Pac-Man Arrangement

Pac-Man Arrangement is a remake of sorts to the hit game Pac-Man. It was released in 1996 by Namco as part of Namco Classics Collection Volume 2.

Gameplay
On the screen where you are prompted to choose "1P" or "2P", the ghosts are listed, and the "alternate" names (Urchin, Romp, Stylist and Crybaby) are paired with the more familiar "nicknames". There is also new ghost named "Kinky" (his other name is listed as "?????"), who wears glasses and is edible at all times. If Pac-Man eats him, he acts as an energizer, making the other ghosts edible. If Pac-Man doesn't catch him, he will eventually "merge" with one or more of the other ghosts which makes them larger and gives them super powers:


 * Blinky grows a pair of horns and behaves like an enraged bull; he can charge across the screen towards Pac-Man when he is in the same aisle. For reasons unknown, he also has a pair of boxing gloves.
 * Pinky takes on the look of a rabbit, and can hop from one side of the board to the other. His landing target is depicted by glowing concentric circles.
 * Inky sports sunglasses and spawns a transparent copy of himself that mirrors his position on the opposite side of the board, providing a ghost of a ghost for the player to contend with. Inky's tramsparent copy disappears when an energizer is eaten.
 * Clyde becomes obese, and attempts to slow Pac-Man down by spitting out new larger 50 point pills.

In later levels, there are "DASH" arrows on the ground that allow Pac-Man to rapidly zip from one end of the board to the other end. When on the dash, hitting ghosts will make them dizzy and temporarily motionless; hitting them while they are edible will eat them up. Also, there are additional powerup items.
 * The red one gives Pac-Man a slight increase in speed.
 * The pink one causes all the ghosts to be thrown into a huge sack located in their house momentarily.
 * The blue one gives Pac-Man the same power Inky takes on, with a transparent Pac-Man on the opposite side of the board that eats pills and ghosts, but cannot be caught.
 * The orange one only seems to be worth extra points.
 * The yellow one is worth 100 points.
 * The brown sack has the same effect as the pink powerup
 * The magic wand turns all ghosts into presents.
 * The one that resembles Pac-Man gives an extra life.

The game has a final level where the ghosts chase Pac-Man in a huge robot ghost. As Pac-Man eats the pills, they are shot at the robot eventually destroying it.

Differences from original

 * Complete graphical and sound effect makeover.
 * When Pac-Man dies, the game continues on without stopping. (Which gives Kinky, who then changes to his "true" color, yellow, plenty of time to give another ghost a power).
 * Mazes change every level.
 * There are larger 20 point and 50 point pills, including certain levels in which the pills "flutter" to different sizes in waves.
 * In other levels, the pills dance around.
 * Pac-Man moves much faster than before.

Glitches

 * Big ghosts sometimes glow gold.
 * Pinky sometimes gets the "Cruise Elroy" facial expression.

Ports
This game was packaged along with Pac-Man, Ms. Pac-Man, and nine other games in the 128-bit Namco Museum version. It was also released with three other games in Pac-Man Collection.