Jr. Pac-Man/Walkthrough

Bike Maze

 * Your introductory stage offers a good mix of straight-a-ways and islands.
 * The two power pills on either side of the ghost pen cannot be destroyed by bonuses until later, so try to save them for later in the stage.
 * The ghosts move slow enough that you can plan out your strategy and wait by power pills for ghosts to gather nearby before eating them.

Kite Maze

 * This maze features more long stretches than the previous maze, but there are many escape routes, so you shouldn't worry about getting trapped.
 * Use the "staircase" section of the maze on the far ends to put distance between you and any trailing ghosts.
 * Use the path way "loop" (that makes a square along the top and bottom and middle left/right) to get all the ghosts behind you and then venture out to clear some sections. Clearing this loop so it doesn't have any slow dots can allow you to escape chasing ghosts.

Drum Maze

 * 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.

Balloon Maze

 * 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 also provide multiple pathways for a number of ghosts to surround you.
 * Clear as much of the bottom sections as you can before you eat the power pill. Then use the pill and eat any ghost in the area before time runs out.  Then finish the section if possible before moving on.

Train Maze

 * Islands are scattered throughout this maze. Cross back and forth across the entire maze to prevent the ghosts from ganging up on you in any one section of the maze.
 * Power pills are becoming less effective at this point. Don't sacrifice yourself trying to stop a bonus item from destroying a power pill.

Cat Maze

 * The many S-turns in this maze offer the ghosts multiple opportunities to trap you from either end. Keep the ghosts behind you by crossing back and forth.
 * To make matters worse, you only get four power pills instead of six.
 * Don't let the bonus item (a cat, of all things) from transforming too many of the dots into large dots on this stage, or you will have a harder time avoiding ghosts while being slowed down by the large dots.

(Root) Beer Maze

 * This is by far the most dangerous maze to Junior's survival. The center is relatively safe, but the sides of the maze are deadly.
 * The four power pills in this stage 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 pills simply aren't effective long enough to keep you safe.
 * The smaller sections between the side power pills is also easy to become trapped in. Only enter if the coast looks clear, and make sure that you have an exit strategy if a ghosts decides to enter this small section with you.
 * For all of your planning, success on this stage depends on a considerable amount of luck. The mugs of root beer (Midway would never endorse giving alcohol to minors) are worth a whopping 5000 points.

Beyond

 * After you finish the seventh maze (and watch the third intermission for the second time), the mazes cycle from the fourth through the seventh in a repeating loop.
 * The bonus item will always be the 5000 point mug of root beer.
 * Eventually, the ghost blue time will extinguish, and the will merely change direction whenever Junior eats a power pill.