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Video Game / Pac-Man 2: The New Adventures

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Pac-Man 2: The New Adventures is a game in the Pac-Man franchise for the Sega Genesis and Super Nintendo Entertainment System. The plot focuses on Pac-Man doing random tasks for his family while having to deal with the ghosts, who are now working for the Ghost Witch of Netor. Unlike the original game where you control Pac-Man, this game has you act as an off-screen helper that directs Pac-Man through the game by shooting at things with a slingshot. However, this is complicated by the fact that Pac-Man has his own mind and his mood is affected by the things the player has him interact with. In turn, his mood affects his willingness to cooperate.
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Despite the number "2" in the title, this game is not a sequel to the original Pac-Man. This is only the case in localizations, as the japanese name does not mention any possible relation to the original game, it being Hello! Pac-Man instead.


Game tropes include:

  • 100% Completion: Based around the amount of different interactions you get with Pac-Man. Depending on how many situations you get in the game (ranging from the right ones and the cruel ones) you get a password in the end, which lets you unlock additional features for future playthroughs.
  • American Kirby Is Hardcore: The japanese cover shows a happy Pac-Man. Contrast it with the overseas cover showing a panicked Pac-Man gliding.
  • Amusing Injuries: You'd swear the devs were almost encouraging the players to come up with as many different ways to torment Pac-Man as possible. The game's ending sequence outright confirms this.
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  • Anti-Frustration Features: Pac-Man's mood is not a factor in the gliding and mining cart sections, which are already difficult by themselves.
  • Artificial Stupidity: Pac-Man's behavior can sometimes get himself killed, especially when he is mad.
  • Big Bad: The Ghost Witch of Netor.
  • Big Ball of Violence: Used several times such as when Pac-Man is attacked by a cat.
  • Blob Monster: The final boss, Gum Monster, is made of gum.
  • Cats Are Mean: There's a cat in town that will steal Pac Man's hotdog, and even attack him if he or the player makes it mad.
  • Comedic Sociopathy: Part of the games fun comes from all the different ways to torture Pac-Man.
  • Cruelty Is the Only Option: There are a few instances in which you have to put Pac-Man through some amount of discomfort in order to proceed. For instance, to get the milk bottle you have to shoot a crow which will then attack Pac-Man before flying off. During the scuffle it will knock the milk bottle to the ground where Pac-Man can pick it up; otherwise, it's too high for him to reach.
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  • Death Is a Slap on the Wrist: Since you have infinite lives, death is a minor inconvenience. Though it will affect Pac-Man's mood and he'll be less cooperative (except for the minecart and glider stages, where his mood is not a factor).
  • Developers' Foresight: Practically everything Pac-Man can interact with has noticeable variations depending on his mood.
  • Dub Name Change: The game is called "Hello! Pac-Man" in Japan, with no hint whatsoever of it being related to the original game.
  • The Door Slams You: One obstacle in Pac-Man's neighborhood is getting by a neighbor's door without getting the door slammed in Pac's face.
  • Fetch Quest: Most of the quests are this in one way or another.
  • Flower from the Mountaintop: In the second quest, Pac-Man must get Lucy one of these for her birthday.
  • Flower in Her Hair: What Lucy does with the mountain flower once Pac-Man gives it to her.
  • Fourth-Wall Observer: Pac-Man is the only person who talks to the player.
  • From Beyond the Fourth Wall: Pac-Man directly acknowledges the player many times throughout the game, and the player in turn uses their slingshot to interact with the world and help Pac-Man solve puzzles.
  • Fuzz Therapy: One way to cheer up Pac-Man is by taking him home and letting him pet his dog.
  • Game Within a Game: Pac-Jr. in the Genesis version and Ms. Pac-Man in the SNES version. You can also play the original Pac-Man, both by leading Pac-Man into an arcade in the town he lives in or by entering a password at the title screen.
  • Genre Shift: The original was a Maze Game. Now, this game is a Point-and-Click Game.
  • Intoxication Ensues: There are strange yellow fruits that Pac-Man can eat which causes him to go crazy, causing him to either ignore things or recklessly do the things he can't ignore. Inverted with the strange blue fruits that, when eaten, push Pac-Man to his saddest state. Shooting him fixes both problems.
  • Iris Out: When Pac-Man is defeated in the SNES version, a death fanfare plays as the iris zooms out of Pac-Man.
  • It Makes Sense in Context: Pac-Man being mugged in the sewers and possibly chasing after his muggers.
  • Jerkass Ball: A smug Pac-Man would annoy certain NPCs for no reason other than because he feels like it. For example, he would sit on Lucy's couch instead of helping her move it, and he would pop the balloons in the balloon stand in the city on his own, while with a devious grin.
  • The Many Deaths of You: A major part of the game's fun is coming up with new ways to torment Pac-Man. Deaths can come from all sorts of things, including bees, an angry cat, a falling skateboard, falling rocks, an angry hot dog stand proprietor, an angry farmer, and a neighbor who opened their door at just the wrong moment.
  • Minecart Madness: There's an entire level that's this. You have to use your slingshot to save Pac-Man from the various hurdles and hazards.
  • Mood-Swinger: Most of the challenge of getting Pac-Man's mood right for every situation is that he changes moods extremely quickly.
  • Percussive Therapy:
    • There are a pair and oil drums in Pac-Man's yard that he uses to play drums. If he is angry, he just slams his fists on them to make himself feel a bit better. Subverted if Pac-Man tries this with a set of bass drums in the department store. He ends up breaking them and gets chased out of the store by the angry clerk without any changes to his own mood.
    • A very angry Pac-Man will quickly resort to punching and kicking objects if they don't work in the first try. If that makes them work, his mood improves.
  • Power-Up: The Power Pellet is in this game. Oddly, the pellet turns him into Super Pac-Man. Unlike his usual maze-based outings, here the ghosts will flee after Super Pac-Man chomps them and won't return to trouble you while you're on that particular screen.
  • Puppy Love: Implied between Pac-Jr. and Lucy.
  • Screen Tap: If the player waits on the pause menu for long enough Pac-Man will eventually tap on the screen a few times before stopping to scowl at the player instead.
  • Speaking Simlish: Pac-Man will speak sound-effect gibberish to the player but through his expressions and body language you can get the gist of what he's saying.
  • Title Confusion: The unlockable game Pac-Jr. is not the same as the arcade game Jr. Pac-Man.
  • The Unfought: The Ghost Witch of Netor, despite being the main villain, is never fought directly.
  • Unlockable Content: By collecting three cartridge pieces the player can unlock either Pac-Jr. if you are playing the Genesis version or Ms. Pac-Man if you are playing the SNES version.
  • Video Game Cruelty Potential: Required to achieve 100% Completion. You can use the slingshot to abuse Pac-Man and the NPCs in various ways...
  • Video Game Cruelty Punishment: ...and doing so will usually lead to bad things happening to you. Shooting the cat in town will cause it to attack Pac-Man, shooting the hot dog stand man will make him squirt ketchup all over Pac-Man, shooting the balloons at the balloon stand will cause the owner to blow up Pac-Man like a balloon and let him float away, and shooting Lucy gives you a death, among other things.
  • What the Hell, Player?:
    • Pac-Man becomes less cooperative the more you abuse him. He'll actually start yelling directly at the player if made angry enough.
    • Making Lucy cry by shooting her counts as a death and plays the losing jingle while Pac-Man chews you out and angrily glares at you. Similarly, shooting some kids in the city would also make Pac-Man chew you out, although it doesn't count as a death this time.
    • In a much more subdued situation, if you take too long to select the card order to access the Final Boss room, Pac-Man will get fed up and place the ID cards in the order he wants.

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