From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
({{Pac-Man}})
(The reason why the mazes scrolled vertically in the A2600 version was because vertical scrolling was easier to accomplish on that console.)
Line 10: Line 10:
|released={{rd|1983}}
|released={{rd|1983}}
|players=1-2
|players=1-2
|preceded by=[[Ms. Pac-Man]]
|preceded by=[[Super Pac-Man]] (JP)<br>[[Pac-Man Plus]] (US)
|followed by=[[Pac & Pal]] (JP)<br>[[Professor Pac-Man]] (US)
|series=Pac-Man
|series=Pac-Man
}}
}}
{{Wikipedia|Jr. Pac-Man}}
{{Wikipedia}}
{{marquee|JPM Marquee.jpg}}
{{marquee|JPM Marquee.jpg}}


Despite the massive success [[Pac-Man]] and [[Ms. Pac-Man]] had enjoyed in the early 80s, [[Super Pac-Man]] didn't generate as much profits as [[Midway Games|Bally Midway]] had hoped.  Pac-mania was cooling down across the country, but Midway was ready to give it one more try, with or without [[Namco|Namco's]] blessings.
Despite the massive success that [[Pac-Man]] and [[Ms. Pac-Man]] had enjoyed in the early Eighties, [[Super Pac-Man]] didn't generate as much profits as [[Midway Games|Bally Midway]] had hoped.  Pac-mania (which would later become the title of [[Pac-Mania|the last arcade title in the series]]) was cooling down in both Japan and the U.S., but Midway was ready to give it one more try, with or without [[Namco]]'s blessings.


[[General Computer Corporation|GCC]], the original designers of the add-on to Pac-Man that would become Ms. Pac-Man, constructed this new version of Pac-Man, outdoing all of their previous efforts.  Following with the family theme established by Ms. Pac-Man, and later [[Baby Pac-Man]], they titled this game '''Jr. Pac-Man''', and gave the intermissions and the bonus prizes a slight teenager theme.
[[General Computer Corporation|GCC]], the original designers of "Crazy Otto" (the add-on to Pac-Man that would later become Ms. Pac-Man), constructed this new version of Pac-Man, outdoing all of their previous efforts.  Following with the family theme established by Ms. Pac-Man, and later [[Baby Pac-Man]], they entitled this game '''Jr. Pac-Man''', and gave the intermissions and the bonus prizes a slight teenager theme.


Jr. Pac-Man has a lot more work cut out for him than either of his parents.  He must clear seven different mazes which are each twice as big as the mazes found in the earlier titles.  To compensate for the expanded size of the mazes, GCC implemented a very smooth horizontal scrolling to the game.  Additionally, Jr. Pac-Man had a cutely animated propeller beanie, there were no more escape tunnels, but most mazes featured two additional power pellets over the original four.  Bonus prizes now moved about the maze, and had to be caught before they collided with, and destroyed, one of the corner power-pellets.
Jr. Pac-Man has a lot more work cut out for him than either of his parents.  He must clear seven different mazes which are each twice as big as the mazes found in the earlier titles.  To compensate for the expanded size of the mazes, GCC implemented a very smooth horizontal scrolling to the game.  Additionally, Jr. Pac-Man had a cutely animated propeller beanie, there were no more escape tunnels, but most mazes featured two additional power pellets over the original four.  Bonus prizes now moved around the maze, and had to be caught up with, before they eventually collided with, and destroyed, one of the power pellets.


Marketing this sequel without Namco's approval ultimately lead to the termination of Namco's licensing agreement with Midway.  And unlike Ms. Pac-Man, Namco has never recognized Jr. Pac-Man as an official Pac-Man product.  It was ported to only a handful of systems, including the [[Atari 2600]].  Many players of this version consider it the best official port of a Pac-Man game done by Atari, despite the fact that the mazes scroll vertically instead of horizontally.
Marketing this sequel (along with the multiple-choice quiz game of [[Professor Pac-Man]]) without Namco's approval ultimately led to the termination of Namco's licensing agreement with Midway.  And unlike the aforementioned Ms. Pac-Man, Namco has never recognized Jr. Pac-Man, as an official Pac-Man product.  It was only ported to a handful of systems - including the [[Atari 2600]], the [[Commodore 64]], and the [[MS-DOS]] operating system.  Many players of the A2600 version consider it the best official port of a Pac-Man game done by Atari, despite the fact that the mazes scroll vertically instead of horizontally as that was easier to accomplish.


{{Continue Nav|nextpage=How to play}}
{{Continue Nav|nextpage=How to play}}
==Story==
==Story==
[[Image:JPM Title.png|thumb|right|Title screen]]
Like his father, no one really knows why Junior must eat all of the dots in these expanded mazes, but eat he must.  However, the intermissions tell a compelling story of forbidden love between Jr. Pac-Man, and a young red ghost with a bow on her head who goes by the name of "Yum-Yum".  The arcade game equivalent of William Shakespeare's ''Romeo and Juliet''.
Like his father, no one really knows why Junior must eat all of the dots in these expanded mazes, but eat he must.  However, the intermissions tell a compelling story of forbidden love between Jr. Pac-Man, and a young ghost.  The video game equivalent to Romeo and Juliet.


{{ToC}}
{{ToC}}
==Gameplay summary==
==Gameplay summary==
* You control Jr. Pac-Man through each maze with the joystick.
[[Image:JPM Title.png|thumb|right|Title screen]]
* You must eat every dot and energizer to advance to the next stage.
* As with the original Pac-Man and Ms. Pac-Man, the player must direct Jr. Pac-Man around each enormous maze with the four-directional joystick.
* You must avoid contact with the ghosts while they are their normal color.
* You must eat every regular pellet and power pellet in the current maze, to advance to the next. Once you have done so, the maze walls will flash.
* If you eat an energizer, the ghosts will turn blue, and you may eat them for bonus points until they turn back to their normal color.
* You must avoid contact with the ghosts, while they are their normal color. If they catch you, Jr. Pac-Man will lose a life and must restart at centre.
* The mazes are larger than the size of the screen, and will scroll into view as you move through them.
* If you eat a power pellet, the ghosts will turn blue and you will have the chance to eat them for bonus points until they return to their normal color.
* A bonus item will appear over the ghost pen and travel towards an energizer.  Eat it for points before it touches an energizer and destroys it.
* The mazes are larger than the size of the screen, and will scroll into view as you move through them (like the mansions in Namco's own [[Mappy]]).
* When a bonus item passes over dots, they grow in size and slow Jr. down when he eats them.
* A bonus item will appear over the ghost regenerator and travel towards a power pellet.  Eat it before it touches the power pellet and destroys it.
* When a bonus item passes over a regular pellet, it will grow in size and slow Jr. down when he eats it. It is also worth 50 points instead of 10.


{{Pac-Man}}
{{Pac-Man}}

Revision as of 16:12, 5 December 2011

Template:Infobox

Jr. Pac-Man marquee

Despite the massive success that Pac-Man and Ms. Pac-Man had enjoyed in the early Eighties, Super Pac-Man didn't generate as much profits as Bally Midway had hoped. Pac-mania (which would later become the title of the last arcade title in the series) was cooling down in both Japan and the U.S., but Midway was ready to give it one more try, with or without Namco's blessings.

GCC, the original designers of "Crazy Otto" (the add-on to Pac-Man that would later become Ms. Pac-Man), constructed this new version of Pac-Man, outdoing all of their previous efforts. Following with the family theme established by Ms. Pac-Man, and later Baby Pac-Man, they entitled this game Jr. Pac-Man, and gave the intermissions and the bonus prizes a slight teenager theme.

Jr. Pac-Man has a lot more work cut out for him than either of his parents. He must clear seven different mazes which are each twice as big as the mazes found in the earlier titles. To compensate for the expanded size of the mazes, GCC implemented a very smooth horizontal scrolling to the game. Additionally, Jr. Pac-Man had a cutely animated propeller beanie, there were no more escape tunnels, but most mazes featured two additional power pellets over the original four. Bonus prizes now moved around the maze, and had to be caught up with, before they eventually collided with, and destroyed, one of the power pellets.

Marketing this sequel (along with the multiple-choice quiz game of Professor Pac-Man) without Namco's approval ultimately led to the termination of Namco's licensing agreement with Midway. And unlike the aforementioned Ms. Pac-Man, Namco has never recognized Jr. Pac-Man, as an official Pac-Man product. It was only ported to a handful of systems - including the Atari 2600, the Commodore 64, and the MS-DOS operating system. Many players of the A2600 version consider it the best official port of a Pac-Man game done by Atari, despite the fact that the mazes scroll vertically instead of horizontally as that was easier to accomplish.

Template:Continue Nav

Story

Like his father, no one really knows why Junior must eat all of the dots in these expanded mazes, but eat he must. However, the intermissions tell a compelling story of forbidden love between Jr. Pac-Man, and a young red ghost with a bow on her head who goes by the name of "Yum-Yum". The arcade game equivalent of William Shakespeare's Romeo and Juliet.

Table of Contents

edit

Gameplay summary

Title screen
  • As with the original Pac-Man and Ms. Pac-Man, the player must direct Jr. Pac-Man around each enormous maze with the four-directional joystick.
  • You must eat every regular pellet and power pellet in the current maze, to advance to the next. Once you have done so, the maze walls will flash.
  • You must avoid contact with the ghosts, while they are their normal color. If they catch you, Jr. Pac-Man will lose a life and must restart at centre.
  • If you eat a power pellet, the ghosts will turn blue and you will have the chance to eat them for bonus points until they return to their normal color.
  • The mazes are larger than the size of the screen, and will scroll into view as you move through them (like the mansions in Namco's own Mappy).
  • A bonus item will appear over the ghost regenerator and travel towards a power pellet. Eat it before it touches the power pellet and destroys it.
  • When a bonus item passes over a regular pellet, it will grow in size and slow Jr. down when he eats it. It is also worth 50 points instead of 10.