Jr. Pac-Man
Arcade (MAME)

Jr. Pac-Man

Descripción

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.

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.

L'une des nombreuses suites du légendaire "pac-man", jr. Pac-man présente le personnage du fils de Pac-man. Pour la première fois dans l'histoire de la série, des labyrinthes à défilement latéral ont été introduits, chaque labyrinthe mesurant deux écrans de large. Cette fois, les labyrinthes n'ont pas de tunnels de sortie par lesquels les joueurs peuvent s'échapper. Les objets bonus qui apparaissent se déplacent dans le labyrinthe et sont désormais une bénédiction mitigée, car non seulement ils détruiront toutes les pilules de pouvoir qu'ils rencontreront, mais ils transformeront également tous les points normaux qu'ils traversent en gros points qui ralentissent considérablement les mouvements du joueur, mais valent plus de points que les points normaux s'ils sont mangés par le joueur. Tous les points mutés dans le labyrinthe disparaîtront si le joueur perd une vie. Le personnage Pac est une fois de plus poursuivi par quatre fantômes (Blinky, Pinky, Inky et Tim) dans sa quête pour manger tous les points de chaque labyrinthe. Et, comme auparavant, de nombreuses pilules énergétiques jonchent les labyrinthes qui, une fois consommées, permettent à Jr. Pour manger les fantômes qui les poursuivent. Comme dans les précédents jeux "pac-man", des entractes sont prévus entre certains niveaux. Les entractes de Jr. Pac-man sont de nature épisodique, comme celles trouvées dans "Ms. Pac-man". L'histoire de Jr. Pac-man raconte l'amour naissant entre jr. Pac-man et un petit fantôme nommé miam-miam. Acte I - jr. Rencontre miam-miam : jr. Pac-man sort de chez lui pour jouer. Il aperçoit miam-miam au-delà de la clôture de son jardin et sort pour la rencontrer. Blinky, caché dans l'ombre, sort de sa cachette pour attraper Jr. Cependant Mme. Pac-man, surveillant son enfant, voit l'agitation depuis sa fenêtre et court dans la cour pour manger une pilule énergétique et chasser les deux fantômes pendant qu'il est junior. Retourne à la sécurité de la maison. Cet entracte se joue après le tour 1. Acte ii - le cadeau : il paraît que jr. N'arrivant pas à sortir le jeune fantôme enchanteur de son esprit, il lui apporte donc un ballon en cadeau le lendemain. Excité de la voir, il la rencontre sur un pont et lui tend le ballon, quand on aperçoit un clin d'oeil tapi derrière un buisson. Cet entracte se joue après le tour 3. Acte iii - ils s'échappent : le clignotant se déplace d'un buisson à l'autre, surprenant miam-miam en lâchant le ballon. Blinky tente de capturer Jr. Une fois pour toutes, mais encore une fois, madame. Pac-man vient à la rescousse. Blinky la chasse vers la gauche, tandis que jr. Pac-man et miam-miam s'échappent vers la droite. Une fois seuls, ils se regardent dans les yeux et tombent amoureux, des cœurs apparaissant tout autour d'eux. Cet entracte se joue après les tours 5, 7 et 9.

Uno dei tanti seguiti del leggendario "pac-man", jr. Pac-man presenta il personaggio del figlio di pac-man. Per la prima volta nella storia della serie, sono stati introdotti labirinti a scorrimento laterale, ciascuno dei quali era largo due schermi. Questa volta, i labirinti non hanno tunnel di uscita attraverso i quali i giocatori possono scappare. Gli oggetti bonus che appaiono si muovono nel labirinto e ora sono una sorta di benedizione mista, poiché non solo distruggeranno tutte le pillole potenzianti che incontrano, ma trasformeranno anche tutti i punti normali su cui passano in grandi punti che rallentano considerevolmente i movimenti del giocatore, ma valgono più punti dei punti normali se mangiati dal giocatore. Eventuali punti mutati nel labirinto scompariranno se il giocatore perde una vita. Il personaggio pac è ancora una volta inseguito da quattro fantasmi (blinky, pinky, inky e tim) nella sua ricerca per mangiare tutti i punti in ogni labirinto. E, come prima, numerose pillole energetiche disseminano i labirinti che, una volta mangiati, permettono a jr. Per mangiare i fantasmi che li inseguono. Come nei precedenti giochi "pac-man", sono presenti intervalli tra determinati livelli. Gli intervalli di Jr. Pac-man sono di natura episodica, come quelli che si trovano in "ms. Pac-man". La storia di Jr. Pac-man racconta l'amore sbocciante tra jr. Pac-man e un piccolo fantasma chiamato yum-yum. Atto I - Jr. Incontra yum-yum: jr. Pac-man esce di casa per giocare. Vede gnam-gnam oltre il recinto del suo cortile e esce per incontrarla. Blinky, nascosto nell'ombra, esce dal nascondiglio per catturare Jr. Tuttavia la signorina. Pac-man, tenendo d'occhio suo figlio, vede il trambusto dalla sua finestra e corre fuori in cortile per mangiare una pillola energetico e scacciare entrambi i fantasmi mentre jr. Ritorno alla sicurezza di casa. Questo intervallo viene giocato dopo il round 1. Atto ii - il dono: sembra che jr. Non riesce a togliersi dalla mente l'incantevole giovane fantasma, quindi procede a portarle un palloncino in regalo il giorno successivo. Entusiasta di vederla, la incontra su un ponte e le porge il palloncino, quando intravediamo un lampeggiante in agguato dietro un cespuglio. Questo intervallo viene giocato dopo il round 3. Atto iii - scappano: lampeggiante si muove da un cespuglio all'altro, spaventando gnam-gnam e spingendolo a rilasciare il palloncino. Blinky tenta di catturare Jr. Una volta per tutte, ma ancora una volta, ms. Pac-man viene in soccorso. Blinky la insegue a sinistra, mentre jr. Pac-man e yum-yum scappano a destra. Una volta soli, si guardano negli occhi e si innamorano, con i cuori che appaiono tutt'intorno a loro. Questo intervallo viene giocato dopo i round 5, 7 e 9.

Consejos

  • El laberinto es más grande que la pantalla; usa el radar para moverte.

Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.

  • The maze is bigger than the screen; use radar to move.

Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.

  • Le labyrinthe est plus grand que l’écran ; utilisez le radar pour vous déplacer.

Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.

  • Il labirinto è più grande dello schermo; usa il radar per muoverti.

Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.

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