ATARI 7800™ VIDEO GAME CARTRIDGE BABY PAC-MAN

Special thanks to Kurt Woloch who coded the pinball physics. This project would never have been finished without you.

Excellent artwork done by Atariboy2600

Ideas / Help / Pinball Screen work: Defender_2600, Legeek, RevEng, Trebor, NRV, Iesposta, SmittyB, LS_Dracon, Tep392, Imstarryeyed

Product Information

Every effort has been made to ensure the accuracy of the product documentation in this manual. However, because Atari is constantly improving and updating its computer software and hardware, it is unable to guarantee the accuracy of printed material after the date of publication and disclaims liability for changes, errors, and omissions.

ATARI is a registered trademark, and 7800 is a trademark of Atari Interactive, Inc. © 2019 Robert DeCrescenzo

*Pac-Man and characters are trademarks of Bally/Midway Mfg. Co., sublicensed to Atari Corp. by Namco-America. Inc ©1982. Published by AtariAge.com.

This document is the 7800™ Game Manual for Baby Pac-Man.

Cover art for Atari 7800 Baby Pac-Man. Features the Baby Pac-Man character with a pacifier, smiling, surrounded by colorful characters and bubbles. The Atari 7800 logo and 'Baby Pac-Man' title are prominent against a blue background.

Getting Started

  1. Insert the Baby Pac-Man™ cartridge into your ATARI® 7800™ ProSystem as explained in your Owner's Manual, and turn on your console.
  2. Plug a controller into the left controller jack for one player, and another into the right controller jack for two players.
  3. Move the controller handle forward or backward to select an option. Move the controller handle to the left or right to change the selection for that option (e.g., one or two players, the starting number of lives).
  4. Press [Reset] or the left controller button to start the game.
  5. Press [Pause] to pause the game; press it again to resume play.
  6. In maze mode, Baby Pac-Man moves in the direction you move the controller handle. In pinball mode, the left button controls the left flipper, and the right button controls the right flipper (ProLine controller). With the CX-40 controller, moving the joystick left activates the left flipper, right activates the right flipper, up activates both flippers, and down serves the ball.

Options

Upon displaying the 'Selection' screen, you can adjust the following options:

Scoring (Maze Mode)

Score points by having Baby Pac-Man eat monsters after consuming a power pill. The more monsters eaten per power pill, the higher the score.

Player One's score appears on the top-left of the screen. Player Two's score (in a two-player game) appears on the top-right.

ItemPoints
First blue Monster2000
Second blue Monster4000
Third blue Monster8000
Fourth blue Monster16000
Cherries1000
Strawberry3000
Peach5000
Apple7000
Pear10000
Orange20000
Watermelon30000
Banana50000
Dot100
Energy pill500
Clearing first maze10000
Clearing second maze20000
Clearing third maze30000
Clearing fourth maze40000
Clearing fifth maze50000
Every maze thereafter50000

Diagram of a Baby Pac-Man maze. Shows Baby Pac-Man at the start, surrounded by dots and four monsters. Score indicators are shown at the top.

Bonus Lives

The number of Babies (lives) remaining is displayed at the lower middle of the screen. You earn a bonus baby by:

Differences in 'Pinball Only' Option

If you select the 'Pinball Only' option, the following changes apply:

Scoring (Pinball Mode)

There are multiple ways to score points in Baby Pac-Man's pinball mode:

Playing the Game (Maze Mode)

This is where each game begins. Baby Pac-Man navigates the maze, eating every dot while avoiding four monsters. You start with 2-5 Babies (lives). You lose a Baby each time a monster catches you.

You have no initial defenses against monsters; power pills must be earned in pinball mode.

Side tunnels function as in other Pac-Man variants, connecting opposite sides of the maze. Tunnel speed starts at '1' (normal) and can be increased to a maximum of '8' in pinball mode, allowing Baby Pac-Man to move very quickly through them.

At the bottom of each maze are two 'one-way' exits that lead to 'pinball mode'. You remain in pinball mode until the ball drains, the table tilts, or you earn an energizer and shoot the ball into the corresponding saucer.

When the ball drains, you return to the maze with both pinball exits sealed. Earning an energizer and shooting the ball into the corresponding saucer (Energizers 1 & 2 for the left, 3 & 4 for the right) returns you to the maze on the side you hit the ball, sealing the opposite exit. You start each maze from that pinball exit until you lose a Baby or drain the ball after re-entering pinball mode. Note that in 'Video only' mode, the exits are always sealed.

Points are earned for clearing the maze of dots (excluding energizers). You also earn an extra Baby after completing the third maze.

Diagram of a Baby Pac-Man maze. Shows Baby Pac-Man at the start, surrounded by dots and four monsters. Score indicators are shown at the top.

Playing the Game (Pinball Mode)

While in Pinball Mode, you must earn energizers by spelling 'PAC-MAN' in the columns under each yellow drop-down target. Spelling 'PAC-MAN' in the first column grants the first energizer (top-left maze), the second column grants the second (bottom-left), the third grants the third (bottom-right), and the fourth grants the fourth (top-right).

You can also quickly earn an energizer by hitting the ball at the top of the playfield. Hitting the ball from the left side to the right earns energizer 1. Hitting it from the right side to the left earns energizer 4. The drop-down target stays down. You must use an earned energizer before earning the same one again.

You can 'bump' the table by hitting the joystick in the desired direction (ProLine) or pressing the button and hitting the joystick (CX-40). Be careful not to bump too much or too quickly, or you will 'tilt' the machine!

The lane between the 'FRUITS' lane and the bumper awards points unless the yellow light above it is lit. If lit, rolling the ball through this lane compares 'PAC-MAN' columns 1 and 2. The column with more lights lit determines the match, or both advance if equal. Earning an energizer in one column earns it in the other. If both columns spell 'PAC-MAN', both energizers are earned. The same applies to the lane between the 'TUNNEL' lane and the right bumper, affecting 'PAC-MAN' columns 3 and 4.

Be aware that if the yellow light is only lit on one side, it changes sides with every bumper rebound. If you launch the ball and immediately drain it without hitting anything (except the left bumper), you can re-launch the ball up to three times.

The center arrows lead to a bonus Baby. Each time you hit the blue drop target (which appears for shorter periods as more arrows are lit) or spell 'FRUITS' or 'TUNNEL', the next center arrow lights up and awards points. If all 5 center arrows are lit or flashing, advancing them again awards a bonus Baby, indicated by the 'PAC-MAN' symbol above the flippers. You are only awarded one bonus Baby this way until a monster catches you.

The far left lane spots the next letter in the word 'FRUITS'. After the last letter flashes, passing through the lane again advances the bonus fruit in the maze. You start with the Cherry, advancing to Strawberry, Peach, Apple, Pear, Orange, Watermelon, and Banana. Each bonus fruit gives higher points. Spelling 'FRUITS' spots the next center arrow.

The far right lane spots the next letter in the word 'TUNNEL'. After the last letter flashes, passing through the lane again increases side tunnel speed (from '1' to '8'). Spelling 'TUNNEL' spots the next center arrow.

The two green saucers above the bumpers spot letters in the closest outside lane (left for 'FRUITS', right for 'TUNNEL'). They also light the 'Even Up' yellow light and the red arrow pointing to the spinner. When the red spinner light is lit, each turn of the spinner is worth 100 points instead of the standard 10.

If the blue arrow flashes under a saucer (after earning an energizer), you return to the maze with the entrance you came through open and the opposite one closed. The left saucer arrow is lit for energizers 1-2; the right for 3-4.

Diagram of the Baby Pac-Man pinball playfield, illustrating gameplay elements such as bumpers, targets, flippers, and scoring lanes. Shows the PAC-MAN character and progress indicators.

PDF preview unavailable. Download the PDF instead.

Baby Pac-Man Manual Microsoft Publisher 2013 Microsoft Publisher 2013

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