Pac & Pal / Pac-Man & Chomp Chomp
Platform |
Developer |
Publisher |
Arcade |
Namco |
Namco (Japan) |
Pac & Pal was the second official Pac sequel
to come from Namco, and it was also the least popular one. If you
thought Super Pac had it bad in the home console department, Pac & Pal
got almost nothing. No console ports and portable ports... and unlike all
the other official Pac-Mans, it wasn't allowed in any of the Namco Museum
games for the PSX. Only in 1998 did it finally get an official release
that could be played at home, in emulated form on the "Namco History"
collection made for Japanese PCs. Did the game deserve this?
Well... it's actually a pretty decent game. When playing it, however, it's
not to hard to see why it was so quickly forgotten. It's really kind of
funny... Over in America, Midway's unofficial sequels kept sticking to the
form of eating dots, which everyone knew Pac-Man for, but the original
creators kept taking Pac in weird directions. The concept of
door-opening action from Super Pac-Man is what Namco decided to build off
of for this game. In each stage is nine cards which Pac must flip over. By
doing so, he'll unlock a path leading to an item he must "eat". Once
again, the ghosts are back with the intent to kill Pac-man, which is the
only thing that carried over through all of Namco's games. Not only are
the pellets still gone, but the power pellets have been taken out of the
picture as well, so Pac has to find a new way to fight the ghosts. Among
the items Pac can unlock are two powerups which come in a form of a
sprites from other Namco games like Galaxian and Rally-X. With these, he
can stun the ghosts and render them harmless for a short
time. The "Pal" of the game is a fifth ghost named Mil, who
"helps" Pac-man by running around and collecting the items Pac has cleared
a path to. In theory, this will help Pac clear the stage faster, though
what she's really doing is preventing him from eating the item himself,
thereby depriving the player of the points the item offers. It especially
sucks when she steals the power-up item. And that's it. Eat
nine items in each stage without dying, and move on... Like with Super
Pac-man, bonus levels were added as well, but once again, the playfield
does not change with each stage. It's a more decently-made game than Super
Pac (and it even has background music!), but it suffers from the same
problem of not having nearly the lasting appeal the original had. You'll
have fun playing about 20 rounds of it, and then that's it. You've had
your fill of Pac & Pal for an entire lifetime. Though
it's tricky to get information on this, it seems that there was never an
official release of this game outside of Japan. There is some evidence
that they may have planned on it in the form of the "Pac-Man & Chomp
Chomp" romset available on the Intertron. It looks like this was an
official clone release by Namco meant to captialize on the Pac-Man cartoon
which came out in '82. It's a pretty fair guess that they hoped to enter
the game into the US market with this version, but no US distributor was
interested. Atari was a bit ailing by 1983, and Midway had their own plans
for the Pac-Man franchise...
Jr.
Pac-Man
Platform |
Developer |
Publisher |
Arcade |
Midway |
Bally
Midway | Well,
here we go again! Yet another family member is being pursued by ghosts,
this one being Pac Jr., although it may in fact be an older version of
Pac-Baby, as the opening cinema implies. This was a very difficult game
with large mazes that were so big, horizantal scrolling became necessary.
The ghosts proved to be quite smart in this game, and Jr. didn't get the
help of escape tunnels like his mom and dad did. Even with the help of two
extra power pellets, it's REALLY hard to make it far in this
game. Aside from the larger playfield, the graphics were
improved slightly. The "fruits" (consisting of cute items like bicycles)
bounced around like the did in Ms. Pac and also had some weird effect on
the pellets, changing into "bulky" pellets which slowed Jr. down. Clyde
once again sits this game out, and another orange ghost named Tim takes
his place. Alas, Tim the Ghost was not very popular, and we never saw him
again. Really, the best thing about the game wasn't the
gameplay; it was the adorable intermissions. In them, Jr. finds love in
Yum-Yum, a young lady ghost. It's a romance the parents don't approve of,
so the two run off and elope Romeo & Juliet style. Alas, it was really
hard for the player to see them all due to the game's difficulty.
Professor Pac-Man
Platform |
Developer |
Publisher |
Arcade |
Midway |
Bally Midway |
According to Midway, Quiz games were going to be huge, and they had to
get in it on the ground floor. They'd be the kings of the gigantic Quiz
Game industry. They would have enough piles of money to fill a pool.
Everyone would love them. Countless girls would sleep with them. For you
see, their grand plan was to make a quiz game that included Pac-Man. Quiz
games were going to be immensely popular, and Pac-Man WAS immensely
popular. How could they lose? Tons of units would be made, to be included
in arcades, bars, and casinos. People would love them so much and play
them so often, they'd have to upgrade the machines every four months to
keep the questions fresh and new, so that people could continue to play
and enjoy the game for years and years. Which they would. It was going to
be glorious. GLORIOUS. This was the last Pac-Man spinoff
Midway ever developed.
Pac-Land
Platform |
Developer |
Publisher |
Arcade |
Namco |
Namco (Japan) Bally Midway (US,
1984) |
By this time, arcade games have progressed pretty far.
They were now powerful enough to allow the Pac-Man seen on the Japanese
arcade cabinets and flyers, the one with the arms and legs and cheerful
expression, to finally star in a game. The plot was pretty
thin... Somehow a fairy ended up in Pac's hat, and she needs help getting
home. To help her, all Pac needs to do is take a walk through the single
most dangerous, ghost-ridden city ever. When he makes it to the Land of
Fairies, the Fairy Princess rewards him by using her omnipotent power to
give him Super Flying Shoes, so that Pac-Man can skip back home, trying to
ignore the disturbing fact that the town's layout somehow changed. After
this nonsense, Pac-Man decides to move, only to end up in an even more
dangerous city than before, which also has its own stray fairy and fairy
princess... And it goes on like this, forever, until the city becomes so
dangerous, that there's no way for Pac to avoid getting
killed. Pac-Land was not a very good game. Each area had a
simple layout and pretty frustrating enemy placements. The control was
pretty bad too, and it's not any wonder why the scheme of "press a button
to move and tap it to run" never caught on. Nonetheless, it did prove to
be a decent success, and it helped pioneer the whole genre of the "run
& jump" platform game later made awesome by
you-know-who. This game was inspired by the Hanna-Barbera
cartoon which debuted in '82, although not many know that there were
actually two versions made in the arcade, the second one using slightly
altered graphics that are a closer match to the cartoon. Both versions had
the catchy cartoon theme playing in the background. All home ports
reverted back to the original graphics. The game had power
pellets, but they always appeared right before the checkpoints, so the
only way to punish the ghosts for their torment was to backtrack, and that
was no fun. Also, there are some strange religious overtones with Pac-Man
stopping by what is clearly a Christian church at each checkpoint. I'm not
sure what THAT was about... Pac-Land ended up being the last
Pac game to be distributed in the US by Midway. After this, Namco got a
controlling interest in Atari, forming a stronger partnership with the
company and making them their arcade distributor for a little while. Namco
also started forming an American branch and tried their hand at
distributing the games themselves. Plus, they were probably a bit
embarrased by Professor Pac-man.
Pac-Man
Platform |
Developer |
Publisher |
Intellivision |
Atari |
Atarisoft INTV (1984) |
PC DOS |
Atari |
Atarisoft Thunder Mountain (1988) |
Commodore 64 |
Atari |
Atarisoft Thunder Mountain (1988) |
Vic-20 |
Atari |
Atarisoft |
Apple |
Atari |
Atarisoft |
TI99/4A |
Atari |
Atarisoft |
Spectrum |
Atari |
Atarisoft | ATARISOFT,
your label has been formed to distribute as many third-party games to as
many systems as we can to try and help our ailing company! Among our goals
is to release a version of Pac-Man for every system out there! Do you
accept this mission!?
Ms. Pac-Man
Platform |
Developer |
Publisher |
400/800 |
Atari |
Atari |
5200 |
Atari |
Atari | Released early
in the year as a follow-up to their Pac-Man ports. Again, these proved to
be pretty solid ports, and it was unfortunate that the player had to deal
with that 5200 controller.
Pac-Man
Platform |
Developer |
Publisher |
MSX |
Namco |
Namcot (Japan) |
NES |
Namco |
Namcot (Japan) Tengen (US, 1988) Namco (US,
1993) |
Namco won't be creating any new Pac-Man games for a few
years, but fortunately, Japan has finally gotten into the home console
market, and they have the business of console porting to occupy their
time. They created the "Namcot" label to do so, and nobody seems to know
what the extra "T" at the end was supposed to mean. Seriously, nobody.
Odds are, even if you went and asked the current president of Namco Bandai
about it, he'd say "Uhhhhhh... Never mind that! Let's go eat sushi and
play Pachinko..." Anyway... The MSX and Famicom versions
of Pac-Man each had their own set of limitations... The MSX with its
one-color sprites and the Famicom with its crazy-limited color palette.
But these were still pretty darn good home ports for their time,
especially when compared to what the US has been
getting. Pac-Man was among the first games released for the
Famicom, but its NES release was way delayed, due to the NES itself being
brought to American shores two years after its Japanese counterpart, and
Namco's partner Atari not getting into the game until a couple years
later. It ended up being one of the three officialy-licensed games Atari
released for the NES. Then, of course, the big old hissy fight between
Atari and Nintendo took place, and the game was no longer considered an
official release. Namco finally alleviated this with their own official
release, nearly ten years after the game was made! Needless to say, the
port didn't look all that impressive by 1993. But oh well.
Ms. Pac-Man
Platform |
Developer |
Publisher |
PC DOS |
Atari |
Atarisoft Thunder Mountain (1988) |
Commodore 64 |
Atari |
Atarisoft Thunder Mountain (1988) |
Vic-20 |
Atari |
Atarisoft |
Apple |
Atari |
Atarisoft |
TI99/4A |
Atari |
Atarisoft |
Spectrum |
Atari |
Atarisoft |
Ms. Pac did not get to be on the Intellivision, like her husband did.
She just wasn't intelligent enough for Intelligent Television. Dames, I
tell ya amirite?
Pac-Land
Platform |
Developer |
Publisher |
Famicom |
Namco |
Namcot (Japan) | We've hit a lull. The only Pac-related activity during '85 and
'86 was this Japan-only release of an extremely early port of Namco's
platform game. Unlike the original Pac-Man, Pac-Land was just way too much
for the poor 1985 Famicom to handle. It becomes painfully obvious when you
try to play it. But they tried. It basically plays like the arcade game
with REALLY scaled-down versions of the already-simple levels, and
super-tiny sprites. It's like Pac ate a reverse-Super Mushroom.
|
COMING SOON! |
THE INCREDIBLY FUCKING COMPLETE PAC-MAN GAME
LIST VERSION 2
|