Japan new)

Round 1 : jumping on the first three fire hydrants to generate five cherries is quite safe as you don't have any cars until after the third hydrant. Continuing you can see another fire hydrant just after the Pac-Pill. Straight after getting this you can push the fire hydrant backwards getting a helmet. This enables you to collect the babies that the ghosts throw from their planes (you lose your hat if you run out of time or die).

Round 2 - The Forest : the first 'cheat' is achieved by pushing the second cactus back - giving you 80000 points and transporting you to your house at the end of level two. If this doesn't work then try the second, third and fourth logs in the woods. The machine randomly chooses one of these (pushing the logs only works if you haven't died and you have 15000 points). Get the cherry that appears as it turns into another three.

Round 3 - The mountains : these have no cheats - but watch out for the plane that always flies over the first mountain (a flower sometimes grows here and in many other places, I am sure that this means nothing). After completing the mountains you pass two cacti. Pushing the first one back, on earlier versions, makes you invisible and invincible to everything except the water (which just happens to be the next obstacle!) To jump over the water

Pac-Land (Japan new) and M.A.M.E.

0.34b8 [Nicola Salmoria]
0.33b1 [Ernesto Corvi]

Artwork available

Bugs:
- During the check you can hear a white noise sound. Since 0.89. Kold666 (ID 00226)

WIP:
- 0.144u7: Kanikani updated Pac-Land dipswitches.
- 0.139u2: Phil Bennett fixed reload of state cause game issues in Pac-Land and clones.
- 0.139u1: Atari Ace removed global variables from NAMCO sound core.
- 0.138: Team Japump added clone Pac-Land (Japan older). And fixed ROM labels for Pac-Land. Changed description of clones 'Pac-Land (Japan newer)' to 'Pac-Land (Japan new)' and 'Pac-Land (Japan older)' to 'Pac-Land (Japan old)'. Renamed (pacland2) to (paclandj) and (pacland3) to (paclandjo).
- 0.122u7: Changed HD63701 CPU2 clock speed to 6144000 Hz.
- 0.118u6: Aaron Giles added save state support to Pac-Land. Fixed wrong gfx display. Changed palettesize to 3072 colors.
- 0.118u5: Changed palettesize to 4096 colors.
- 3rd June 2007: Mr. Do - Scanned instruction card for Pac-Land provided by Tormod.
- 0.114u1: Changed description to 'Pac-Land (World)' and clones (set 2) to (Japan newer) and (set 3) to (Japan older).
- 0.107u3: Properly documented and connected the CUS60 MCU code to Pacland [Brian Troha].
- 0.93: Added clock parameter to Namco CUS30 sound (24000 Hz).
- 0.80: Nicola Salmoria fixed sprite RAM, it was too big and included normal program RAM, causing sprites to be drawn twice. Fixed irq enable. Fixed tilemap scroll offsets and sprite positions. Accurate emulation of tile/sprite priority (including fix of bugs introduced when the driver was converted to tilemaps) and sprite visibility area. MAMETesters pacland36b16 bug is not a bug - colors match the real game. Fixed gfx3/proms rom loading. Changed M6809 CPU1 and HD63701 CPU2 clock speeds to 1536000 Hz.
- 0.79u1: Curt Coder fixed problems created when Pac-Land was converted to tilemaps.
- 30th January 2004: Curt Coder submitted a fix for flipscreen and flashlight effect in Pac-Land.
- 0.60: Fixed Pac-Land Crashes with an access violation upon startup.
- 0.37b12: Changed VSync to 60.606060Hz.
- 0.35RC2: Changed HD63701 CPU2 clock speed to 1538461 Hz.
- 0.35b11: Nicola Salmoria fixed foreground transparency in Pac-Land round 19. Changed M6809 CPU1 and HD63701 CPU2 clock speeds to 1.5MHz.
- 14th April 1999: Nicola fixed Pac-Land graphics priorities.
- 0.35b10: Changed HD63701 CPU2 clock speed to 6MHz.
- 0.35b6: Replaced M6803 CPU2 with HD63701.
- 14th April 1999: Nicola fixed Pacland graphics priorities.
- 7th April 1999: Nicola Salmoria has updated Pac-Land driver to work on the new 6800 core, but music speed is still sometimes screwed.
- 0.35b5: Ernesto Corvi added sound to Pac-Land. Changed M6809 CPU1 and M6803 CPU2 clock speeds to 3MHz. Added Namco sound and sound prom ($0).
- 2nd March 1999: Ernesto Corvi fixed Pacland and Rolling Thunder sound by emulating two new opcodes in the 63701 core.
- 1st March 1999: Ernesto Corvi has updated Pacland to support sound.
- 0.34RC1: Dave W. added high score saving to Pac Land.
- 0.34b8: Nicola Salmoria added Pacland (set 1). Changed description of clones 'Pac-Land (Namco set 1)' to '(set 3)' and '(Namco set 2)' to '(set 2)'. Renamed (pacland) to (paclandm), (paclandn) to (pacland3) and (paclanda) to (pacland2).
- 0.33b7: Added proms ($0, 400, 800, c00, 1000). Changed description of clones 'Pac-Land (Namco)' to 'Pac-Land (Namco set 1)' and '(Namco alternate)' to '(Namco set 2)'.
- 0.33b1: Ernesto Corvi added Pac-Land (Midway) (Bally Midway 1984) and clones (Namco) and (Namco alternate).

LEVELS: 99 (endless)

Other Emulators:
* FB Alpha
* HiVE



Romset: 193 kb / 19 files / 68.8 zip
LoadingLoading in progress
Suivez nous

Social networks

Suivez l'actualité de Jamma Play sur vos réseaux sociaux favoris