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Pac-Man World (PlayStation)

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Title Screen

Pac-Man World

Also known as: Pac-Man World - 20th Anniversary
Developer: Namco
Publishers: Namco (JP and US), SCEE (EU)
Platform: PlayStation
Released in JP: November 2, 1999
Released in US: October 12, 1999
Released in EU: February 28, 2000
Released in AU: July 8, 2000


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

This cactus is UNDER CONSTRUCTION
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.
Hmmm...
To do:
  • There are a bunch of leftovers from Pac-Man Ghost Zone that are inside the game's files that need documenting such as Sprites, Textures, Models, and even Levels.
  • Cover the demo version.
  • There's a hidden sound test, a level select and a demo mode.
  • The Japanese version contains [a lot of differences] to the point where a sub page might be needed.
    • Furthermore, the PAL version seems to be a hybrid of the two NTSC versions.

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.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Debug mode

Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.
USA Europe Japan
80111D7C 00000004 None None

Unused Levels

Hmmm...
To do:
  • How do you access these levels?
  • When these levels are more accessible, take screenshots of them to be put in a sub-page.

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

Hmmm...
To do:
  • Screenshots would be nice.
  • Add these levels to the July build's page.

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

PacManWorldCrashHandler.png.png

Unused Graphics & Models

Hmmm...
To do:
Improve the S3D Tool for more accurate model rips with their UVs and Vertex Coloring.

Kooky Crypt title card

Pac-Man World (PS1) Kooky Crypt.png

If you use debug mode to access Kooky Krypt, this is displayed on the loading screen.

Ghost Island X marker

PMW XMARKSIT.PNG

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

PMW COLAALL.PNG

Loaded in every level, used in none.

FB.s3d

Pacmanworld earlykromekeeper.png

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.

GB.s3d

Pacmanworld GB.s3d.png

Labeled GB in the files. No textures are associated with it, and observing it's vertex colors in yychr's palette editor show it would've been purple and blue. Its unknown what this was meant for.

GT.s3d

Pacmanworld GT.s3d.png

It is currently unknown what this is meant to be. Its textures are gone, but it would've called for files MOUTH02, RH_EYE01, LF_EYE01, GLOVE1, and GLOVE. Observing the vertex colors in yychr's palette editor show that the gloves wouldve been a dark red.

CW.s3d

Pacmanworld CW.s3d.png

Purpose Unknown. It's textures are gone, but it would have called for CWAMBOL2, CWARM, WBLUE2, and CWJOINT.

E3 1998 Leftovers

Early Loading Screen

Pac-Man World E3 1998 Early Loading Title Screen.png

Instead of title cards, the E3 1998 demo used generic loading text while it was... loading.

E3 1998 Fruit

TPAPPL.PNG TPBANA.PNG TPBELL.PNG TPCHRY.PNG TPGALX.PNG TPKEY.PNG TPLEMN.PNG TPMELON.PNG TPORNGE.PNG TPPEACH.PNG TPSTRW.PNG

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

PMW EARLYGHOST.PNG

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

PMWbeeboot.png

This bee enemy was seen flying around in E3 1998 pirate fort levels. Their textures are long gone. It would have called for WING, BEE2, BEEEYES, AND BEE1. Scott Rogers revealed on twitter that these were ultimately cut alongside the Pac-Dot forest levels, which they were intended to be used in.

E3 1999 leftovers

Pacmanworld COMING.PNG

Coming soon.

Pacmanworld E3TYPE.png

displayed on the title screen at E3 1999.

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.

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.

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

PMDIZZY.PNG 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.

PMGAPE.gif Pac-Man looks around at the Ghost Zone.

PMFOCUS.gif Pac-Man looking down at his hands.

PMPAUSE1.PNG Pac-Man Looks around again, dumbfounded.

PMSCREM.gif Pac-Man screams, realizing he turned into Pac-Man.

  • Gameplay

PMCATN.gif Pac-Man looking around.

PMDAZED.gif Pac-Man breathing heavily.

PMEATIN.gif Pac-Man eating.

PMCOOL1.PNG Pac-Man jumping out of a ledge grab.

PMCOOL2.PNG Pac-Man collects a key.

PMALARM.gif Pac-Man Teleports.

PMDEATH.PNG Pac-Man dies from being hit.

PMDTRMND.PNG Pac-Man hangs on a ledge.

PMFROWN.PNG Pac-Man loses his power-up.

PMGASXPL.PNG Pac-Man holding his breath.

PMGRN.gif Pac-Man running with his tongue sticking out.

PMINTAKE.PNG Pac-Man sucks in some air...

PMOUTAKE.PNG ...and then blows it out.

PMPAIN1.PNG Pac-Man takes damage.

PMW PMSML.gif Pac-Man Jumps.

PMSMLDNC.PNG Pac-Man completes a level.

PMSMSHIN.PNG Pac-Man gets squished.

PMSTARS.PNG Pac-Man dies from a fall.

PMTHINK1.PNG Pac-Man aims his Pac-Dot.

PMWHISTL.PNG Pac-Man whistles, puts his hands on his hips, and taps his foot.

PMWONDR1.PNG Pac-Man obtains a power-up, such as flight or ice gloves.

PMYEAH.PNG Pac-Man pulling a big grin.

PMYELL.PNG Pac-Man yelling, apparently.

PMYUCK.PNG Pac-Man spits out a ghost's eyes.

Misc. Pac-Man textures

PMBLUE.PNG

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.

Pacmanworld early PACMAN.PNG

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.

Pacmanworld SHADOW.PNG

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.

Pacmanworld PACMAN.PNG Pac-Man's body.

Pacmanworld BONE.PNG Pac-Man's limbs. These would have been made yellow with vertex colors.

Pacmanworld PMFACE.PNG Pac-Man smiling.

Pacmanworld PMWHISTL.gif Pac-Man whistling.

PMW PMLOOKR.gif Pac-Man looking closer at something.

Pacmanworld later pmchmp.gif Pac-Man eating.

Pacmanworld PMFROWN.PNG Pac-Man frowning.

Pacmanworld PMDIE.PNG Pac-Man dies.

Pacmanworld PMDIZZY.PNG Pac-Man probably fell from the sky again, what a dunce.

Pacmanworld later SHADOW.PNG Pac-Man's shadow. It would have been rendered at an angle, so it wouldn't have looked squished.

Models

Hmmm...
To do:
Find a way to extract the models from the extension-less file formats.

Surprisingly, very few actual models are leftover from Pac-Man Ghost Zone, especially compared to the sheer amount of textures and sprites present. Some of the models are in S3D format, while a few are extension-less. (Strangely, there are lots of animations left over for models that don't even exist anymore, stored in .A3D files. These may be something to look into, because Pac-Man Ghost Zone used vertex animation, and A3D files hold vertex positions. It may be possible to recreate lost models from these, even if they aren't 100% accurate.)

WO.S3D

Pacmanworld WO.s3d.png

It is unknown what this is meant to be. We know its a Pac-Man Ghost Zone leftover because of the uncompiled file path in the S3D file, I:\GZART\NPC\WORI:\GZART\NPC\WORI:\GZART\NPC\WOR. It would have been bright green.

B2

This is the Green Bit Enemy. He would fly around and try to hurt Pac-Man. He's fully complete with his model and face texture. The version found in the Art Assets is very identical.

B1

This is the Red Bit Enemy. Same with the Green Bit Enemy, he's fully complete with his model and face texture and is very identical to the version found in the Art Assets.

PB

This is the Pin Bug. He would crawl around and attack Pac-Man. His model is complete but his face texture is completely missing.

CP

This is the Capacitor enemy. He would usually explode trying to hurt Pac-Man. He's fully complete with his model and textures. Just like with the other models, the version found in the Art Assets is very identical.

PF

This is the Flower Power enemy. Nothing special about this enemy as it's attacks are very little. The version found in the Art Assets is very identical.

TF

This is the Transistor enemy. He would bounce around trying to land on Pac-Man and hurt him. This is actually a rare enemy considering that he's nowhere to be found in the Art Assets. He's fully complete with his model and textures.

CT.S3D

Pacmanworld CT.s3d.png

This is the Circuit Trooper. He would be able to shoot electric sparks from his staff. UV Mapping and Vertex Colors are fully intact in the version found in the Art Assets, so that's what is rendered here. The model is otherwise identical.

NB.S3D

Pacmanworld NB.s3d.png

This is Nibble. He would be able to fly around and try to eat Pac-Dots before you do. Just like with the Circuit Trooper, the version of the model found in the Art Assets is identical between the two.

Pacmanworld Nbeyes.png

His face texture is not present in World's files. Luckily, it can be found in the Art Assets.