Perhaps I'm going
slightly bookers (l always
thought you were 10 pence
short of a phonebox as it was.
Ed), but I'm sure that this game has been on
the stocks since, well, the beginning of
time, or thereabouts. Certainly that tell-tale
'(C)1984 Namco Ltd' under the title reveals
that this is a conversion of a very old coin-op
indeed. And sadly, it shows.
Pacman, of course, was so successful as a
coin-op that it entered the language in a way that
even
OutRun can't hope to rival (try asking your
parents which 'video games' they've heard of and
you can bet your
Viz T-Shirt they won't say
Afterburner). It's hardly surprising that Namco tried to
eke out every last variation from this winning
formula, but even by the standards of most sequels,
Pac-land is pretty bizarre. While the basic formula
- running about, picking up cherries, avoiding the
ghosties - has been retained, the gameplay could
not be more different.
Pacman has been whipped out of his little grid,
given some legs and dumped in Pac-land, which
looks like a sort of nursery rhyme country full of
pretty little houses and fluffy clouds (if you're
going to be sick at the back there, Jenkins, please
remember next time to bring your own bucket).
Moving from left to right. Pacman whiffles through
this ghastly countryside, occasionally jumping to
collect mid-air cherries which appear just before
he passes them. Some cherries appear only if you
have jumped on something first (it could be a
hydrant, it could be a cactus, or indeed anything
about a sprite high). And power pills are there as
well - jump and grab one, and all the ghoulies
start flashing and running away from you, just as
in
Pacman. As in the original, you get points for
the ground you cover, although here there's no
maze, just a strict left-to-right track to follow.
What this all sounds like - and versions on
other more colourful computers even look like - is
a sort of
Super Mario Bros with a few teeth missing. Shorn of the complexity of that magnificent
old classic,
Pac-land soon degenerates into formula action - avoid this, pick up that, jump over
the other - and unfortunately the gameplay is balanced so that when you do eventually get to use
the powerpill, you get to chase your foes only for
the briefest possible time. Even then there isn't the
satisfaction to be gained when you nab the fleeing
ghoulies in
Pacman - you don't even get to see
how many points you've got for it.
The conversion's by no means a bad job - it's
as professional as most these days - but it's the
game at fault here. Once again a game that probably looks amazing in the arcades (and no doubt
on the ST) simply doesn't cut it when deprived of
its graphical advantages on the Speccy.
Pacman
was, I know, one of the Ed's favest games ever
(she still outscores virtually everyone she knows).
I doubt
Pac-land will take its place.
| Arcade version screenshot... |

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| Ratings given by other magazines |
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| Info supplied by the SPOT*ON database |