Cite as
Pac-Land Famicom manual
Original
https://archive.org/details/pac-land-npl-4500-fc-jp-manual-600-dpi
sha256
8fe63318fe736003f881fc7763c774a3ae710a000f4000fc53db295b602ea9d5
Archived
https://archive.org/download/pac-land-npl-4500-fc-jp-manual-600-dpi/Pac-Land%20%5BNPL-4500%5D%28FC%29%28JP%29%20-Manual%28600DPI%29_djvu.xml
Accessed
2026-11-06
Licence
© Namco; scan hosted by the Internet Archive
Credit
Namco; scan in the Internet Archive item "pac-land-npl-4500-fc-jp-manual-600-dpi" (600 dpi).
Notes
Japanese Famicom instruction booklet; the product code NPL-4500 is from the item's name and wasn't read in the booklet's OCR. The pin is the item's Japanese OCR, as DjVu XML; the item dates it 1985-11-21 (the uploader's date, not a statement in the booklet). The page images are the check.

Cited on

Claims (7)

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.printed p. 1 (image n3), opening pageprinted p. 1 (image n3), opening pageManual
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.printed p. 2 (image n4), パックランドのゲーム進行printed p. 2 (image n4), パックランドのゲーム進行printed p. 3 (image n5)printed p. 3 (image n5)Manual
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.printed p. 3 (image n5), コントローラーの操作printed p. 3 (image n5), コントローラーの操作printed p. 3 (image n5), コントローラーの操作printed p. 3 (image n5), コントローラーの操作printed p. 3 (image n5), コントローラーの操作printed p. 3 (image n5), コントローラーの操作Manual
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.printed pp. 4-5 (images n6-n7), 多彩なRUN & JUMP, スピード&ジャンプprinted p. 5 (image n7), スピード&ジャンプprinted p. 5 (image n7), 急停止printed p. 5 (image n7), 移動物を利用してジャンプprinted p. 6 (image n8), 空中制御Manual
Pac-Man can jump onto a monster's head, but running into a monster, or failing to dodge its attacks, counts as a miss.printed p. 6 (image n8), ミスprinted p. 6 (image n8), ミスManual
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.printed p. 8 (image n10), パワーエサで大反撃printed p. 8 (image n10), パワーエサで大反撃printed p. 8 (image n10), パワーエサで大反撃printed p. 8 (image n10), フルーツターゲットをパクリ!printed p. 8 (image n10), 中継点に着いたらJUMP!printed p. 8 (image n10), 中継点に着いたらJUMP!Manual
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.printed p. 9 (image n11), 不思議その1printed p. 9 (image n11), 不思議その1printed p. 9 (image n11), 不思議その1printed p. 9 (image n11), 不思議その1printed p. 9 (image n11), 不思議その2printed p. 9 (image n11), 不思議その2Manual