Jr. Pac-Man(Atari 2600) FAQ/Walkthrough version 1.0.0 by schultz.andrew@sbcglobal.net Please do not reproduce for profit without my consent. You won't be getting much profit anyway, but that's not the point. This took time and effort, and I just wanted to save a memory of an old game and the odd solutions any way I could. Please send me an email referring to me and this guide by name if you'd like to post it on your site. ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS 3. LEVELS AND STRATEGIES 4. VERSIONS 5. CREDITS ================================ 1. INTRODUCTION Jr. Pac-Man is a slightly abbreviated version of the arcade game Jr. Pac-Man, taking up 2 boards and scrolling vertically instead of horizontally, with about 40% smaller mazes by dots. The ghosts aren't terribly clever, and you should be able to work out a general plan for getting most of the board and nipping in, but compared to Pac-Man for the 2600, it's obviously a huge jump up. Sadly, there are no skits in the 2600 version, but other games were much more abridged when ported from the arcade to the 2600. It's worth a spin. And you even have an option to play on the dumb level(ie 1 monster) if you just want to see all the mazes. This FAQ has a map accompanying in it, which is on GameFAQs. The FAQ is 3.7 KB and the actual text of the map is 6KB, so I decided, no text maps. Level maps are approximately 2 1/2 screens high. 2. CONTROLS You can select any level to start on and any number of monsters at the opening screen. The controls are standard for pretty much any pac-man game. You only stop if you run into a wall, and you can and should hold a move ahead of time when you want to move. You go a little faster than your enemies when not eating stuff and about as fast as them when you are eating. This is another factor that makes the 2600 version slightly easier than its arcade counterpart. 200/400/800/1600 for eating each ghost 10 for a dot, 50 for a power pill, 50 for a dot touched by the mobile goody Extra guy at 15000. 3. LEVELS AND STRATEGIES 1 bear: orange guy 2 bears: orange and green 3 bears: orange, green, purple toy candy: orange, green, purple, red(red starts outside) Level maps are in a document on GameFAQs and I will just give general strategies, then level specific. --ghosts on easy tend to play a sort of zone defense, so there will be a lot of areas open. You can circle by a ghost when he moves to the side, as he must. And you can run behind a ghost for the other bits. --big point winners on level 1 are the ghosts, and later on most of your points will come from the goodies, which move randomly and crash into a pill. --enemies tend to duck around and not see you even on the hard levels, so if you seem trapped, see if one enemy turns off and misses you. Enemies are very dumb before the toy candy level --when starting to make a move, don't do so at the edge unless you're pretty sure there are no monsters ahead of you. Otherwise you may get pinned against it. The edge is a good emergency place to go if you are almost stuck. --you want to clear a good chunk of the board before your first power pill, but if you are trapped into one, just clear more of the board with the time you have --in general long one way passages should be cleared out at the start before enemies get into them or after you gobble a few enemies and they have to wait around to return. --you can run into a dead end or long passage where you might get trapped to complete a level, but it is hard to keep track. My general suggestion is to take care of the bottom first and get those power pills(any eaten emeies will take a long time to come down) and then work your way to the top. --on later levels, power pills are best used for defense. Level 1: 100 points, tricycle, 3-4 seconds 333 dots. Get the U at the bottom and then when you get the DR power pill and clean enemies out, take care of the loop just above. Do the same for the DL but mirrored, and then at the top, take care of the power pill and then get the dots around the T. Level 2: 200 points, kite, 1-2 seconds 318 dots. You have a few more loops here on the edges. It may be best to swim through them, say, going R D R through the UL one, then coming back to pick up the last few dots. You can't do a bunch in a row. Here taking care of the top first may be better as there are three energy pills, and you can work your way down pretty effectively. You're also close to two loops right away, and I recommend taking care of the lower one just to the right. After eating a power pill at the bottom, you can negotiate one zigzag, and if you can negotiate the other before, great! Level 3: 500 points, drum, small delay before blink 316 dots. Six power pills here and I found this a bit easier than previous. Yoy can take care of the areas to the left and right of the power pill below you early on, and then at the top you have a lot of tight loops which should make this level pretty easily. Level 4: 700 points, no delay 327 dots. The up/down almost gridlike nature of this level makes it very easy for you to get guys to come to you and then switch in another lane to go back to the top/bottom if need be, or to go up through one of the long loops on the side. You can use the upper center power pill to get rid of the dots to the left and right, too. Level 5: 1000 points 354 dots. Another level where it is probably only tougher because it is faster. Use the turns to keep ahead of enemies, and the only real problems are the loops left and right of where you start. Level 6: 2000 points, kitty 330 dots. Left all the way, then down and follow that curve to get the tough bit there. You can go back right and get to another U. There are several U's in this level to make things tricky, so just make sure pretty much everyone is following you before you go into a U, or you will get trapped on the other end. If they are following you, you can keep going, and of course you can use a power pill to clear out the top U. Level 7: 5000 points, root beer 331 dots. The corner loops are long and dangerous, so take care of one of them in the DL/DR first. Maybe you can tackle both if you are able to sucker the ghosts into the DL(stay near the first T-intersection right of the DL, then loop R U L) and if you can get everyone to follow you, zigzag to the top. If you are really nervous about the loops, you can leave one for last. This level does not have an isolated loop like level 7, so you don't have to worry about tight squeezes. However, you probably cannot just complete the bottom then the top. You will have to outrun or bait enemies so that they come after you and are close enough that they cannot trap you from either side by accident. End of FAQ Proper ================================ 4. VERSIONS 1.0.0: sent to GameFAQs 12/31/2007, complete 5. CREDITS Thanks to the usual GameFAQs gang, current and emeritus. They know who they are, and you should, too, because they get/got some SERIOUS writing done. Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog and others I forgot. OK, even Hydrophant in his current not-yet-banned message board incarnation. I am not part of his gang, but I want him to be part of mine. Special thanks to Retro for notifying me about this version of the game.