![Jr. Pac-Man [Model 0A29] Jr. Pac-Man [Model 0A29]](images/marquees/1232.jpg)
![Jr. Pac-Man [Model 0A29] Jr. Pac-Man [Model 0A29] screenshot](images/game/1232_1.png)
Jr. Pac-Man © 1983 Bally Midway.
One of many sequels to the legendary Pac-Man, Jr. Pac-Man features the character of Pac-Man's son. For the first time in the series' history, side-scrolling mazes were introduced, with each maze being two screens wide.
This time, the mazes have no exit tunnels through which players can make an escape. The bonus items that appear move around the maze and are now something of a mixed blessing, as not only will they destroy any Power Pills they come across, but they will also turn any normal dots they pass over into large dots that slow the player's movements considerably, but are worth more points than normal dots if eaten by the player. Any mutated dots in the maze will disappear if the player loses a life.
The Pac character is once again pursued by four ghosts (Blinky, Pinky, Inky and Tim) in his quest to eat all of the dots in each maze. And, as before, numerous Power Pills litter the mazes that, when eaten, allow Jr. to eat the pursuing ghosts.
As with previous Pac-Man games, intermissions are featured between certain levels. Jr. Pac-Man's intermissions are episodic in nature, like those found in Ms. Pac-Man. Jr. Pac-Man's story tells of the blossoming love between Jr. Pac-Man and a small ghost named Yum-Yum.
Act I - Jr. Meets Yum-Yum : Jr. Pac-Man steps outside his home to play. He spots Yum-Yum beyond the fence in his yard and goes outside to meet her. Blinky, hiding in the shadows, comes out from hiding to catch Jr. However Ms. Pac-Man, keeping a watchful eye over her child, sees the commotion from her window and runs out to the yard to eat a Power Pill and chase both ghosts away while Jr. returns to the safety of home. This intermission is played after Round 1.
Act II - The Gift : It seems that Jr. can't get the enchanting young ghost out of his mind, so he proceeds to bring a balloon to her as a gift the next day. Excited to see her, he meets her on a bridge and hands her the balloon, when we catch a glimpse of Blinky lurking behind a bush. This intermission is played after Round 3.
Act III - They Escape : Blinky moves from one bush to the another, startling Yum-Yum into releasing the balloon. Blinky attempts to capture Jr. once and for all, but once again, Ms. Pac-Man comes to the rescue. Blinky chases her off to the left, while Jr. Pac-Man and Yum-Yum escape to the right. Once alone, they gaze in to each other's eyes and fall in love, with hearts appearing all around them. This intermission is played after Rounds 5, 7, and 9.
![Goodies for Jr. Pac-Man [Model 0A29]](images/covermini160/1232_1.jpg)
Game No. 0A29
Game was available either as one of 2 kits to update a "Pac-Man" upright cabinet or cocktail table cabinet. It was also available as a dedicated game using a "Mappy"-style cabinet.
Main CPU: Zilog Z80 (@ 3.072 Mhz)
Sound Chips: Namco 3-channel WSG (@ 96 Khz)
Players: 2
Control: 4-way joystick

Jr. Pac-Man was released on October 18, 1983 in the USA.
It was developed by 'General Computer Corporation' (GCC) for Bally/Midway and is essentially an enhancement to Ms. Pac-Man (which is, in itself, an enhanced version of the original Pac-Man). Much of the original Pac-Man code is still present and even the 'GENERAL COMPUTER CORPORATION Hello, Nakamura.' message that featured in Ms. Pac-Man is present.
Jr. Pac-Man runs on a modified Pac-Man hardware, with additional horizontal scrolling support. This was the first Pac-Man game in which the maze is larger than the visible area; requiring the screen to scroll.
There are a number of hidden bonus objects that were never used by the developers. To see them, set 'CHEATS' to 'Always have blue ghosts'; play a game, repeatedly eat the ghosts until you get past 1,600 points. The game was coded to deal with such high bonus values and assigns a hexadecimal value to the score value after 1,600. The hexadecimal scores equate to a graphic in the game. After eating somewhere in the neighborhood of 20-30 ghosts consecutively, the hidden objects will appear. There is a rattle, a baby's dummy, a cowboy hat and a skateboard.
Abner Ashman holds the official record for this game with 1,500,000 points on February 2, 2002.
In the game where he officially got this record, there was a power outage that shut down his game at approximately that score... and he still had not lost a man up to that point!
A bootleg of this game runs on the Pengo hardware.
A Jr. Pac-Man unit appears in the 1983 movie 'Joysticks'.
| Dot | 10 points. |
| Mutated Dot | 50 points. |
| Powerpill | 50 points. |
| Ghosts | 200, 400, 800 and 1,600 points. |
| Cycle | 100 points. |
| Kite | 200 points. |
| Drum | 500 points. |
| Balloon | 700 points. |
| Train | 1,000 points. |
| Cat | 2,000 points. |
| Beer! | 5,000 points. |