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.

NOTE: This game features the "Clyde/Blinky error, where Clyde is red, and Blinky is orange. So, the two will be named properly.

World 0 (Rounds 1-2)
Initially, Kinky only has two chances to fuse 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 meld with Pinky; if he succeeds, she will have the look of a rabbit, who can jump directly from her current position to either Pac-Man, called Romp. This world is also reminiscent of Block Town from Pac-Mania (1987), but it only has two rounds as opposed to four. Once it has been cleared, players will 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 as well as six (new) Dash Arrows, which can only be eaten if those Pac-Men pass over them in the direction they are pointing. The bonus target is the 200-point mushroom. Kinky will try to fuse 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-Men 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 with a pseudo-3D perspective. The bonus fruit is the 300-point pair of cherries. Also, Kinky might meld with Inky; if he succeeds, he will become Stylist, who wears a pair of shades and has the power 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 meld 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 prize is the 700-point strawberry, and the next ghost that Kinky will attempt to meld with is Pinky.

NOTE: In the third in fourth rounds of each world, Kinky will never fuse with Clyde.

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 color. The bonus fruit is again, the 700-point strawberry. The next ghost Kinky will be attempting to fuse 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 gain an additional chance to meld with two ghosts, instead of one).

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 Clyde and Blinky, 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. Kinky will attempt to meld with Clyde 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 bananas. 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 blue, and one pink). The bonus fruit is the 2000-point bananas, and the next two ghosts Kinky will attempt to meld with upon this round are Pinky and Blinky. Once this round has been cleared, it will be time for World 3, where Kinky will gain the opportunity to meld with three ghosts, instead of two, 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 grapes, and the only ghost that Kinky won't meld with, in this round, is Blinky.

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 grapes. In this round, Kinky will try to meld with all the ghosts, except Pinky.

Round 13
The maze is containing 164 pellets (168 if you count the power pellets), plus forty staircases. The bonus fruit is the 4000-point eggplant. As listed on the note below Round 5's information, Kinky will never meld with Clyde, so he might meld with everyone else. This means Clyde w.

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.