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< Super Pac-Man
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Maze Layout

Super Pac-Man maze.gif
  • This is the only maze throughout the entire game. The color of the boundaries may change, but the arrangement is constant.
  • Pac-Man begins directly beneath the ghost pen and directly above the bonus star.
  • Every stage has exactly 37 gates, 31 targets, 15 keys, 4 Power Pills, and 2 super Power Pills.
  • The gates, represented by light bars, that encapsulate the targets can be opened either by:
    • Eating the correct corresponding key (keys may open one or multiple gates)
    • Eating a Super Power Pill and crashing through the gate.
  • The two growing and shrinking green Power Pills give Pac-Man super power for a limited time. That time may be extended by eating one of the four flashing regular Power Pills.
  • The four of the gates inside the tunnel must be opened to allow Pac-Man to travel through it.
  • In addition to being slow through the tunnels, the ghosts also slows down beneath the ghost pen.
  • Both Pac-Man and the ghosts can enter the ghost pen at any time. Pac-Man can eat blue ghosts in the ghost pen, but it's generally not recommended unless Pac-Man is super at the time.

Keys and gates

  • There are 15 keys arranged around the maze. Eating a key will open one or more of the 37 gates that close in the targets. By eating all 15 keys, all 37 gates should open.
  • Super Pac-Man can crash through gates without opening them beforehand. A crashed gate will appear with two small bits left behind. The key that opens a crashed gate will still function on that gate, even though the effect is meaningless.
  • As the levels increase in difficulty, the gates that a key opens moves farther away from where the key is actually located. In other words:
    • At the beginning levels, the gates that a key opens are likely to be right next to the key.
    • In later levels, the gates that a key opens are likely to be found on the opposite side of the screen from the key.

Bonus stars

  • After eating roughly half of the targets, a bonus star appears with alternating pictures in the squares on either side.
  • After some time passes, the picture on the left will stop changing and lock on to the image of a particular target. The right picture will continue to change.
  • The star will disappear if uneaten after a period of time.
  • If Pac-Man eats the star when the pictures on either side do not match, Pac-Man will earn 200 points.
  • If Pac-Man eats the star when the pictures on either side match, but they are not of the given target for that stage, Pac-Man will earn 2000 points.
  • If Pac-Man eats the star when the pictures on either side match, and they are the same as the given target for that stage, Pac-Man will earn 5000 points.

Bonus rounds

  • Particular rounds serve as bonus rounds.
  • In these rounds, you are given a time limit in which to complete the entire round without any interference from the ghosts.
  • In a bonus round, you start in super mode and will remain so until the end of the round, and therefore have access to Super Speed the entire time.
  • If the round is completed before the timer runs out, the remainder of the time is awarded to the player as points.