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Jr. Pac-Man

| 1983

Release type:
Units produced: Bally Midway
Controls/Input Device: Control(joy4way)
Number of Players: 2
More Creator:
More Coder/Software:
License from/Copyright:
SoundMix: Mono
More Graphics/Artwork:
More Music/Sound:
Acting Talent involved:
More Machine Details:
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Game Awards Nominations:
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Title a.k.a.:
Avg. Playtime:
Similar Games:
MAME folder name: jrpacman

Display: raster 288x224 @ 60.61Hz (60.61 pixclock)
Sound: 1 channels

Emulated in MAME via driver jrpacman.c:
Status: good; Emulation: good
Graphic: good; Sound: good; Color: good
Palette size: 512; Savestate: supported

jrp2c.bin with 8192kb
sha1:37fe3176b0d125b7d629e108e7ebdc1196e4a132 crc:0527ff9b
jrp2e.bin with 8192kb
sha1:f00a488958ea0438642d345693787bdf771219ad crc:73477193
jrp8d.bin with 8192kb
sha1:5ea34621213c649ca2848ab31aab2cbe751723d4 crc:e3fa972e
jrp8e.bin with 8192kb
sha1:8294e9e79f8fd19a419431fa690e6ac4a1302f58 crc:ec889e94
jrp8h.bin with 8192kb
sha1:b84b34560b9aae18b24274712b052283faa01730 crc:35f1fc6e
jrp8j.bin with 8192kb
sha1:07d912a61824323c8fc1b8bd0da89172d4f70b91 crc:9737099e
jrp8k.bin with 8192kb
sha1:18bd4d5381656120e4242811006c20776774de4d crc:5252dd97
jrprom.5s with 256kb
sha1:0c4d0bee858b97632411c440bea6948a74759746 crc:77245b66
jrprom.7p with 256kb
sha1:bbcec0570aeceb582ff8238a4bc8546a23430081 crc:a9cc86bf
jrprom.9e with 256kb
sha1:d9aa2dc442e9ac36cf3c346b9fb1aa745eaf3cb8 crc:029d35c4
jrprom.9f with 256kb
sha1:7561f8ccab2af85c111af6a02af6986eb67503e5 crc:eee34a79
jrprom.9p with 256kb
sha1:62cf15513934d34641433c891a7f73bef82e2fb1 crc:9f6ea9d8
Mameinfo.dat entry:
0.37b10 [Yochizo]


- 0.147u2: hap fixed clone Omega Fighter Special. The game fails to boot or finish post. After showing bad rom errors, the game resets.

- 0.147u1: Fixed maincpu rom loading.

- 0.122u7: Fixed gfx1/2/3/4/5 rom loading.

- 0.89u3: Changed Z80 CPU2 clock speed to 5MHz.

- 0.37b10: Yochizo added 'Omega Fighter' (UPL 1989) and clone Omega Fighter Special.

- 21st November 2000: Yochizo fixed some graphics bugs in the Omega Fighter / Atomic Robo-kid driver.

- 8th November 2000: Yochizo sent in a driver for Omega Fighter and Atomic Robo-kid.

- 25th April 1999: Dumped Omega Fighter Special.

LEVELS: 8 (restarts once)

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* FB Alpha


* Raine

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Romset: 2016 kb / 8 files / 457.8 zip

Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
History.dat entry:
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 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.


[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)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16

Players : 2
Control : 4-way joystick


Jr. Pac-Man was 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 1500000 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 1600 points.
Cycle : 100 points.
Kite : 200 points.
Drum : 500 points.
Balloon : 700 points.
Train : 1000 points.
Cat : 2000 points.
Beer! : 5000 points.



The first maze, which has 548 dots and six 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 second maze has 560 dots, six 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 third maze has 526 dots, six 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 fourth maze has 526 dots, six 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 fifth maze has 528 dots, six 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 sixth 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 four Power Pills instead of six. 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 seventh and final maze is by far the most dangerous maze to Jr.'s survival. The center is relatively safe, but the sides of the maze are deadly. There are 540 dots and only four 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 seventh maze, the mazes cycle from the fourth through the seventh in a repeating loop.


1. Pac-Man (1980, ARC)
2. Ms. Pac-Man (1981, ARC)
3. Super Pac-Man (1982, ARC)
4. Pac-Man Plus (1982, ARC)
5. Jr. Pac-Man (1983, ARC)
6. Professor Pac-Man (1983, ARC)
7. Pac-Land (1984, ARC)
8. Pac-Mania (1987, ARC)
9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear)
10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis)
11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC)
12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
13. Pac-Man VR (1996, ARC)
14. Pac-Man World [Model SLUS-00439] (1999, PS)
15. Pac-Man - Adventures in Time (2000, PC)
16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS)
17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC)
18. Pac-Man All-Stars (2002, PC)
19. Pac-Man Fever [Model SLUS-20197] (2002, PS)
20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX)
21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC)
22. Pac-Pix [Model NTR-APCE-USA] (2005, DS)
23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA)
24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]"
25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS)
26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS)
27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC)
28. Pac-Man Championship Edition (2007, XBLA)
29. Pac-Man Championship Edition DX (2010, XBLA, PSN)
30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii)
31. Pac-Man Battle Royale (2011, ARC)
32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam)
34. Pac-Man Dash! (2013, Android/iOS)
35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC)
36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC)


* Consoles :
Atari 2600 [US] (1984) "Jr. Pac-Man [Model CX26123]"
Atari 5200 [US] "Jr. Pac-Man [Model CX5251]" (unreleased prototype)

* Computers :
Commodore C64 [US] [EU] (1988)
PC [MS-DOS, 5.25"] [US] (1988)


Edit this entry: http://www.arcade-history.com/?&page=detail&id=1232&o=2

Licensed from Alexis Bousiges under a CC Attribution 3.0 License
cheat.dat entry:
00100000 4E14 00000506 FFFFFFFF Infinite Lives
20A00000 1774 003CE0C3 FFFFFFFF Invincibility
20A10000 3CE0 000420A7 FFFFFFFF Invincibility (2/4) 1st = jp $3CE0, 2nd = and a/jp nz, $3CE7
20B10000 3CE3 1764C3AF FFFFFFFF Invincibility (3/4) xor a/jp $1764 (Normal Ghost)
20B10000 3CE7 1777C3AF FFFFFFFF Invincibility (4/4) xor a/jp $1777 (Blue Ghost)
20800000 180B 00000001 FFFFFFFF Enable Speed Hack This will greatly speed up your character.
62000000 0000 00000000 00000000 Select Starting Level For the best effect deactivate this cheat after you've started the Level
00090000 4E0A 0000007E 00000068 Kite
00098000 4E13 00000001 00000000 Kite (2/2)
00090000 4E0A 0000007F 00000068 Drum
00098000 4E13 00000002 00000000 Drum (2/2)
00090000 4E0A 00000080 00000068 Balloon
00098000 4E13 00000003 00000000 Balloon (2/2)
00090000 4E0A 00000081 00000068 Train
00098000 4E13 00000004 00000000 Train (2/2)
00090000 4E0A 00000082 00000068 Cat
00098000 4E13 00000005 00000000 Cat (2/2)
00090000 4E0A 00000083 00000068 Beer
00098000 4E13 00000006 00000000 Beer (2/2)
62000000 0000 00000000 00000000 Select Level (for Practice) Do NOT use in conjunction with the standard Select Starting Level cheat
00010000 4E13 00000000 FFFFFFFF Bike
00010000 4E13 00000001 FFFFFFFF Kite
00010000 4E13 00000002 FFFFFFFF Drum
00010000 4E13 00000003 FFFFFFFF Balloon
00010000 4E13 00000004 FFFFFFFF Train
00010000 4E13 00000005 FFFFFFFF Cat
00010000 4E13 00000006 FFFFFFFF Beer
62000000 0000 00000000 00000000 Select Ghost Changeback Speed
00110000 4DBD 00000000 FFFFFFFF Stay blue until eaten
00110000 4DBD 00000258 FFFFFFFF Slow
00110000 4DBD 00000168 FFFFFFFF Moderate
00110000 4DBD 000000F0 FFFFFFFF Quick
00110000 4DBD 00000078 FFFFFFFF Lightning
00110000 4DBD 00000001 FFFFFFFF No change to blue
60000000 0000 00000000 00000000 ---------------------
60000000 0000 00000000 00000000 Ghost Status Cheats
60000000 0000 00000000 00000000 ---------------------
00000000 4DA7 00000001 FFFFFFFF Red always blue
00000000 4DA8 00000001 FFFFFFFF Pink always blue
00000000 4DA9 00000001 FFFFFFFF Green always blue
00000000 4DAA 00000001 FFFFFFFF Orange always blue
00000000 4DA5 00000000 FFFFFFFF Ghosts Always Edible (No Pts)

Credit Pugsy's MAME Cheat file