Jr. Pac Man
Atari 2600 Game Manual
Jr. Pac-Man
Kidding Around with Junior!
I may be young, but I'm no baby! I'm a star just like my
folks, Pac-Man(TM) and Ms. Pac-Man(TM). And I've got twice
their energy!
Come play with me! We'll race around giant playgrounds.
We'll chase down magic candy and run from ghostly bullies
who'll tickle me to death if they catch me.
My playgrounds are full of challenging mazes with corners and
alleys to hide in. I run faster than a speeding roller skate,
ducking behind barriers, dodging those mean bullies. I can
even race from one side of a playground to the other. That's
a lot of ground to cover!
But I've got to play a lot harder than my folks to live up to
the Pac-Man family name. That's why this is a whole new game!
Getting Started
1. Insert the Jr. Pac-Man cartridge into your ATARI 2600 as
explained in your Owner's Manual, and turn on the console.
2. Plug a joystick into the left joystick jack.
3. Press (Select) to choose one of four skill levels: one
teddy bear; two teddy bears; three teddy bears; or toy candy.
4. Press (Reset) or the joystick button to start the game.
Following every other maze, action stops and a tune plays
while the upcoming maze is displayed. After a few seconds the
game continues. (If you don't want to pause, press the
joystick button for immediate replay.)
5. Use your joystick to joyride throughout the maze. Jr.
Pac-Man moves in the same direction you move the joystick.
The maze scrolls when Junior moves to the top or bottom edge
of the screen.
Playing the Game
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!
Strategy
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.
Skill Levels
When you graduate to each higher level, the playground is
faster, tougher, and even more challenging than the one before.
One Teddy Bear -- This is the easiest level, in which just one
ghost bully chases Junior.
Two Teddy Bears -- Junior runs from two bullies.
Three Teddy Bears -- Three bullies pursue Junior.
Toy Candy -- This is the hardest level, in which Junior tries
to outrun four bullies.
Scoring
Score points by having Jr. Pac-Man eat the bullies. The more
bullies he east per power pill, the more points you score.
Your score appears at the bottom center of the screen. The
number of turns you have left appears at the lower left.
Teddy bears or the toy candy showing your skill level appear
at the lower right.
Points are listed below:
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.
Reproduction of this document or any portion of its contents
is not allowed without the specific written permission of
Atari Corp.
Every effort has been made to ensure the accuracy of the
product documentation in this manual. However, because we are
constantly improving and updating our computer software and
hardware, Atari Corp. is unable to guarantee the accuracy of
printed material after the date of publication and disclaims
liability for changes, errors, and omissions.
ATARI is a registered trademark, and 2600 is a trademark of
Atari Cor. Jr. Pac-Man, Ms. Pac-Man, Pac-Man, and characters
are trademarks of Bally Midway Mfg. Co., sublicensed to Atari
Corp. by Namco-America, Inc.
Copyright (c) 1986 Atari Corp.
Sunnyvale, CA 94086
All Rights Reserved.
Printed in Taiwan
CO19741-123/A
K.I.7. 1986
This document obtained from the History of Home Video Games Homepage,
�1997-1998 by Greg Chance
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