Hyper Pac-Man/Stages 21-30

Stage 21
This maze contains: 109 pellets, 8 ghosts (6 blue and 2 pink), 1 pair of warp tunnels, 3 eggs (which the blue ghosts cannot bypass until they are eaten), 1 roller skate, 1 winged sneaker, 1 normal helmet, 1 laser helmet, and a time of 70 seconds (1:10); there are also ten more eggs hidden in all nine walls of the maze. Because both of the Pac-Mans' unlimited-ammunition laser helmets from the previous stage will have been reverted to normal ones again, one of them will have to collect the one in the bottom-right of this maze, to destroy the walls that the ten additional eggs are hidden inside and eat them.

Stage 22
This maze has: 134 pellets (135 if you count the power pellet), 9 ghosts (3 blue and 6 pink), 2 pairs of cherries, 1 bomb, and a time of 80 seconds (1:20); there's also a winged sneaker, four hamburgers and a laser helmet hidden inside the six walls at the top-left, top-right, bottom-left and bottom-right of the maze, and if either Pac-Man should eat the bomb its resulting explosion will blow up the wall fencing in the six pink ghosts at the bottom-left of the maze.

Stage 23
This maze has 113 pellets (115 if you count the power pellets), 6 ghosts (2 blue and 4 pink), 1 pair of warp tunnels, 1 roller skate, 1 winged sneaker, and a time of 80 seconds (1:20); there is also four secret paths in the walls surrounding the 45 pellets (46 if you count the power pellet) and fencing in four of the ghosts (two of both colours) at the top-left, top-right, and bottom of the maze, as well as five eggs hidden in the three walls in the top-left, bottom-left, and bottom-right of it (however, firing a shot at a wall that has a bonus item hidden in it to destroy it could possibly free one of the four fenced-in ghosts).

Stage 24
This maze contains 113 pellets, 6 ghosts (four of whom can't bypass the first roller skate and normal helmet until they are eaten), 2 pairs of warp tunnels (1 vertical, 1 horizontal), 2 roller skates, 1 normal helmet, 1 laser helmet and a time of 80 seconds (1:20); there is also another laser helmet and an extra life hidden in the wall in the bottom-centre of the maze (and once either Pac-Man destroys that wall, the one who needs the extra life most should eat it).

Stage 25
This maze contains 109 pellets, 6 ghosts (2 blue, 4 pink), 1 pair of warp tunnels, 2 winged sneakers, and a time of 80 seconds (1:20); there are also two secret paths, in the walls surrounding the two winged sneakers on the left and right sides of the maze, as well as sixteen eggs hidden in the five walls at the top-left, top-right, centre, bottom-left, and bottom-right of it (but if neither of the Pac-Mans still has a laser helmet, they will have no way to eat them).

Stage 26
This maze contains 106 pellets, 4 ghosts (2 blue and 2 pink), 16 pairs of cherries (the twelve surrounding the two pink ghosts in the top-left and bottom-right of the maze render them unable to bypass them, until one in each group is eaten by either of the Pac-Mans), 1 normal helmet, 1 roller skate, and a time of 90 seconds (1:30); there are also six secret paths in the six walls at the top-left, top-centre, top-right, bottom-left, bottom-centre and bottom-right of the maze which, for the first time since the fifth stage, are shown at the start, as opposed to when the Pac-Mans materialize in their starting positions.

Stage 27
This maze has 106 pellets (107 if you count the power pellet), 5 ghosts (2 blue, 3 pink), 1 pair of warp tunnels, 6 eggs, 1 pair of cherries, 2 strawberries, 1 laser helmet, and a time of 80 seconds (1:20); there is also a secret path and three hamburgers hidden in the wall surrounding the two pellets and the laser helmet in the centre of the maze, as well as a roller skate hidden in that wall at the bottom of it (the next stage does not have anything in its walls).

Stage 28
This maze contains 111 pellets, 6 ghosts, 1 pair of warp tunnels, 4 pairs of cherries, 2 eggs, 2 winged sneakers, and a time of 80 seconds (1:20); but as mentioned above, this is the only non-boss stage that does not have any secret paths, or bonus items (regular or special), hidden inside any of its walls.

Stage 29
This maze has 85 pellets (86 if you count the power pellet), 7 ghosts (3 blue and 4 pink), 1 pair of warp tunnels, 1 hamburger (which the two pink ghosts at the top of the maze cannot pass, until it has been eaten), 4 pairs of cherries (which the three blue ghosts and two pink ones at the bottom of the maze again cannot pass, until they have been eaten), 1 roller skate (which the two pink ghosts at the top of the maze once again cannot pass until it has been eaten), 1 bomb, 1 laser helmet and a time of 90 seconds (1:30); there are also thirteen secret paths and three extra lives hidden in the wall in the centre of the maze (and once either Pac-Man has destroyed the parts of the wall the extra lives are hidden in, the one who needs them most should eat them).

Stage 30
Note: If you let go of your joystick in this stage, your Pac-Man will stop moving; however, he can still fire shots from his infinite-ammunition laser helmet.

This stage contains an enormous mechanical "evil" Pac-Man (with sunglasses and fangs), who initially attacks by trying to jump on both of the good Pac-Mans (who will, once again, automatically have laser helmets with unlimited ammunition for this stage), as well as four ghosts (who are pink), and a time of 109 seconds (1:49); once both of the good Pac-Mans have shot the "evil" one twenty times between them, he will lose his sunglasses, and grow arms and legs (with white gloves and blue boots, as opposed to the official orange and red ones), while firing exploding spiked balls at them. Once both of the good Pac-Mans have shot the "evil" one twenty more times between them he will explode and the screen will fade out...only to fade back in again as the "evil" Pac-Man reveals his metallic endoskeleton, while firing lighting bolts in eight directions at them (and his theme starts to be heard from the Yamaha YM-2151 again) - and, once both of the good Pac-Mans have shot the "evil" one twenty final times between them, he will explode. You can now sit back and enjoy the credits (and learn who was responsible for this unofficial sequel), as the game's ending theme starts to be heard from the OKI MSM-6295:

STAFF

EXECUTIVE PRODUCER JEON JAE YOON

GAME DESIGNER HAN SEUNG HOON

MAIN PROGRAMMER KIM HYUNG HO

SYSTEM PROGRAMMER KIM JIN WOO

SOUND PROGRAMMER OH GYEONG HUN

GRAPHIC DESIGNER HONG YOUNG JOO

SOUND COMPOSER/S.E JEON SEOK GEE

SPECIAL THANKS WHANG O SIK OH HYUN SOOK JUNG IL BONG JUNG UI JIN HER EUN OCK KIM JANG GUN

PRESENTED BY SEMICOM 95/9/5

Oddly enough, they did not give credit to the then-40-year-old Toru Iwatani (for originally coming up with the idea), or Namco (for making it into a reality); after the credits have finished, the game will go into high-score mode, and your scores will most likely be the two highest ones on that cabinet to date, so you should enter your initials at the top of the table with pride regardless of positioning. Once you have done so, the game will go back into attract mode.