Pac-Man Arrangement/Walkthrough

Once you have inserted your coin(s), into a cabinet of Namco's 1996 compilation arcade game, Namco Classics Collection Vol. 2, and pressed either Start Button, the game selection menu will appear upon Pac-Man. Once you have pressed the button to confirm your choice, the Pac-Man mode selection menu will appear upon "Original" mode (a recreated version of the original Pac-Man), so you will have to push your joystick to the right to select "Arrangement" mode, and press the button to confirm your choice. Once you have done so, five ghosts will fly into view from the left side of the screen, as their names appear to their right sides. Kinky, the new ghost, is yellow, even though he is eatable at all times so he'll appear blue and vulnerable. Also, Blinky and Clyde's names are mistakenly swapped in the US version, but this guide shall refer to them by their original names, to avoid confusion. Next, the text "PUSH 1P OR 2P START BUTTON!" will also flash up, below them. Once you have pressed either Start Button again (1P's to start the game as Pac-Man, himself, or 2P's to start it as a fluorescent green version of him), you'll be treated to the game's opening cutscene, shown in the screenshot above (Kinky comes into view from the right side of the screen, as he is chased by Pac-Man, who in turn is being chased by the other four ghosts. Once he has eaten Kinky, the others become vulnerable, and he turns around to eat them. In the GBA conversion of the game (released as part of Pac-Man Collection), an updated remix of that original game's opening theme will be heard at the start of the first round.

World 0 (Rounds 1-2)
Initially, Kinky only has two chances to meld with one ghost per round, but he'll gain additional ones to meld with multiple ones as the game progresses.

Round 1
This maze contains 186 pellets (190 if you count the power pellets). The bonus fruit is the 100-point pineapple, and Kinky will attempt to blend with Pinky; if he succeeds, he will have the look of a rabbit, who can jump directly from his current position to either Pac-Man, called Romp. This world is also reminiscent of Block Town from Pac-Mania (1987). However, there are only two rounds in this world, as opposed to four. Once it has been cleared, you'll be treated to a second "INSTRUCTIONS" cutscene, in which Pac-Man comes into view from the left side of the screen as he gets chased by the four main ghosts, who in turn are followed by Kinky. Once he turns around to eat the right-pointing Dash Arrow, he charges towards those ghosts and puts them into a spin as they emit a Cosmo Gang-style "AÏE!" scream. He then turns around again to eat the left-pointing one and charge towards all five of them (he eats Kinky first, then the four other ghosts afterwards).

Round 2
This maze contains the same amount of pellets as the previous maze, along with six (new) Dash Arrows, which can only be eaten if those Pac-Mans pass over them in the direction they point. These are especially useful to charge towards Kinky and eat him (and other ghosts) to prevent a ghost fusion. The bonus target is the 200-point mushroom. Kinky will try to meld with Blinky (listed as Clyde, in this game); if done, he will take on the look of an enraged bull called Urchin, who will be able to charge horizontally towards the Pac-Mans when he is in the same aisle as them. Once this round has been cleared, players proceed to World 1, which is reminiscent of classic Pac-Man.

NOTE: No Pac-Man has to eat all the dash arrows to clear these rounds.

Round 3
This maze contains 236 pellets (240, if you count the power pellets). Any die-hard Pac-Man fan should also notice that it is the original maze, but with a pseudo-3D perspective. The bonus fruit is the 300-point pair of cherries. Also, Kinky might fuse with Inky; if successful, he will become Stylist, who wears a pair of shades and has the power to spawn a transparent copy of himself upon the other side of the maze (this power disappears when a power pellet gets eaten). However, if there are no power pellets left, the reflection will disappear only at the end of the round, even when it's game over.

Round 4
This maze contains 246 pellets (250 if you count the power pellets), as well as eight Dash Arrows. The bonus fruit is the 500-point peach. Kinky will also try to merge with Blinky.

Round 5
This maze contains 188 pellets (192 if you count the power pellets), as well as sixteen staircases (a new structure for every third round, starting in World 1). The bonus fruit is the 700-point strawberry, and the next ghost that Kinky will attempt to integrate with is Pinky.

NOTE: In the third and fourth rounds of each world, Kinky will never combine with Blinky.

Round 6
This maze contains 184 pellets (188, if you count the power pellets), sixteen staircases, and two pairs of new Jump Pads (one red and one cyan). When either Pac-Man or any ghost moves onto one, he will be warped to the other one of the same colour. The bonus fruit is the 700-point strawberry, and the next ghost Kinky shall try to meld with is Clyde (listed as Blinky, in this game); if successful, he will become Crybaby, who is obese, and attempts to slow a Pac-Man down by spitting out larger 20-point pellets, thus prolonging their stay on the round. Once it has been cleared, it's on to World 2, where Kinky will have the chance to meld with two ghosts.

World 2 (Rounds 7-10)
As mentioned above, Kinky will have three chances to meld with two ghosts in this world, which could mean more trouble for a Pac-Man, if he succeeds.

Round 7
This maze contains 200 pellets (204 if you count the power pellets). The bonus fruit is the 1000-point orange. The next two ghosts Kinky will attempt to meld with are Blinky and Clyde, respectively.

Round 8
This maze contains 214 pellets (218 if you count the power pellets), and six Dash Arrows. The bonus fruit is the 1000-point orange, and Kinky will attempt to mix with Blinky and Inky.

Round 9
This maze contains 174 pellets (178 if you count the power pellets), as well as twelve staircases. The bonus fruit is the 2000-point bunch of bananas, and Kinky might attempt to fuse with Pinky and Inky.

Round 10
This maze contains 184 pellets (188 if you count the power pellets), twelve staircases, and three pairs of Jump Pads (one red, one cyan, and one pink). The bonus fruit is the 2000-point bunch of bananas, and the next two ghosts Kinky will attempt to meld with upon this round, are Pinky and Clyde. Once this round has been cleared, it will be time for World 3, where Kinky will gain the opportunity to meld with three ghosts, so it is better to mention the one he will not meld with.

World 3 (Rounds 11-14)
As mentioned above, Kinky will have four chances to meld with three ghosts in this world, which could result in even more trouble for a Pac-Man, if he succeeds.

Round 11
This maze contains 204 pellets (208, if you count the power pellets). The bonus fruit is the 3000-point bunch of grapes, and the only ghost that Kinky won't combine with, is Clyde.

Round 12
This maze contains 222 pellets (226 if you count the power pellets), and six Dash Arrows. The bonus prize is the 3000-point bunch of grapes. Kinky will even try to meld with all the ghosts, except Pinky.

Round 13
This maze is containing 164 pellets (168 if you count the power pellets), plus forty staircases. The bonus fruit is the 4000-point aubergine. As listed on the note below Round 5's information, Kinky will never meld with Blinky, so he might do so with everyone else. This means Blinky will be the only small ghost, unless Kinky is eaten at least twice.

Round 14
This maze is containing 146 pellets (150 if you count the power pellets), forty staircases and two pairs of Jump Pads (one red, one cyan). The bonus fruit is the 4000-point aubergine. Once again, Kinky will meld with everyone, but Blinky. Once this round has been cleared, you shall advance to World 4, where Kinky gains a third additional chance to meld with all four ghosts.

World 4 (Rounds 15-18)
As mentioned above, Kinky will have five chances to meld with all the ghosts in this world, which means much more trouble for a Pac-Man, if he succeeds.

Round 15
This maze has 218 pellets (222 if you count the power pellets). The bonus prize is the 5000-point Galaxian flagship (it also appears in Rounds 17 and 18 of Dig Dug Arrangement, but is 7000 points). You can also try to eat Kinky at least twice, so that zero to three out of the four other ghosts gain their unique powers from him.

Round 16
This maze contains 188 pellets (192 if you count the power pellets), as well as four Dash Arrows. The bonus prize is the 5000-point Galaxian flagship.

Round 17
This maze is containing 190 pellets (194 if you count the power pellets), and twenty-six staircases. The bonus prize is the 6000-point bell, and there are only six more rounds after this one, the last of which is the boss.

Round 18
This maze contains 168 pellets (172 if you count the power pellets), twenty-six staircases, and four pairs of Jump Points (one red, one cyan, one pink, and one orange). The bonus prize is the 6000-point bell. Once it's been cleared, it's on to the last world (World 5), where Kinky will still try to meld with all four ghosts.

World 5 (Rounds 19-22)
As mentioned above, Kinky will have six chances to meld with all the ghosts in this world, which could spell the most amount of trouble for a Pac-Man, if he succeeds.

Round 19
This maze is containing 188 pellets (192, if you count the power pellets). The bonus prize is the 7000-point key. Plus, to stop Kinky from merging into the four main ghosts, you must eat him at least three times.

Round 20
This maze contains 220 pellets (224 if you count the power pellets), plus four Dash Arrows. The bonus prize is the 7000-point key.

Round 21
This maze contains 210 pellets (214 if you count the power pellets), as well as sixteen staircases. The bonus prize is the 8000-point padlock. The penultimate round is also split into two - you will have to use the Jump Pads to complete it.

Round 22
This maze contains 200 pellets (204 if you count the power pellets), sixteen staircases, and four pairs of Jump Pads (one red, one cyan, one pink, and one orange). The bonus prize is the 8000-point padlock. Once it has been cleared, you will be treated to a third cutscene, where sixteen green Kinky clones (not in the same shade of green as Funky from Pac-Mania) make their way towards the robotic Emperor Ghost from the sides, while the four main ghosts make their way towards it from the front. Then, a ladder comes out of its mouth and they go inside. It will soon vibrate for a second, and finally descend the shaft as the ghosts laugh evilly on top.

Boss (Round 23)
This maze contains 228 pellets and has two parts. Once the Emperor Ghost has landed, it will fly to the top and release four red Kinky clones. Once 57 pellets have been eaten, a pellet with the letter S on it appears in the centre of the maze. Next, the Emperor Ghost releases four pink Kinky clones. Once either Pac-Man has eaten the pellet, the red ones will explode and emit a Cosmo Gang-style "AÏE!" scream. Once 114 and 171 pellets have been eaten, two more S-pellets will appear as the Emperor Ghost releases four cyan and orange Kinky clones, respectively. Once they've both been eaten, the pink and cyan ones will explode and emit two more Cosmo Gang-style "AÏE!" screams. Once all 228 pellets have been eaten, a fourth and final S-pellet will appear. When eaten, the orange Kinky clones explode and emit the fourth and final Cosmo Gang-style "AÏE!" scream. The Emperor Ghost will then descend to the centre of the maze, and refill it with green pellets as both Pac-Mans are sent back with the robot. It is also worth noting that even though the Emperor Ghost does nothing to threaten the Pac-Mans for the first part of the round, touching it is lethal (much like the original Donkey Kong, when Mario, then known as "Jumpman", tries to walk past him at the top of the 100-metre level).

In the second part, the Emperor Ghost will chase the Pac-Mans around the maze. As they eat the pellets, they shoot at the Emperor Ghost as it emits more Cosmo Gang-style "AÏE!" screams and turns more red per pellet. Once 57 pellets have been eaten, Clyde turns blue. Once 114 pellets have been eaten, Inky turns blue. Once 171 pellets have been eaten, Pinky turns blue. Finally, once all 228 pellets have been eaten, Blinky turns blue. A power-up that resembles Pac-Man appears at a random position in the maze, and the Emperor Ghost will fly randomly around as a remix of the original intermission theme starts to be heard from the C352. Once either Pac-Man eats the power-up, the Emperor Ghost will jump up and down, and explode. This awards 100000 points. As those four ghosts are thrown off it, sixteen pairs of eyes fly up off the top of the screen. After that, you can sit back and enjoy the ending sequence:

TAKE A BOW!

YOU'VE FINISHED THE GAME.

BUT THE GAME NEVER REALLY ENDS.

SOMEONE, SOMEWHERE IS BEING CHASED BY MONSTERS!

THE NAMCO STAFF THANKS YOU FOR PLAYING!

COME AND PLAY AGAIN!

The text "RESULT" will then appear at the top of the screen as both players receive a "Life Bonus" of 100000 points for every life they have remaining, a "Monster Bonus" of 1000 points for every ghost they ate, and a "Fruit Target Bonus" of 2000 points for every bonus item they ate, and their total scores will then be displayed at the bottom of the screen with "WIN!" below the higher score and "LOSE" below the lower one. Now, the NCV2 credits:

NAMCO CLASSICS COLLECTION VOL. 2 PROJECT STAFF

GAME ARRANGEMENT TADASHI IGUCHI TAKA YAMAMURA KIYOSHI MINAMI

SYSTEM PROGRAM TSUKKA

GAME PROGRAM YOSHIHITO IWANAGA TSUKKA KIYOSHI MINAMI TAKASHI KOSHIGOE

VISUAL DESIGN IMAIZUMI BAKARASHI KANKAN HIROSHI SYOUNO H-DAIO SEMUSHI KOMORIYA FUKUOCHANPE- MIKA YOKOYAMA

GRAPHIC DESIGN AKIRA USUKURA

LOGO DESIGN HIDEAKI ITO

SOUND KAVAN CHARLY YURIPPE-082 YOSHIE ARAKAWA BAKAO

HARDWARE ND-1 'AHNA' DESIGN SHIN'ICHI'YOSIHO'OHKI

SOUND DRIVER DEVELOPMENT HIRA

SPECIAL THANKS DEVIL NAKAMURA KOHJI KENJOH XEVI OHTANI

PRESENTED BY NAMCO®

After the credits have finished, the game will go into high-score mode. Your scores will most likely be the two highest ones on the cabinet to date, so you should enter your initials at the top of the table with pride regardless of which way around they are positioned. Once you have done so, the game will go back into attract mode and display this game's three highest scores below those of the recreated original game (like the original, this does not allow players to enter their initials) - and the recreated versions of Rally-X (and New Rally-X) do not allow players to enter their initials either, but that of Dig Dug does.