Ms. Pac-Man is a single-player maze-chase game. Set in a series of interconnected neon mazes, the player guides Ms. Pac-Man as she eats dots and bonus fruit while being pursued by four ghosts. A round ends when all dots are cleared, and a life is lost if any ghost touches Ms. Pac-Man. Play proceeds through a sequence of stages that rotate between distinct maze layouts, with brief comedic intermissions that show Ms. Pac-Man’s relationship with Pac-Man and the appearance of Junior.
Core play centers on navigating corridors efficiently, managing risk around corners, and using the maze’s side tunnels to outmaneuver the pursuing ghosts. Four large Energizers are positioned near the corners of each maze. Eating an Energizer temporarily turns the ghosts blue, allowing Ms. Pac-Man to eat them for points in a set progression of 200, 400, 800, and 1,600. The blue-time shortens as stages advance, and later rounds reduce or remove the vulnerability window.
Compared to its predecessor, Pac-Man, Ms. Pac-Man features four different maze designs that appear across the game’s stage order. Maze geometry affects route planning, with changes in corridor width, dead-ends, and tunnel placement. Side tunnels can alter ghost speed, and their placement varies by layout, so a safe escape on one maze might be unsafe on another.
Ghost behavior mixes pursuit and dispersal periods with movement that is less predictable than in the earlier game. The four ghosts retain individual identities: Blinky, Pinky, Inky, and Sue, with Sue replacing Clyde. Their paths can diverge based on player position, timing, and maze configuration, which encourages improvisation rather than relying on fixed patterns.
Bonus fruit differ from the earlier static items. A single fruit enters mid-round from a side tunnel, moves along corridors, and exits if not collected. Fruit types change as the game progresses and grant increasing point values.
Secondary options include alternating two-player mode, adjustable bonus-life thresholds in some versions, and increasing difficulty across rounds as ghost speed rises and Energizer effects diminish. The intermission scenes occur between specific stages, and the stage sequence cycles the four maze layouts as the difficulty escalates.