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How Metascores Are Calculated
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Stars indicate the most critically-acclaimed games. |
In Pac'N Roll, the inhabitants of Pac-World have been turned into spheres by the evil monster Golvis’ Ghost Light. Pac-Man must roll his way through Ghost-Land, collecting pellets and confronting Ghosts to save his family and restore peace to Pac-Land. Introducing an innovative new control scheme, Pac'N Roll lets players control Pac-Man with the Nintendo DS stylus. Players can roll and dash around the environment as well as execute maneuvers such as hairpin turns, immediate stops and precision rolling with effortless strokes of the stylus. In his quest to save Pac-Land, Pac-Man will venture through stages such as Castle Pac, Gyro-Jungle and the Ghost House, while facing perilous hazards like moving floors, dash panels, jump zones and wind zones. Along the way, Pac-Man will find power-ups like the Winged Chocolate, allowing him to fly through the worlds and jump over Ghosts, or the "Knight Chocolate," providing him with armor which grants him the power to crash through walls and withstand more damage. Pac’N Roll also includes the original Pac-Man arcade game, allowing up to two players to munch on pellets and claim the highest score. [Namco]
All critic scores are converted to a 100-point scale. If a critic does not indicate a score, we assign a score based on the general impression given by the text of the review. Learn more... 85
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Nintendo Power
The stylus control is perfectly tuned and single-swipe boosts are easy to trigger, yet quick and accurate movement gets tiring after several minutes. [Oct 2005, p.97]
75
Play Magazine
Unlike "Yoshi's Touch and Go" and "Kirby: Canvas Curse," I found myself growing tired of moving Pac-Man along in this fashion. Maybe I'm just lazy. [Sept 2005, p.62]
74
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60
Game Informer
Proves that completely unique games can still be as painfully dull as sweeping your bedroom. [Sept 2005, p.114]
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Edge Magazine
Pac ‘N’ Roll is regrettably short and, with few rules to master, its replayability is quite limited. With the DS’s library rapidly expanding beyond minigame collections and touchscreen experiments it’s a tough sell, but as a fast, cheap diversion there’s enough simple fun in exploration to make it worthwhile. [Nov 2005, p.113]
58
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Paul B. gave it a7: |
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