Tag Archives: mappy

FGC #632 Pac-Land

This is a Pac that is in timeThis article is going to require a little background.

In 1980, Pac-Man was released. By 1984, Pac-Man had spread as Pac-Fever, and the whole of the world (or at least the part of the world that had quarters) was obsessed with the little yellow dude (and his wife, if we are legally allowed to mention her this week). So, for the first time in four years, Pac-Man decided to branch out. After multiple Pac titles that attempted to capitalize on the familiar Pac-Man gameplay (and a seemingly infinite number of “maze likes” that copied Pac-Man’s gameplay wholesale), Pac-Land sauntered onto the scene to try something different. No more would Pac-Man wander around nondescript mazes in an attempt to gobble up dots. No! This puck-man had legs! And a hat! And he was venturing far from home to return a lost fairy to Fairyland (as you do), and gaining flying boots (good thing he has feet now!) for his troubles. No more was Pac-Man obsessed with endless consumption, and the “four” ghosts that had plagued him in the past were now an army with planes, chains, and automobiles. About the only thing here that was 100% pac-gameplay was the beloved power pellet, and even that wound up being more of an “end of the level” bonus than the nigh-always accessible “spinach” of previous pac-titles. Pac-Land was and continues to be a whole new dimension for Pac-Man.

Look at him goBut it was not simply Pac-Man that was revolutionized by Pac-Land. Pac-Land, right there in 1984, practically invented the concept of the endless runner. Where once ol’ Pac-Man could only be credited for normalizing the maze-based gameplay that was the focus of his early adventures, Pac-Land created something that would come to define “mobile titles” for a generation of hardware. The arcade cabinet for Pac-Land had no joystick: there was a jump button, and directional run buttons. You cannot “steer” Pac-Man, you simply control how fast he is going (by repeatedly tapping the run button to go faster), and when Pac-Man jumps. And that’s it! There is little backtracking, there is no permanently turning from danger: there is simply running. Endless running. Once every few stages, you gain an infinite jump, but that is the only real “change” that ever occurs in Pac-Land. This is an endless runner with extremely simple gameplay, and, considering it was released in 1984, it was eerily prescient on a possible future for gaming that would come two decades later.

But creating a genre was not enough for Pac-Land to leave an indelible mark on gaming forever. Shigeru Miyamoto reportedly stated that Pac-Land was an influence on Nintendo games going forward. Do a little research, and you’ll find that Miyamoto was very specific about what Pac-Land influenced. For at least one legendary games designer, Pac-Land was all about this…

This is normal Pac-Land

Or… to be clear…

Now do you get it?

The big thing that influenced Shigeru Miyamoto? The sky of Pac’s Land is blue. In a 1998 interview, Shigeru Miyamoto admitted that he saw Pac-Land as stiff competition for his already successful (but undoubtedly waning) Donkey Kong. And he had a 2-D side scroller already in mind for Jump Man, but Pac-Land had something he had not considered: a world.

Right from the initial release, Pac-Land’s blue skies separated it from the land. When Pac-Land was transported overseas to America, it gained additional details that tied it to the (then new) Pac-Man animated series. But, regardless of version, Pac-Land always had a clear sense of geography and space. Pac-Man starts at his home. Pac-Man ventures through a town, whether that be a pristine village with houses and fire hydrants, or a jumbled mass of seaside walls and water. There is a forest. There is a mountainside. It genuinely feels like there is a lot of land for Pac-Man to cover on his way to Fairyland. And Fairyland looks completely separate from Pac-Man’s world! And then, immediately after visiting this magical grove, Pac-Man ventures back over familiar territory, but with a new, unstoppable super power. The world is the same, Pac-Man is changed, and a simple narrative begins to take shape. And it all traces back to something as simple as the sky being blue.

But no spiniesAnd let’s not underestimate how a “blue sky” led to the success of Super Mario Bros. SMB has amazing gameplay, memorable characters, and a “loop” that lends itself perfectly to gaming in 1985. But that blue sky is what keeps you going. Mario’s first adventure was in a nondescript construction site that could be easily mistaken for a pie factory. Mario’s second journey was through a sewer that was identified by prominent pipes. But Super Mario Bros.? That is an adventure through a world. Mario is saving the Mushroom Kingdom, and everything from bricks to castles to deep oceans tell the player that Mario is making progress through this land. This is a place, this is a country, and it has been conquered by an invading force of turtles and chestnuts. You will venture through every underground area, every cloud-filled sky, to save this place. We’re sorry, Mario, but our princess is in another castle, and that means you are going to the next, separate castle. So there are more castles, Toad?! Aren’t we excited to see more of this world?

Over time, backgrounds became standard in games that did not ever need a sense of place. The whole of the fighting game genre is replete with titles that made the choice between “they are fighting in a large, grassy field” or “they are fighting specifically in front of a busy Chinese street where some dude is selling caged chickens”. While the distinction is not universal, it seems the games that made the latter choice are more likely to be successes. Similarly, JRPGs have come to be defined by their worlds, with “generic dungeons” always paling in comparison to skulking through volcanos, sky fortresses, or ice caverns. Could the likes of Cloud or This sucks so badThe Luminary be content with caves that have nothing more to them than black backgrounds and an assortment of monsters? Theoretically yes, but wouldn’t you rather venture through a dilapidated train yard? The tiniest bit of background adds… background to the proceedings, and that can make all the difference in a narrative that is meant to drive the player and disguise how so many games are simply about making numbers go up.

So, like Shigeru Miyamoto, let us thank the inspirational Pac-Land. With the simple addition of backgrounds, Pac-Man was given a world. And from that world, whole universes have formed.

FGC #632 Pac-Land

  • System: I am not comfortable with all the ways you can play Pac-Land. There was the NES port. The Commodore 64 or Atari ST ports. The TurboGrafx-16 port. It had a Lynx port. And then it wound up on the Playstation, Xbox 360, and Playstation 3 as parts of various collections. It was available ala carte on the WiiU. And now it is available on all modern systems thanks to yet another Pac-collection. It… wasn’t on the Super Nintendo, I guess.
  • Number of players: Technically two, put it is alternating.
  • Port-o-Call: Depending on your version or region, you may find a lot of differences between the various Pac-Lands. Does the “rest stop” church have a cross? Is the music playing the same ditty from the Pac-Man animated series? Have Ms. Pac-Man and Baby Pac-Man been replaced by the nefarious imposters, Pac-Mom and Pac-Sis? Don’t for a moment imagine that time and copyright law have not impacted the gentle denizens of Pac-Land.
  • The keys suckFavorite Level: Anything that does not involve the “broken” ground of the water stages is my favorite. I guess the mountain stages win, then? I like the idea that Pac-Man is going on a happy little hike, and the ghosts just happen to be an omnipresent threat that haunts Pac’s life because of all those crimes he did in the 60’s.
  • For the Sequel: The obvious, direct sequel to Pac-Land is Pac-Man 2: The New Adventures. That was another attempt to invent an entirely new genre of pac-gameplay, and… well… Cell phones or not, the whole “marginally control a cartoon character” thing never really caught on. More’s the pity, as Pac-Man 2 is definitely the more revolutionary title, if only because making Pac-Man mad at cows is a gameplay echelon The Last of Us could only ever hope to achieve.
  • Did you know? A lot of Pac-Man’s move set in Smash Bros. is partially or wholly based on actions/obstacles found in Pac-Land. So if you are wondering where he got that jump, MS Paint scrolling background, or the fire hydrant, look no further than Pac-Land. Or don’t, because literally every other Pac-Man game is probably a better choice.
  • Would I play again: This is yet another important title in gaming history that I do not need to play ever again. And I won’t miss it, either! Ms. Pac-Man is right there! Assuming I’m legally allowed to play it this week!

What’s next? Random ROB has chosen… Sonic CD! It’s like regular Sonic the Hedgehog, but with all the power of CD technology! Wow! Please look forward to it!

Goodbye forever!
Happier times…

FGC #558 Mappy Land

Mappy time!Namco, you screwed up. You chose the wrong company mascot.

Pac-Man sucks.

Look, I get it. Pac-Man is definitely a cultural touch stone. In a lot of ways, Pac-Man is the original videogame mascot. Statistically, most people reading this are too young to remember (as people that remember so far back at this point are mostly just slurping up apple sauce and accusing the staff at The Home for Retired Gamers of being “space invaders”) but there was a time when “Pac-Man” gripped the nation. You could buy a Pac-Man lamp, watch, and mini freezer down at the local Sears, and still be home in time to watch the Christmas Special. Pac-Man had his own hit song and a parody song by Weird Al (granted, it was more of a B-Side, but it counts!). Pac-Man was everywhere for a few years, and, while many regarded it as a fad (because it absolutely was), the idea of a culturally significant videogame character paved the way for Mario, Sonic the Hedgehog, and Steven McMinecraft.

But, in much the same way that early videogames had to work out all the kinks before graduating to their later, sublime heights, Pac-Man was not built for the big leagues right out of the gate (maze?). Sonic showed his attitude from the first moment he paused to sneer at the player, and even pudgy, boxy little Legend of Zelda Link established his adventuring roots once he was told how dangerous it was to go alone. Pac-Man, though? That dude didn’t even have eyes. There is genius in the simple, immediately recognizable design of Pac-Man, but you could say the same of a football. And you don’t see any NFL mascots that are just giant, sentient footballs, do you? (I am genuinely asking here, I don’t watch a lot of sports.) Pac-Man is amazing, but he’s more pac than man, and an outside longshot to attach to an entire merchandizing empire. This ain’t a funny Star Wars beeping trashcan pushing action figures, Pac-Man is barely a complete pizza.

And then there’s Mappy. Mappy’s got legs.

(… Uh, literally. Pac-Man doesn’t naturally have those, either.)

Let's danceLet’s start with an obvious advantage: Mappy is vaguely human shaped (eat it, puck man). He’s also a cartoon mouse. Those things are pretty popular. He’s also a cop, and, while it is difficult to approve of that vocation, it does give him a clear purpose. Mappy has the eternal goal of arresting the bad guys. Pac-Man? He’s just a mortal sin (gluttony!) personified. Mappy is trying to clean up the mean streets of wherever anthropomorphic cats and mice hang out, and he’s doing it one trampoline at a time. Oh! And that allows for an immediately recognizable dichotomy, as Mappy winds up involved in a literal game of cat and mouse. That even explains how this all works, right? Mappy is a mouse, so contact with an unrestrained cat is going to lead to instant death. It is immediately easy to understand, which is essential in a videogame. Nobody needs a tutorial to understand that cat beats mouse.

And the gameplay of the original Mappy? Similarly straightforward. You can use trampolines to bounce to separate levels, and it’s your job to collect all the doodads scattered around. Unlike some protagonists, you’re not collecting for the sake of amassing wealth (though you do get points), but to rescue these stolen items from the nefarious cat gang. You’re raiding a criminal warehouse! Just like Batman! Everybody loves Batman! And also like Batman, Mappy is not a trigger happy police officer, he uses traps and strategy to tackle his foes. Mappy’s greatest weapon is not a gun, but a bunch of doors that open with varying strength and inexplicable abilities. Some doors possess meager door-range, but a number of rainbow doors fire… I don’t know… door-beams across the arena. Microwaves? And, if you’re smart, you’ll be able to utilize these magical doors to negate an entire gang of nefarious cats. Mappy is not a strong hero, he is a clever hero.

(Which, incidentally, is better than a certain “hero” that can only be described as “hungry”.)

I recognize this mazeAfter the success of the arcade-based Mappy, Namco(t) did its best to adapt that clever mouse gameplay to the home consoles. In much the same way that Mario Bros. had to go Super and involve gigantic, scrolling stages, Mappy left the warehouse, and started to venture across multiple levels. Mappy Land saw Mappy visiting island getaways, the Old West, and haunted graveyards (yes, Pac-Idiot, Mappy can handle ghosts, too). It is not a coincidence that the first area of Mappy Land is a train station, sending a clear message to the player that Mappy is ready and willing to travel the world. And don’t worry! The different stages are not just some half-assed attempt at graphical variety: every land Mappy visits has its own share of tricks and traps, from bowling balls to boxing bags to other things that probably start with B.

And, to be absolutely clear, these items and traps are the best thing to come out of a videogame from 1986. In every level, your cat opponents will ineffectually dance at the sight of a common cattail cat toy or stack of coins (those money grubbing cats), or be knocked out by catnip. In a medium that usually involves your opponents being blown to smithereens, it is delightfully goofy. And even more than the items, the traps are continually cartoony. Mappy rides a pulley that zooms across the screen and bowls over his opponents. Mappy rapidly spins around on handlebars to banish pirates. And, my personal favorite, Mappy drops small “bombs” that detonate and launch cats into the sky to become glorious fireworks. At a time when games were abstract but still clearly violent (you think Mega Man is shooting tickles at the robot masters?), Mappy evidently inhabits a “toon universe” where physics are only important if they don’t get in the way of a gag. No, I don’t think an adult mouse man can actually fly across the dawn while suspended by a balloon, but it does make for an interesting stage mechanic.

And then what was in store for Mappy after his stunningly creative 1986 adventure? Nothing.

BANGOkay, yes, there have been a handful of Mappy games since his NES premiere. Much like Pac-Man Jr., Mappy’s son got into the act for the sequel, but Mappy Kids almost entirely dropped the trampoline-based gameplay of the originals for something like a more traditional platformer. It was more standard, but it was also a lot more forgettable (you know, except that part where you play Spot the Difference with a picture of a klansman). Then, about a decade later, there was the arcade “arrangement” version that was basically Arcade Mappy 2… though with the significant caveat that it never made it over to home consoles. And from there all Mappy could ever scrounge up was a pachinko machine or two, and a mobile game that has an extremely dubious existence (go ahead and find me a video of Mappy World. I’ll wait). And then there’s Touch the Mappy. Nobody wanted to touch the Mappy. Poor dude had a memorable arcade game, a stellar console debut, and then he was trapped by the mousetrap of history.

Pac-Man, meanwhile? There’s a guy who barely had a game to begin with, yet, after decades of games that barely make a lick of sense, he’s palling around with Donkey Kong, Lucina, and Cloud.

Let's fly

And he stole Mappy’s trampoline! And he’s letting everybody use it!

Namco could have had an excellent, understandable mascot creature, but they dropped him for a gliding circle. You messed up, Namco, and everybody knows it. Mappy should have had that top spot, and yellow dot creature is still the most hopeless of gaming’s popular mascots.

FGC #558 Mappy Land

  • System: Nintendo Entertainment System to start, then there were a few dozen years of no Mappy Land, and then we got it on WiiU. Now it is available on Switch as part of the Namco(t) Museum Archives Collection (Volume 2).
  • Number of players: 1 Player Mappy, because, what, you going to feature Mapico, Mappy’s wife? Preposterous!
  • Hey, what about Hopping Mappy? We don’t talk about any pogo-stick based games here.
  • Lovin' the tropicsFavorite Level: I’ve always appreciated the tropical stage that features moving trampolines, climbing vines, and all the fish you could ever eat (or feed to cats). In a weird way, the whole level feels like an expanded version of Donkey Kong Jr., and I would certainly be down for a Super DK Jr. any day of the week.
  • Favorite Trap: Did I already mention the fireworks? Because it’s the fireworks. You can somehow get multiple cats at once with one wholly stationary bomb. These cats are apparently pretty dumb!
  • What’s in a name: The actual names of your feline antagonists are Goro (the big guy) and his lackeys, the Meowkies. I would use these names more if Goro didn’t call to mind another significant arcade antagonist.
  • Goggle Bob Fact: This was one of my few NES titles when I was the youngest of the young. I hated it. I played 800,000 hours of it. I… was a conflicted child.
  • Did you know? Namco Super Wars, a tactical RPG for the Wonderswan that may be the precursor to other tactical Namco games, includes Mappy. He’s a white, fuzzy mouse-man, and, given the art style of the game, this anthropomorphic animal would likely be a lot more comfortable in the Five Nights at Freddy’s universe. I would post some official art, but I’m afraid of those cold, red eyes following me into the night.
  • Would I play again: I mean, if you’ve got a general hankering for some slightly graduated arcade action, you can’t go too wrong with Mappy Land. It is easily available on the Switch now, so the only thing holding me back from another playthrough is the Switch currently contains every game that has ever existed. That’s some steep competition for a little mouse.

What’s next? Random ROB has chosen… Hyrule Warriors: Age of Calamity! That’s going to be a fun time for all those lil’ Hyrule Warriors. Please look forward to it!

Looks familiar
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