data/claims/pac-land-history.yamlPac-Land (history and reception)
Game: Pac-Land.
By Akagi Masumi's list of arcade games, Namco released Pac-Land in Japan in August 1984. Outside Japan the list dates it November 1984 under Namco America ("via Midway") and December 1984 under Bally Midway, and its overseas index gives Namco/Bally Midway, December 1984. pac-land-history/arcade
printed p. 93 (PDF p. 95), domestic index (OCR text lines 24146-24150)パックランド ナムコ 84/08Our translationPac-Land, Namco, 84/08アーケードTVゲームリスト 国内・海外編 (1971-2005) · printed p. 52 (PDF p. 54), domestic list by maker, Namco's column (OCR text line 10162) — read on the page image by the scout; the row prints no maker, which is the column's84/08 パックランドOur translation84/08 Pac-LandアーケードTVゲームリスト 国内・海外編 (1971-2005) · printed p. 126 (PDF p. 128), overseas list, NAMCO AMERICA (OCR text line 33141) — read on the page image by the scout, under NAMCO AMERICA with "80/12 Pac-man (via Midway)" and "84/09 Galaga 3 (Gaplus) (via Midway)"84/11 Pac-Land (via Midway)アーケードTVゲームリスト 国内・海外編 (1971-2005) · printed p. 125 (PDF p. 127), overseas list, BALLY MIDWAY (OCR text line 32870) — read on the page image by the scout84/12 Pac-Land [Namco]アーケードTVゲームリスト 国内・海外編 (1971-2005) · printed p. 160 (PDF p. 162), overseas index (OCR text lines 45541-45545)Pac-Land Namco/Bally Midway 84/12Checked by a second AI model, 2026-11-06.The list gives year and month only and names no source for its dates. It doesn't say what separates the November Namco America row from the December Bally Midway one.
Cited by: Pac-Land
The Famicom manual introduces Pac-Land as a "real animation game" that Namco announced in 1984, and recalls that an American TV cartoon starring Pac-Man had aired to great acclaim. pac-land-history/arcade-manual-intro
printed p. 1 (image n3), opening page — read on the page image by the scout; the OCR reads "パッ フラ ンド" and "し だ"パックランドは、1984年にナムコが発表したリアルアニメーションゲームです。Our translationPac-Land is a real animation game that Namco announced in 1984.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 1 (image n3), opening page — read on the page image by the scoutアメリカでは彼を主人公にしたTVアニメが放映され大好評でした。Our translationIn America a TV cartoon with him as the hero was broadcast and was very popular.Checked by a second AI model, 2026-11-06.Cited by: Pac-Land
In August 1987 Commodore User's coin-op chart placed Pacland third, behind Out Run and Road Runner and ahead of Gauntlet II. pac-land-history/uk-coinop-chart
p. 13 (image n13), charts, COIN-OPCOIN-OP 1. OUTRUN 2. ROADRUNNER 3. PACLAND 4. GAUNTLETIIChecked by a second AI model, 2026-11-06.The column invites readers to send in their top five coin-ops; it doesn't say how the printed chart was compiled.
Cited by: Pac-Land
Namco released Pac-Land in Japan as a Famicom cartridge on 21 November 1985. pac-land-history/release-famicom
PDF p. 123, ファミコンソフト完全目録, 1985, no. 073 — read on the page image by the scout (the page prints no folio); the OCR reads "0731985/11/21rパックランドjナムコ". Nos. 074-076 share the date.073 1985/11/21 『パックランド』 ナムコOur translation073, 1985/11/21, Pac-Land, NamcoChecked by a second AI model, 2026-11-06.A retrospective catalogue of Famicom cartridges in order of release; it doesn't name its source for the date and gives no price.
Cited by: Pac-Land
No NES release of Pac-Land in North America has been found. Nintendo of America's list of NES games has none: its entries run from "Pac Man" (Namco, November 1993) straight to Palamedes. Chris Scullion's NES Encyclopedia, a guide to all 714 officially licensed NES games, has no entry for it. pac-land-history/no-nes
PDF p. 9 — the list's text runs title, licensee, month; "Ms. Pac Man" is listed under MPac Man Namco November 1993 Palamedes Hot-B November 1990The NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · Super Mario Bros. entry (OCR text line 32888) — the game is named only in the Super Mario Bros. entry; the book has no Pac-Land entryas some claim (Pac-Land did it a year earlier)The NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · back cover blurb (OCR text lines 50349-50351)The NES Encyclopedia is a complete reference guide to every game released on the NintendoThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · back cover blurb (OCR text lines 50350-50351)As well as covering all 714 officially licensed NES games, the book also includes more than 160 unlicensed gamesThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · introduction to the licensed games (OCR text lines 683-690)along with notes on whether they were released in North America or Europe.Revised after a check by a second AI model, 2026-11-06: Narrowed to no North American NES release found; Scullion's coverage quoted beside Nintendo's list.An absence from two lists proves little. Nintendo's list records North American releases only; the encyclopedia also notes European releases and covers more than 160 unlicensed games, but a missing entry doesn't rule out a release it overlooked, PAL-only or otherwise.
Cited by: Pac-Land
In the Famicom manual Pac-Man sets out to take a lost fairy home to Fairy Land, leaving town, crossing the forest and climbing the mountains while monsters block his way. Having delivered her he can fly home, though the monsters still lie in wait, and reaching home ends one trip. pac-land-history/famicom-premise
printed p. 2 (image n4), パックランドのゲーム進行迷子の妖精をフェアリーの国に送り届けるため、パックマンは冒険旅行に出かけます。Our translationTo take the lost fairy home to the land of the fairies, Pac-Man sets out on an adventure trip.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 2 (image n4), パックランドのゲーム進行街を出て、森を抜け、山を越えて…行く手を阻むモンスターをこらしめて RUN & JUMP!!Our translationLeaving town, through the forest, over the mountains... punish the monsters that block the way, RUN & JUMP!!パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 3 (image n5)パックマンは、空を飛んで帰ることができます。帰り道もご用心。モンスターが狙っています。Our translationPac-Man can fly home through the sky. Take care on the way back too. The monsters are after him.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 3 (image n5)家に着いたら、1トリップ終了。Our translationWhen he gets home, one trip is over.Checked by a second AI model, 2026-11-06.The quotes were read on the page images by the scout; the OCR spaces and garbles them.
Cited by: Pac-Land
On the Famicom the control pad makes Pac-Man jump, B moves him left and A right, START begins and pauses a game, and SELECT isn't used. Pressing reset doesn't erase the high score. pac-land-history/famicom-controls
printed p. 3 (image n5), コントローラーの操作①パックマンのジャンプに使用。Our translation①: used for Pac-Man's jump.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 3 (image n5), コントローラーの操作②使用しません。Our translation②: not used.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 3 (image n5), コントローラーの操作③ゲームスタート、中断に使用。Our translation③: used to start and pause the game.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 3 (image n5), コントローラーの操作④パックマンの左への移動に使用。Our translation④: used to move Pac-Man to the left.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 3 (image n5), コントローラーの操作⑤パックマンの右への移動に使用。Our translation⑤: used to move Pac-Man to the right.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 3 (image n5), コントローラーの操作リセットボタンを押しても最高得点は消えません。Our translationPressing the reset button doesn't erase the high score.Checked by a second AI model, 2026-11-06.The numbers label a pictured controller, which the scout read on the page image: ① points at the cross-shaped pad, ② and ③ at SELECT and START, ④ at the B button and ⑤ at the A button. The manual doesn't say which direction on the pad jumps.
Cited by: Pac-Land
The Famicom manual says that tapping B or A again and again makes Pac-Man run fast to the left or right, and the faster he runs, the higher and farther he jumps. Tapping the opposite direction's button while running stops him quickly, tapping left or right in mid-air changes his jump's curve, and he can jump off clouds and rising and falling logs. pac-land-history/famicom-run-jump
printed pp. 4-5 (images n6-n7), 多彩なRUN & JUMP, スピード&ジャンプパックマンは、④か⑤のボタンを続けてたたけば、それぞれの方向に速く走ります。Our translationIf you tap button ④ or ⑤ again and again, Pac-Man runs fast in that direction.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 5 (image n7), スピード&ジャンプこの時走るスピードが速ければ速い程、高く遠くジャンプ!Our translationThe faster he runs at this moment, the higher and farther (he) jumps!パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 5 (image n7), 急停止パックマンが走っている時、逆方向移動ボタンをたたくと、素早く停止。Our translationWhile Pac-Man is running, tap the button for the opposite direction and (he) stops quickly.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 5 (image n7), 移動物を利用してジャンプ雲、上下する丸太、などに乗ってジャンプします。Our translation(He) rides clouds, logs that move up and down, and so on, and jumps.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 6 (image n8), 空中制御パックマンがジャンプしている間に、左右移動ボタンをたたくとジャンプ曲線が変化。Our translationWhile Pac-Man is jumping, tap the left or right button and the jump's curve changes.On the Famicom the control pad makes Pac-Man jump, B moves him left and A right, START begins and pauses a game, and SELECT isn't used. Pressing reset doesn't erase the high score. Manual — ④ is B and ⑤ is AChecked by a second AI model, 2026-11-06.The quotes were read on the page images by the scout.
Cited by: Pac-Land
Pac-Man can jump onto a monster's head, but running into a monster, or failing to dodge its attacks, counts as a miss. pac-land-history/famicom-monsters
printed p. 6 (image n8), ミスパックマンは、モンスターの頭上に飛び乗る事ができます。Our translationPac-Man can jump up onto a monster's head.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 6 (image n8), ミスでも、モンスターにぶつかったり、攻撃をよけられないとミスになります。Our translationBut bumping into a monster, or not dodging its attack, is a miss.Revised after a check by a second AI model, 2026-11-06: Touching a monster counts as a miss, not a life lost.The quotes were read on the page image by the scout.
Cited by: Pac-Land
A power pellet turns the monsters timid and sends them running; Pac-Man scores 200, 400, 800, 1600 and 3200 for catching them one after another, and fruit adds to his score. At a checkpoint, where the "BREAK TIME" sign appears, a vigorous jump earns a bonus that depends on the pose he strikes in the air. pac-land-history/famicom-scoring
printed p. 8 (image n10), パワーエサで大反撃パワーエサを食べるとモンスター達はいじけて逃げ出します。Our translationWhen (Pac-Man) eats a power pellet, the monsters lose heart and run away.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 8 (image n10), パワーエサで大反撃 — read on the page image by the scout追いかけていじけモンスター(青く変色)をたて続けにやっつけましょう。Our translationChase the cowed monsters (turned blue) and beat them one after another.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 8 (image n10), パワーエサで大反撃200→400→800→1600→3200!! と得点もパワーアップ。Our translation200→400→800→1600→3200!! The score powers up too.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 8 (image n10), フルーツターゲットをパクリ!フルーツを食べればパックマンは、元気百倍。得点がどんどん上がります。Our translationEat fruit and Pac-Man is a hundred times livelier. The score goes up and up.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 8 (image n10), 中継点に着いたらJUMP!“BREAK TIME”の看板が見えたら、勢いよくJUMP!!Our translationWhen you see the "BREAK TIME" sign, JUMP with all your might!!パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 8 (image n10), 中継点に着いたらJUMP!なんと空中ポーズの種類でボーナス得点が、もらえます。Our translationWhat's more, (you) get bonus points by the kind of pose (he strikes) in the air.Revised after a check by a second AI model, 2026-11-06: Quoted the line on eating monsters one after another.The quotes were read on the page image by the scout. The heading 中継点に着いたらJUMP! ("JUMP when you reach the checkpoint") places the sign.
Cited by: Pac-Land
The manual hints at Pac-Land's hidden items: a helmet that lets Pac-Man take small monsters on the head for points, hinted at by a fire hydrant, and balloons that appear only on the way home, six in all, one of them worth a high score. pac-land-history/famicom-secrets
printed p. 9 (image n11), 不思議その1 — the heading of 不思議その1 ("Wonder no. 1"), read on the page image by the scoutヘルメットはボンネット!Our translationThe helmet is a bonnet!パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 9 (image n11), 不思議その1 — read on the page image by the scoutパックマンのかぶっている帽子がヘルメットになれば、小モンスターなんかへっちゃらです。Our translationIf the hat Pac-Man wears becomes a helmet, small monsters are nothing to him.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 9 (image n11), 不思議その1出現のヒントは、消火栓。Our translationThe hint for (its) appearance is a fire hydrant.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 9 (image n11), 不思議その1なにしろ、頭で受けとめられ、得点になってしまうのですから。Our translationAfter all, (he) can catch them on his head, and they even turn into points.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 9 (image n11), 不思議その2トリップの帰り道にのみ風船出現。全部で6個。Our translationBalloons appear only on the trip's way home. Six in all.パックランド ファミリーコンピュータ 取扱説明書 (Pac-Land Famicom instruction booklet, NPL-4500) · printed p. 9 (image n11), 不思議その2そのうち1つは、高得点。Our translationOne of them is (worth) a high score.Revised after a check by a second AI model, 2026-11-06: Quoted the helmet heading and line, read by a scout on the page image.The quotes were read on the page image by the scout; the OCR reads 消火欄 for 消火栓.
Cited by: Pac-Land
Quicksilva planned to preview Pacland, "its new licence", at its stand at the PCW show in autumn 1987, beside the original arcade game for visitors to play. pac-land-history/uk-licence
image n89 (about printed p. 90), show guide, QUICKSILVAQUICKSILVA Stand 1621 As well as previewing Pacland, its new licence, there’ll be the original arcade game for you to play.Checked by a second AI model, 2026-11-06.The guide lists exhibitors' plans for the show; it isn't a report of the show itself.
Cited by: Pac-Land
In January 1988 Argus Press Software advertised Pac-Land for the Spectrum, Amstrad and MSX on cassette at £8.95, the Commodore 64 at £9.95 on cassette and £14.95 on disk, and the Atari ST and Amiga at £19.95. pac-land-history/uk-advert
p. 10 (image n10), advertisementAVAILABLE ON: SPECTRUM; AMSTRAD; MSX Cassette £8,95.Sinclair User, issue 70 (January 1988) · p. 10 (image n10), advertisementCOMMODORE Cassette £9.95; Disk £14,95. ATARI ST; AMIGA £19.95.Sinclair User, issue 70 (January 1988) · p. 10 (image n10), advertisementYou can obmin your copy of PAC-LAND direct from Argus Press SoftwareOur translationYou can obtain your copy of PAC-LAND direct from Argus Press SoftwareCrash, issue 48 (January 1988) · p. 79 (image n79), advertisementYou can obtain your copy d PAC-LAND direa from Argus Press SoftwareOur translationYou can obtain your copy of PAC-LAND direct from Argus Press SoftwareChecked by a second AI model, 2026-11-06.Sinclair User's copy of the ad is in the pinned OCR in full; Crash's (January 1988) is the same ad. An advertisement lists formats on offer, not proof that each shipped then.
Cited by: Pac-Land
By May 1988 the advertisement sent orders to Grand Slam Entertainments instead of Argus Press Software, and the cassette instructions for the Commodore 64, Spectrum, Amstrad CPC and MSX say the game was licensed to Grandslam Entertainments. Grandslam's January 1989 advertisement still marks Pacland "coming soon" and prices the Amiga and Atari ST versions at £19.95. pac-land-history/grandslam
p. 53 (image n53), advertisementYou can obtain your copy of PAC-LAND direct from Grand Slam EntertainmentsPac-Land cassette instructions (Commodore 64, Spectrum, Amstrad CPC and MSX), Quicksilva · image n2, footTM and ©1984 by NAMCO Ltd. Licensed to Grandslam Entertainments Ltd.The One for 16-bit Games, issue 4 (January 1989) · p. 84 (image n84), Grandslam advertisement — read on the page image by the scout, with a COMING SOON flash beside itPACLAND PAC - the world’s most famous computer character is back.The One for 16-bit Games, issue 4 (January 1989) · p. 85 (image n85), Grandslam advertisement, prices — read on the page image by the scout; the OCR garbles the pricesTERRAMEX, PACLAND, FLINTSTONES AMIGA & ATARI ST - £19.95. CBM DISK - £14.95. AMSTRAD CPC DISK - £12.95. SPECTRUM, AMSTRAD & MSX CASSETTES - £8.95. COMMODORE CASSETTE - £9.95.Revised after a check by a second AI model, 2026-11-06: Names the formats the cassette instructions cover.The ads name no programmers for the 16-bit versions, and no review of them has been read.
Cited by: Pac-Land
The cassette instructions for the Commodore 64, Spectrum, Amstrad CPC and MSX send Pac-Man across his island to take a lost fairy home to Fairyland, on four very different journeys, through towns, mountains, ravines and deserts, chased by Blinky, Pinky, Inky and Clyde. The Fairy Queen gives him a pair of flying shoes for the way home, and the game ends when he rejoins his family in Pac Town. pac-land-history/home-instructions
image n2There are four very different journeys for Pac to attemptPac-Land cassette instructions (Commodore 64, Spectrum, Amstrad CPC and MSX), Quicksilva · image n2Set on his home island, Pac resolves to help a lost fairy home to Fairyland.Pac-Land cassette instructions (Commodore 64, Spectrum, Amstrad CPC and MSX), Quicksilva · image n2Pac must pass through towns, forge through rugged mountains, cross dangerous ravines and trek across deserts.Pac-Land cassette instructions (Commodore 64, Spectrum, Amstrad CPC and MSX), Quicksilva · image n2Throughout the adventure. Pac is hindered by his relentless enemies Blinky, Pinky, Inky and Clyde.Pac-Land cassette instructions (Commodore 64, Spectrum, Amstrad CPC and MSX), Quicksilva · image n2the Queen will presentyou with a reward of a pair of flying shoes.Pac-Land cassette instructions (Commodore 64, Spectrum, Amstrad CPC and MSX), Quicksilva · image n2The game is over when you have rejoined yourfamily in Pac Town.Revised after a check by a second AI model, 2026-11-06: Names the formats the cassette instructions cover.One sheet covers the Commodore 64, Spectrum, Amstrad CPC and MSX cassettes; the Internet Archive files it as the Commodore 64 manual.
Cited by: Pac-Land
In the cassette instructions for the Commodore 64, Spectrum, Amstrad CPC and MSX, Pac-Man runs left and right and jumps: on the Commodore 64 by 0 (as printed), P and CTRL, on the Spectrum by A, S and ENTER, on the Amstrad CPC by Q, W and ENTER, and on the MSX by the cursor keys and the space bar, or by joystick. Pushing twice in one direction and holding it gives top speed, Pac's energy runs down until the monsters go after him, and waggling left and right off a springboard keeps him in the air. pac-land-history/home-controls
image n2, KEY CONTROLS OR JOYSTICKKEY CONTROLSOR JOYSTICKOur translationKEY CONTROLS OR JOYSTICKPac-Land cassette instructions (Commodore 64, Spectrum, Amstrad CPC and MSX), Quicksilva · image n2, KEY CONTROLS OR JOYSTICK — the lead read the line on the page image (Pac-Land_1987_Quicksilva.pdf, p. 2) in the audit, 2026-11-06: "CBM CASSETTE - 0 = left, P = right, CTRL = jump, F1 = credits, F3 = 1 player, F5 = 2 players, F7 = pause."CBM CASSETTE -0 - left, P = right, CTRL = jump, F1 = credits, F3 = 1 player, F5 = 2 players, F7 = pause.Our translationCBM cassette: 0 = left, P = right, CTRL = jump, F1 = credits, F3 = 1 player, F5 = 2 players, F7 = pause.Pac-Land cassette instructions (Commodore 64, Spectrum, Amstrad CPC and MSX), Quicksilva · image n2, KEY CONTROLS OR JOYSTICKSPECTRUM -A- left, S = right, ENTER = jump, P = pause.Pac-Land cassette instructions (Commodore 64, Spectrum, Amstrad CPC and MSX), Quicksilva · image n2, KEY CONTROLS OR JOYSTICKMSX - CURSOR KEYS - left and right, SPACE BAR = jump, P = pause.Pac-Land cassette instructions (Commodore 64, Spectrum, Amstrad CPC and MSX), Quicksilva · image n2, KEY CONTROLS OR JOYSTICKAMSTRAD CPC Cassette - Q = left, W = right, ENTER = jump, P - pause.Pac-Land cassette instructions (Commodore 64, Spectrum, Amstrad CPC and MSX), Quicksilva · image n2, HINTSToachieve maximum speed, move joystick or key twice in direction required.Pac-Land cassette instructions (Commodore 64, Spectrum, Amstrad CPC and MSX), Quicksilva · image n2, HINTSHold joystick or key in that position to maintain speed.Pac-Land cassette instructions (Commodore 64, Spectrum, Amstrad CPC and MSX), Quicksilva · image n2, HINTSPac's energy will decrease and once it reaches zero the monsters will go after him.Pac-Land cassette instructions (Commodore 64, Spectrum, Amstrad CPC and MSX), Quicksilva · image n2, HINTSJumping from spingboard with repeated left and right movementof the joystick or key will keep Pac in the airRevised after a check by a second AI model, 2026-11-06: Names the formats; the C64 left key is 0 as printed, read by the lead on the instruction sheet.The sheet prints a zero for the Commodore 64's left key, beside P for right; it is given here as printed.
Cited by: Pac-Land
Zzap!64 reviewed Quicksilva's Commodore 64 version (£9.95 on cassette, £14.95 on disk) in May 1988. P.G. called it "the best arcade conversion I've seen since Buggy Boy"; G.H. found its appeal lay in its cute characters and colourful backdrops, with play of a child-like simplicity; and J.R. thought the programmers had crammed an entire Pac-Land machine into the 64. pac-land-history/zzap-review
p. 82 (image n82), header — read on the page image by the scoutQuicksilva, £9.95 cass, £14.95 disk, joystick or keysZzap!64, issue 37 (May 1988) · p. 82 (image n82), P.G.'s commentevcepl that Pac-Land la the be^t arcade converaton Tve seen since Buggy BoyOur translationexcept that Pac-Land is the best arcade conversion I've seen since Buggy BoyZzap!64, issue 37 (May 1988) · p. 83 (image n83), G.H.'s commentThe appeal of Pac-Land Ifes Sntirely with lis cute characters and colourful backdropsOur translationThe appeal of Pac-Land lies entirely with its cute characters and colourful backdropsZzap!64, issue 37 (May 1988) · p. 83 (image n83), G.H.'s commentThegameplay has a child-like sifnplicity which is immedrnleJv appealingOur translationThe gameplay has a child-like simplicity which is immediately appealingZzap!64, issue 37 (May 1988) · p. 83 (image n83), J.R.'s commentrammers havp miraculously crarnrned at^ entire Pac-Land mauhina into tha 64.Our translation(the prog)rammers have miraculously crammed an entire Pac-Land machine into the 64.Zzap!64, issue 38 (June 1988) · image n59, review indexPac-Land Qulcksi]va92'% 37 (821Our translationPac-Land, Quicksilva, 92%, issue 37 (p. 82)Checked by a second AI model, 2026-11-06.Zzap!64 signs comments with caricatures; the scout read the reviewers' initials on their shirts on the page images (P.G. on p. 82, G.H. and J.R. on p. 83). The page carries a Sizzler badge.
Cited by: Pac-Land
Zzap!64 gave the Commodore 64 version 92% overall, with 81% for presentation, 89% for graphics, 92% for sound, 91% for hookability and 90% for lastability. pac-land-history/zzap-score
Value
{
"review": "Zzap!64",
"of": 100,
"scores": {
"presentation": 81,
"graphics": 89,
"sound": 92,
"hookability": 91,
"lastability": 90,
"overall": 92
}
}p. 83 (image n83), ratings box — read on the page image by the scout; the OCR doesn't hold the boxPRESENTATION 81% GRAPHICS 89% SOUND 92% HOOKABILITY 91% LASTABILITY 90% OVERALL 92%Zzap!64, issue 38 (June 1988) · image n59, review indexPac-Land Qulcksi]va92'% 37 (821Our translationPac-Land, Quicksilva, 92%, issue 37 (p. 82)Checked by a second AI model, 2026-11-06.Cited by: Pac-Land
Ferdy Hamilton, reviewing Quicksilva's Commodore 64 version (£9.95) in Commodore User's April 1988 issue, gave it a CU Rating of 7. He found it "really very good", a faithful reproduction of "an old but gold arcade game" with its large colourful graphics and its jolly, if a little frustrating, tune, and advised readers to give it serious consideration. pac-land-history/cu-review
Value
{
"review": "Commodore User",
"of": 10,
"scores": {
"overall": 7
}
}p. 15 (image n15), facts box and byline — read on the page image by the scout, with the byline "Ferdy Hamilton" and "CU RATING 7"Quicksilva 64/128 Price: £9.95Commodore User (April 1988) · p. 15 (image n15), verdict — read on the page image by the scout; the OCR doesn't hold the reviewFor once I have found an Argus game which is on the right side of average. In fact it's really very good.Commodore User (April 1988) · p. 15 (image n15), verdict — read on the page image by the scoutthey have done a faithful reproduction of an old but gold arcade game, reproducing the large colourful graphics and the jolly if a little frustrating tune to a tee.Commodore User (April 1988) · p. 15 (image n15), verdict — read on the page image by the scoutYes, four years after it first appeared this is the conversion of one of Pac-man's many spin offs.Commodore User (April 1988) · p. 15 (image n15), verdict — read on the page image by the scoutYes, I really must advise you to give this one serious consideration.Commodore User (April 1988) · p. 15 (image n15), CU RATING — read on the page image by the scout; the slider positions (Video, Audio, Toughness, Endurance, VFM) weren't readCU RATING 7Checked by a second AI model, 2026-11-06.The CU Rating is one overall number from 1 to 10. The review also calls the game "the conversion of one of Pac-man's many spin offs", four years after it first appeared.
Cited by: Pac-Land
Grandslam's Spectrum version, written by Steve Marsden, reached the reviewers in April and May 1989, more than a year after the earliest advertisements found (January 1988). Crash gave its price as £8.95 on cassette and £12.95 on disk; Sinclair User gave £8.95 and Your Sinclair £8.99. pac-land-history/spectrum-release
p. 81 (image n81), credits — read on the page image by the scout; the OCR reads "Cnncte^am" and "StDve Maraden"Producer Grandslam Fruit and pills £8.95 cass £12.95 disk Author Steve MarsdenSinclair User, issue 85 (April 1989) · p. 67 (image n67), fax box — read on the page image by the scoutLabel: Grand Slam Price: £8.95 Memory: 48K/128K Author: In-houseYour Sinclair, issue 41 (May 1989) · p. 42 (image n42), headerGrand Slam/£8.99Your Sinclair, issue 41 (May 1989) · p. 42 (image n42)Dull (and very late) sequelIn January 1988 Argus Press Software advertised Pac-Land for the Spectrum, Amstrad and MSX on cassette at £8.95, the Commodore 64 at £9.95 on cassette and £14.95 on disk, and the Atari ST and Amiga at £19.95. Magazine — the earliest advertisements found, January 1988Revised after a check by a second AI model, 2026-11-06: The first advertisements are now the earliest advertisements found (January 1988).Sinclair User's fax box gives the author as "In-house", where Crash names Steve Marsden.
Cited by: Pac-Land
Crash's April 1989 review of the Spectrum version split. Mike, in a boxed comment marked 84%, called it "one of the most gorgeously endearing games I've seen in ages", found the well-animated characters and attractive backgrounds made up for the monochrome, and called it "a jolly good basic game". The unsigned main review, marked 63%, called the conversion "so poor": a colourless game with flick screens instead of scrolling and no Fairyland sequence. pac-land-history/crash-review
p. 81 (image n81), Mike's comment — read on the page image by the scout; the OCR garbles the linePac-Land is one of the most gorgeously endearing games I've seen in ages!Crash, issue 63 (April 1989) · p. 81 (image n81), Mike's comment1lt# w«ll-animatad chanaatera and ecfually attractive backgrcHinds more than make , upfor fi.Our translationthe well-animated characters and equally attractive backgrounds more than make up for it.Crash, issue 63 (April 1989) · p. 81 (image n81), Mike's commentPlayabUitr, though* hi Pac-Land^s rsel atraingth.Our translationPlayability, though, is Pac-Land's real strength.Crash, issue 63 (April 1989) · p. 81 (image n81), Mike's comment — the scout read "basic" on the page image, and the comment's mark, 84%Varied IvveJ* and entertsintng pn^^rrtation mli add to a JolPy good haak g»Tiai.Our translationVaried levels and entertaining presentation all add to a jolly good basic game.Crash, issue 63 (April 1989) · p. 81 (image n81), main reviewIt's a pity, ttwn. that the conversion is so poor,Our translationIt's a pity, then, that the conversion is so poor.Crash, issue 63 (April 1989) · p. 81 (image n81), main reviewgame with a flick-dcreen technique which severely limits the playabtlityOur translationgame with a flick-screen technique which severely limits the playabilityCrash, issue 63 (April 1989) · p. 81 (image n81), main review — the scout read the end on the page image, "this is a bit of an insult. MARK 63%"with no colour, no scrolling, and no Fairyland sequenceCrash, issue 63 (April 1989) · p. 81 (image n81), ratings boxGraphics: monochfomatic but characterfulOur translationGraphics: monochromatic but characterfulCrash, issue 63 (April 1989) · p. 81 (image n81), ratings box — the scout read "128K" on the page imageSound: catchy 12aK in -game tuneOur translationSound: catchy 128K in-game tuneChecked by a second AI model, 2026-11-06.The main review carries no reviewer's name; its mark is signed MARK. The boxed comment is signed MIKE, with no surname. The main review also faults a credit system that lets a player pick up to a hundred credits without extra lives.
Cited by: Pac-Land
Crash gave the Spectrum version 73% overall, with 79% for presentation, 73% for graphics, 80% for sound, 78% for playability and 75% for addictive qualities; its two reviewers marked it 63% and 84%. pac-land-history/crash-score
Value
{
"review": "Crash",
"of": 100,
"scores": {
"presentation": 79,
"graphics": 73,
"sound": 80,
"playability": 78,
"addictive qualities": 75,
"overall": 73
}
}p. 81 (image n81), ratings — the scout read the graphics mark, 73%, on the page image (the OCR reads "T3%")Presentation 79% Graphics T3% Sound 80% Pfayabiirty 78% Addictive qualities 75% OVERALL 73%Our translationPresentation 79%, Graphics 73%, Sound 80%, Playability 78%, Addictive qualities 75%, OVERALL 73%Crash's April 1989 review of the Spectrum version split. Mike, in a boxed comment marked 84%, called it "one of the most gorgeously endearing games I've seen in ages", found the well-animated characters and attractive backgrounds made up for the monochrome, and called it "a jolly good basic game". The unsigned main review, marked 63%, called the conversion "so poor": a colourless game with flick screens instead of scrolling and no Fairyland sequence. Magazine — the reviewers' own marksChecked by a second AI model, 2026-11-06.Cited by: Pac-Land
Sinclair User's April 1989 review of the Spectrum version found a strange land of fluffy buildings, fruit and ghosts that drive cars and fly planes, crossed by left-right flip screens. The reviewer judged it more about playability than visual appeal, "and it's pretty good too", and called it a very faithful conversion of a game players would either love or hate. pac-land-history/su-review
p. 67 (image n67)Pacland is a strange place to be sure. It's made up from fluffy looking buildings with fruit that hangs in theSinclair User, issue 85 (April 1989) · p. 67 (image n67)maniac ghosts that drive cars and fly planesSinclair User, issue 85 (April 1989) · p. 67 (image n67)left-right flip screensSinclair User, issue 85 (April 1989) · p. 67 (image n67)Pacland is more to do with payability than awesome visual appeal. And it's pretty good too.Our translationPacland is more to do with playability than awesome visual appeal. And it's pretty good too.Sinclair User, issue 85 (April 1989) · p. 67 (image n67) — read on the page image by the scout; the OCR keeps only "you'll either love or hate"a very faithful conversion of a game you'll either love or hateChecked by a second AI model, 2026-11-06.The review is signed with a handwritten signature that the scout couldn't read with confidence, so the reviewer is left unnamed.
Cited by: Pac-Land
Sinclair User gave the Spectrum version 70 overall, with 68 for graphics, 60 for sound, 74 for playability and 72 for lastability. pac-land-history/su-score
Value
{
"review": "Sinclair User",
"of": 100,
"scores": {
"graphics": 68,
"sound": 60,
"playability": 74,
"lastability": 72,
"overall": 70
}
}p. 67 (image n67), score box — read on the page image by the scout; the OCR doesn't hold the boxGraphics 68 Sound 60 Playability 74 Lastability 72 OVERALL 70Sinclair User, issue 85 (April 1989) · p. 67 (image n67), fax box — read on the page image by the scoutFaithful conv of love or loathe coin-op. A must for Pacfiends.Checked by a second AI model, 2026-11-06.Cited by: Pac-Land
Marcus, reviewing the Spectrum version in Your Sinclair's May 1989 issue (Grand Slam, £8.99), found Pac-Land "a sort of Super Mario Bros with a few teeth missing" that soon turns into formula action. He called it a good conversion of a bad game and a dull, very late sequel to Pac-Man. He noted that it keeps Pac-Man's basic formula of running about, picking up cherries and avoiding the ghosts, but that its play could not be more different. pac-land-history/ys-review
p. 42 (image n42), headerGrand Slam/£8.99 MarcusYour Sinclair, issue 41 (May 1989) · p. 42 (image n42)running about, picking up cherries, avoiding the ghosties - has been retained, the gameplay could not be more different.Your Sinclair, issue 41 (May 1989) · p. 42 (image n42)a sort of Super Mario Bros with a few teeth mis¬ sing.Our translationa sort of Super Mario Bros with a few teeth missing.Your Sinclair, issue 41 (May 1989) · p. 42 (image n42)Pac-land soon degenerates into for¬ mula actionOur translationPac-land soon degenerates into formula actionYour Sinclair, issue 41 (May 1989) · p. 42 (image n42), DiagnosisDull (and very late) sequel to Pac¬ man which turns that brilliant orig¬ inal into just another chase and grab game. Good conversion of a bad game.Our translationDull (and very late) sequel to Pacman which turns that brilliant original into just another chase and grab game. Good conversion of a bad game.Checked by a second AI model, 2026-11-06.The header names the reviewer as "Marcus" only, beside a caricature.
Cited by: Pac-Land
Your Sinclair gave the Spectrum version 58 on its verdict thermometer, with dials of 32, 67, 60 and 57. pac-land-history/ys-score
Value
{
"review": "Your Sinclair",
"of": 100,
"scores": {
"pulse dial": 32,
"palette dial": 67,
"light bulb dial": 60,
"letter A dial": 57,
"verdict": 58
}
}p. 42 (image n42), verdict — the OCR keeps three dials; the scout read all four on the page image, each marked by an icon with no caption (a pulse waveform 32, a palette 67, a light bulb 60, a letter A 57), and the thermometer "58 verdict"67° A 60° 57°Checked by a second AI model, 2026-11-06.The dials carry icons, not captions, so they are named here by their icons.
Cited by: Pac-Land
Neil Randall's Turbo Players column in Game Player's (February 1990) covered the TurboGrafx-16 Pac-Land, which takes Pac-Man out of his mazes and lets him do more than scuttle about. He found its controls backwards (button I runs right, button II left, and the pad jumps), and grouped it with Space Harrier and Final Lap Twin as games that seem less impressive at first than they turn out to be. pac-land-history/tg16-review
p. 55 (image n57), Turbo PlayersNeil RandallGame Player's, vol. 2, no. 2 (issue 8, February 1990) · p. 55 (image n57), Turbo Playersfully exploring the great potential of the TurboGrafx-16.Game Player's, vol. 2, no. 2 (issue 8, February 1990) · p. 55 (image n57), Turbo PlayersNot only that, but he candomorethan just scuttle about.Our translationNot only that, but he can do more than just scuttle about.Game Player's, vol. 2, no. 2 (issue 8, February 1990) · p. 55 (image n57), Turbo Playersthis game removes our chomping hero from the mazes in which he’s lived all these years and puts him into a new world filled with ghosts and other strange creatures.Game Player's, vol. 2, no. 2 (issue 8, February 1990) · p. 56 (image n58), Turbo PlayersBut in Pac-Land, button I moves you right, button IT moves you left, and the directional keys let you jump.Our translationBut in Pac-Land, button I moves you right, button II moves you left, and the directional keys let you jump.Game Player's, vol. 2, no. 2 (issue 8, February 1990) · p. 56 (image n58), Turbo PlayersIn other words, it’s precisely the reverse of what you’d expect.Game Player's, vol. 2, no. 2 (issue 8, February 1990) · p. 57 (image n59), Turbo PlayersFinal Lap Twin, Space Harrier, and Pac-Land all have one thing in common: They seem less impres- sive at first than they turn out to be after some playing time.Our translationFinal Lap Twin, Space Harrier, and Pac-Land all have one thing in common: They seem less impressive at first than they turn out to be after some playing time.Checked by a second AI model, 2026-11-06.The column's byline is on its first page. Page numbers follow the contents index's start for the column (p. 55) and the folio "56" in the OCR of image n58.
Cited by: Pac-Land
Chris Scullion's NES encyclopedia, in its entry on Super Mario Bros., names Pac-Land as a side-scrolling platformer a year before it. pac-land-history/scullion-smb
Super Mario Bros. entry (OCR text lines 32886-32888)It wasn't even the first side-scrolling platformer, as some claim (Pac-Land did it a year earlier).Checked by a second AI model, 2026-11-06.Cited by: Pac-Land