game
icon
title Pac-Land (Japan newer)
set name pacland2
manufacturer Namco
year 1984
genre Platform (hof)
category Platform / Run Jump Scrolling (hof)
driver status good
driver source pacland.c
snapshots MW: in game | parent / CT: in game | title | parent / Mr. Do: parent / EJ: parent / PS: in game | scores | parent
zoom
rating

67.4% after 49 votes
 
parent Pac-Land (World)
other clones Pac-Land (Japan older)
Pac-Land (Midway)
display
colour emulation good
palette 3072
display type raster
orientation horizontal
resolution 288x224
frequency 60.606060Hz
sound
sound emulation good
channels mono
controls
players 2
nplayers 2P alt
controls 2 way joystick
buttons 1
coin slots 2
hardware
cpu M6809 @ 1.536MHz
cpu HD63701 @ 6.144MHz
audio Namco CUS30 @ 0.024MHz
data
version added .033b01
last change(s) none since version .53
roms
name size crc set flags sha1
pl6_01.bin  16384  4c96e11c  pacland2    c136dc3877155b7a600173c876f6a53394d9260d 
pl6_02.bin  16384  8cf5bd8d  pacland2    0771ca1ab5db58f5632583a5e6e84660e8ab727d 
pl1-3  16384  aa9fa739  pacland    7b1f7857eb5f68e166b1f8988c82051aaf05df48 
pl1-4  16384  2b895a90  pacland    820f8873c6a5a736089406d0f03d491dfb82d00d 
pl1-5  16384  7af66200  pacland    f44161ded1633e9801b7a9cd84d481e53823f5d9 
pl1-6  16384  b01e59a9  pacland2    e5b093852d33a4d09969d111fa6e42e964aa4dac 
pl1-7  8192  8c5becae  pacland    14d67136395c4c64472980a69648ce2d479ae67f 
cus60-60a1.mcu  4096  076ea82a  pacland    22b5e62e26390d7d5cacc0503c7aa5ed524204df 
pl0_12.bin  8192  c8cb61ab  pacland2    ec33d64949a8c011430e889f55f54816b33c4218 
pl1-13  8192  6c5ed9ae  pacland2    db919c9254289179e98ba5d2ed8c66d67ae95f35 
pl1_09b.bin  16384  80768a87  pacland2    1572f309e810d9eb007a1c8b2aa8463027c146ca 
pl1_08.bin  16384  2b20e46d  pacland2    9f78952ae94fef6a83a15de35d5fefdf71e78488 
pl1_10b.bin  16384  ffd9d66e  pacland2    9a6e9ad500fcb7a67cb3c45d029c2aa7636a64f9 
pl1_11.bin  16384  c59775d8  pacland2    034281c8101719d79043df31ef845fd28c0c69c0 
pl1-2.bin  1024  472885de  pacland    8d552c90b8d5bc6ad6c60934c00f4303cd180ce7 
pl1-1.bin  1024  a78ebdaf  pacland    8ea215701eb5e1a2a329ef92c19fc69b18fc28c7 
pl1-5.bin  1024  4b7ee712  pacland    dd0ec4c632d8b160f7b54d8f18fcf4ef1508d832 
pl1-4.bin  1024  3a7be418  pacland    475cdc68205e3acce83fe79b00b74c6a7e28dde4 
pl1-3.bin  1024  80558da8  pacland    7e1483467817295f36d1e2bdb32934c4f2617d52 
cabinet art
cabinet pacland.png
marquee pacland.png
control panel pacland.png
flyer pacland2.png
PCB pacland.png
additional information
info 0.34b8 [Nicola Salmoria]

0.33b1 [Ernesto Corvi]

NOTE:
  • The round 19 layer on top starts when you reach a building and ends when you come out of it, which also suggests the effect is correct. grav
  • The background layers on trip 19 appear to be out of order. Round 19, like round 27, puts a layer over most of the sprites so you only get to see the whites of their eyes: it then cuts out a "torch beam" in front of you so you can see just about enough of where you are going. It seems pretty clear that this is just meant to make these two levels harder (27 has black top layer so it's "Pacman at night in the woods"). The round 19 layer on top starts when you reach a building and ends when you come out of it, which also suggests the effect is correct. grav
  • You can't put more than 9 credits. On the pcb the limit is 99 credits. Updated in 0.114u3: The maximum number of credits is now 10. Updated by Robiza in 0.122u3: i think coin_lockout problems is understood in some real pcb's coin_lockout is not used and then max credit limit is 99 (and not 9 like mame). IMO coin_lockout feature could be set with an option like a dipswitch. Kold666 / Robiza (ID 01116)
Bugs:
  • When you start Pacland in mame, during the check you can hear a white noise sound. Since 0.89. Follow-up by etabeta: therefore the culprit should be in the functions namcos1_cus30_r and namcos1_cus30_w. introduced in mame 0.89 to replace namcos1_wavedata_r, namcos1_wavedata_w & namcos1_sound_w... pacland0113u4gre Kold666/etabeta
WIP:
  • 0.122u7: Changed HD63701 CPU2 clock speed to 6144000 Hz.
  • 0.118u6: Aaron Giles fixed wrong gfx display and added save state support to Pac-Land. Changed palettesize to 3072 colors.
  • 0.118u5: Changed palettesize to 4096 colors.
  • 0.107u3: Brian Troha properly documented and connected the CUS60 MCU code to Pacland.
  • 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 and 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.
  • 0.37b12: 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.
  • 7th April 1999: Nicola Salmoria has updated Pac-Land and Rolling Thunder drivers to work on the new 6800 core, but music speed is still sometimes screwed.
  • 0.35b5: Ernesto Corvi added sound in Pac-Land. Changed M6809 and M6803 clock speed 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 hiscore save in Pac Land.
  • 0.34b8: Nicola Salmoria added Pacland (set 1). Renamed (pacland), (paclanda) to (pacland2) to (paclandm) and (paclandn) to (pacland3).
  • 0.33b1: Ernesto Corvi added Pac-Land (Midway) (Bally Midway 1984) and clones (Namco) and (Namco alternate).
LEVELS: 99 (endless)

Other Emulators:
  • HiVE
Recommended Games (Maze Pac-Man):

Pac-Man / PuckMan

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Super Pac-Man

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Ghostmuncher Galaxian (bootleg)

Ms. Pac-Man

Jr. Pac-Man

Hyper Pacman

Twinkle

Funny Strip

Puckman Pockimon

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Professor PacMan

Pac-Land

Puzzle Club

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Biomechanical Toy

Romset: 193 kb / 19 files / 71.1 zip
history Pac-Land (c) 1984 Namco.


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 'Powerpills' 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. Everytime 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 Sourpuss the Pac-cat. The game then begins again.


- TECHNICAL -


Game ID : PL


Main CPU : M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)

Sound Chips : Namco 8-channel WSG


Screen orientation : Horizontal

Video resolution : 288 x 224 pixels

Screen refresh : 60.61 Hz

Palette colors : 256


Players : 2

Buttons : 3 (RUN LEFT, RUN RIGHT, JUMP)


- TRIVIA -


Released in August 1984.


Licensed to Bally Midway for US manufacture and distribution (October 1984).


This game was influenced by Hanna-Barbera's Pac-Man cartoon, which ran from 1982-84. The character designs and music are taken directly from the show. The background music that plays during the levels is the same as the cartoon's theme song.


Mark Mendes holds the official record for this game with 4,150,400 points.


- UPDATES -


(Midway), (set 1) and (set 2) versions enable you to pick your stage, (Set 3) just goes into stage 1.


In the Japanese release, Pac-Man's nose is longer, and he wears a hat with a feather in it. Also, the game is much more easier and slower than the others country version.


- TIPS AND TRICKS -


Round One : 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 Two - The Forest : the first 'cheat' is achieved by pushing the second cactus back - giving you 80,000 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 15,000 points). Get the cherry that appears as it turns into another three.


Round Three - 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 - run at full speed over the spring board and at the edge press jump and keep on whacking the joystick to the right - you should glide over the pool! You have then reached Fairyland! Here the Queen gives you a gift of magic boots that enable you to fly. You then start Round 4 going back the opposite way.


Round Four - Journey home : you first encounter cacti that you must jump over. If at any point you see the letter 'S' in a Pac bubble flying about - get it - it's an extra life. There is also another letter in a Pac bubble that flies around the screen - the letter 'L' - this can be achieved after getting a Pac-Pill, getting four ghosts and then Doris fifth (Doris is the one that chases you and the only one that has no hat after eating a Pac-Pill). The last cactus that you jump over is very tall. Try pushing the lower section of it backwards as this generates 7 balloons. Six of which are worth 100 points but one is worth 7650 points. Get this and don't bother with the others. Continue going home once you reach the town, jump on all fire hydrants as this always generates cherries. If pushing the cactus back didn't do anything then try pushing the second to last fire hydrant back - this will generate the balloons. When you arrive home you can still jump to get 7650 points.


Round Five - The Town : jump on the fire hydrants to generate cherries. Push the third hydrant back to give you the hat. If you pass two fire hydrants on top of each other then jump on top of these. The blue things that push you along (water jets) can also push you on top of the houses. This is advisable as it keeps you away from any double decker buses! If the second fire hydrant didn't give the helmet then the fourth fire hydrant along will.


Round Six - The water pool area : you have two short(ish) pools to clear, followed by more ghosts on pogo sticks (here appears another floating cherry). The last pool is the longest of these and must be judged carefully to clear.


Round Seven - The water jets : you have three different platforms to jump on (always try to stay on the highest one). If a flying water jet happens to hit you then whack the joystick everywhere and press fire as it is possible to escape. Not much on this round, just collect loads of strawberries. After this you reach fairyland again, you receive the boots again, and have to return home.


Round Eight - The trip home : firstly, you have to cross the long pool - backwards. Jump to the top of the screen straight away to get the cherries and clear the planes. There are stumps sticking out that you can land on and get cherries. After this there is the forest to complete. The first or second to last log will give the balloons.


Round Nine - The Water Pool Area : you leave your house and go straight into the water pool area. There are three cacti on this round. Pushing either the first (before the pool), second (before the skeleton) or third (before the Pac-pill) back will give you the helmet. The pool is slightly different as it has a stump sticking out of the water that has an extra spring board you can land on. After this there is a skeleton (that drags you down into the ground) and must be jumped over.


Round Ten - The forest : pushing one of the logs back will make you invincible to the ghosts. This works even if you have died. When you start flashing, the invincibility is about to ware off.


Round eleven - The logs and clouds : much like the one on Trip 1 except after jumping the logs, you have to jump onto clouds (although not essential as Pac can clear all the cloud jumps in one). After this you reach fairyland yet again and you receive the boots.


Round twelve - The trip home : first collect the three cherries. Then you have to jump backwards over a large pool - with no stumps. After this you reach the town. One of the few fire hydrants gives the balloon's.


Round 13 - The Town : this level has many double hydrants. Jump on these and wait for the water jet to push you up onto the houses. Walking along the houses gives you some cherries. On many versions there is no helmet on this round.


Round 14 - The cavern : you have to collect the keys to open the doors. The first key is on the top layer. Jump up there to get it. Keep going right and fall down the hole. Keep going right and fall down the next one too (you should now be on the bottom layer). Keep going right (staying on this level) and open the door. Keep going right. Jump up through the next hole and get the apples. Continue right, fall down the hole and get the key. Use this immediately to open the door. Keep going right, do not jump through the first hole and stay on the lowest level. You can then get two apples, jump through the hole and get a key, and then fall through another hole to get another two apples. Continue right and after opening the door, jump through the holes to get from the bottom level to the top. Open the door you reach and go through. Fall through the next two holes (so that you are back on the lowest level). Open the door you reach and get the two apples. Return through the door you've just come through, jump to the middle layer and continue right. You will now be out of the cavern and have reached 'break time'. So long as you don't waste time and keys it is actually easy.


Round 15 - The water jets : i think that pushing one of these fire hydrants may give the helmet, but I'm not too sure. Watch out for the planes at the very end of the level. Try to jump on them.


Round 16 - The trip home : the first gives the balloon's. Next it's the mountains. The is normally an extra life lurking around the second mountain so go backwards once for it if it doesn't come (an 'S' in a Pac). Then is the forest. The first log encountered gives the balloon's if the cactus didn't.


Round 17 - A forest level : on some versions of the machine the very first cactus will give the helmet. Just before the water is a Pac-Pill and it is quite easy to get the time bonus. After the pool, there is a short forest, following that is a spring board that must be used to clear a second pool that cannot be seen from that point.


Round 18 - The cavern : you only have limited sight. The first key is on the lower level. Go right, then jump up to the middle level, then jump up to the top layer. Keep going right and fall down a hole to the middle layer (you'll be in between two doors). Jump back up to the top level (making sure you don't open either of these. Once back on the top level, keep going right and you'll reach a door. Open it and get the key directly behind. Keep going right, fall down to the middle layer, get the key, fall down to the lower level, collect the fruit. Open the door you come across. Don't jump through the next hole, but through the one after that. Jump to get the key (fall straight back down again). Keep going right. Jump up through the next hole, go right, and fall down the next. Open the next door (you're still on the bottom level) and jump through the next hole. Then jump up to the top level, open the door and get the fruit. Go through on the top and open the end door. Fall through the holes and go to the bottom level. Go right and collect the fruit there. finally, go to the middle level and exit to 'Break Time'.


Round 19 - The mountains : clear these and the clouds as usual, but watch out for the planes at the end (over the part with three sets of moving logs). Enter fairyland.


Round 20 - The return home : this is very easy. Keep on going left, You first hit a forest. Watch out for the ghost near the end. This is followed by a pool, get all the cherries on the way, but DON'T stop for anything. Then you reach another forest, then another pool, then the last forest (watch out for another ghost here) and then the town. By the time you reach the town you will be out of time and must run full speed from Doris. Try to get the Pac-Pill but if you miss it, don't go back for it!


Round 21 - The town : this is hard as there are so many ghosts. It is pointless jumping onto the double hydrants as getting on top of the houses may involve hitting a plane. Try to stay on the top of the double-decker busses, jumping from one to another. This will stop you needing a run up. The Pac-Pill at the end can only be got by first jumping onto a ghost. Don't bother with it unless you are already on a ghost. Go straight for 'Break Time'.


Round 22 - The mountains : as well as the clouds, you meet a new section - four logs in water that must be jumped onto and crossed. Careful judgement is needed here. Get the Pac-Pill afterwards as you'll need it. Time is short so don't stop for anything.


Round 23 - The water jets : this gets hard towards the end as there are many ghosts around. Try to stay on the planes. You then reach fairyland.


Round 24 - The trip home : first are the water jets to cross. This is quite easy as there aren't many ghosts and enables you to collect a lot of fruit. Then you enter the town. The last part of this is very hard. Just jump for the Pac-Pill when you see it and hope you get it before you are killed! Don't wait around.


Round 25 - The woods : there are two woods split up by lots of skeletons. DON'T use the spring board or you will hit one of the planes. All of the skeletons are fake apart from the first and last. So don't worry about touching them. When you enter the first wood, look for the helmet at the fourth log. I think it is hidden in there.


Round 26 - The mountains - again! : this time you don't have many logs to jump on and there are very few clouds. Most of the mountains have to be jumped without any clouds. This level also contains the logs in water and is the furthest that I've ever got.


- SERIES -
  1. Pac-Man (1980)
  2. Ms. Pac-Man (1981)
  3. Super Pac-Man (1982)
  4. Pac-Man Plus (1982)
  5. Jr. Pac-Man (1983)
  6. Pac-Mania (1987)
  7. Pac-In-Time (1994, Nintendo Super Famicom)
  8. Pac-Man 2 - The New Adventures (1994, Nintendo Super Famicom and Sega Mega Drive)
  9. Pac-Man VR (1996)
  10. Pac-Man World (1999, Sony PlayStation)
  11. Pac-Man - Adventures in Time (2000, PC CD-ROM)
  12. Ms. Pac-Man Maze Madness (2000, Sony PlayStation)
  13. Ms. Pac-Man - Quest for the Golden Maze (2001, PC CD-ROM)
  14. Pac-Man All-Stars (2002, PC CD-ROM)
  15. Pac-Man Fever (2002, Sony PlayStation 2)
  16. Pac-Man World 2 (2002, Sony PlayStation 2, Nintendo GameCube, and Microsoft XBOX; 2004, PC CD-ROM)
  17. Pac-Man vs. (2003, Nintendo GameCube)
  18. Ms. Pac-Man - Maze Madness (2004, Nintendo GameBoy Advance)
  19. Pac-Man World 3 (2005, Sony PSP, Sony PlayStation 2, Nintendo GameCube, Microsoft XBOX, PC CD-ROM, and Nintendo DS)
  20. Pac'n Roll (2005, Nintendo DS)
  21. Pac-Pix (2005, Nintendo DS)
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cheats
cheats
code comments
00000000:221B:00000009:FFFFFFFF  Infinite Time
00800000:2222:00000001:FFFFFFFF  Invincibility:You still lose a life though if you fall down a pit or run out of time
00800000:2223:00000001:FFFFFFFF  Always have Key:Key is used in Round 14, 19 and 30
00000000:2115:00000001:FFFFFFFF  Always Have Hard Hat
00000000:20FD:00000001:FFFFFFFF  Always Have Magic Boots
00000001:2115:00000001:FFFFFFFF  Get Hard Hat Now!
00000001:20FD:00000001:FFFFFFFF  Get Magic Boots Now!
60000000:0000:00000000:00000000 
00000000:2100:00000006:FFFFFFFF  Infinite Lives PL1
00000000:2101:00000006:FFFFFFFF  Infinite Lives PL2
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