Introduction
Pac-Facts
Pacaphernalia
1980-1981: The Birth of a Legend
1982: Pac-Man Gnaws at Popular Culture
1982: Pac-Man Eats Into Pinball Profits
1983: Friends of Pac-Man Invade
1984-1989: Pac-Popularity Declines
1990-1995: Pac-Man Reborn
1995 -Present: Pac-Man Goes Hi-Techs
Interview With Billy Mitchell
Related Links
Table of Contents

By Doug Trueman

1984-1989: Pac-Popularity Declines

1984: Jr. Pac-Man
Platform: Atari 2600
Developer: Atari
Publisher Atari

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Despite the nearly perfect translation of Jr. Pac-Man to the Atari 2600 (it was translated for the 5200 but never released), this title marked the beginning of the decline in Pac-Popularity. Though it was one of the best home translations the series had seen up to this point, Pac-Man was entering a slow downward spiral. Jr. Pac-Man for the 2600 had all the features that made the arcade version popular: the larger scrolling mazes, the bouncing toys that increased the value of the pellets they came in contact with, and the larger number of power pellets to wreak havoc on Blinky, Inky, Pinky, and Tim. Unfortunately, this was the last Pac title that would actually feature the classic maze style of play, and the series' popularity took a dive accordingly.

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Shots of the never-released Atari 5200 version.
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Shots of the never-released Atari 5200 version.


1984: Pac-Land
Platform: Arcade
Developer: Namco
Publisher: Namco

It would be easy to denounce Pac-Land as a cheap Super Mario Bros. rip-off, but the fact of the matter is that Pac-Land came out a full year before Mario and Luigi burst onto the North American scene and changed gaming forever. But it is fair to say that Pac-Land is utter crap and should never have been created.

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A side-scrolling quasi-platformer, Pac-Land had you fill the giant shoes (and mouth) of a cartoon-style Pac-Man, complete with red boots and a fedora. As a moving orifice that could never be satiated, Pac-Man had to jump over cacti, ride on the roofs of cars, use springboards to jump over vast pools of water, and avoid delightfully cute ghosts who were out to kill him. Handicapping Pac-Man was a constantly dwindling energy meter that had to be refilled by eating - what else? - power pellets. If you reached the end of the game's five levels, you rescued Princess Buttercup and saved the day.

Unlike Mario, Pac-Land didn't set the gaming world on fire, because there wasn't enough to do. The enemies were mindless, the graphics dull, and the entire theme was sickly sweet. This coin-op was such a bomb that it took Namco four years to get up the courage to release another game with "Pac" in the title.


1988: Pac-Mania
Platform: Arcade, Genesis, Sega Master System
Developer: Various
Publisher: Namco

The sad thing about the four-year delay between Pac-Land and Pac-Mania was that it wasn't long enough. This multiplatformed game appeared on several different systems, but it was equally atrocious on all of them. Pac-Mania was an isometrically viewed game (meaning that the camera is up and off in a corner). The goal was the same: Run around collecting pellets, avoiding ghosts, and munching on power pellets when the going gets rough. The gimmicks in this title were the quasi-3D camera angle

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and the fact that Pac-Man could jump over ghosts at will. The mazes were much too big for a single screen, so the camera scrolled appropriately. Unfortunately, it was often very difficult to know which directions had been cleared of their pellets and which were still fertile. Ghosts outnumbered Pac-Man by way more than four to one, though more than four were never on the screen at once. Pac's new jumping ability was only useful on the first few levels; later on, the ghosts could jump as well as he could, easily crashing into him in midair for the kill. This title should be avoided like Pinky in a bad mood.



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