Pac-Man 2 The New Adventures

$14.99
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$17.99
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$14.99

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Game + box

Original box and game; the manual is missing. Game condition guide →

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Item Condition

Game + box: the cartridge and its box; the manual is not included. The photos are of this exact cartridge — look them over closely for its condition, packaging and details. Every cartridge's shell, label and board are checked for authenticity when it comes into the store, and it's tested before it's listed. It ships in a collector's bag or a hard plastic case.

Item Description

Most games hand you a controller and let you steer the hero. Pac-Man 2: The New Adventures hands you a slingshot instead. Pac-Man strolls through his hometown at his own pace, and your job is to nudge him along: fire at a door to point him toward it, knock an apple out of a tree to cheer him up, or ping him on the head to snap him out of a faint. It is the strangest idea Namco ever built around its mascot, and that strangeness is exactly what makes it worth playing today.

Pac-Man's mood is the real puzzle. A cheerful Pac-Man behaves differently from a grumpy or frightened one, so a problem that stumps him in one mood may be solved in another, and pushing his good mood too far makes him smug and uncooperative. His errands sound simple, fetching milk for Pac-Baby, tracking down a birthday flower, recovering a stolen guitar, but they wind through Pac-City, a farm, the nearby mountains and an abandoned factory toward the hideout of the Ghost Witch of Netor and her Gum Monster. When Blinky, Pinky, Inky and Clyde swoop in, Pac-Man panics, and a Power Pellet held in reserve turns him into a flying Super Pac-Man who can finally turn the tables. Hang-glider and minecart chases break up the pacing with straight tests of reflexes.

The presentation carries a lot of the charm. The animation is broad and cartoonish, Pac-Man reacts to everything with exaggerated expressions and gibberish chatter, and the whole thing plays like an interactive cartoon episode, borrowing Pac-Man's family and a ghost-commanding villain from the animated series. Critics at the time were split: some found the indirect control maddening, while GamePro's Genesis review called it an acquired taste and singled out the humor and animation. That divide still holds, and players who lean into the idea tend to adore it.

The Genesis version has its own wrinkle. It was released only in North America, in late 1994, and while both 16-bit versions let you play the original arcade Pac-Man inside the game, the Genesis cartridge swaps the SNES version's hidden Ms. Pac-Man for Pac-Jr., an original bonus game unlocked by finding three game cartridges in the world. That makes it the odd branch of Pac-Man's 16-bit history, and a curiosity Pac-Man collectors on Sega hardware will want on the shelf.

Fast factsgame data via IGDB
Released
1994
Publisher
Namco
Players
Single player
About the game

Pac-Man 2: The New Adventures, known in Japan as Hello! Pac-Man, 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 Mega Drive/Genesis 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 Genesis version was not released in Japan or Europe.

Summary from the IGDB community database — the condition and contents of this listing are described above and in the photos.
Watch gameplayPac-Man 2 The New Adventures on Genesis
Video: Pac-Man 2 The New Adventures

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