game
icon
title Jr. Pac-Man (Pengo hardware)
set name jrpacmbl
manufacturer bootleg
year 1983
genre Maze (hof)
category Maze (hof)
driver status good
driver source pengo.c
snapshots MW: in game | parent / CT: in game | title | parent / Mr. Do: parent / PS: in game | title | parent
zoom
rating

65.8% after 20 votes
 
parent Jr. Pac-Man
display
colour emulation good
palette 512
display type raster
orientation vertical
resolution 224x288
frequency 60.606061Hz
sound
sound emulation good
channels mono
controls
players 2
nplayers 2P alt
controls 4 way joystick
buttons 0
coin slots 3
hardware
cpu Z80 @ 3.072MHz
audio Namco @ 0.096MHz
data
version added .088u4
last change(s) .090u4 .089u3 .089u2
roms
name size crc set flags sha1
jrpacpe-05.ic8  4096  98049df4  jrpacmbl    4ea022c8664dd9ec185f9d5990a548e867e5071f 
jrpacpe-01.ic7  4096  b7a5cef8  jrpacmbl    c315970f0dd698a1036df12502e3fe3ec7f81d53 
jrpacpe-06.ic6  4096  ecf39785  jrpacmbl    9e47f29f4cadb5d8fd3790c7e16c653fc0a96a88 
jrpacpe-02.ic5  4096  c090145c  jrpacmbl    918d32267379b99f898fdcd987b3a65f9ec4f088 
jrpacpe-07.ic4  4096  659b9956  jrpacmbl    5576d4d95ced804e8abdd870662574bfdd6df18f 
jrpacpe-03.ic3  4096  0ebcfac9  jrpacmbl    4da01169768e35601e04df7004ae7496f08a709a 
jrpacpe-08.ic2  4096  0624ffd6  jrpacmbl    8209ab633242f2c8952a5afe2b7cd399bab08f0a 
jrpacpe-04.ic1  4096  d3a8448c  jrpacmbl    f58aed6ebdb45ed38613b336a517b87745831e24 
jrpacpe-09.ic92  8192  2128d9b4  jrpacmbl    b6f64423ae6ee3765050f7b85b4490b5eed95215 
jrpacpe-10.ic105  8192  73477193  jrpacman    f00a488958ea0438642d345693787bdf771219ad 
jrprom.9e  256  029d35c4  jrpacman    d9aa2dc442e9ac36cf3c346b9fb1aa745eaf3cb8 
jrprom.9f  256  eee34a79  jrpacman    7561f8ccab2af85c111af6a02af6986eb67503e5 
jrprom.9p  256  9f6ea9d8  jrpacman    62cf15513934d34641433c891a7f73bef82e2fb1 
jrprom.7p  256  a9cc86bf  jrpacman    bbcec0570aeceb582ff8238a4bc8546a23430081 
jrprom.5s  256  77245b66  jrpacman    0c4d0bee858b97632411c440bea6948a74759746 
cabinet art
additional information
info 0.24 [Nicola Salmoria, David Caldwell]

NOTE:
  • On the second level, sometimes a ghost or two will get trapped in the upper left-hand corner when you scroll the screen all the way to the right. This "feature" is true to the original game.
WIP:
  • 0.115u4: Lord Nightmare fixed Jr. Pac-Man to explicitly use the SN76489 now that it behaves differently from the SN76496. Changed palettesize to 512 colors.
  • 0.93: Added clock parameter to Namco sound (96000 Hz).
  • 0.90u4: Changed region gfx2 to gfx1 ($2000) and fixed proms loading.
  • 0.89u3: MASH moved Jr. Pac-Man (Pengo hardware) to the jrpacman driver - Game now playable.
  • 0.88u3: Aaron Giles cleaned up the Jr Pacman driver. Removed 'Increase Game Speed (Cheat)' dipswitch.
  • 0.37b12: Changed VSync to 60.606060Hz.
  • 0.37b3: Fixed sound1 with roms ($0, 100) and proms with ($0, 100, 200 - palette low/high bits and color lookup table).
  • 14th May 2000: Guru - Dumped Junior Pacman with all the needed proms.
  • 0.36b12: Added new sound prom (pacman.spr)
  • 0.25: Added JrPacman speed cheat. It works in the same way of Pacman (thanks to Hugo Pi). Support for hiscore saving in Junior Pacman.
  • 0.24: Nicola Salmoria added Jr. Pac Man (Bally Midway 1983). Decryption method provided by David Caldwell. Colors should be 100% right too. Hiscore saving not supported yet. Nicola also thanks Lee Taylor for help. The encryption PALs garble bots 0, 2 and 7 of the ROMs. The encryption scheme is complex (basically it's a state machine) and can only be faithfully emulated at run time. To avoid the performance it that would cause, here we have a table of the values which must be XORed with each memory region to obtain the decrypted bytes. Issues: Maybe decryption is not correct yet. For example in the third intermission the background is quite black and a line appear on left.
LEVELS: 7 (endless)

Other Emulators:
  • JEmu
  • HiVE
  • VAntAGE
Recommended Games (Maze Pac-Man):

Pac-Man / PuckMan

Pac-Man - Namco Classics Collection Vol.2

Pac-Man Plus

Super Pac-Man

Pac & Pal

Pac-Mania

4 Fun in 1 (Ghost Muncher)

Ghostmuncher Galaxian (bootleg)

Ms. Pac-Man

Jr. Pac-Man

Hyper Pacman

Twinkle

Funny Strip

Puckman Pockimon

-

Professor PacMan

Pac-Land

Puzzle Club

Romset: 58 kb / 12 files / 28.2 zip
history Jr. Pac-Man (c) 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-Man 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 a 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.


- TECHNICAL -


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 : Z80 (@ 3.072 Mhz)

Sound Chips : Namco 3-channel WSG (@ 96 Khz)


Screen orientation : Vertical

Video resolution : 224 x 288 pixels

Screen refresh : 60.61 Hz

Palette colors : 16


Players : 2

Control : 4-way joystick


- TRIVIA -


Released in October 1983.


Jr. Pac-Man 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 1600 points. The game was coded to deal with such high bonus values and assigns a hexadecimal value to the score value after 1600. 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'.


- SCORING -


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.


- TIPS AND TRICKS -


MAZE STRATEGY


The 1st maze, which has 548 dots and 6 Power Pills, offers a good mix of straight-a-ways and islands. The two power pills on either side of the ghosts' den cannot be destroyed by bonuses, so try to save them for later in the stage. The ghosts move slow enough that you can plan out your strategy and wait by power pills for ghosts to gather nearby before eating them.


The 2nd maze has 560 dots, 6 Power Pills, and features more long stretches than the first maze, but there are many escape routes, so you shouldn't worry about getting trapped. Use the 'staircase' section of the maze on the far ends to put distance between you and any trailing ghosts. It's possible to 'trap' the ghosts so that you can complete a lot of the maze without them chasing you. Position Jr. to either the far left or far right hand side of the maze; thus causing the center of the maze to scroll off-screen. You should see the ghosts in the corridors above the ghosts' den; they will stay in those corridors as long as you are on either the left or right hand side of the maze. This works because the game has logic to reverse the ghosts' direction when they go off screen.


The 3rd maze has 526 dots, 6 Power Pills, and features small circular sections that you should approach with caution. It can be hard to read which directions the ghosts will move in around them and lead to unavoidable collisions. By this maze, the ghosts are speeding up, so take the time to cross from one section of the maze to the other to prevent the ghosts from surrounding you.


The 4th maze has 526 dots and 6 Power Pills, and features islands on the bottom that can be both helpful and harmful. They allow you multiple paths to take in order to escape from one ghost, but they also provide multiple pathways for a number of ghosts to surround you. Clear as much of the bottom sections as you can before you eat the Power Pill. Then use the Pill and eat any ghost in the area before time runs out. Then finish the section if possible before moving on.


The 5th maze has dots and 6 Power Pills, and features islands that are scattered throughout. Cross back and forth across the entire maze to prevent the ghosts from ganging up on you in any one section of the maze. Power pills are becoming less effective at this point. Don't sacrifice yourself trying to stop a bonus item from destroying a power pill.


The 6th maze has many S-turns that offer the ghosts multiple opportunities to trap you from either end. Keep the ghosts behind you by crossing back and forth. To make matters worse, you only get 4 Power Pills instead of 6. Aside from the Power Pills, there are a total of 512 dots in this maze. Don't let the bonus item transform too many of the dots into mutated dots in this maze, or you will have a harder time avoiding ghosts while being slowed down by the large dots.


The 7th and final maze is by far the most dangerous maze to Junior's survival. The center is relatively safe, but the sides of the maze are deadly. There are 540 dots and only 4 Power Pills in this maze. The Power Pills are situated in odd corners. The far path around the outside of the maze is considerably dangerous as it is easy to get trapped trying to clear it. And the Power Pills simply aren't effective long enough to keep you safe. The smaller sections between the side Power Pills is also easy to become trapped in. Only enter if the coast looks clear, and make sure that you have an exit strategy if a ghost decides to enter this small section with you. For all of your planning, success in this maze depends on a considerable amount of luck.


After you finish the 7th maze, the mazes cycle from the 4th through the 7th in a repeating loop.


- SERIES -
  1. Pac-Man (1980)
  2. Ms. Pac-Man (1981)
  3. Super Pac-Man (1982)
  4. Pac-Man Plus (1982)
  5. Jr. Pac-Man (1983)
  6. Pac-Mania (1987)
  7. Pac-In-Time (1994, Nintendo Super Famicom)
  8. Pac-Man 2 - The New Adventures (1994, Nintendo Super Famicom and Sega Mega Drive)
  9. Pac-Man VR (1996)
  10. Pac-Man World (1999, Sony PlayStation)
  11. Pac-Man - Adventures in Time (2000, PC CD-ROM)
  12. Ms. Pac-Man Maze Madness (2000, Sony PlayStation)
  13. Ms. Pac-Man - Quest for the Golden Maze (2001, PC CD-ROM)
  14. Pac-Man All-Stars (2002, PC CD-ROM)
  15. Pac-Man Fever (2002, Sony PlayStation 2)
  16. Pac-Man World 2 (2002, Sony PlayStation 2, Nintendo GameCube, and Microsoft XBOX; 2004, PC CD-ROM)
  17. Pac-Man vs. (2003, Nintendo GameCube)
  18. Ms. Pac-Man - Maze Madness (2004, Nintendo GameBoy Advance)
  19. Pac-Man World 3 (2005, Sony PSP, Sony PlayStation 2, Nintendo GameCube, Microsoft XBOX, PC CD-ROM, and Nintendo DS)
  20. Pac'n Roll (2005, Nintendo DS)
  21. Pac-Pix (2005, Nintendo DS)
resource links view in MAWS
view in CAESAR
view high score and replay at MARP
view in Progetto EMMA (Italian)
view in arcade-history.com
view in arcade-history.com
view in GameFAQs
view in KLOV
view in The Arcade Flyer Archive
cheats
cheats
code comments
00000000:8E14:00000006:FFFFFFFF  Infinite Lives
00010000:8E15:00000005:FFFFFFFF  Infinite Lives (2/2)
20A00000:13B4:003CE0C3:FFFFFFFF  Invincibility
20A10000:3CE0:000420A7:FFFFFFFF  Invincibility (2/4):1st = jp $3CE0, 2nd = and a/jp nz, $3CE7
20B10000:3CE3:13A4C3AF:FFFFFFFF  Invincibility (3/4):xor a/jp $13A4 (Normal Ghost)
20B10000:3CE7:13B7C3AF:FFFFFFFF  Invincibility (4/4):xor a/jp $13B7 (Blue Ghost)
20800000:144B:00000001:FFFFFFFF  Enable Speed Hack:This will greatly speed up your character.
  ------- Starting Levels ------
  Deactivate the cheats after
  starting the level or leave them
  active to repeat the level.
00000000:8E0A:0000007E:FFFFFFFF  Start at Kite
00010000:8E13:00000001:FFFFFFFF  Start at Kite (2/2)
00000000:8E0A:0000007F:FFFFFFFF  Start at Drum
00010000:8E13:00000002:FFFFFFFF  Start at Drum (2/2)
00000000:8E0A:00000080:FFFFFFFF  Start at Balloon
00010000:8E13:00000003:FFFFFFFF  Start at Balloon (2/2)
00000000:8E0A:00000081:FFFFFFFF  Start at Train
00010000:8E13:00000004:FFFFFFFF  Start at Train (2/2)
00000000:8E0A:00000082:FFFFFFFF  Start at Cat
00010000:8E13:00000005:FFFFFFFF  Start at Cat (2/2)
00000000:8E0A:00000083:FFFFFFFF  Start at Beer
00010000:8E13:00000006:FFFFFFFF  Start at Beer (2/2)
62000000:0000:00000000:00000000  Select Level (for Practice):Do NOT use in conjunction with the standard Select Starting Level cheat
00010000:8E13:00000000:FFFFFFFF  Bike
00010000:8E13:00000001:FFFFFFFF  Kite
00010000:8E13:00000002:FFFFFFFF  Drum
00010000:8E13:00000003:FFFFFFFF  Balloon
00010000:8E13:00000004:FFFFFFFF  Train
00010000:8E13:00000005:FFFFFFFF  Cat
00010000:8E13:00000006:FFFFFFFF  Beer
62000000:0000:00000000:00000000  Select Ghost Changeback Speed
00110000:8DBD:00000000:FFFFFFFF  Stay blue until eaten
00110000:8DBD:00000258:FFFFFFFF  Slow
00110000:8DBD:00000168:FFFFFFFF  Moderate
00110000:8DBD:000000F0:FFFFFFFF  Quick
00110000:8DBD:00000078:FFFFFFFF  Lightning
00110000:8DBD:00000001:FFFFFFFF  No change to blue
60000000:0000:00000000:00000000  ---------------------
60000000:0000:00000000:00000000  Ghost Status Cheats
60000000:0000:00000000:00000000  ---------------------
00000000:8DA7:00000001:FFFFFFFF  Red always blue
00000000:8DA8:00000001:FFFFFFFF  Pink always blue
00000000:8DA9:00000001:FFFFFFFF  Green always blue
00000000:8DAA:00000001:FFFFFFFF  Orange always blue
00000000:8DA5:00000000:FFFFFFFF  Ghosts Always Edible (No Pts)
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