Pac-Mania (Japan)

Arcade 1987 Namco Maze
Pac-Mania is a 1- or 2-player game in which the player maneuvers Pac-Man through a world of 3-D mazes. He's back in action... but with a new twist, BOUNCE power! Ready for a new generation of Pac-Man players, he can't wait for the chance to show off his new aerial maneuvers to the crowd! The "boss" ghost Blinky has recruited the talents of two new ghosts, Funky and Spunky. Sue from "Ms. Pac-Man" also returns to the scene. Pac-Man must use his speed and cunning to outwit these annoying pests.

Pac-Man now faces new challenges as he enters the worlds of Block Town, Pac-Man's Park, Sandbox Land, and Jungly Steps. Fortunately for Pac-Man, he has the help of two 'special items' - a green and red power pill. The green pill adds temporary speed, and the red awards double points. It's a whole new ball game for Pac-Maniacs!

Gameplay begins with the opportunity for players to level select among one of three playfield worlds : Block Town, Pac-Man's Park or Sandbox Land. With Block Town being the easiest and Sandbox Land being the hardest, players are accordingly rewarded for selecting and completing the challenges in this mode.

The player's main objective is to eat all dots and power pills in the mazes while avoiding persistent ghosts. Using the new BOUNCE button, players can bounce their way over the ghosts to avoid being caught. But two new ghosts have been added to insure that Pac-Man doesn't have it too easy. In fact, Funky and Spunky can also bounce in the air like Pac-Man. Fortunately, these rivals of Pac-Man are only found in the more demanding worlds and mazes.

During play, the appearance of fruit and green/red power pills will trigger the bell. This alerts players immersed in the game who might otherwise miss these valuable items. A green power pill awards extra speed; it is good until a yellow or red power pill is eaten and expires or a game life is lost. Red power pills award double points, and continue to do so until a game life is lost.

An optional continue feature is offered to allow players to continue their progress without having to start back at the beginning. It's a great way for Pac-Maniacs to learn and practice strategies without having to restart games from the beginning. Bonus thresholds are offered at various score values, and are adjustable.
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Pac-Mania (Japan)

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Technique

CPU
  • maincpu M6809 (@ 1 Mhz)
  • sub M6809 (@ 1 Mhz)
  • audiocpu M6809 (@ 1 Mhz)
  • mcu HD63701 (@ 6 Mhz)
Chipset
  • YM2151 (@ 3 Mhz)
  • Namco CUS30 (@ 0 Mhz)
  • DAC
Affichage
  • Orientation Tate
  • Résolution 255 x 224
  • Fréquence 60.60606 Hz
Contrôles
  • Nombre de joueurs 2
  • Nombre de boutons 3
  • Type de contrôle joy (8 ways)

Screenshots de Pac-Mania (Japan)

Pac-Mania (Japan) - Screen 1
Pac-Mania (Japan) - Screen 2
Pac-Mania (Japan) - Screen 3
Pac-Mania (Japan) - Screen 4
Pac-Mania (Japan) - Screen 5

Les clones de Pac-Mania (Japan)

Scoring de Pac-Mania (Japan)

Dot : 60 points
Power pill (energizer) : 300 points
Red pill (special energizer) : 7650 points (doubles ghost values up to 7650)
Green pill (speed up) : 1000 points
Ghosts : 200, 400, 800, 1600, 3200, 7650 points

Cherry : 1000 points
Strawberry : 2000 points
Peach : 3000 points
Apple : 4000 points
Banana : 5000 points
Flower : 6000 points
Bell : 7000 points
Key : 8000 points

Candy : 4000 points
Green apple : 6000 points
Coffee cup : 5000 points
Small ice cream cone : 6000 points
Large ice cream cone : 8000 points
Silver bell : 9000 points
Galaxian : 7650 points
Silver key : 10000 points
Hamburger : 7000 points
Silver Galaxian : 7650 points

Tips sur Pac-Mania (Japan)

* On the first couple of stages where power pills last long, try to get three or four ghosts near a power pellet. Once they are there, it is possible to eat all of the ghost on the board. You'll also rack up lots of points this way after eating the Pink Pill.

* On later stages, try clearing the pellets on top of the maze first. Not all of the ghost will come out at once, once the level starts.

* On later stages, power pills won't last long. Use those to distract the ghost as you clear the board.

* Jumping is very important. You can jump at least three ghost lengths.

* When a ghost is on your tail, a good way to lose him is to turn around and jump over the ghost.

Pac-Mania (Japan) et M.A.M.E.

0.36b4 [Ernesto Corvi, Tatsuyuki Satoh]
0.35b5 [Ernesto Corvi]

Artwork available

WIP:
- 0.140u3: Corrado Tomaselli relabeled Pac-Mania roms with the correct names.
- 0.133u1: Renamed (pacmanij) to (pacmaniaj).
- 14th January 2007: Mr. Do - Thanks to the loan by Vintage Arcade Superstore and cleanup by Ad_Enuff, we have a shiny new Pac-Mania bezel.
- 0.89: Added 'Kick Watchdog in IRQ' and 4x 'Unknown' dipswitches.
- 0.36b16: Changed palettesize to 5121 colors.
- 0.36b12: Changed palettesize to 10753 colors.
- 0.36b9: Changed description to 'Pac-Mania' and clone to 'Pac-Mania (Japan)'.
- 0.36b7: Added 2x DAC sound.
- 0.36b6: Changed palettesize from 3584 to 3585 colors.
- 0.36b4: Ernesto Corvi and Tatsuyuki Satoh added Pac-Mania (Namco 1987) and clone (Japan).
- 0.35b7: An unofficial MAME version supported at first Pacmania and Galaga 88.
- 0.35b5: Ernesto Corvi added Pacmania (Testdriver).
- 4th March 1999: Ernesto Corvi submitted the Namco System 1 driver with support for Pacmania and Galaga 88. The Namco System 1 driver is still very slow and sprites are screwed. Pacmania and Galaga 88 are the games that work best, Dragon Spirits is almost there, Splatter House and Blazer have missing graphics and World Stadium 90 has protection problems.
- 9th June 1998: dump.it dumped Pac-Mania (NAMCO - original).

LEVELS: 19 (developed by Fun First Pro.)

Other Emulators:
* JAS-SYS1

Romset: 1220 kb / 13 files / 232.2 zip
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