Pac-Man 2: The New Adventures
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|Pac-Man 2: The New Adventures|
Genesis version cover art
|Developer(s)||Namco (JP Compile)|
Pac-Man 2: The New Adventures, known in Japan as Hello! Pac-Man (ハロー! パックマン?), is a side-scrolling adventure game sequel to Pac-Man. Instead of being a maze game like the majority of its predecessors, Pac-Man 2 incorporates light Point-and-click adventure game elements. It was produced and published by Namco for the Super Nintendo Entertainment System (SNES) and Sega Genesis/Mega Drive systems, and was released on April 6, 1994 by Namco. The game borrows its structure and certain elements from Pac-Land, and also appears to contain certain elements from the animated series, such as Pac-Man's family and a main villain commanding the ghosts.
The Japanese Mega Drive version was later reprogrammed by Compile.
Pac-Man 2 carries a style of gameplay similar to that of traditional Point-and-click adventures, but with a few key differences that set it apart from other games in the genre. Unlike most Point-and-click adventures where the player can interact with the environment via various commands, the player has no direct control over Pac-Man, who moves and interacts with the world, characters, and even the player on his own. The only command that can be given is by the "Look" button, which makes Pac-Man look or turn in whichever direction is held on the control pad. The player instead takes the role of an observer, and, instead of directly interacting with the world by a standard click interface, is armed with a slingshot that can be used to indirectly affect or strike objects in the world, including Pac-Man himself.
Pac-Man 2's puzzles also depart fron the standard mold of inventory, logic and physics puzzles typical of most point-and-clicks. Instead, in a novel concept, solutions to puzzles often depend on using Pac-Man's wildly different moods. Pac-Man's mood can change in response to what he encounters in his environment, or the actions the player takes; For example, shooding down an apple for Pac-man to eat will make him happier, whereas shooting him on the head will gradually enrage him. There are other moods as well, such as depression and fear, and these moods often have varying intensities. Making Pac-Man too happy, for example, will cause him to become haughty, which makes him braver, but also ruder and less cooperative. While often, negative moods will make progression difficult and can be difficult to change, sometimse these moods can be needed to progress in the game. Throughout the game, Pac-Man is occasionally harassed by Inky, Blinky, Pinky, and Clyde, four recurring ghosts in the Pac-Man series. When he encounters them, Pac-Man becomes paralyzed by fear and eventually faints, unless he is fed a power pellet by the player, of which 3 can be held at a time. If he eats one, Pac-Man becomes Super Pac-Man for a brief time and flies across the screen, eating any ghosts he sees. In some cases, the ghosts may be guarding important objects needed to progress.
In addition to the regular gameplay, there are certains sections of the game where Pac-Man is in a hang glider or a minecart, and the player must keep Pac-Man from crashing into obstacles or ghosts. These and other parts of the came are focused more aon action and reflexes, and require good use of the slingshot to keep Pac-Man alive.
After an introductory sequence in which Pac-Man introduces himself and the game's mechanics to the player, the plot then follows Pac-Man's various misadventures as he sets out to complete tasks for his family, while the ghosts and their mysterious leader plot to destroy him. Pac-Man's first quest is to find milk for his hungry daughter Pac-Baby. Some time after, Pac-Man is asked by Ms. Pac-Man to pick a special flower for Lucy, a friend of Pac-Jr's, for her birthday. Pac-Man gets a trolley ticket and ventures into the nearby mountains to find the flower, hang-gliding and dodging ghosts and boulders to get there. When he gets the flower, he finds out that the party has started without him, and Lucy already has a flower. Sometime after, Pac-Jr come home crying, and tells his dad that his guitar had been stolen by ghosts while he was in the city. So Pac-Man gets a train ticket and travels to the city, taking on balloons and disgruntled security guards to get the guitar back. In the final segment of the game, Pac-Man watches a news segment in which the ghosts are stealing gum from children all over the city, when the Ghost Witch of Netor takes over the broadcast and tells Pac-Man that her Gum Monster is nearly complete, and that he must face her. He sets off to work his way through the abandoned factory where the monster is being created. The game culminates in a final battle between Super Pac-Man and the Gum Monster. After defeating it, the Ghost Witch and her minions flee, and Pac-Man is congratulated by the town and his family as a hero, except that he didn't save their ABC gum.
During the game, the player can direct Pac-Man to one of two video arcades where a conversion of the original Pac-Man (based on the NES version, but with 16-bit graphics) can be played. The player can also complete an optional side quest by collecting three missing cartridge pieces. Once completed, a bonus game is unlocked in the arcades – in the SNES version, the bonus game is Ms. Pac-Man, while in the Mega Drive/Genesis version, an exclusive game called Pac-Jr. is unlocked instead. Pac-Jr. is a graphic/level hack of Ms. Pac-Man, and not a conversion of the unauthorized arcade game Jr. Pac-Man. This was done because a Genesis version of Ms. Pac-Man was already released prior to this game and Namco did not own the rights to Jr. Pac-Man at the time.
- 読者 クロスレビュー: ハロー! パックマン. Weekly Famicom Tsūshin. No.309. Pg.39. 11–18 November 1994.