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Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
rapid advancement of computer technology and declining interest in 8-
bit computers on the part of the general population.

Extensive efforts were made to preserve the contents of the original
document.  However, certain portions, such as diagrams, program
listings, and indexes may have been either altered or sacrificed due
to the limitations of plain vanilla text.  Diagrams may have been
eliminated where ASCII-art was not feasible.  Program listings may be
missing display codes where substitutions were not possible.  Tables
of contents and indexes may have been changed from page number
references to section number references. Please accept our apologies
for these limitations, alterations, and possible omissions.

Document names are limited to the 8.3 file convention of DOS. The
first characters of the file name are an abbreviation of the original
document name. The version number of the etext follows next. After
that a letter may appear to indicate the particular source of the
document. Finally, the document is given a .TXT extension.

The author(s) of the original document and members of Project 64 make
no representations about the accuracy or suitability of this material
for any purpose.  This etext is provided "as-is".  Please refer to the
warantee of the original document, if any, that may included in this
etext.  No other warantees, express or implied, are made to you as to
the etext or any medium it may be on.  Neither the author(s) nor the
members of Project 64 will assume liability for damages either from
the direct or indirect use of this etext or from the distribution of
or modification to this etext. Therefore if you read this document or
use the information herein you do so at your own risk.

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The Project 64 etext of the ~Pac-Land Instructions~, converted to
etext by Dominic Holmes <dominic@pavilion.co.uk>.

PACLAN10.TXT, November 1997, etext #323#

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PAC-LAND

Pac -- the world's most famous computer character ever is back as
starring in his own adventure cartoon, Pac-Land, a superb conversion
of the internationally famous coin-op.

Pac Man is a worldwide phenomenon.  There are scores of imitators in
the arcade and in the home but there is only one Pac-Land.

There are four very different journeys for Pac to attempt, giving the
full flavour and complexity of the gameplay which made the arcade
machine such a huge hit.

Set on his home island, Pac resolves to help a lost fairy home to
Fairyland.  To succeed, Pac must pass through towns, forge through
rugged mountains, cross dangerous ravines and trek across deserts.

Throughout the adventure.  Pac is hindered by his relentless enemies
Blinky, Pinky, Inky and Clyde.  These persistent Ghosts dwell in
Pac-Land and they will do everything in their power to prevent Pac
succeeding.

Pac has allies too.  Power pills are ready and waiting, and when
eaten, the ghosts turn blue and can be caught  - leaving their eyes
to flee the screen ready for a rapid regeneration.

Pac has an addiction to fruit and although he can move around the
whole screen, may have to jump in order to bite the fruits which
appear.

The hazards on his path are numerous.  In the town watch out for the
fire hydrants and ghosts in cars.  Ravines must be crossed, tumbling
logs and moving platforms negotiated carefully.  Also watch out for
the ghosts as they take to the skies in their aircraft when Pac is
riding on the clouds - they are no fools!

When you succeed in getting to Fairyland~, the Queen will present you
with a reward of a pair of flying shoes.  These will speed you on your
journey home, but don't be complacent as Blinky, Pinky, Inky and Clyde
are still chasing you and it's a long way to go.

The round is over when you have rejoined your family in Pac Town.

~ Please note: there is no Fairyland sequence on the Spectrum, Amstrad
and MSX due to machine limitations.


LOADING INSTRUCTIONS

ATARI ST - Insert disk, turn on machine.  The program will now load
and run.

AMIGA - Insert disk, turn on machine.  The programme will now load and
run.

CBM Disk - Load "0":*",8,1 and press return.

AMSTRAD 6128 Disk - /CPM



KEY CONTROLS OR JOYSTICK

CBM Disk - 0=left, P=right, CTRL=jump, F1=credits, F3=1 player,
F5=2 player, F7=pause.

ATARI ST - 0=left, P=right, Space=jump.  Joystick Port 2.

AMIGA - 0=left, P=right, Space=jump.  Joystick Port 2.

AMSTRAD 6128 Disk - 0=left, P=right, Space=jump.



HINTS

To achieve maximum speed, move joystick or key twice in direction
required.  Hold joystick or key in that position to maintain speed.

Pac's energy will decrease and once it reaches zero the monsters will
go after him.

Jumping on and on top of objects can generate fruits and extra life
bonuses.

Jumping from springboard with repeated left and right movement of the
joystick or key will keep Pac in the air.

TM and (c) 1984 by NAMCO Ltd.
Licensed to Grandslam Entertainment Ltd.
All right reserved.

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End of Project 64 etext Pac-Land Instructions.

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