Pac & Pal takes elements from Super Pac-Man, such as gates and items that must be collected to open gates, as well as a dot-free maze. The goal of the game is to eat all of the items in the level, many of which are locked behind gates that are opened by eating cards that are placed around the level. The four classic ghosts chase Pac-Man, as usual, but they can't be eaten. Instead, some items give Pac-Man additional, ghost-breaking abilities. Grabbing a Galaxian, for example, changes Pac-Man's color and allows the player to shoot Galaga-like beams out of Pac-Man's mouth, which turns them blue and makes them harmless for a brief period of time.
The goal of each level is to open gates with keys, then eat all fruits and items contained within the gated areas. Standing in your way is Miru, a child-like green ghost that will grab fruit and attempt to drag it back to the ghost pen at the center of the level. Once the fruit is deposited into the pen, it is removed from the game and you will be unable to obtain the points within that level. A bonus amount of points may be had from eating all items in a maze without having them robbed by Miru.
Pac & Pal was the second Pac-Man sequel developed in-house by Namco. It was optioned to Bally-Midway for distribution in North America. This release, retitled Pac-Man & Chomp Chomp, replaced your "pal," Miru, with Chomp Chomp, the Pac-Family's dog from the Pac-Man cartoon series. Pac-Man & Chomp Chomp received a test launch in Chicago in late 1983, but was not distributed as result of Namco and Midway's business relationships ending around this time as a result of Midway's unlicensed Pac-Man sequel work (Baby Pac-Man, Professor Pac-Man, etc.)