Super Pac-Man/Walkthrough

Maze Layout

 * This is the only maze throughout the entire game. The color of the boundaries may change, but the arrangement is constant.
 * Pac-Man begins directly beneath the ghost pen and directly above the bonus star.
 * Every stage has exactly 37 gates, 31 targets, 15 keys, 4 Power Pills, and 2 super Power Pills.
 * The gates, represented by light bars, that encapsulate the targets can be opened either by:
 * Eating the correct corresponding key (keys may open one or multiple gates)
 * Eating a Super Power Pill and crashing through the gate.
 * The two growing and shrinking green Power Pills give Pac-Man super power for a limited time. That time may be extended by eating one of the four flashing regular Power Pills.
 * The four of the gates inside the tunnel must be opened to allow Pac-Man to travel through it.
 * In addition to being slow through the tunnels, the ghosts also slow down beneath the ghost pen.
 * Both Pac-Man and the ghosts can enter the ghost pen at any time. Pac-Man can eat blue ghosts in the ghost pen, but it's generally not recommended unless Pac-Man is super at the time.

Keys and gates

 * There are 15 keys arranged around the maze. Eating a key will open one or more of the 37 gates that close in the targets.  By eating all 15 keys, all 37 gates should open.
 * Super Pac-Man can crash through gates without opening them beforehand. A crashed gate will appear with two small bits left behind.  The key that opens a crashed gate will still function on that gate, even though the effect is meaningless.
 * As the levels increase in difficulty, the gates that a key opens moves farther away from where the key is actually located. In other words:
 * At the beginning levels, the gates that a key opens are likely to be right next to the key.
 * In later levels, the gates that a key opens are likely to be found on the opposite side of the screen from the key.

Bonus stars

 * After eating roughly half of the targets, a bonus star appears with alternating pictures in the squares on either side.
 * After some time passes, the picture on the left will stop changing and lock on to the image of a particular target. The right picture will continue to change.
 * The star will disappear if uneaten after a period of time.
 * If Pac-Man eats the star when the pictures on either side do not match, Pac-Man will earn 200 points (this point value doubles after every 4th stage, up to 1600 points).
 * If Pac-Man eats the star when the pictures on either side match, but they are not of the given target for that stage, Pac-Man will earn 2000 points.
 * If Pac-Man eats the star when the pictures on either side match, and they are the same as the given target for that stage, Pac-Man will earn 5000 points.

Bonus rounds

 * Round 3, Round 7, and every fourth round thereafter serve as bonus rounds.
 * In these rounds, you are given a time limit in which to complete the entire round without any interference from the ghosts.
 * In a bonus round, you start in super mode and will remain so until the end of the round, and therefore have access to Super Speed the entire time.
 * If the round is completed before the timer runs out, the remainder of the time is awarded to the player as points.