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JR. PAC-MAN
BY ATARI
Insert the 5200 game cartridge into your ATARI 5200 SuperSystem so
the label faces you and reads right-side-up. Be sure the cartridge
is firmly seated in the center slot of the console, but do not force
it. Then press the POWER switch on. See your Owner's Manual for
further details.
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!
GAME PLAY
On the playground maze, Jr. Pac-Man runs like mad, eating every dot
in sight while trying to avoid the four ghost bullies - Inky, Blinky,
Pinky, and Tim. You start the game with five turns, and lose a turn
every time a bully catches Junior. The game ends when you lose all
of your turns. 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! When you gobble a
ghost, the eyes float back to the re-incarnation chamber at the
center of the playground. There they are re-incarnated and emerge to
chase Junior again. 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!
USING THE CONTROLLERS
Plug your 5200 controller firmly into jack 1 for one-player games.
Plug a second controller into jack 2 for two-player games. 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 left or right edge of the screen.
GAME SELECTION
When the cartridge is inserted and the POWER is switched on, the game
selection screen will appear. If you wish to see a demonstration of
the game, just wait a minute or two and the game demo will
automatically begin. At the game selection screen, press the # key
to choose between a one- or two-player game. Press the * key to
choose the skill level you desire.
To START, PAUSE, and RESET a game:
Press START to begin playing a Jr. Pac-Man game.
Press PAUSE to freeze all game play. Press PAUSE again to resume
game play. Press PAUSE and then START to start another game at the
same skill level. Press PAUSE and then RESET to return to the game
selection screen.
SKILL LEVELS
When you graduate to each higher level, the playground is faster,
tougher, and even more challenging than the one before. At the game
selection screen, use the "*" key to choose your skill level.
Teddy Bear - Easiest
Tricycle |
Kite |
Drum |
Balloon |
Train |
Kitty |
Root Beer - Hardest
SCORING
Score points by having Jr. Pac-Man eat the bullies. The more bullies
he eats per power pill, the more points you score.
Your score appears at the top of the screen. The number of turns you
have left appears at the lower left. Your skill level appears at the
lower right.
POINTS
First ghost ...................200 points
Second ghost ..................400 points
Third ghost ...................800 points
Fourth ghost .................1600 points
Teddy Bear .....................50 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 10,000 points, you earn a bonus turn.
HELPFUL HINTS
* 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 eats the power
pills. This gives him more clear paths for chasing bullies. Dots
worth 10 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.
END
Typed by John Hardie
Used with permission from Atari Gaming Headquarters
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