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Jr. Pac-Man
Name:
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Jr. Pac-Man |
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Company: |
Atari |
Model #:
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RX-8061 |
Programmer:
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GCC (Mike Horowitz?) |
Year: |
1984 |
Released?
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No
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Notes:
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Based on the 1983
Bally Midway coin-op |
First there was Pac-Man, and it was good. The video game
generation had finally found its mascot, and no one thought life
could get any better. Then there was Ms. Pac-Man, and
players wondered how we got along with only one maze and
stationary bonus items for so long. Then came Super
Pac-Man which sort of confused everyone. Finally there was
Jr. Pac-Man and gamers were in awe.
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
8-bit 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 Atari 8-bit were average, Jr. Pac-Man really
shines. It captures the brutal difficulty of the arcade
game perfectly and looks very close to its arcade
counterpart. The only thing missing from this version are
the intermissions between levels, which were probably cut due to
lack of space. Jr. Pac-Man was actually developed for all
three of Atari's systems at the time (2600, 8-Bits, and 5200),
but only the 2600 version made it out and even then it was
delayed for three years due to the crash. The 5200/8-Bit
version was complete and ready to go, but it appears that Atari
decided that the 5200 and 8-Bit markets weren't strong enough at
the time to warrant a release.
Version |
Cart Text |
Description |
7-10-84 |
Jr. Pac 7-10 |
Final version
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Return
to 8-Bit Software
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