Jr. Pac-Man/Walkthrough

Bike Maze

 * The first maze contains 548 pellets and 6 power pellets, offering a good mix of straights and islands.
 * The two power pellets positioned on either side of the ghost regenerator cannot be destroyed by the bonus bicycles, until after the four on the sides have been eaten, so save them for later in the round.
 * The ghosts will move slowly enough for you to plan out your strategy and wait by a power pellet for the ghosts to gather nearby before eating them.

Kite Maze

 * The second maze contains 560 pellets and 6 power pellets and features more long stretches than the previous maze, but there are many escape routes, so you shouldn't worry much about getting trapped.
 * Use the "staircase" sections of the maze on the far ends to put distance between you and any ghosts.
 * Use the pathway "loop" (that makes a square along the top and bottom and middle left/right) to get all four the ghosts behind you and then venture out to clear some sections. Clearing this loop so it does not have any mutated pellets could allow you to escape any ghosts who are persistently chasing you.

Drum Maze

 * The third maze contains 526 pellets and 6 power pellets.
 * Approach the small circular sections of the maze with caution. It can be hard to read which directions the ghosts will move in around them, and lead to unavoidable collisions.
 * By this maze, the ghosts are speeding up, so take the time to cross from one section of the maze to the other to prevent the ghosts from surrounding you, even if it means covering cleared ground.

Balloon Maze

 * This fourth maze contains the same pellets as the previous maze - (526 pellets and 6 power pellets).
 * The islands on the bottom of the maze can be both helpful and harmful. They allow you multiple paths to take in order to escape from one ghost, but they'll also provide multiple pathways for more than one ghost to surround you.
 * Clear as much of the bottom sections as you can before you eat the power pellet. Then use the pellet and eat any ghosts in the area, before time runs out.  Finish the section if possible, before moving on.

Train Maze

 * Islands are scattered throughout this fifth maze, which contains 528 pellets and 6 power pellets. You should cross back and forth across the entire maze to prevent all the ghosts from ganging up on you.
 * Power pellets are becoming less effective at this point. You should not sacrifice yourself trying to stop the bonus locomotives from destroying a power pellet.

Cat Maze

 * The many S-turns in this sixth maze offer the ghosts multiple opportunities to trap you from either end. It contains a total of 512 regular pellets. Keep ghosts behind you by crossing back and forth.
 * To make matters worse, you only get four power pellets instead of six, bringing the pellet total to 516.
 * Do not let the bonus cats mutate too many of the pellets on this round, or you will have a harder time avoiding ghosts while being slowed down by the mutated pellets (despite their higher points value).

Beer Maze

 * The seventh and last unique maze in the game is by far the most dangerous maze to Junior's survival. It contains 540 pellets, and 4 power pellets. The center is relatively safe, but the sides are deadly.
 * The four power pellets in this maze, are situated in odd corners. The far path around the outside of the maze is considerably dangerous as it is easy to get trapped trying to clear it.  And the power pellets are simply not effective long enough to keep you safe, as they can wear off just before you can eat a ghost.
 * The smaller sections between the side power pellets are also easy to become trapped in. Only enter if the coast looks clear, and make sure you have an exit strategy, if a ghost decides to enter after you.
 * For all your planning, success in this round depends on a considerable amount of luck. The glasses of root beer (Bally Midway would never endorse giving alcohol to minors), are worth 5000 points.

Beyond

 * After you've cleared the seventh round (and watch the third intermission for the second time), the mazes cycle from the fourth to the seventh in a repeating loop until the game locks up.
 * The bonus item will always be the 5000-point glass of beer.
 * Eventually, the ghosts' blue times will extinguish, and they will merely reverse their direction whenever Jr. Pac-Man eats a power pellet.