When I was a nipper I used to frequent the Carousel arcade in
Ingoldmells. Being about five I couldn't even reach the cabinet screens without
standing on a box, let alone play the games. This didn't stop me from spending
endless 10 pence pieces in a hopeless attempt to find out where Pacman went
when he wasn't stuck in that maze -
Released in 1984 by Namco, Pac-Land is the one arcade game I
remember playing endlessly as a child. I never beat it; I never even got close,
but it didn't stop me trying – I was plucky. I also had bags and bags of 10p
coins given to me by my parents.
Pacman goes on 'trips'
in order to do something-or-other (possibly to help a fairy?). We start
at his house, where instead of walking along the path he chooses to run down
the middle of the main road, jumping over (quite rightly) annoyed ghosts in
cars -
Things carry on in this vein for about a month, until we get
to 'Break Time'. I presume Pacman has a nice break. Maybe a kit-kat and a
crossword. And a fairy flies out of his hat. What?
Now we're jumping over cacti and spaceships, again instead of
just going round them. If people would just have been thoughtful and got out of
each other's way, my life would have been a whole lot easier and I might have
won at this game sometimes.
Into the forest, where tree stumps and ghosts on pogo sticks
are now the enemies. What is the ghosts' problem? Did Pacman write an article
making fun of them on his website or something?
Another break, because Pacman is lazy.
Now the first bit of real peril in the game – moving log
platforms. And then -
THOSE FUCKING SWIMMING POOLS!
If I recall correctly, I managed to clear the first pool ok,
but the second one was where I generally died. This is about two minutes in.
That's how bad I was at this game. I do have vague memories of the sky turning
to sunset later on, so I must have managed it a couple of times, but generally
my Pacman had a death wish.
Oh I see – the second pool comes up later. For now we've
cleared the round, and have a pile of flowers as our reward -
Ok, now we have to go back the way we came, and everything is
harder. You can double jump, but that's not much help when you're five and
rubbish. Never mind – if someone else is playing then Pacman makes it home
safely, where he is greeted by Mrs Pacman and Pacman Jr. They don't go near
him, so I think he might stink.
Trip two, and the sky is a bit darker, so at least I'm not
going insane. More running down the dual carriageway, and this time there are
double decker buses. This is because people are trying to get home from work
now. Pacman is just being selfish.
Another break? Are you fucking kidding me?
More ghosts on pogo sticks, and oh yes, this is the
impossible swimming pool coming up. Here it is
I tell you, getting past that swimming pool was like winning
the lottery.
Ok, the guy does deserve a break this time.
Now it's time for plank and squirt avoiding, and this shit
seriously goes on for about ten years.
Yay! Another flower pile for us!
And oh good, we get to go aaaaaaall the way back. What I will
say about the return journey is that you apparently get to become some kind of
super-pac, and the music gets about 83% more awesome.
That's interesting, although irrelevant to a useless player
like me.
A ha! I think I've figured out what it is. You collect those
golden ball things, then you equip super-pac and can use him before the golden
balls run out. Sound familiar? Tut tut sonic, you copycat.
I don't think those ghosts are actually doing anything wrong.
As far as I can tell Mr Pac is just getting in their goddamn way.
Seriously? SERIOUSLY? We had a break about four seconds ago.
More log peril, then we encounter a new obstacle – clouds.
Gosh darn it those clouds are terrifying, the way they, er, move up and down.
Possibly the end fairy equips your magic boots. She wants to
make it easier for you to get the hell away from her, but I notice she doesn't
help you visit her in the first place. I think she's trying to tell us
something.
Trip four here in the 'let's take a break' game. Not much to
report so far; pretty Groundhog Day-ish.
OOOOH! The music's become all scary, and now we have to get a
key! Could this be the onset of level two peril? This music really is insane –
I'm almost certain the cowardly five year old me wouldn't have been able to
handle this.
I think the various keys open various parts of the level,
which you must pass through to get to...oh look...a break time. Who knew. More
plank and squirt avoiding before the next end fairy.
The new development on this return journey is that Mr Pac can
turn invisible and not get hurt by ghosts – isn't that normally the other way
round where ghosts are concerned?
Trip five – HA! You ride the flying saucers across the pool!
It's all so clear now!
More log peril, more clouds, more indoor scares, only this
time you can't see for shit, and instead must guess your way through. Trip six
is pretty much just more log peril.
I'll be honest here – I always thought there were only five
trips in this game, not five million. I also assumed there would be a boss, and
that I was just always too useless to have met him. I do hope I'm right. I
mean, I know I'm right about the being useless thing; I meant about the boss
thing.
Trip seven – a mixture of extreme log peril and extreme
blindness. Trip eight – more hitching a ride, indoor scares and plank and
squirt avoiding. Trip nine...more...well, you get the idea.
Hang the fuck on. There is no end to this game. According to
a walkthrough from a trustworthy source, you just keep going back and forth
until you die. Sometimes your wife has red boots on instead of pink. There is
no boss, and there is no point. Oh dear. To quote Mr Darcy -“I seem to have
been labouring under a misapprehension.”
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