Pac-Land
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| above = Pac-Land
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| caption = {{#if:Pac-Land arcadeflyer.png|Japanese promotional flyer|Japanese promotional flyer}}
| label2 = Developer(s) | data2 = Namco
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| label4 = Director(s) | data4 = Template:If first display both
| label5 = Producer(s) | data5 = Template:If first display both
| label6 = Designer(s) | data6 = Tsukasa Negoro
| label7 = Programmer(s) | data7 = Yoshihiro Kishimoto
| label8 = Artist(s) | data8 = Hiroshi Ono
| label9 = Writer(s) | data9 = Template:If first display both
| label10 = Composer(s) | data10 = Yuriko Keino
| label11 = Series | data11 = Pac-Man
| label12 = Engine | data12 = Template:If first display both
| label13 = Platform(s) | data13 = Template:Collapsible list
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| label15 = Genre(s) | data15 = Platform
| label16 = Mode(s) | data16 = Single-player, multiplayer
| label17 = Arcade system | data17 = Namco Pac-Land
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Template:Nihongo foot is a 1984 platform video game developed and published by Namco for arcades. It was distributed 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 created 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).
Pac-Land was a commercial success in arcades, becoming one of the top five highest-grossing arcade games of 1985 in the United States. It was well-received by critics for its colorful graphics, stage designs, and soundtrack, although was often criticized for its difficulty. It is cited as an important and influential game in the platform genre, paving the way for many games to follow such as Super Mario Bros., Ghosts 'n Goblins, Alex Kidd and Wonder Boy. It was ported to several home consoles and computers, including the Family Computer, PC Engine/TurboGrafx-16, Commodore 64 and Atari Lynx. It is the first platform game in the Pac-Man series, and was followed by Pac-Man 2: The New Adventures (1994).
GameplayEdit
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.<ref name="Lynx Manual">Template:Cite book</ref>
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.<ref name="Lynx Manual"/> 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.<ref name="Lynx Manual"/> 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.<ref name="Lynx Manual"/> Other types of obstacles are also present in stages, such as water-spewing fire hydrants, springboards, falling logs, quicksand and geysers.<ref name="Lynx Manual"/>
Trips consist of cities, forests, deserts and abandoned castles. Most trip sections end with a large sign saying "BREAK TIME" with a church on a hill in the background, and bonus points are awarded for jumping at certain points at the end of each section.<ref name="IGN TG16"/> The final section of a trip gives Pac-Man a special pair of boots that will allow him to jump infinitely into the air, and tasks the player with returning home to Pac-Man's family.<ref name="Lynx Manual"/> The player can find hidden items by pushing against specific objects in certain stages, including a helmet that protects Pac-Man from falling mini ghosts, an item that makes Pac-Man temporarily invincible and a Galaxian flagship that awards the player a large sum of points.<ref name="Lynx Manual"/><ref name="KLOV"/> Jumping in certain spots will reveal fruit items that can be consumed for points.<ref name="KLOV"/>
The game features the theme song from the Pac-Man television series, which plays in a constant loop throughout.<ref name="IGN TG16"/> The North American version of the game by Midway features the characters being re-designed to more closely resemble the designs found in the show, while the Japanese Namco version has the characters modeled after Pac-Man marketing material and cabinet artwork. It's currently unknown what version the European version looks like.<ref name="IGN TG16"/><ref name="KLOV">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Development and releaseEdit
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 requested Kishimoto that he create an arcade game based on the show.<ref name="Untold History">Template:Cite book</ref> 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.<ref name="Untold History"/> 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.<ref name="Untold History"/> Pac-Man himself was given 24 different frame patterns, alongside several facial expressions and clothing swaps.<ref name="Untold History"/>
Kishimoto cited Konami's sports video game Track & Field (1983) as the "number one influence" on Pac-Land. The game's controls were heavily influenced by Track & Field, a game that allowed the player to become faster by constantly tapping the button in succession;<ref name="Untold History"/> Kishimoto thought the idea was interesting and that it would make it stand out among other games.<ref name="Untold History"/> To allow for two-layer scrolling backgrounds, more sprites, and more colors, the team created the Namco Pac-Land arcade board, which was used for several later Namco games including Baraduke (1985) and Metro-Cross (1985).<ref name="Untold History"/> The game was tested in Yokohama, where Kishimoto recalls the springboards being difficult for new players.<ref name="Untold History"/>
The arcade game was released in Japan in 1984, but there are conflicting release dates. Arcade TV Game List, a Japanese-language book of arcade release dates authored by Masumi Akagi and published by the Amusement News Agency in 2006, lists the Japanese release date as August 1984.<ref name="Akagi">Template:Cite book</ref> However, the United States Copyright Office<ref name="Copyright">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> and John Szczepaniak in the second volume of The Untold History of Japanese Game Developers (2015), when including biography details taken from Kishimoto's resume, lists the release date as October 1984.<ref name="Untold History"/> The game was later released in North America by Bally Midway in December 1984,<ref name="Akagi"/> and in Europe by Atari Games in early 1985.<ref name="CG">Template:Cite magazine</ref>
ConversionsEdit
The first home port of Pac-Land was for Nintendo's Family Computer, released in Japan on November 21, 1985.<ref>Template:Cite book</ref> Versions for the Amstrad CPC, ZX Spectrum, Commodore 64 and MSX were published by British company Grandslam Entertainment in 1988, and developed by Gannon Designs and Mr. Micro for the Atari ST and Commodore Amiga platforms.<ref name="Retro Gamer"/> Namco released a PC-Engine version in June 1989, which was later released for the TurboGrafx-16 by NEC in January 1990.<ref name="Retro Gamer"/> Atari Corporation developed and published an Lynx portable version in 1992, and Dempa Softworks released an X68000 conversion in 1994.<ref name="Retro Gamer">Template:Cite news</ref>
Pac-Land is in the 1996 compilation Namco Museum Vol. 4 for the PlayStation alongside five other Namco arcade games from the 1980s,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> and later in the iOS game Namco Arcade.<ref>Template:Cite magazine</ref> In 2014, it was ported to the Xbox 360, PlayStation 3, and PC as part of Pac-Man Museum,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> and the Famicom version was digitally re-released for the Wii U Virtual Console<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite magazine</ref> and Namco Museum Archives Volume 2. Aside from the Namco Arcade version, all home ports of the game are based on the Japanese Namco version.
On March 31, 2022,<ref>Template:Cite tweet</ref> it was announced that the arcade version of Pac-Land would be released on the Nintendo Switch and PlayStation 4 as part of Hamster Corporation's Arcade Archives lineup, which was released on April 7, 2022. Though based on the original arcade version, this re-release was modified by Bandai Namco to replace the graphics of Ms. Pac-Man and Baby Pac-Man, who greet Pac-Man at the end of each trip. In their place are two new characters named "Pac-Mom" and "Pac-Sis"; which were created for the then-upcoming compilation Pac-Man Museum+, which also replaced the characters in all the games featured in the collection. Bandai Namco has remained silent on the removal of the characters, though news outlets assumed the character replacements to be related to a dispute between Bandai Namco and AtGames, which is related to Ms. Pac-Man.<ref>Template:Cite tweet</ref><ref>Template:Citation</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
The game is included in the Pac-Man Museum+ game compilation, which released on May 27, 2022. The version in this collection uses the same edited version as seen in the Arcade Archives release because of Bandai Namco's legal issues with AtGames.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
ReceptionEdit
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.<ref name="GM243">Template:Cite magazine</ref> In North America, it was in the top 20 RePlay upright arcade game charts through November 1985.<ref>Template:Cite magazine</ref> It ended the year as one of the top five highest-grossing arcade games of 1985 in the United States.<ref>Template:Cite magazine</ref>
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."<ref name="CG"/>
Japanese publication Famitsu praised the PC Engine version's graphics and overall challenge, awarding it the "Silver Hall of Fame" badge.<ref name="Famitsu"/> Computer + Video Games called the PC Engine version a "marvelous conversion" for its vibrant visuals, stage layouts, gameplay and accuracy to the coin-op game;<ref name="CVG94"/> they had a similar response for the Atari Lynx version, claiming its accuracy to the original would entice fans of the arcade release.<ref name="CVG Lynx"/> Reviewing the Lynx conversion, IGN praised the game's colorful graphics, controls and faithfulness to the arcade original.<ref name="IGN Lynx"/> Raze echoed a similar response, saying the visuals, stage layouts and soundtrack added replay value to the game.<ref name="Raze"/>
Raze disliked the Lynx port's limited amount of lives and lack of continues, saying that the high difficulty would repel younger players.<ref name="Raze"/> IGN stated it provided little replay value for veteran players, adding that it could be easily finished.<ref name="IGN Lynx"/> AllGame was particularly critical of the TurboGrafx-16 version, lambasting its poor graphics, bland stage layouts and lack of challenge, jokingly saying it was only recommended to collectors interested in "the most morbidly poor games in existence".<ref name="AllGame Review">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> In a retrospective review for the TurboGrafx-16 conversion, IGN disliked the game's difficulty for lacking any real challenge, and said the game seems to have been made simply to keep Pac-Man relevant at the time instead of as a "real deal" game.<ref name="IGN TG16">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
LegacyEdit
It is considered an important and influential game in the platform genre,<ref name="Untold History"/><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="Destructoid">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> paving the way for games such as Ghosts 'n Goblins, Alex Kidd, and Wonder Boy.<ref name="Retro Gamer"/> 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.<ref name="Untold History"/><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="Retro Gamer"/> 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.<ref>Template:Cite book</ref>
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. Super Smash Bros. for Wii U and Super Smash Bros. Ultimate include a stage based on the game, featuring automatic scrolling.<ref name="Destructoid"/>