Pac-Land/Gameplay

Controls

 * Left/Right: Press and hold once to make Pac-Man run in either direction. Double tap and hold either button to make Pac-Man run in that direction.  Press the opposite direction from which Pac-Man is running to make him stop short and turn around.  After Pac-Man takes off from a springboard, tap right continuously to keep Pac-Man in the air for as long as possible.
 * Jump: Press this button to make Pac-Man jump in the air. Pac-Man will jump higher the faster he is running, and the longer you hold down the jump button.  When Pac-Man is wearing the magical flying  boots granted to him by the Fairy Queen, tap the Jump button repeatedly to cause him to rise into the air.
 * 1-2 Players: Press to start a one or two player game.

Pac-Man
Here he is, the hero of yet another adventure, this time through Pac-Land itself. You control Pac-Man in his attempts to rescue the fairy by returning her to her home. She rides underneath Pac-Man's cap throughout the duration of each round. Pac-Man can walk and run in either direction, and he can leap in the air. He will lose a life if he is touched by any of the ghosts, or the small ghost bombs that they drop. If he comes across a power pellet, he can jump in the air to grab it. He then becomes energized and can eat the ghosts for a small amount of time (until they begin to flash and return to their normal colors.) ''To the left is Pac-Man as he is depicted in Japan. To the right is the American sprite, inspired by the Hanna-Barbera cartoon.''

Pac Pets
These are the faithful Pac Pets, the dog Chomp-Chomp, and the cat Sour Puss. Chomp-Chomp is chasing Sour Puss around the front yard when Pac-Man returns home.

Fairy and Queen
The Fairy that Pac-Man must rescue lost her way and needed help returning home. She heard about the greatest hero of Pac-Land and sought his assistance. Pac-Man happily accepted the mission. Throughout each trip, Pac-Man must pass through three stages in order to find the magical door that leads to the land of the fairies where the Fairy Queen presides. Once Pac-Man successfully returns the fairy to her home, the Fairy Queen grants Pac-Man a pair of magical flying boots which allows Pac-Man to rise high into the air, shortening his return trip home.

Blinky
Blinky is not the most confident of the ghostly gang. He's never quite sure that any of their plans are going to work out, and he's the first to take off during any sign that things are going wrong. He is seen here riding one of the four methods of transport that the ghosts employ: A pogo stick. The pogo sticks bounce fairly and Pac-Man can just as safely run underneath them as he can jump over them. They only present a big threat when several of them are bouncing Pac-Man's way at once. Since they rarely jump in unison, wait until an opening appears, then go for it.

Pinky
Pinky is a tough-guy. He likes being the muscle of the group, but as a consequence, he's not the brightest (although none of the ghosts really are.) Here, Pinky is riding in the specially crafted flying saucers. The flying saucers move somewhat similarly to the pogo sticks, but they move up and down a bit more smoothly. Since it's always safe to stand on the ghosts heads, you can use the ghosts to ride to the top of the screen before jumping off and continuing on.

Inky
Out of all the ghosts, Inky is the biggest goof-ball. His never ending pocket of tricks usually causes more harm them good for the ghosts, but he is never discouraged. Inky is riding one of the most dangerous of all the ghost vehicles, the airplane. The airplanes fly steadily across the air, at just the right height to cause Pac-Man a lot of problems if he jumps. To make matters worse, they airplanes are equipped with ghost bombs that the ghosts drop on Pac-Man as they fly by. Be extra careful when you see these flying overhead.

Clyde
Clyde is the self-proclaimed leader of the gang. He is only uncontested since none of the other ghosts want the job. Clyde is pretty sure of himself... and pretty sure that they other ghosts are to blame whenever anything goes wrong. Clyde is riding a motor vehicle that the ghosts like to ride throughout the towns. They are easy to avoid and jump over, but they can just as easily be ridden on top of. Jump on the roof and let them take you for a ride if they're going your way. Later on, the ghosts also drive by in what appears to be a double decker car. You need to be running if you expect to have any chance of jumping over them.

Sue
Sue is the only independent thinker of the whole bunch. She opts never to ride a vehicle and chooses instead to follow close behind Pac-Man everywhere that he goes. She hovers behind at her own pace. Pac-Man can just as easily jump on her head and ride on top where ever she goes, but she's best left alone entirely. The reason being if time runs out completely, Sue stops following patiently at a safe distance, and begins to charge at Pac-Man mercilessly. Once time runs out, you have little hope of finishing the stage safely, but it can be done if you manage to out maneuver Sue. Try your best to avoid that situation all together by completing the stage in a timely fashion.