![]() I guess that’s meant to suggest you direct his ire elsewhere…? (Image: Bandai Namco) Backtracking to earlier locations while he’s mad is impossible, since water will drip on Pac-Man and calm him down. One part requires Pac-Man to smack this control panel, but messing with it when he’s angry isn’t sufficient-he has to punch it when he’s fuming. It’s puzzle solving, I guess, but it isn’t intuitive it’s often more trial and error guesswork than anything else. This is where the game’s challenge is largely derived from, since advancing through the game requires manipulating objects in specific ways, which may require Pac-Man to be in a specific mood. Depending on what happens to and around him, the guy can remain calm or become happy, wacky, moody, smug, mad, or furious, and how cooperative he is-and how friendly he is to NPCs-fluctuates correspondingly. The real problems arise from Pac-Man’s wild mood swings. Still, the game’s plenty forgiving: should Pac-Man pass out, you’ll respawn in the same area, and you can take as many tries as you need. It is possible for Pac-Man to die, and some of his deaths-getting sprayed with ketchup by an angry hot dog vendor, for example-feel pretty arbitrary. Unfortunately, he’s also a rather slow walker moving between locations takes a while. When walking along, he’ll frequently get distracted by things. In practice, though, Pac-Man 2 ‘s title character doesn’t make things that simple-Pac-Man is a contentious, unreliable force you must delicately manage. For the most part, the two versions are identical. Pac-Man 2 hit the Super Nintendo and SEGA Genesis. An experimental game of this nature starring an internationally known icon probably should be approachable, and these mechanics sound simple enough, right? Pressing the Y button and D-pad together makes Pac-Man look and then walk in the respective direction, potentially drawing his attention towards something he missed. He’ll pick up and use items, chat with people, or manipulate the environment in various ways. Your slingshot is how you direct the yellow fella hold and release the B button to fire on something or someone that catches your eye, and Pac-Man will walk over to investigate. You and Pac-Man are a team: you guide him, and he’ll interact with his surroundings. On paper, Pac-Man 2 seems straightforward. And honestly, Pac-Man ’s a franchise I harbor a lot of affection for, so I find the proposition of a well-animated adventure game set within its universe compelling. ![]() Now, Pac-Man did star in a mediocre Hanna-Barbera cartoon, and the original Pac-Man stood out amongst a sea of space shooters partially because of its more character-centric nature Pac-Man 2 ‘s merely continuing down an avenue they sampled. The first three of four missions even end with an eyecatch highlighting Pac-Man and his family. Its opening cinematic spells that out: it introduces Pac-Man and his supporting cast in a manner reminiscent of old sitcoms, its portrayal of Super Pac-Man as his alter ego is evocative of superhero comics, and the scene’s literally framed by an analog television set. Pac-Man 2: The New Adventures, one of the strangest entries in its franchise, strives to be an interactive cartoon. ![]() Notably, it’s called Hello! Pac-Man in Japan. Despite what the title may suggest, Pac-Man 2: The New Adventures has nothing in common with the first Pac-Man beyond inheriting its headliner and essential iconography. ![]()
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