Pac-Man World (PlayStation)
Also known as: Pac-Man World - 20th Anniversary
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.
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, Pac-Man World Re-Pac.
- 1 Sub-Pages
- 2 Debug Mode
- 3 Unused Levels
- 4 Unused Pac-Man 3-D Levels
- 5 Crash Handler
- 6 Unused Graphics & Models
- 7 E3 1998 Leftovers
| Pac-Man Ghost Zone Leftovers|
Enter the Ghost Zone.
Having more detail is always a good thing.
|US||Europe||Japan||July 21st, 1999 Build|
|80111D7C 00000004||None||None||80113134 00000004|
Unused levels are actually pretty abundant in Pac-Man World, so here they are.
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, with 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 access these levels, the debug mode must be activated and in some cases, some unused levels may need memory editing in order to access them. Some of these levels 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.
E3 1998 Ghost Maze
"49 MA" 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.
"44 MO" Levels
"69 JO" Levels
Unused Graphics & Models
Find a way to get more accurate model rips from the S3D Models with their UVs and Vertex Coloring.
Kooky Crypt Title Card
If you use debug mode to access Kooky Crypt, this is displayed on the loading screen.
Ghost Island X Marker
The player 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.
Present in mostly every level, but never used. This powerup is meant to freeze enemies when you butt-bounce.
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's shadow. It would have been rendered at an angle, so it wouldn't have looked squished.
Krome Keeper was originally going to look much more menacing, according to director Scott Rogers on twitter. He confirmed this to an early version of him by sharing concept art. The textures for this model are loaded alongside the final textures.
Labeled GB in the files. No textures are associated with it, and observing its vertex colors in yychr's palette editor show it would've been purple and blue. It's unknown what this was meant for.
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 would've been a dark red.
Purpose Unknown. Its textures are gone, but it would have called for CWAMBOL2, CWARM, WBLUE2, and CWJOINT.
E3 1998 Leftovers
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.
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
Displayed on the title screen at E3 1999.