Pacmania
Platform |
Developer |
Publisher |
Arcade |
Namco |
Namco (Japan) Atari Games (US) |
After his adventures in opening doors, and then spending some time
running through Pac-Land, Pac took a three-year sabbatical. During this
time, he learned that door-opening and fairy cheuferring may not be the
future he envisioned, and perhaps it was time to return to his roots of
eating dots in a maze. Also, he learned to become
three-dimensional. The result is Pacmania, the isometric
Pac-Man game where Pac now has the advantage of jumping! It ended up being
another pretty average sequel... Not bad, but not great. Basically it was
a fine concept, but with some tweaks, it could have been a lot better. The
ghost's AI in this game was quite retarded, and the movement patterns of
each ghost weren't quite as distinct as they were in the other games,
meaning that the ghosts had a habit of following each other and attacking
in groups. The early rounds proved quite easy because of the dumb ghosts
and the new jumping ability, and Namco seemed to try to compensate for
this by stuffing the maze with ghosts in the later stages. There were the
four original ghosts, the lady ghost Sue, and then the new jumping ghosts
known as "Funkys", of which up to four could appear. It's when the latter
ghosts come into play that things get difficult. Really, if
the game had better ghost patterns and maybe some sort of arrow prompt to
point Pac toward where the last few pellets remained, this would have been
a pretty darn good game. As it was, it was... well.. still not too bad,
and people basically enjoyed it.
HAPPY FACTS: A couple cute
things to note are that Inky is always cockeyed in this game, and Sue is
purple with distinctive female eyes. Both are clear inspirations from the
Hanna-Barbera cartoon. Another thing worth nothing is that the second maze
is a 3D version of the original Pac-Man maze. This is also the first
Pac-Man game to have an ending. It loops between four different mazes, but
it doesn't loop forever, and the player will eventually see credits and a
Game Over screen after clearing a certain amount.
Ms. Pac-Man
Platform |
Developer |
Publisher |
7800 |
GCC |
Atari | Surely you all
remember the Atari 7800. You know, the Atari machine released in '87 to
compete with the NES and Master System. You do remember, right? Well, it
existed; take my word for it.
It also got by far the most accurate
port of Ms. Pac-Man for any system at the time. If you wanted a great
version of Ms. Pac, you had to get a 7800. Or you could, you know, get an
NES and get Super Mario and Zelda and Metroid and stuff. Your
choice!
Jr. Pac-Man
Platform |
Developer |
Publisher |
2600 |
GCC |
Atari | I know some of you
may be thinking "A new 2600 release in 1987!? Surely thou jest, Sir
Lesnick!" to which I'd ask why the hell you were talking like that. After
that I would explain that back when the NES came out and the home console
market was freshly revived, Atari saw fit to release some
finished-but-unreleased 2600 games (including this, which was actually
finished in '84) and market their ol' horse as a super-affordable system
which already had a huge, affordable library. Along with that, since their
7800 was fully-backward compatible, releasing new 2600 games meant the
7800 got new games as well. Let's not get into the details of
whether or not that whole plan worked. Let's talk about the game. It was,
as you could imagine, the finest, most advanced Pac-Man game the 2600 ever
had. GCC was a talented group, and by '84, they knew the hardware well.
The screen scrolled vertically instead of horizantally, but aside from
that, it matched the arcade game pretty darn well. A bit too well,
actually, as it retained the crazy mad difficulty. But some people like
that kind of thing.
Pacmania
Platform |
Developer |
Publisher |
Commodore 64 |
Teque |
Grandslam (Europe) |
Atari ST |
Teque |
Grandslam (Europe) |
Amiga |
Teque |
Grandslam (Europe) |
Amstrad CPC |
Teque |
Grandslam (Europe) |
Spectrum |
Teque |
Grandslam (Europe) |
MSX |
Teque |
Grandslam (Europe) |
Over in Europeville, Grandslam signed on as Namco's
newest licensed distributor, and they put the group of developers known as
Teque to work on bringing Pacmania to the many platforms still available
in those waters. They had the honor of being the first to bring the new
Pac-Man game to people's homes. I haven't played any of these versions
myself, but they are reportedly quite nice. This year also
saw the release of the NES Pac-Man port in the States, something already
talked about on the previous page. Aside from that, another uneventful
year for the yellow guy.
Pac-Land
Platform |
Developer |
Publisher |
MSX |
Mr. Micro |
Grandslam (Europe, 1988) |
Atari ST |
Mr. Micro |
Grandslam (Europe) |
Amiga |
Mr. Micro |
Grandslam (Europe) |
Amstrad CPC |
Mr. Micro |
Grandslam (Europe) |
PC Engine |
Namco |
Namcot (Japan) NEC (US,
1990) | Grandslam hits
another home run with some ports of Pac-Land this time around, and I'm
afraid I can't say much about that. But also during this
year, Namco themselves released a dazzling port of the game for the PC
Engine, known in the US as the Turbografx. This system may have been
perpetually in last place in all the system wars over here, but it spent a
few years in Japan as the most powerful console available, and it had
quite a long and happy life. Namco simply adored the system, as it gave
them a chance to bring some arcade-perfect ports of a few of their titles
to the players' homes. The port of Pac-Land actually improved
on the original game, with some newly-designed and tightened level layouts
and no more of that endless looping leading to inevitable death. The game
now had a finite amount of stages and a new ending! Of
course, it was still Pac-Land. There were now more platform games to
compare it to, and even with the improvements, it was still a step down
from Mario, and hell, even Adventure Island. Still, if you
ever want to play what has remained the best version of Pac-Land out there
to this day, go for the PCE version.
FUN FACT: Beat the
game, and you're allowed to play a harder version of the game, titled
"Pac-Land Pro". If you can somehow make it to stage 25 of this diffcult
version, the game ceases to be "Pac-Land" and officially becomes "Butt
Rape: the Home Game".
Pacmania
Platform |
Developer |
Publisher |
MSX2 |
Namco |
Namcot (Japan) |
X68000 |
Namco |
Namcot (Japan) | Namco also
developed ports for a couple other systems no one in the US ever heard of
until the age of emulation. From what I have heard, Namco's own port of
Pacmania for the MSX2 ended up being worse than the MSX1 version made by
Teque. However, the X68K port was arcade-perfect; quite
top-notch.
Pac-Man
Platform |
Developer |
Publisher |
Game Boy |
Namco |
Namco | It took a while, but
Namco finally has a US branch to handle localization at this point, with
the colorless version of Pac being their first Pac-Man game published in
the states all on their own. The viewing area was limited, and Pac was
stuck in shades of Game Boy Green, but nonetheless, this was a game that
worked out well in portable format, and I'm sure a lot of people enjoyed
it. Namco would continue releasing console games in Japan as
"Namcot" for a while, while simply staying as "Namco" for the US releases.
I won't be noting this in all the info boxes, because even I'm not that
anal.
Ms. Pac-Man
Platform |
Developer |
Publisher |
NES |
Atari |
Tengen |
Lynx |
Atari |
Atari |
Although they had the rights handed to them long ago, it would be a little
while before Namco would officially welcome Ms. Pac into their family, so
the job of her home ports still fell upon the hands of domestic
programmers. For the NES, good ol' Atari came forward, and
while their game recieved no Nintendo Seal of Quality, it was quite
exemplary. Ms. Pac had a nice, large playfield to move around in, as well
as more mazes than the original (there were four sets to choose from).
Best of all, Pac-Man is now involved in the game, allowing for 2-player
simultaneous play. The husband and wife are now doing it together, just
like Mates of State!
The Lynx version of Ms. Pac predated Namco's
Game Boy game, making it the first portable Pac-Man game ever. Back then,
it didn't seem to occur to the programmers that the screen was tiny and
the resolution was low, so they MAY not want to cram the whole maze into
one screen, and opt for a scrolling playfield instead. But that's what
they did, and everything just looks hilariously tiny in this
port. Still, it plays like Ms. Pac-Man, and that's pretty
much the important thing. Like the NES version, new mazes were added to
keep things fresh. This is a trend you'll be seeing in these reviews, by
the way. Third-party ports from companies like Atari will almost always
add little enhancements like this, whereas the ones made by Namco
themselves almost never do.
Pac-Man
Platform |
Developer |
Publisher |
Game Gear |
Namco |
Namco |
If you were colorblind and had an IQ of less than
twelve, then you wouldn't care which portable you had. Of course, you
wouldn't care if you drank from the toilet, either. ...So
said Sega, and it makes sense when you think about it, but even so, nobody
on the planet wanted a Game Gear. Any portable system without the word
"Boy" in their name just never seemed to have much luck, really.
Ultimately, the Game Gear's main accomplishment was not bombing as
badly as the Lynx did, but Sega can also take comfort in the fact that
their handheld got what was not only the best portable version of Pac-Man,
but what would be the most arcade-perfect port of the game for ANY system
for a few years.
Ms. Pac-Man
Platform |
Developer |
Publisher |
Genesis |
Innerprise |
Tengen |
SMS |
Atari |
Tengen (Europe) |
The Ms. Pac games for the Sega systems were essentially
ports of Atari's NES game, and were thus ports of a port. Both games play
like the NES version, and have all the same features, new mazes, and
2-player mode. In the case of Innerprise's Genesis version, it now had
shiny, shiny upgraded graphics that were just so brain-meltingly
purty. And you know what? 15 years later, it remains the best
home version of Ms. Pac-Man. It's all downhill from here!
Pac-Land
Platform |
Developer |
Publisher |
Lynx |
Atari |
Atari |
C64 |
Mr. Micro |
Quicksilva
(Europe) |
Europe is such a weird country, with all these crazy
old systems like the C64 still being marketed for so long over there and
stuff! Anyway, Pac-Land had the honor of being the last Pac game developed
for the C64. It looked quite nice, actually. Like the earlier Mr. Micro
ports, it included an adaptation of the arcade game with the interesting
addition of a map screen. Atari's Lynx version was not very
well-recieved. The system was already starving for decent games, and
nobody wanted a port of dumb ol' Pac-Land.
Pacmania
Platform |
Developer |
Publisher |
NES |
Atari |
Tengen |
Genesis |
Atari |
Tengen |
SMS |
TecMagik |
TecMagik
(Europe) |
Namco themselves didn't want to take on the task of bringing Pacmania
to the weaker home systems, so again, Atari stepped forward. They actually
did pretty well! Even with the scaled-down graphics, the games play very
closely to the original (which, of course, was just an okay game, but
anyway). Finding info on TecMagik's version is hard, but hell, I'm sure
they did a good job too.
THE INCREDIBLY FUCKING COMPLETE PAC-MAN GAME
LIST VERSION 2
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