Baby Pac-Man/Gameplay

Controls

 * Joystick: The joystick helps you direct Baby Pac-Man through the maze. You can hold the joystick in direction that you would like Baby Pac-Man to go before he is able to turn that way, and he will turn as soon as possible.
 * Flippers: Push the left and right flipper buttons to raise the left or right flipper respectively during the pinball portion of the game.
 * 1 or 2 Players: Push these buttons to begin a one or two player game.

Baby Pac-Man
You control the youngest of the Pac-Man family as you guide Baby through the maze and on to victory. Baby Pac-Man's one and only goal is to gobble up every dot in the maze (which, unlike other Pac-Man games, do not slow Baby down). He must avoid contact with the four ghosts unless they are temporarily afraid of Baby Pac-Man as a result of eating one of the power pills. But power pills are hard to come by and Baby must transport himself to the pinball dimension in order to earn them. Baby can use the lower escape tunnels to go there, but if the ball drops between the two flippers, his way back will be barred until he either completes a maze, or loses a life. While in the pinball dimension, he can also increase the fruit bonus that he can earn, and increase the speed with which he can travel through the side escape tunnels.

The ghostly quartet
These are not your typical Pac-Man ghosts. They don't even give Baby the courtesy of an introduction. They are meaner than the ghosts that you find in other Pac-Man games because they no longer play by the old ghosts' rules. They can double back and reverse their own path any time they like if it means getting closer to Baby. They all seek out the closest path to Baby Pac-Man's position and have no individual behaviors. Special care must be taken to ensure that these ghosts do not gang up on Baby and surround him. When Baby Pac-Man earns and eats one of the power pellets positioned around of each stage, the ghosts will turn blue for a short period of time (but unlike regular Pac-Man ghosts, they don't ordinarily change direction). The higher the level, the shorter that time becomes, until the blue time reaches a specific length and remains that way for the rest of the game (unlike all other Pac-Man games where they eventually don't turn blue at all).

The red ghost moves slightly faster than Baby, the blue and green ghosts both share Baby's speed, and the pink Ghost moves slower.

Scoring
Since Baby Pac-Man was designed to appeal to the pinball crowd as well as the arcade crowd, points are effectively multiplied by 10 over the usual Pac-Man point values. 100 500 2,000 4,000 8,000 16,000 See Bonuses below.
 * Dot
 * Power Pellets
 * 1st ghost
 * 2nd consecutive ghost
 * 3rd consecutive ghost
 * 4th consecutive ghost
 * Bonus