Jr. Pac-Man/How to play

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Contents

[edit] Controls

Image:JPM cpanel.png
  • Joystick: The joystick helps you direct Jr. Pac-Man through the maze. You can hold the joystick in direction that you would like Jr. Pac-Man to go before he is able to turn that way, and he will turn as soon as possible.
  • 1 or 2 Players: Push these buttons to begin a one or two player game.

[edit] Characters

[edit] Pac-Man

Pac-Man

You control the progeny of the Pac-Man family as you guide Jr. through the maze and on to victory. Jr. Pac-Man's one and only goal is to gobble up every dot and power pellet. He must avoid contact with the four ghosts unless they are temporarily afraid of Jr. Pac-Man as a result of eating one of the power pellets. Jr. Pac-Man moves faster when he's not eating dots than when he is. Jr. Pac-Man is especially slowed down by eating the large dots that are transformed from regular dots when a bonus item travels across them, so eat them with caution. He is capable of turning around corners faster than the ghosts, so make as many turns as possible when the ghosts are on his tail.

[edit] Yum-Yum

Yum Yum

Sporting a bow in her hair, Yum-Yum is a special character in the Jr. Pac-Man story. You never see her during the normal game. She only appears in the intermissions as the object of Jr. Pac-Man's affections. She is guarded jealously by Blinky, and Ms. Pac-Man does not seem to approve of their relationship. They meet outside the Pac-Man home, and find ways to carry on their forbidden love.

[edit] The ghostly quartet

Blinky
Pinky
Inky
Tim

The familiar ghosts are back, introduced during the attract mode of the game. While three ghosts retain their usual nicknames, Clyde (who was replaced by Sue in Ms. Pac-Man) is replaced by Tim. Names aside, they basically behave the same. The red ghost Blinky shadows your trail. The pink ghost Pinky tries to stay one step ahead of Pac-Man. The blue ghost Inky will usually turn away if you take him head on. And the orange ghost Tim does his own thing for the most part. All four ghosts will attempt to occupy the same portion of the maze as Jr. If they leave the area and cross the screen boundary, they will promptly do an about face and return to view.

[edit] Scared Ghosts

Scared ghost
Flashing ghost

When Jr. Pac-Man eats one of the power pellets positioned around of each stage, the ghosts will turn blue for a short period of time. The higher the level, the shorter that time becomes, until the ghosts don't turn blue at all (but they do change direction.) Eating consecutive ghosts while they're scared can earn you 200, 400, 800, and 1600 points if you nab all four. But watch out when they start flashing because they're about to change back to their former ghostly selves.

[edit] Scoring

  • Dot
  • Large Dot
  • Power Pellets
  • 1st ghost
  • 2nd consecutive ghost
  • 3rd consecutive ghost
  • 4th consecutive ghost
  • Bonus

10
50
50
200
400
800
1600
See Stages below.


[edit] Stage Bonuses

Stage 1 2 3 4 5 6 7
Bonus Image:JPM Bonus Bike.png Image:JPM Bonus Kite.png Image:JPM Bonus Drum.png Image:JPM Bonus Balloon.png Image:JPM Bonus Train.png Image:JPM Bonus Cat.png Image:JPM Bonus Beer.png
Points 100 200 500 700 1000 2000 5000

After the 7th stage, the only bonus that appears is the Root Beer.

[edit] Intermissions

Jr. Pac-Man returns to intermissions that are episodic in nature, like those found in Ms. Pac-Man. His story tells of the blossoming love between a Pac-Man and a ghost.

  • Act I - jr meets yum-yum: Jr. Pac-Man steps outside his home to play. He spots Yum-Yum beyond the fence in his yard and goes outside to meet her. Blinky, hiding in the shadows, comes out from hiding to catch Jr. However Ms. Pac-Man, keeping a watchful eye over her child, sees the commotion from her window and runs out to the yard to eat a power pellet and chase both ghosts away while Jr. returns to the safety of home. This intermission is played after Round 1.
  • Act II - the gift: It seems that Jr. can't get the enchanting young ghost out of his mind, so he proceeds to bring a balloon to her as a gift the next day. Excited to see her, he meets her on a bridge and hands her the balloon, when we catch a glimpse of Blinky lurking behind a bush. This intermission is played after Round 3.
  • Act III - they escape: Blinky moves from one bush to the another, startling Yum-Yum in to releasing the balloon. Blinky attempts to capture Jr. once and for all, but once again, Ms. Pac-Man comes to the rescue. Blinky chases her off to the left, while Jr. Pac-Man and Yum-Yum escape to the right. Once alone, they gaze in to each other's eyes and fall in love, with hearts appearing all around them. This intermission is played after Rounds 5, 7, and 9.