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 shall automatically 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 (which is a recreated version of the original Pac-Man), so you will have to push your joystick to the right to select "Arrangement" mode then press the button to confirm your choice. Once you have done so the five ghosts shall fly into view from the left side of the screen, as their names appear to their right sides (Kinky, the new one, is depicted as yellow even though he is eatable at all times so will appear as blue, and 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) - and the text "PUSH 1P OR 2P START BUTTON!" will also be flashing up, below them. Once you have pressed either Start Button again (1P's to start the game as the original yellow Pac-Man, or 2P's to start it as that new 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 gets chased by the original Pac-Man who in turn is being chased by the four returning ghosts; once the original Pac-Man eats Kinky, the other ghosts become vulnerable, and he turns around and eats them). In the GBA conversion of the game (which was 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 prize is the 100-point pineapple, and the first ghost Kinky will be attempting to meld with is Pinky (if he succeeds, he shall take on the look of a rabbit and be able to jump, directly from his current position to either of the Pac-Mans'). This world is also reminiscent of Block Town from Pac-Mania (1987), but it only has two rounds as opposed to four - and once it has been cleared, you will be treated to a second "INSTRUCTIONS" cutscene in which the original Pac-Man comes into view from the left side of the screen as he gets chased by those four returning ghosts, who in turn are followed by Kinky. Once the original Pac-Man turns around (to eat the right-pointing Dash Arrow), he charges towards the four returning 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 (and, because he eats Kinky first, he eats the four other ghosts afterwards).

Round 2
This maze contains the same amount of pellets as the previous maze as well as six (new) Dash Arrows (which can only be eaten if those Pac-Mans pass over them in the direction they are pointing); the bonus prize is the 200-point mushroom, and the next ghost Kinky shall be attempting to meld with is Blinky (red). If he succeeds, he will take on the look of an enraged bull, and be able to charge horizontally towards the Pac-Mans, when he is in the same aisle as them - and once this round has been cleared, you'll proceed to World 1 which is reminiscent of Pac-Man's Park.

Round 3
This maze contains: 236 pellets (240, if you count the power pellets); any die-hard Pac-Man fans should also notice that it is the original maze with a pseudo-3D perspective, and the bonus prize is the 300-point pair of cherries. Also, the next ghost Kinky shall be attempting to meld with is Inky - and if he succeeds, he will gain a pair of dark glasses and be able to spawn a transparent copy of himself upon the other side of the maze (which shall disappear, when a power pellet gets eaten). However, if there are no power pellets left, he shall only disappear at the end of the round.

Round 4
This maze contains 246 pellets (250 if you count the power pellets), as well as eight Dash Arrows; the bonus prize is the 500-point peach, and the next ghost Kinky will be attempting to meld with is Blinky (red) for the second time.

Round 5
This maze contains 188 pellets (192 if you count the power pellets), as well as sixteen staircases; the bonus prize is the 700-point strawberry and the next ghost that Kinky will be attempting to meld with is Pinky (for the second time).

Round 6
This maze contains 184 pellets (188, if you count the power pellets), as well as sixteen staircases, and two pairs of new Jump Points (one red and one blue); when either Pac-Man or any ghost moves onto one, he will be warped to the other one of the same colour. The bonus prize is also the 700-point strawberry - and the next ghost Kinky shall be attempting to meld with is Clyde (orange). If he succeeds, he will become obese, and attempt to slow both Pac-Mans down by spitting out larger 20-point pellets, thus prolonging their stay on the round; once it has been cleared you'll proceed to World 2 (where Kinky will gain his first additional chance to meld with two ghosts, instead of one).

World 2 (Rounds 7-10)
As mentioned above, Kinky shall have three chances to meld with two ghosts in this world (which could spell trouble for both Pac-Mans, if he succeeds).

Round 7
This maze contains 200 pellets (204 if you count the power pellets); the bonus prize is the 1000-point orange, and the next two ghosts Kinky will attempt to meld with are Blinky (red) for the 3rd time and Clyde (orange) for the 2nd.

Round 8
This maze contains 214 pellets (218 if you count the power pellets), as well as six Dash Arrows; the bonus prize is the 1000-point orange, and the next two ghosts Kinky will attempt to meld with are Blinky (red) for the 4th time and Inky for the 2nd. Remember, the Pac-Mans do not have to eat the Dash Arrows to clear the round - just the pellets.

Round 9
This maze contains 174 pellets (178 if you count the power pellets), as well as twelve staircases; the bonus prize is the 2000-point bananas, and the next two ghosts Kinky shall attempt to meld with on this round are Pinky and Inky.

Round 10
This maze contains 184 pellets (188 if you count the power pellets), as well as twelve staircases, and three pairs of Jump Points (one red, one blue, and one pink); the bonus prize is the 2000-point bananas, and the next two ghosts Kinky shall attempt to meld with upon this round are Pinky for the fourth time and Clyde (orange) for the third. Once this round has been cleared, you shall proceed on to World 3 - where Kinky shall gain another additional chance to meld with three of the ghosts instead of just two of them, so it is better to just 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 spell trouble for both Pac-Mans, if he succeeds).

Round 11
This maze contains 204 pellets (208, if you count the power pellets); the bonus prize is the 3000-point grapes, and the only one of the returning ghosts that Kinky shall not be attempting to meld with on this round is Clyde (orange).

Round 12
This maze contains 222 pellets (226 if you count the power pellets), as well as six Dash Arrows; the bonus prize is the 3000-point grapes (and the only returning ghost that Kinky will not attempt to meld with on this round is Pinky).

Round 13
The maze is containing 164 pellets (168 if you count the power pellets), as well as forty staircases; the bonus prize is that 4000-point aubergine, and the only one of the returning ghosts that Kinky will not be attempting to meld with on this round is Blinky (red), and he'll also not be attempting to meld with him on the next (fourteenth) round either.

Round 14
The maze is containing 146 pellets (150 if you count the power pellets), as well as forty staircases and two pairs of Jump Points (one red, the other blue); the bonus prize is that 4000-point aubergine, and, once this round has been cleared, you shall proceed to World 4, where Kinky shall gain 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 could spell trouble for both Pac-Mans, 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.

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 (it also appears on Rounds 16 and 17 of Dig Dug Arrangement but is 7000 points).

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

Round 18
This maze contains 168 pellets (172 if you count the power pellets), as well as twenty-six staircases, and four pairs of Jump Points (one red, one blue, one pink and one orange); the bonus prize is the 6000-point bell. Once it's been cleared you shall proceed to World 5 - where Kinky shall gain his last additional chance to meld with all four ghosts.

World 5 (Rounds 19-22)
As mentioned above, Kinky shall have six chances to meld with all the ghosts in this world (which could spell trouble for both Pac-Mans, if he succeeds).

Round 19
This maze is containing 188 pellets (192, if you count the power pellets); the bonus prize is also the 7000-point key.

Round 20
This maze contains 220 pellets (224 if you count the power pellets), as well as four Dash Arrows; the bonus prize is the 7000-point key. You can eat the Dash Arrows to make your Pac-Man charge towards Kinky and eat him, if he is close to a ghost he is attempting to meld with - and you must eat him thrice, to prevent him from doing it to them all.

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 - and you will have to use the Jump Points for it.

Round 22
This maze contains 200 pellets (204 if you count the power pellets), as well as sixteen staircases, and four pairs of Jump Points (one red, one blue, 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, of sixteen green sunglasses-wearing ghosts (who are not the same shade of green as Funky was in 1987), making their way towards the robotic Emperor Ghost from the sides, while the four returning ones make their way towards it from the front (and a ladder comes out of its mouth, as the they go inside it). It shall then vibrate for a second, and start descending the shaft, with them laughing on top of it.

Boss (Round 23)
This maze contains 228 pellets and has two parts; once the Emperor Ghost has landed, it will fly up to the top of the maze, then release four red sunglasses-wearing ghosts. Once 57 pellets have been eaten, a pellet, with the letter S on it, appears in the centre of the maze (as the Emperor Ghost releases four pink sunglasses-wearing ghosts) - and once either Pac-Man has eaten the pellet, the original red ghosts shall 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 light blue, and orange, sunglasses-wearing ghosts; once they've both been eaten the pink, and light blue 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 shall appear; once it's been eaten, the orange sunglasses-wearing ghosts will explode and emit a fourth and final Cosmo Gang-style "AÏE!" scream. The Emperor Ghost shall then descend to the centre of the maze then refill it with green pellets (sending both Pac-Mans back to the centre of it, as it does so) - 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 tried to walk past him at the top of the 100-metre level).

In the second part, the Emperor Ghost shall chase the Pac-Mans around the maze; as they eat the pellets, they shall be shot at the Emperor Ghost as it emits more Cosmo Gang-style "AÏE!" screams, and once 57 pellets have been eaten, Clyde (orange) will turn blue. Once 114 and 171 pellets have been eaten, Inky and Pinky will turn blue - and once all 228 of the pellets have been eaten, Blinky (red) will turn blue, a powerup that resembles the Pac-Mans appears at a random position in the maze, and the Emperor Ghost will start flying randomly around as a remix of the original intermission theme starts to be heard from the C352. Once either Pac-Man eats the powerup, the Emperor Ghost will start jumping up and down, and explode (for 100000 points) as the four returning ghosts are thrown off it, and sixteen pairs of eyes fly up off the top of the screen; you can now 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 regular 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 for 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 (which, like the original, 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.