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 file was downloaded from, the Classic Cartridge Web page at: http://www.cet.com/~steverd ------------------------------------------------------------------