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Jr. Pac-Man - MAME software

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a2600
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Main data
Romset and title:
jrpacman Jr. Pac-Man
Software list:
a2600 Atari 2600 cartridges
Publisher:
Atari
Year:
1984
Rankings
Average user rating:
Romset
First release:
Mess 0.144u4 released on dec-26 2011
Last release:
Mame 0.278 released on jun-30 2025
Clones:
Status
Software:
SUPPORTED
Additional infos
  • History (en)
  • History (it)
  • XML
  • Atari 2600 cart. published 39 years ago:

    Jr. Pac-Man © 1986 Atari Corporation.

    On the playground maze, Jr. Pac-Man runs like mad, eating every dot in sight while trying to avoid up to four ghost bullies -- Inky, Blinky, Pinky, and Tim. You start the game with three turns, and lose a turn every time a bully catches Junior.

    Have Junior eat a power pill when the ghost bullies start closing in. Suddenly, he's stronger than the bullies -- they're running from him! Be aggressive and get them!

    Watch for a toy-shaped candy that tromps across the playground. It turns every dot it touches into a bigger dot worth more points. But have Junior eat it before it goes too far -- it can destroy the power pills!

    TECHNICAL
    Model CX26123

    SCORING
    First ghost: 200 points.
    Second ghost: 400 points.
    Third ghost: 800 points.
    Fourth ghost: 1600 points.

    Tricycle: 100 points.
    Kite: 200 points.
    Drum: 500 points.
    Balloon: 700 points.
    Train: 1000 points.
    Kitty: 2000 points.
    Root beer: 5000 points.

    Dot: 10 points.
    Dot touched by toy candy: 50 points.
    Energy pill: 50 points.

    At 15,000 points, you earn a bonus turn.

    TIPS AND TRICKS
    Don't let Jr. Pac-Man eat the power pills too early. Wait until the bullies gain on him, then have him tease them toward a pill, quickly gobble it, and immediately chase them.

    Have Junior eat as many dots as he can before he east the power pills. This gives him more clear paths for chasing bullies.

    Dots worth ten points slow Jr. Pac-Man down. Dots worth 50 points slow him down even more. So, when the bullies close in, have Junior dash into a clear path to outrun them.

    Jr. Pac-Man turns corners faster than the ghost bullies. When the bullies are closing in, have him make lots of direction changes to outrun them.

    Get to know the bullies' personalities. Each one is unique, and you can use that fact to your advantage.

    Allow the toy candies to transform as many dots as possible into 50-point dots. But have Junior eat the candies before they destroy the power pills.

    Pay attention to game sounds, such as the tromping sound of toy candies. They'll clue you to what's happening in parts of the maze you can't see.

    STAFF
    Programmers: Ava-Robin Cohen, Tom Calderwood

    CONTRIBUTE
    Edit this entry: https://www.arcade-history.com/?&page=detail&id=50603&o=2
    Informations provided by © Alexis Bousiges
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Data updated on july 1 2025


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