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Jr. Pac-Man
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Name:
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Jr. Pac-Man |
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| Company: |
Atari |
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Model #:
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CX-5251 |
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Programmer:
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GCC (Mike Horowitz?)
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| Year: |
1984 |
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Released?
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No
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Notes:
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Based on the 1983
Bally Midway coin-op |
Following the success of Pac-Man, Ms. Pac-Man, and Super
Pac-Man, Bally-Midway decided that they would release yet
another Pac-Man game. The problem was how did they keep
the Pac-Man concept fresh while still staying close to the
gameplay of the original? The answer? Jr.
Pac-Man! Although it might not be immediately obvious, Jr.
Pac-Man is supposed to be the son of Mr. and Ms. Pac-Man and is
not the same character as Pac Baby from the cartoon series (Baby
Pac-Man was a whole separate game).

Jr. Pac-Man was the natural sequel to Pac-Man and
Ms. Pac-Man (I hope she's Mrs. Pac-Man now), and as such expanded
on the classic Pac-Man formula. Jr. Pac-Man adds several new
enhancements to keep the tired old Pac-Man formula
interesting. Unfortunately some of the new features made for
a very VERY difficult game. In fact most gamers consider Jr.
Pac-Man to be the hardest Pac-Man game of them all (Baby
Pac-Man not withstanding).

The first and most obvious enhancement is the
scrolling maze. Now mazes can fill several screens which
leads to new patterns and strategies. However since there
is no radar in Jr. Pac-Man, players need to remember which parts
of the maze they've already cleared. Thankfully the Atari
5200 handles this scrolling beautifully with no jerky
motions. You'd think with a larger maze to hide in that
the ghost monsters would have a harder time finding you, but
you'll soon find out that this is not the case.
The next major enhancement was the addition of
giant dots. Giant dots are made from normal dots after
they come in contact with the bonus prize. While giant
dots are worth more points than regular dots (50 vs 10), they
slow Jr. down and make him more vulnerable to roaming ghost
monsters. For this reason it's best to stop the bonus
prize before it makes too many giant dots or Jr. may find that
he doesn't have the necessary speed to outrun a pursuing ghost.

The last enhancement is perhaps the most deadly.
Now roaming prizes destroy power pellets when they come in
contact with them! There's nothing like running towards a
power pellet with a gang of ghost monsters in hot pursuit only
to see it destroyed moments before you reach it. It's best
to grab prizes before they move too far or you may regret it
later. Of course the ghost monsters will constantly be hot
on your tail so Jr. will have to figure out if it's worth
putting himself in danger to save a power pellet or if it's best
to just let it go.
Although conversions of Pac-Man and Ms. Pac-Man
for the 5200 were decent but nothing extraordinary, Jr. Pac-Man
really shines on the 5200. About the only major thing
missing from this version are the intermissions between levels
which were cut for space reasons. While Jr. Pac-Man was
actually developed for all three of Atari's systems at the time
(2600, 8-Bits, and 5200), only the 2600 version made it out and
even then it was delayed for three years due to the crash.
Although the 5200 version may look complete, the last known
version still needs some polishing and uses sounds from Ms.
Pac-Man as placeholders. Interestingly a complete version
for the 8-Bits (dated 7/10/84) has been discovered which not
only has unique sounds, but adds the ability to select the
number of ghost monsters in the game (while removing the teddy
bear level). This means that the a complete 5200 version
must also exist as the 5200 was the original and the 400/800 was
the conversion. To date this more complete 5200 prototype
has not been found.
| Version |
Cart Text |
Description |
| 1/24/84 |
Jr Pac-Man 1/24/84
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Late WIP. Has power pellet bug (GCC)
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| 2/28/84 |
Jr. Pac-Man EPROM Cartridge
2-28-84 |
Late WIP. Fixes power
pellet bug
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to 5200 Software
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