팩 랜드 (국제판) Pac-Land (World)

마메롬파일은 마메에뮬레이터로 실행할수 있습니다.
마메 에뮬레이터 실행방법 알아보기

Roms info

  • 롬파일: pacland.zip
  • 사이즈: 71.21 KB
  • 카테고리: 아케이드
  • 소스카테고리: Platform / Run Jump Scrolling
  • 구분: 마메 ( MAME )
  • 년도: 1984
  • 제작사: Namco
  • 소스: pacland.c
  • 버젼: .34b8
  • 롬구분: 원본(부모롬)

Roms

zip형식의 롬파일은 압축해제없이 roms폴더에 그대로 넣어 주어야 합니다..

pacland.zip

 

Clone Roms Info (클론)

팩 랜드 (일본판, 신버전) Pac-Land (Japan new)
paclandj.zip

팩 랜드 (일본판, 구버전) Pac-Land (Japan old)
paclandjo.zip

팩 랜드 (일본판, 최구버전) Pac-Land (Japan older)
paclandjo2.zip

팩 랜드 (Midway 판) Pac-Land (Midway)
paclandm.zip

 

 

# title
# select
# gameover
# score
 
# flyer
# artwork preview
# cabinet
# marquee
# control panel

Artwork
download

pacland.zip

다운로드후 압축해제하고 생성된 폴더를 artwork폴더에 넣어주면 됩니다.

Story | story.dat

팩 랜드

어느 날, 팩맨의 집에 1마리의 요정이 헤매어 왔습니다.
매우 두려워해 가게의 이 요정을, 불쌍하게 생각한 팩맨은,
데려다 주려고, 요정의 나라로 향해 여행을 떠났습니다.
하지만, 그 소문을 우연히 들었던 것이 monster들.
가게 해 된 것일까라고 그 손 이 손의 방해 작전!
이 요정을 모자안으로 하지 않는다 넣어, 팩맨과 monster가 뒤쫓고 고화 시작되었습니다.
[출전:FC판 팩 랜드 완전 공략책(토쿠마 서점)]

History | history.dat


Pac-Land (c) 1984 Namco.
In the cartoon world of Pac-Land, a fairy is lost and needs Pac-Man to help her get back to her home in Fairyland. Pac-Man's efforts are hampered by his ever-present enemies in the form of five deadly ghosts - Pinky, Inky, Blinky, Clyde and Sue - who constantly pursue Pac-Man as he travels through the colourful world of Pac-Land. When Pac-Man has helped the lost fairy get back to her home in Fairyland on the final stage of each trip, he is given a pair of magic shoes to help get back to his own home in Pac-Land.
In this, the 8th game in the seminal series, Namco opted to steer the series away from the maze-based antics of Pac-Man's previous adventures and instead created a colourful, sideways-scrolling platform game. This change of direction necessitated the addition of arms, legs and a face to the previously basic Pac-Man character, although much of the design work had already been completed for the 'Hanna-Barbera' cartoon series upon which the game is based.
Directional buttons make Pac-Man walk right or left, and it's possible to make him run by pressing down on a directional button repeatedly. Pac-Man must avoid the ghosts and other deadly objects that populate Pac-Land, either by jumping over or dodging them; unless, of course, he has picked up one of the mandatory Pac-Man 'Powerpills' that litter the levels which, as in Pac-Man's previous outings, make him temporarily invincible and turn the ghosts blue and vulnerable to being eaten. Each stage must also be completed within a set time limit, otherwise Pac-Man will be constantly pursued by a ghost. On some stages, Pac-Man must use a springboard to jump over large ponds. Every time Pac-Man makes it to the end of a stage, a bonus will be awarded based on how much time is left. On each stage, there are cherries and other items which Pac-Man can collect to score points.
Upon reaching the end of the final stage, Pac-Man will be given a pair of magic shoes that will help him on his way home. When he has reached home, he will meet with Ms. Pac-Man, Baby Pac-Man, Chomp Chomp the Pac-dog and Sourpuss the Pac-cat. The game then begins again.
- TECHNICAL -
Game ID : PL
Main CPU : M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 256
Players : 2
Buttons : 3 (RUN LEFT, RUN RIGHT, JUMP)
- TRIVIA -
Released in August 1984.
This game was influenced by Hanna-Barbera's Pac-Man cartoon, which ran from 1982-84. The character designs and music are taken directly from the show. The background music that plays during the levels is the same as the cartoon's theme song.
Mark Mendes holds the official record for this game with 4,150,400 points.
- UPDATES -
The Midway versions (sets 1 and 2) allow the player to start on any one of the game's first five 'trips', whereas the Japanese version (Set 3) starts only on the first stage. Also, the gameplay in the Japanese set is much slower than that of the Midway ones, making for an easier game.
The Japanese set also has some minor graphical differences to the Midway versions. Pac-Man's nose is longer, and the hat he wears has a feather in it. Also, when Pac-Man completes a stage and returns home to his family, only his wife and child are waiting to greet him, with the pet cat and dog that appear in both the Midway sets and the cartoon on which the game is based missing.
- TIPS AND TRICKS -
Round 1 : jumping on the first three fire hydrants to generate five cherries is quite safe as you don't have any cars until after the third hydrant. Continuing you can see another fire hydrant just after the Pac-Pill. Straight after getting this you can push the fire hydrant backwards getting a helmet. This enables you to collect the babies that the ghosts throw from their planes (you lose your hat if you run out of time or die).
Round 2 - The Forest : the first 'cheat' is achieved by pushing the second cactus back - giving you 80,000 points and transporting you to your house at the end of level two. If this doesn't work then try the second, third and fourth logs in the woods. The machine randomly chooses one of these (pushing the logs only works if you haven't died and you have 15,000 points). Get the cherry that appears as it turns into another three.
Round 3 - The mountains : these have no cheats - but watch out for the plane that always flies over the first mountain (a flower sometimes grows here and in many other places, I am sure that this means nothing). After completing the mountains you pass two cacti. Pushing the first one back, on earlier versions, makes you invisible and invincible to everything except the water (which just happens to be the next obstacle!) To jump over the water - run at full speed over the spring board and at the edge press jump and keep on whacking the joystick to the right - you should glide over the pool! You have then reached Fairyland! Here the Queen gives you a gift of magic boots that enable you to fly. You then start Round 4 going back the opposite way.
Round 4 - Journey home : you first encounter cacti that you must jump over. If at any point you see the letter 'S' in a Pac bubble flying about - get it - it's an extra life. There is also another letter in a Pac bubble that flies around the screen - the letter 'L' - this can be achieved after getting a Pac-Pill, getting four ghosts and then Doris fifth (Doris is the one that chases you and the only one that has no hat after eating a Pac-Pill). The last cactus that you jump over is very tall. Try pushing the lower section of it backwards as this generates 7 balloons. Six of which are worth 100 points but one is worth 7650 points. Get this and don't bother with the others. Continue going home once you reach the town, jump on all fire hydrants as this always generates cherries. If pushing the cactus back didn't do anything then try pushing the second to last fire hydrant back - this will generate the balloons. When you arrive home you can still jump to get 7650 points.
Round 5 - The Town : jump on the fire hydrants to generate cherries. Push the third hydrant back to give you the hat. If you pass two fire hydrants on top of each other then jump on top of these. The blue things that push you along (water jets) can also push you on top of the houses. This is advisable as it keeps you away from any double decker buses! If the second fire hydrant didn't give the helmet then the fourth fire hydrant along will.
Round 6 - The water pool area : you have two short(ish) pools to clear, followed by more ghosts on pogo sticks (here appears another floating cherry). The last pool is the longest of these and must be judged carefully to clear.
Round 7 - The water jets : you have three different platforms to jump on (always try to stay on the highest one). If a flying water jet happens to hit you then whack the joystick everywhere and press fire as it is possible to escape. Not much on this round, just collect loads of strawberries. After this you reach fairyland again, you receive the boots again, and have to return home.
Round 8 - The trip home : firstly, you have to cross the long pool - backwards. Jump to the top of the screen straight away to get the cherries and clear the planes. There are stumps sticking out that you can land on and get cherries. After this there is the forest to complete. The first or second to last log will give the balloons.
Round 9 - The Water Pool Area : you leave your house and go straight into the water pool area. There are three cacti on this round. Pushing either the first (before the pool), second (before the skeleton) or third (before the Pac-pill) back will give you the helmet. The pool is slightly different as it has a stump sticking out of the water that has an extra spring board you can land on. After this there is a skeleton (that drags you down into the ground) and must be jumped over.
Round 10- The forest : pushing one of the logs back will make you invincible to the ghosts. This works even if you have died. When you start flashing, the invincibility is about to ware off.
Round 11 - The logs and clouds : much like the one on Trip 1 except after jumping the logs, you have to jump onto clouds (although not essential as Pac can clear all the cloud jumps in one). After this you reach fairyland yet again and you receive the boots.
Round 12 - The trip home : first collect the three cherries. Then you have to jump backwards over a large pool - with no stumps. After this you reach the town. One of the few fire hydrants gives the balloon's.
Round 13 - The Town : this level has many double hydrants. Jump on these and wait for the water jet to push you up onto the houses. Walking along the houses gives you some cherries. On many versions there is no helmet on this round.
Round 14 - The cavern : you have to collect the keys to open the doors. The first key is on the top layer. Jump up there to get it. Keep going right and fall down the hole. Keep going right and fall down the next one too (you should now be on the bottom layer). Keep going right (staying on this level) and open the door. Keep going right. Jump up through the next hole and get the apples. Continue right, fall down the hole and get the key. Use this immediately to open the door. Keep going right, do not jump through the first hole and stay on the lowest level. You can then get two apples, jump through the hole and get a key, and then fall through another hole to get another two apples. Continue right and after opening the door, jump through the holes to get from the bottom level to the top. Open the door you reach and go through. Fall through the next two holes (so that you are back on the lowest level). Open the door you reach and get the two apples. Return through the door you've just come through, jump to the middle layer and continue right. You will now be out of the cavern and have reached 'break time'. So long as you don't waste time and keys it is actually easy.
Round 15 - The water jets : i think that pushing one of these fire hydrants may give the helmet, but I'm not too sure. Watch out for the planes at the very end of the level. Try to jump on them.
Round 16 - The trip home : the first gives the balloon's. Next it's the mountains. The is normally an extra life lurking around the second mountain so go backwards once for it if it doesn't come (an 'S' in a Pac). Then is the forest. The first log encountered gives the balloon's if the cactus didn't.
Round 17 - A forest level : on some versions of the machine the very first cactus will give the helmet. Just before the water is a Pac-Pill and it is quite easy to get the time bonus. After the pool, there is a short forest, following that is a spring board that must be used to clear a second pool that cannot be seen from that point.
Round 18 - The cavern : you only have limited sight. The first key is on the lower level. Go right, then jump up to the middle level, then jump up to the top layer. Keep going right and fall down a hole to the middle layer (you'll be in between two doors). Jump back up to the top level (making sure you don't open either of these. Once back on the top level, keep going right and you'll reach a door. Open it and get the key directly behind. Keep going right, fall down to the middle layer, get the key, fall down to the lower level, collect the fruit. Open the door you come across. Don't jump through the next hole, but through the one after that. Jump to get the key (fall straight back down again). Keep going right. Jump up through the next hole, go right, and fall down the next. Open the next door (you're still on the bottom level) and jump through the next hole. Then jump up to the top level, open the door and get the fruit. Go through on the top and open the end door. Fall through the holes and go to the bottom level. Go right and collect the fruit there. finally, go to the middle level and exit to 'Break Time'.
Round 19 - The mountains : clear these and the clouds as usual, but watch out for the planes at the end (over the part with three sets of moving logs). Enter fairyland.
Round 20 - The return home : this is very easy. Keep on going left, You first hit a forest. Watch out for the ghost near the end. This is followed by a pool, get all the cherries on the way, but DON'T stop for anything. Then you reach another forest, then another pool, then the last forest (watch out for another ghost here) and then the town. By the time you reach the town you will be out of time and must run full speed from Doris. Try to get the Pac-Pill but if you miss it, don't go back for it!
Round 21 - The town : this is hard as there are so many ghosts. It is pointless jumping onto the double hydrants as getting on top of the houses may involve hitting a plane. Try to stay on the top of the double-decker buses, jumping from one to another. This will stop you needing a run up. The Pac-Pill at the end can only be got by first jumping onto a ghost. Don't bother with it unless you are already on a ghost. Go straight for 'Break Time'.
Round 22 - The mountains : as well as the clouds, you meet a new section - four logs in water that must be jumped onto and crossed. Careful judgment is needed here. Get the Pac-Pill afterward as you'll need it. Time is short so don't stop for anything.
Round 23 - The water jets : this gets hard towards the end as there are many ghosts around. Try to stay on the planes. You then reach fairyland.
Round 24 - The trip home : first are the water jets to cross. This is quite easy as there aren't many ghosts and enables you to collect a lot of fruit. Then you enter the town. The last part of this is very hard. Just jump for the Pac-Pill when you see it and hope you get it before you are killed! Don't wait around.
Round 25 - The woods : there are two woods split up by lots of skeletons. DON'T use the spring board or you will hit one of the planes. All of the skeletons are fake apart from the first and last. So don't worry about touching them. When you enter the first wood, look for the helmet at the fourth log. I think it is hidden in there.
Round 26 - The mountains - again! : this time you don't have many logs to jump on and there are very few clouds. Most of the mountains have to be jumped without any clouds. This level also contains the logs in water and is the furthest that I've ever got.
* The appearance of special items in Pac-Land is NOT random. The position in which they appear depends on the last two digits of the player's score when starting a round. The table below gives the position of the obstacle which needs to be pushed to reveal the secret. In the table, R stands for Round No., F for feature (H=Helmet, W=Warp, T=Transparency, B=Balloons). The relevant obstacle number is given in each column for each score. For example, when first starting a game, the last two digits will obviously be 00, so the helmet appears by pushing the 4th hydrant. If, on the second round, the player starts with e.g. 20020 points, then the warp will be hidden in the 2nd tree stump and so on. Some rounds have no hidden items. Now, when running from left to right, the obstacles are counted as the player meets them, BUT for return journeys (right->left), the numbering is different, only the LAST four obstacles are relevant. For example, on Round 4, Obstacle 1 is the last large cactus the player meets, Obstacles 2, 3, and 4 are the three hydrants in the town (numbered from right to left). All obstacles must be pushed in the opposite direction that Pac-Man must run in to reach his goal.
R F 00 10 20 30 40 50 60 70 80 90
1 H 4 1 2 3 4 1 2 3 4 1
2 W 4 1 2 3 4 1 2 3 4 1
3 T 1 2 1 2 1 2 1 2 1 2
4 B 1 4 3 2 1 4 3 2 1 4
5 H 4 1 2 3 4 1 2 3 4 1
7 T 1 1 2 3 1 1 2 3 1 1
8 B 1 4 3 2 1 4 3 2 1 4
9 H 1 1 2 3 1 1 2 3 1 1
11* T OK OK OK OK OK*
12* B OK OK OK OK OK*
13 H 1 1 2 3 1 1 2 3 1 1
15 T 4 1 2 3 4 1 2 3 4 1
16 B 1 2 1 2 1 2 1 2 1 2
17 H 4 1 2 3 4 1 2 3 4 1
20 B 1 4 3 2 1 4 3 2 1 4
23 T 4 1 2 3 4 1 2 3 4 1
24 B 1 4 3 2 1 4 3 2 1 4
25 H 4 1 2 3 4 1 2 3 4 1
27 T 4 1 2 3 4 1 2 3 4 1
*There is only one obstacle on Rounds 11 and 12.
The helmet gives protection from falling monsters, and gives points for every one collected. The warp only appears on Round 2, and warps the player to Trip 3 and awards 70,000 points. Transparency makes Pac-Man invulnerable to ghosts, and balloons give points. Six balloons are released, and usually five of them are worth 100 points, and another 7650 points, BUT if the last four digits of the player's score are 0000, then ALL 6 balloons will be worth 7650 points.
There are no hidden items on any Round on Trip 8, and Trip 9 is the same as Trip 5, Trip 10 the same as Trip 6 and so on, repeatedly (can anyone confirm?).
- SERIES -
1. Pac-Man (1980)
2. Ms. Pac-Man (1981)
3. Super Pac-Man (1982)
4. Pac-Man Plus (1982)
5. Jr. Pac-Man (1983)
6. Pac & Pal (1983)
7. Pac-Land (1984)
8. Pac-Mania (1987)
9. Pac-In-Time (1994, Nintendo SNES)
10. Pac-Man 2 - The New Adventures (1994, Nintendo SNES, Sega Mega Drive)
11. Pac-Man VR (1996)
12. Pac-Man World (1999, Sony PlayStation)
13. Pac-Man - Adventures in Time (2000, PC CD-ROM)
14. Ms. Pac-Man Maze Madness (2000, Sony PlayStation)
15. Ms. Pac-Man - Quest for the Golden Maze (2001, PC CD-ROM)
16. Pac-Man All-Stars (2002, PC CD-ROM)
17. Pac-Man Fever (2002, Sony PS2)
18. Pac-Man World 2 (2002, Sony PS2, Nintendo GameCube, and Microsoft XBOX; 2004, PC CD-ROM)
19. Pac-Man vs. (2003, Nintendo GameCube)
20. Ms. Pac-Man - Maze Madness (2004, Nintendo GameBoy Advance)
21. Pac-Man World 3 (2005, Sony PSP, Sony PS2, Nintendo GameCube, Microsoft XBOX, PC CD-ROM, Nintendo DS)
22. Pac'n Roll (2005, Nintendo DS)
23. Pac-Pix (2005, Nintendo DS)
24. Pac-Man Championship Edition (2007, Xbox Live)
25. Pac-Man Championship Edition DX (2010, Xbox Live & PSN)
- PORTS -
* Consoles :
NEC PC-Engine (1989)
Atari Lynx (1991)
Sony PlayStation (1996, "Namco Museum Vol.4")
Nintendo Famicom
* Computers :
Commodore C64 (1988)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
Commodore Amiga (1989)
Atari ST (1989)
Sharp X68000 (1994)
MSX
* Others :
LCD handheld game (1984) released by Namco.
- SOURCES -
Game's rom.
Machine's picture.

Command | command.dat


[ 기본 조작 방법에 대해 ]
──────────────────────
·버튼
 A :왼쪽 이동
 B :점프
 C :오른쪽 이동
·이동에 관해서
 A 또는C 를 연타하면(자) 이동 속도가 오른다. 보타
 를 눌러둔 채로로 하면(자) 그 속도를 유지하는 것이 출
 온다. 또, monster의 머리 위를 타도 미스
 (은)는 되지 않는다. 달리고 있는 한중간에 달리고 있는 (분)편
 향의 반대측의 버튼을 누르면(자) 급브레이크를 써라
 .
·점프에 관해서
 ○그 자리에서 점프(기본 점프)
  멈춘 상태로B 를 누른다.
 
 ○런&점프
조주를 한 점프. 기본 점프의 거의
  2배의 비거리가 있다. 점프중은 진행 방향
  의 버튼을 두드리면 비거리가 성장해 진행 방향과
  역의 버튼을 두드리면 수직에 착지한다.
 
 ○이동물 점프
  이동물이 위에 올라 갈 때에 점프 한다
  라고 점프력이 올라간다. 또 하강시는 역
  에 짧아진다.
 ○파워 점프
  파워 먹이를 취했을 때의 점프. 기본 쟈
  프의 거의 3배의 높이까지 오른다. 다만, 진
  행 거리는 거의 변함없다.
 ○스프링 점프
  스프링·보드를 사용한 점프. 와
  의 점프의 특색은, A orC 를 빠르게 두드리는 일에
  보다 비거리가 큰폭으로 성장하는 일.
 ○아티 스틱·보너스
  여행의 3번째의 면을 제외한 각 라운드의 최후
  에, 그 라운드가 끝난 순간의 팍크마
  의 착지 지점에 의해 보너스점을 받을 수 있다.
300pts
      _____
     |   ↓
     |    ↑1000pts
     ↓    ↓
    ↑ ↑7650pts
 100pts_↓    ↓_10pts
또, 여행의 3번째를 클리어 하면(자) 요정의 어머니로부터
마법의 구두를 받을 수 있다. 여행 4에서만 사용 가능해
공중을 걸을 수 있게 된다.


[ 캐릭터 ]
──────────────────────
○팩맨
 이 게임의 주인공. 미아가 된 요정을 페
 아리 랜드에 데려다 주는 것이 목적.
○쿠라이드
 monster 군단의 리더격. 스피드, 소모
 스타를 떨어뜨리는 수단계, 공격력이 제일 강력. 또
 자동차나 버스를 타면(자), 팩맨이 뛰어넘고
 (이)라고도 방향 전환해 뒤쫓아 온다.
○핑키
 쿠라이드의 제일 부하. 호퍼를 탔을 때는 후
 인트를 걸쳐 온다.
○잉크-
 유일창으로부터 소monster를 던져 온다. 고차라
 운드가 되면(자), 비행기를 타 등장했을 때에
 전력투구 해 온다.
○브린키
 스피드가 늦고, 소monster도 거의 락과
 해 오지 않지만, 호퍼를 타고 있을 때는 페
 인트를 걸쳐 온다.
○스
 수수께끼의 여성 monster. 항상 팩맨의 뒤로
 있어, 천천히 팩맨을 뒤쫓아 온다
 타임이 있는 동안은 얌전하게 하고 있지만, 타이
 무아우트가 되면(자) 무서울 기세로 뒤쫓아 온다
○소monster
 monster가 비행기 또는 창으로부터 떨어뜨려 온다.
 팩맨이 헬멧을 감싸고 있을 때에 머리로
 받아 들이면(자) 300pts. 다른 monster 같이, 머리
 의 위를 타는 일도 가능.


[ feature ]
──────────────────────
○프루츠
 먹으면(자) 득점이 되어, 연속하고 취하면(자) 득점이 아
 프 한다. 5개째부터는 1개째부터의 반복과
 된다.

       + ----+----+----+----+
| 1 | 2 | 3 | 4 |
 +------------+----+----+----+----+
 |체리  |100 |300 |500 |1000|    
 +------------+----+----+----+----+
|딸기|300 |500 |1000|1500|
 +------------+----+----+----+----+
|오렌지 |500 |1000|1500|2000|
 +------------+----+----+----+----+
|애플 |1000|1500|2000|2500|
 +------------+----+----+----+----+
|멜론 |1500|2000|2500|3000|
+ ------------+----+----+----+----+
○배
 망가진 다리가 있는 라운드에 출현. 이것을 취하면(자)
 다리의 일부가 수복된다.
○파워 먹이
 취하면(자) 일정시간 monster를 먹을 수가 있다
 연속해 먹으면(자) 득점이 올라간다.
+-------------+----+----+----+----+----+----+
|monster수 | 1 | 2 | 3 | 4 | 5 | 6~|
+-------------+----+----+----+----+----+----+
|득점 |200 |400 |800 |1600|3200|7650|
+-------------+----+----+----+----+----+----+
○물
 소화전으로부터 불기 시작해, 맞으면(자) 물의 진행 방향으로
 밀려 버린다.
○물기둥
 수중으로부터 불기 시작해 온다. 옆으로부터 접하면(자) 수중
 에 질질 끌어 들여지지만, 바로 위를 타면 거기로부터
 높게 점프 하는 일도 가능.
○해골
 직접 접해도 미스는 되지 않지만, 근처에 의지
 감옥이 있어, 질질 끌어 들여져 버린다.
○열쇠와 문
 하나의 열쇠로 하나의 문 밖에 열 수가 없다.


[ 은폐 feature ]
──────────────────────
☆장애물을 누르면(자) 출현하는 은폐 feature
 장애물(소화전·선인장·그루터기)을 진행(분)편
 향과 반대로 누르면(자) 출현하지만, 스코아의 10의 위와
 관련성이 있다.
 ·헬멧
  각 여행의 최초의 라운드에 숨어 있다.
  이것을 쓰면(자) 소monster를 머리로 받는 일
  (을)를 할 수 있다.
 ·워프
  라운드 2만. 여행 3까지 워프 할 수 있지만
  라운드 1으로 미스를 하고 있거나 스코아가 10000
  점미만때는 출현하지 않는다. 70000pts.
 ·투명 팩맨
  여행의 3번째의 라운드로 투명 팩맨
  에 변신 할 수 있다. 투명하게 되면(자) 적에게 접촉해도
  1 미스가 되지 않고, 물에도 끌어 들여지지 않다.
 ·풍선
  여행의 귀로에 출현. 6개 출현해,
  어떤 것이나 하나는 7650pts. 또, 장애물을 눌러
  시작한 다음 풍선이 출현하기까지 10000의 자리수가
  바뀌면(자) 모든 풍선이 7650 pts가 된다.
 ※은폐 feature 출현 일람표
 「스코아의 10의 위」아래의 숫자는, 스타트인가
 들 몇번째의 장애물을 누를 수 있는지, 라고 하는 표기.
 <예>여행 1의 라운드 1으로, 스코아가 100점
 의 때, 스타트로부터 4번째의 장애물을 누르면(자) 헤
 르멧트가 출현한다
 +--+--+----------+-------------------+
 |트|라|요금  |스코아의 10의 위 |
 |리|우| 챠 + -+-+-+-+-+-+-+-+-+-+
 ||| |0|1|2|3|4|5|6|7|8|9|
 |프|드| | | | | | | | | | | |
 +--+--+----------+-+-+-+-+-+-+-+-+-+-+
 |1 |1 |헬멧|4|1|2|3|4|1|2|3|4|1|
 | + --+----------+-+-+-+-+-+-+-+-+-+-+
 | |2 |워프 |4|1|2|3|4|1|2|3|4|1|
 | + --+----------+-+-+-+-+-+-+-+-+-+-+
 | |3 |투명 |1|2|1|2|1|2|1|2|1|2|
 | + --+----------+-+-+-+-+-+-+-+-+-+-+
 | |4 |풍선 |1|4|3|2|1|4|3|2|1|4|
 +--+--+----------+-+-+-+-+-+-+-+-+-+-+
 |2 |5 |헬멧|4|1|2|3|4|1|2|3|4|1|
 | + --+----------+-+-+-+-+-+-+-+-+-+-+
 | |7 |투명 |1|1|2|3|1|1|2|3|1|1|
 | + --+----------+-+-+-+-+-+-+-+-+-+-+
 | |8 |풍선 |1|4|3|2|1|4|3|2|1|4|
 +--+--+----------+-+-+-+-+-+-+-+-+-+-+
 |3 |9 |헬멧|1|1|2|3|1|1|2|3|1|1|
 | + --+----------+-+-+-+-+-+-+-+-+-+-+
 | |11|투명 |-|1|1|-|1|1|-|-|-|1|
 | + --+----------+-+-+-+-+-+-+-+-+-+-+
 | |12|풍선 |-|1|1|-|1|1|-|-|-|1|
 +--+--+----------+-+-+-+-+-+-+-+-+-+-+
 |4 |13|헬멧|1|1|2|3|1|1|2|3|1|1|
 | + --+----------+-+-+-+-+-+-+-+-+-+-+
 | |15|투명 |4|1|2|3|4|1|2|3|1|1|
 | + --+----------+-+-+-+-+-+-+-+-+-+-+
 | |16|풍선 |1|2|1|2|1|2|1|2|1|2|
 +--+--+----------+-+-+-+-+-+-+-+-+-+-+
 |5 |17|헬멧|4|1|2|3|4|1|2|3|4|1|
 | + --+----------+-+-+-+-+-+-+-+-+-+-+
 | |20|풍선 |1|4|3|2|1|4|3|2|1|4|
 +--+--+----------+-+-+-+-+-+-+-+-+-+-+
 |6 |23|투명 |4|1|2|3|4|1|2|3|4|1|
 | + --+----------+-+-+-+-+-+-+-+-+-+-+
 | |24|풍선 |1|4|3|2|1|4|3|2|1|4|
 +--+--+----------+-+-+-+-+-+-+-+-+-+-+
 |7 |25|헬멧|4|1|2|3|4|1|2|3|4|1|
 | + --+----------+-+-+-+-+-+-+-+-+-+-+
 | |27|투명 |4|1|2|3|4|1|2|3|4|1|
 +--+--+----------+-+-+-+-+-+-+-+-+-+-+
☆그 외의 은폐 feature
·럭키·팩맨
 파워 먹이를 취해, 5마리의 monster를 먹어
 언덕개 5마리째가 스였던 때에게만 출현한다.
 이것을 취하면(자), 나머지 타임이 보너스점이 되어
 더욱 타임이 풀 타임이 된다.
·스페셜·팩맨
 여행 1·4의 귀로(라운드 4·16)에서 출현
 . 라운드 4에서는 선인장의 일대, 라운드 16
 그럼 바위의 기둥 주변을 우로우로 하고 있으면(자) 출현. 취
 와 1UP.
·개런티 빗 안
 소monster를 떨어뜨리는 monster가 드물게 떨어뜨린다
 일정한 기동으로 떨어져 내려, 지면에 접하면(자) 사라지고
 가, 취하면(자) 7650 pts 받을 수 있다.
·꽃
 여행 1인 만큼 등장한다. 각 라운드에 2개은
 되고 있어, 결정할 수 있던 장소에서 점프 하면(자)
 출현한다. 효과는 불명.

#팩 매니아

, 팩랜드(국제판)

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