Difference between revisions of "Pac-Man World (PlayStation)"
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Revision as of 18:53, 4 September 2022
Pac-Man World |
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Also known as: Pac-Man World - 20th Anniversary This game has unused areas. This game has a prototype article This game has a prerelease article |
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
To do:
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Pac-Man World is the story of how Pac-Man's 20th anniversary was ruined because his friends were kidnapped. Now Pac-Man has to do platforming in order to save them.
It later got a remake in Pac-Man World Re-Pac.
Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Debug mode
Please elaborate. Having more detail is always a good thing. |
USA | Europe | Japan |
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80111D7C 00000004 | None | None |
Unused Levels
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Unused levels are actually pretty abundant in Pac-Man World, so here they are.
Kooky Crypt
There is actually a third ruins level, however, due to time or space issues, Kooky Crypt was left unused. When accessed, the level doesn't have many objects; it's mostly traps. Oddly enough, Kooky Crypt is actually set outdoors, unlike most of the other Ruins levels. Also shown in the video is an unused maze layout, possibly meant for Kooky Crypt, and an earlier version of the ruins' bonus rounds. This version looks a lot more barren; it has a black sky and little to no decoration.
Unused Mazes and Test Levels
More unused levels and even some unused mazes exist in the game. Some of these range from nearly-complete mazes to unfinished maps that include oddities such as startling a player right as they start the level, and levels that are only the "bubbly" texture in the Funhouse stages.
Unused Pac-Man 3-D Levels
To do:
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To access these levels, the debug mode must be activated. They are only available in the July 21st, 1999 build.
Early Ghost Island
We can see an early ghost island seen in the Sony PlayStation Autumn-Winter Collection '99 disc, with the difference that it has no textures.
Pirate Level #2
This level appears to be from the preview version notably shown at E3 1998.
Factory Test Level
This level appears to be from the preview version shown in the Sony PlayStation Autumn-Winter Collection '99 disc, before the level redesign in December 1998.
Test Levels
Crash Handler
Unused Graphics
To do: Finish s3dtool.py, so these renders can be replaced with ones that have uv mapping and vertex colors. Talking to you, Cavan. |
Kooky Crypt title card
If you use debug mode to access Kooky Krypt, this is displayed on the loading screen.
Ghost Island X marker
You selected a world from these spots in the original Ghost Island. Strangely, these are loaded in the HMS Windbag level, and only in that level.
Cola
Loaded in every level, used in none.
Early Chrome Keeper
Krome Keeper was originally going to look much more menacing, according to director Scott Rogers on twitter. He confirmed this to be an early version of him, Sharing concept art. The textures for this model are loaded alongside the final textures.
E3 1998 Leftovers
To do: Finish s3dtool.py, so these renders can be replaced with ones that have uv mapping and vertex colors. Talking to you, Cavan. |
Early Loading Screen
Instead of title cards, the E3 1998 demo used generic loading text while it was... loading.
E3 1998 Fruit
The fruit renders used in the E3 1998 demo are still in the games files, and are loaded in multiple stages. The final fruit are hand-drawn.
E3 1998 Ghosts
The ghost models from E3 1998 are loaded in the leftover pirate fort levels. They don't have backsides, revealing that their bodies always faced the screen and their eyes and hands just moved around.
Bee Boot
This bee enemy was seen flying around in E3 1998 pirate fort levels. Their textures are long gone, and the model is never loaded. Scott Rogers revealed on twitter that these were ultimately cut alongside the Pac-Dot forest levels, which they were intended for.
Pac-Man Ghost Zone
Pac-Man World more or less started life as a Super Mario 64/Tomb Raider styled platformer called Pac-Man Ghost Zone.
Story
Pac-Man Ghost Zone was in development for a good 13 months (eight of which it spent without a finalized title) and was shown off at E3 1997, but progress was brought to a screeching halt due to company politics and quality concerns. So far, no build has ever been leaked to the general public. Luckily, since Pac-Man World was built directly off of Pac-Man Ghost Zone, There are lots of leftovers in Pac-Man World's files. Pac-Man World has a hard-coded file system of folders, each containing the specific data for a specific scene in the game.
Leftovers found in the game's files
The most well known leftovers from PMGZ reused in Pac-Man World is the title screen music, and Pac-Man's ability to shoot Pac-Dot projectiles.
VRAM folders 178-185, 288, and 290 are all unused and contain some Pac-Man Ghost Zone assets such as Sprites and Textures.
Pac-Man's Face Textures
Pac-Man has a total of 50 face textures, and they are present in every folder mentioned above. Descriptions are written based on footage and the game design document.
- Opening Cutscene
Pac-Man falls flat on his face and sits back up all dizzy after falling from the sky. This was used later on in development.
Pac-Man looks around at the Ghost Zone.
Pac-Man looking down at his hands.
Pac-Man Looks around again, dumbfounded.
Pac-Man screams, realizing he turned into Pac-Man.
- Gameplay
Pac-Man jumping out of a ledge grab.
Pac-Man running with his tongue sticking out.
Pac-Man whistles, puts his hands on his hips, and taps his foot.
Pac-Man obtains a power-up, such as flight or ice gloves.
Pac-Man spits out a ghost's eyes.
Misc. Pac-Man textures
The purpose is unknown. This goes with a set of alternate colors (pmblue.mtl) for Pac-Man found in Bernie Bernstone's Art Assets release.
This graphic would be rendered over Pac-Man's upper body when you pressed the shoulder buttons to look around, in order to hide the fact that Pac-Man wasn't really round.
Pac-Man's shadow, Pretty self explanatory.
Later Pac-Man
It was stated by programmer John Hamilton that their biggest challenge was Pac-Man himself. To make him look round, they had to use way more polygons than they could afford. Art programmer Gil Colgate came up with the idea to just use a picture of a sphere that always faced the camera as his body, and they stuck with that.
The textures for this version of Pac-Man's model are in VRAM 370. The sprites for the body and limbs would be used until Pac-Man's model changed to be more consistent with classic artwork, Shortly after E3 1998 (the faces for the E3 1998 model are still here as well, they now belong to Professor Pac-Man).
Several of these faces would be cut in half and reused in the final game, specifically for when Pac-Man blinks.
Pac-Man's limbs. These would have been made yellow with vertex colors.
Pac-Man looking closer at something.
Pac-Man probably fell from the sky again, what a dunce.
Pac-Man's shadow. It would have been rendered at an angle, so it wouldn't have looked squished.
- Pages missing developer references
- Games developed by Namco
- Pages missing publisher references
- Games published by Namco
- Games published by SCEE
- PlayStation games
- Pages missing date references
- Games released in 1999
- Games released in November
- Games released on November 2
- Games released in October
- Games released on October 12
- Games with unused areas
- Games with unused enemies
- Games with unused graphics
- Games with unused models
- Games with revisional differences
- Works In Progress
- Works In Progress for Over 1 Year
- To do
- Articles requiring elaboration
- Pac-Man series
Cleanup > Articles requiring elaboration
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Cleanup > Works In Progress
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by developer > Games developed by Bandai Namco > Games developed by Namco
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Games > Games by publisher > Games published by Bandai Namco > Games published by Namco
Games > Games by publisher > Games published by Sony > Games published by Sony Interactive Entertainment > Games published by Sony Computer Entertainment > Games published by SCEE
Games > Games by publisher > Games published by Sony > Games published by Sony Interactive Entertainment > Games published by Sony Computer Entertainment > Games published by SCE Australia
Games > Games by release date > Games released in 1999
Games > Games by release date > Games released in November
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Games > Games by release date > Games released in October
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