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MS. PAC-MAN ATARI 2600
MS. PAC-MAN ATARI 2600
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In 1981, a Pac-Man sequel was introduced in the form of his girlfriend, Mrs. Pac-Man. This sequel continued on the "eat the dots/avoid the ghosts" gameplay of the original game, but added new features to keep the title fresh.
Like her boyfriend, Ms. Pac-Man tries to clear four varied and challenging mazes filled with dots and moving bouncing fruits while avoiding Inky, Blinky, Pinky and Sue, each with their own personality and tactics. A touch from one of these ghosts means loss of life for Ms. Pac-Man.
Ms. Pac-Man can turn the tide on her pursuers by eating one of four energizers located throughout the maze. During this time, the ghosts turn blue and Ms. Pac-Man can eat them for bonus points (ranging from 200, 400, 800, and 1600, incrementally). The Energizer power only lasts for a limited time, as the ghost's eyes return to their central box and regenerate to pursue Ms. Pac-Man once again.
Survive a few rounds of gameplay and the player will be treated to humorous intermissions showing the growing romantic relationship between Pac-Man and Mrs. Pac-Man, leading up to the arrival of "Junior".
Like her boyfriend, Ms. Pac-Man tries to clear four varied and challenging mazes filled with dots and moving bouncing fruits while avoiding Inky, Blinky, Pinky and Sue, each with their own personality and tactics. A touch from one of these ghosts means loss of life for Ms. Pac-Man.
Ms. Pac-Man can turn the tide on her pursuers by eating one of four energizers located throughout the maze. During this time, the ghosts turn blue and Ms. Pac-Man can eat them for bonus points (ranging from 200, 400, 800, and 1600, incrementally). The Energizer power only lasts for a limited time, as the ghost's eyes return to their central box and regenerate to pursue Ms. Pac-Man once again.
Survive a few rounds of gameplay and the player will be treated to humorous intermissions showing the growing romantic relationship between Pac-Man and Mrs. Pac-Man, leading up to the arrival of "Junior".
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