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Pac-Man World: 5 Reasons It Deserves A Sequel (& 5 Reasons It Should Stay A Trilogy)

The Pac-Man World trilogy is well-remembered, although there may be some who decide that Pac-Man games should be left in the 1980s arcades. All in all, the first game, released for Playstation 1 in 1999, tends to have decent critic scores, and that's because it's a really fun entry for the system.

RELATED: PacMan: The 10 Weirdest Origin Stories According To Fan Theories

It has its problems, as many of the other games that came out did, but that doesn't mean it doesn't have great selling points. There are also second and third games in the series, Pac-Man World 2 and Pac-Man World 3. The second got pretty good reviews, and the 3rd... not quite so great. Let's take a look at the series as a whole and decide whether the series needs another game or if it should stay where it is.

10 Needs A Sequel: It Helped Prove The Series Could Make The Jump

One of the major worries with Pac-Man World happening is that the series had historically been pretty much relegated to the same formula for most of its existence. They struck gold with the gameplay for the original with slight variations on later games like Ms. Pac-Man. It can be supposed that the idea was the adage "If it ain't broke, don't fix it." Yet, they decided to go against that idea and did their best to make sure that the game could survive the jump to 3D with the best of them, and it paid off.

9 Should Remain A Trilogy: The Developers Had A Hard Time Making The Original

One of the biggest problems that the developers ran into is literally most of the making of the game. When the project started, it was an entirely different game that got scrapped by the name of Pac-Man Ghost ZoneGhost Zone never actually saw the light of day, and most of the team that had been working on it ended up fired from Namco. They kept going with the project, but undoubtedly fearing for their jobs they scrapped all their progress and started over. The fact that Namco puts that much pressure on people trying to overhaul the franchise is reason enough to leave it alone.

8 Needs A Sequel: The Second Game Made Tons Of Money

While the franchise has always been a very fruitful property for Namco, what with Pac-Man merch, toys, television shows, and games being as popular as they are, Pac-Man World 2 specifically shines as an example of just how lucrative the series can be when it's in the right hands.

RELATED: Pac-Man: 10 Things Only Old-School Fans Will Appreciate

In 2006, it was about the 56th highest selling PS2 game, receiving a "Greatest Hits" edition and selling over 2 million dollars worth of copies. It was also the first game in the series to be localized in Japan, although the difficulty had been drastically reduced.

7 Should Remain A Trilogy: The 3rd Game Dropped The Momentum

While the second game sold like hotcakes, the 3rd game was not quite so lucky. While it had tons of potential to do as well as the previous games had done, there was a bit of a rush to finish the game towards the end of the development cycle, and therefore, there were many features that had been planned but didn't end up in the end product. The DS port of the game was also riddled with glitches.

6 Needs A Sequel: They Were Unique Platformers

While the first game was compared by some critics to other games like Donkey Kong Country, these comparisons are at the very most not entirely accurate. A critic could have gone ahead and compared it to pretty much any other platformer and been equally correct, but that's only because that's the only thing they have in common. Pac-Man World was its own thing, mostly because the series knew how to take pieces of things that made the games unique and applied them to 3D environments.

5 Should Remain A Trilogy: The Formula Got Tired And Familiar

One of the biggest problems with the Pac-Man World series is that while the games were really fun for a bit,but  there's not too much else you can do with the property that other games or this series haven't already done.

RELATED: 10 Xbox One Games Announced This Generation (That Still Aren’t Out)

Unless the emphasis is on the story and not gameplay, which pretty much sounds impossible, there's no reason for the series to continue. No amount of changes without completely changing the game could make a new one worthwhile.

4 Needs A Sequel: The Series Has Always Included Packed-In Hits

One of the best things about these games is that they always knew how to tide over longtime fans of the series, or just parents who got the game for their kids but didn't jive with the new gameplay. There was always a priority for taking the best that the games had to offer and including them as a whole in the new game. The only real way for them to do this effectively would be to release a remake trilogy with maybe one more new game included.

3 Should Remain A Trilogy: Platformers Need A Real Gimmick Now

There's one specific thing that pretty much plagues platformers now and a lot of other genres. There are only so many things you can do with run, jump, spin, dash, belly-flop, etc. That being said, there are plenty of platformers that have taken that idea and ran with it.

RELATED: Frogger: 10 Things You Never Knew About The Classic Video Game

Games like Celeste,Super Meat Boy, or Cuphead have all done things that specifically make them worth playing when compared to more plain games. What could Pac-Man World4 possibly have to compete with the innovations those games have made?

2 Needs A Sequel: They Should Do It Right, For Everyone

After the pretty colossal failure that was Pac-Man World 3, given that most of its reviews top out around 70%, there should be one last chance for these games to make a name for themselves as something more than just "pretty okay" Pac-Man games. There should be a new trilogy that works to make Pac-Man a character, and not just a lucrative property with no personality or voice. If there were another trilogy, Pac-Man himself could be done justice.

1 Should Remain A Trilogy: Pac-Man Should Be Left In The Past

Time and time again, it's been seen that bringing Pac-Man out of the 80s isn't going to work out for either Namco or the consumer in any way that's going to be satisfying. Can you remember the last time there was a seriously groundbreaking Pac-Man game after the Pac-Man World series? Neither can we. The character and the franchise have had a great run and Pac-Man remains one of the most recognizable games of all time.

NEXT: 10 Awesome Coin-Op Brawlers From The Past


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Pac-Man World


Pac-Man World series

Game system(s)

PlayStation, Game Boy Advance, PlayStation Portable, PlayStation 3, PlayStation Vita, Windows PC (South Korea only)


Platformer, Adventure

Release date(s)

US: October 15, 1999
JP: November 2, 1999
EU: February 28, 2000
SK: May 2001 (PC)

Number of players

1 player (2 players in some bonus modes)

Pac-Man World(パックマンワールド Pakkuman Wārudo) is a PlayStation game released in 1999 by Namco Hometekto celebrate Pac-Man's 20th anniversary. It is the first game in the Pac-Man Worldseries (and the first commercially-released Pac-Man3D platformer), and can be considered the companion game to Ms. Pac-Man Maze Madness. It was followed by two sequels, simply titled Pac-Man World 2and Pac-Man World 3.



Pac-Man arrives home on the day of his 20th birthday. He opens the door to his house only to find it is deserted and in ruins. Toc-Man's henchmen, the Ghosts, have kidnapped Pac-Man's family & friends, Ms. Pac-Man, Jr. Pac, Baby Pac, Professor Pac, Pooka, and Chomp-Chomp. Pac-Man must venture to Toc-Man's lair on Ghost Island to rescue his friends.


"Over the years, Pac-Man's starring role in one of the greatest games ever has made him Pac-Land's most popular celebrity. Twenty years later, Pac-Man is on a new Quest to defeat Toc-Man and save his friends from the perils of Ghost Island.

Pac-Man arrives to to celebrate his 20th anniversary and finds his house deserted! Toc-Man had his ghostly minions kidnap Pac-Man's friends. One by one, they vanished - Ms. Pac-Man, Pac Jr., Baby Pac-Man, Professor Pac-Man, Pooka and Even Chomp-Chomp the dog were nowhere to be found...

Now Toc-Man has the hostages hidden away throughout Ghost Island and his henchmen have orders to get rid of Pac-Man. Pac-Man's Quest will take him from mine shafts to factories to deep space outpost. Pac-Man will pull out every maze-busting trick and quick-witted escape he has learned throughout his career - plus a whole bunch of slick new moves nobody's ever seen!

Hidden throughout the Quest, Pac-Man will face Challenging puzzles and games made famous by Pac-Man's previous adventures. Even the Ghosts - Inky, Blinky, Pinky and Clyde - are back for a new chance to gobble Pac-Man. So get ready to chomp into action as the legendary Pac-Man battles to save his friends in the Quest of a lifetime!"[1]


Quest Mode

The player controls Pac-Man within a three-dimensional space while defeating enemies, solving puzzles, and collecting items. The main goal is to get to the Token at the end of each stage, which will complete the level.

Throughout each level, Pac-Man will run into various objects such as switches, doors and treasure chests. Some of these can only be accessed in a specific way (such as using a certain kind of Fruit to open a Fruit Door). Pac-Man also has a Health meter, which has four hit points - luckily, extra health is scattered across stages.

There are also underwater segments where Pac-Man has to swim, and is unable to walk on the surface; the Steel Ball power-up allows him to walk underwater, but only lasts a short time.

Letters spelling "P-A-C-M-A-N" also appear in each level. By collecting every letter in a stage, the player will be transported into a bonus level, where the player must eat as much fruit as possible before the timer runs out. In the PlayStation version, obtaining "P-A-C-M-A-N" in every level will unlock a series of outtakes from the game's cutscenes.

Many stages feature a Galaxian Flagship in them. These unlock Mazes, which play similarly to the original Pac-Man. They can later be accessed again in the Mazes mode (see below).

Besides running, jumping and eating, Pac-Man can use a multitude of moves, including:

  • Butt Bounce - Pac-Man bounces like a ball and can defeat some enemies. This move is also needed to hit switches.
  • Rev Roll - Pac-Man can charge up to perform a quick, fast roll. This move is Necessary to move certain platforms and open gates.
  • Pellet Shoot - Pac-Man can throw one of the Pac-Dots he has collected at oncoming enemies to defeat them. If held down for a few seconds, a Super Pellet Shoot will be performed, which deals more damage, but uses 10 Pac-Dots.

Most enemies can be defeated by butt-bouncing or shooting pellets at them, except for Ghosts, which can only be defeated by eating a Power Pellet.

Rescuing Friends

One Key and one caged friend are found in each world of the game, often on different levels than each other. The key must be used to rescue the imprisoned family member. All five friends are required to be rescued in order to reach the final world of the game.


There are 23 levels in Quest Mode (12 in the GBA version), which are divided into sets of themed worlds. The last level in each world features a boss battle. Below are the levels listed:

Additionally, in the PlayStation version, there is an unused Ruins level called Kooky Crypt.

Mazes Mode

Mazes Mode is a collection of mazes, resembling that of the original Pac-Man game; the player runs around collecting Pac-Dots while avoiding the ghosts, and must collect every dot to finish the level. They contain several obstacles and twists not found in previous Pac-Man games. This mode begins with three already provided mazes for each stage; to unlock the other 18 mazes, the player must collect every Galaxian in Quest Mode.

Once every maze is unlocked, the player can play Marathon, which consists of all 36 mazes back-to-back. If completed, the hidden art gallery is unlocked, which contains concept art from the game.


Classic Mode

The Classic mode is nothing more than a faithful port of the original Pac-Man (seemingly the same version found in Namco Museum Vol. 1).

Home Ports

  • Game Boy Advance
  • PlayStation
  • PlayStation 3
  • PlayStation Portable
  • PlayStation Vita
  • Windows PC (South Korea only)

The PlayStation version was the first to be released. The Game Boy Advance version has several features removed (Mazes Mode, Classic Mode, etc.) due to it running on inferior hardware. The Windows PC port was released exclusively in South Korea in May 2001, alternatively named PAKMAN WORLD[2]; very little information is known about it. The version released on the PlayStation 3, Portable, and Vita is available on the PlayStation Store for $5.99.

The Game Boy Advance version was also bundled in a 2-in-1 cartridge with Ms. Pac-Man Maze Madness, simply titled Ms. Pac-Man Maze Madness & Pac-Man World. For unknown reasons, both games suffer from glitches not found in the single-cartridge releases.


  • Pac-Man World was initially planned to be titled Pac-Man 3D.
  • Pac-Man World was developed after, and in response to, the cancelation of Pac-Man Ghost Zone, which was also planned for the PlayStation. A handful of elements from Ghost Zone would later resurface in World, including the music on the title screen.
  • The game was made to celebrate the 20th anniversary of Pac-Man. Pac-Man World 3 was released for Pac-Man's 25th anniversary, and Pac-Man Party and Pac-Man Championship Edition DX were released for his 30th.
  • Originally, Pac-Man was going to rescue other Namco characters, like Dig Dug and Mappy, rather than the members of his family. The only character carried over from this initial plan was Pooka.
  • Pac-Man World was planned to be released on the Nintendo 64, Sega Dreamcast and (internationally on) PC in addition to the PlayStation version, but these ports were canceled. They were likely going to be developed by Mass Media.
  • During the intro cutscene for Pac-Man World 3, Pac-Man says "Oh well, at least this birthday is better than my 20th", a reference to the events of the first game.
  • Pac-Man's address, 7650, is a Japanese "Goroawase" wordplay on Namco (7=na, 6=mu, 5=ko, forming "Namuko"). This number can also be seen in the games Pac-Mania and Pac-Man Arrangement.



Box Art

PMW-PS Greatest Hits boxart

"Greatest Hits" PlayStation box art.

GBA boxart of Pac-Man World

Game Boy Advance box art.


PC box art (Korean, only for South Korea).

Character Artwork

Concept Artwork


"Attract Cinematic", page 1


"Attract Cinematic", page 2


"Attract Cinematic", page 3


"Attract Cinematic", page 4


"Attract Cinematic", page 5


"Attract Cinematic", page 6


"Attract Cinematic", page 7


"Attract Cinematic", page 8


"Attract Cinematic", page 9


"Attract Cinematic", page 10


"Attract Cinematic", page 11


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Pac-Man World 2 (Microsoft Xbox, 2002)

Product Information

  • This sequel to Pac-Man World has the circular yellow star running and jumping through a 3D world instead of the side-scrolling stages found in the original. While clumsily making their way through Pac-Land, the four ghosts inadvertently plucked magical golden fruit from a tree in the center of Pac-Village. This awakened a dark creature named Spooky, who orders the ghosts to hide the fruit throughout the land. Thus begins a quest to regain the golden fruit across six multi-staged areas: Forest, Tree Tops, Snow Mountain, Lava, Ocean, and Ghost Island.

    Players begin the game in Pac-Village, which offers a number of dots to munch, fruit to gulp, and tokens to collect, setting the stage for the rest of the adventure. Each level features a specific number of fruit types, which earn players points and contribute to an overall completion percentage. In order to receive a 100 percent rating on each level, every item must be collected. While dots and fruit offer points, tokens hidden throughout the levels allow players access to emulated versions of Pac-Man, Ms. Pac-Man, Pac-Mania, and Pac-Attack.

    Also hidden on certain levels is a Galaxian icon, which opens up a single 3D maze played in a similar manner as Pac-Man. Players can revisit these mazes in the arcade once they are unlocked in the main game. Power-ups found on levels include the Steel Ball, which allows Pac-Man to open crates underwater or withstand fiery blasts, Power Pellets enabling him to munch on the deadly ghosts lurking about, and Shrink, which allows Pac-Man to fit into tiny openings otherwise inaccessible. Health Wedges and Extra Lives are also available at various points.

    While levels generally involve jumping, rolling, or bouncing atop suspended platforms while avoiding enemies, other stages have Pac-Man using ice skates, Rollerblades, flippers, and a Pac-Sub. As he progresses through the game, Pac-Man must battle mechanical contraptions piloted by one of the ghosts. Only by successfully defeating these bosses will Pac-Man be able to acquire the golden fruit and advance to the final showdown with Spooky. Players can also revisit completed levels to enter a Time Trial event, where bonus tokens are earned for completing a level within the target time.

Product Identifiers

  • Publisher

    Namco Bandai Group

  • MPN


  • UPC


  • eBay Product ID (ePID)


Product Key Features

  • Release Year


  • Genre

    Action/Adventure, Adventure, Action/Adventure

  • Platform

    Microsoft Xbox

  • Game Name

    Pac-Man World 2

Additional Product Features

  • Number of Players


  • ESRB Rating


  • Control Elements


  • ESRB Descriptor

    Mild Violence

  • Game Name Special Features

    Explore six themed worlds and more than 20 levels of platform action Includes a variety of 3D mazes to chomp through Master Pac-Man's ice-skating, rollerblading, and diving skills Find the magical golden fruit and

  • Game Name Series

    PAC-MAN WORLD Series

  • Game Name Edition

    Platinum Hits

  • Location


PAC-MAN Championship Edition DX - Highway (5 Minutes) - 2,240,820 (Almost World Record)

Pac-Man World

1999 video game

Pac-Man World: 20th Anniversary[c] is a 1999 3D platform video game developed and published for the PlayStation by Namco. Controlling Pac-Man, the player must complete each of the game's six worlds, featuring five stages each, by collecting a certain amount of pellets to open up an exit door. The plot follows Pac-Man's enemies, the ghosts, crashing his 20th birthday and kidnapping his friends to bring them to their homeland of Ghost Island — with his birthday in ruins and his family in trouble, Pac-Man sets out to rescue them and defeat the ghosts.

The game originally began as an open-world adventure game titled Pac-Man Ghost Zone, with development headed by director Bill Anderson and designer Scott Rogers. After being unhappy with the game's quality, Namco scrapped the game and fired nearly the entire team aside from Rogers and a few others. The development team focused on making the game live up to the "flavor and feel" of the original Pac-Man, and to successfully bring the character into an enjoyable 3D adventure game.

Pac-Man World was a critical and commercial success, selling over 1.25 million copies in North America alone. Reviewers praised the game's originality, colorful graphics, gameplay mechanics, and soundtrack. Some criticized it for being repetitive after a while and its constant use of backtracking. A Game Boy Advance remake was developed by Full Fat and released in 2004, while the PlayStation version was digitally re-released for the PlayStation Network in 2013 under the PSone Classics brand. It was followed by two sequels and a racing spin-off.


In-game screenshot taken from the game's first level, Buccaneer Beach. The player's health and amount of pellets collected are respectively shown at the top left and top right.

Pac-Man World is a 3D platform video game. Controlling Pac-Man, the player must complete each of the game's six worlds to rescue his friends, who are held captive by the ghosts in their homeland of Ghost Island.[1] Worlds consist of five levels each, which are completed by eating all of the pellets to open up an exit door. The final level of each world has a boss that Pac-Man must defeat in order to progress.[1] The player can choose which world to enter, although two of them are locked until the other four are completed.[1] Worlds also vary in themes, featuring pirate ships, factories, a circus, graveyards, mines and outer space.[1]

Levels contain fruit that can be eaten for bonus points, alongside letters that spell out "PACMAN". Collecting all of these letters in a level will unlock a secret bonus stage.[1] Some levels require Pac-Man to retrieve a key to rescue one of his captive friends.[1]Galaxian flagships found in certain levels; these allow Pac-Man to access a 3D maze themed after the world he is in.[1] These mazes play similarly to the original Pac-Man and Ms. Pac-Man, where Pac-Man will need to eat all the dots and avoid the ghosts. Completing these mazes will unlock them for replay from the main menu.[1] Most levels also contain Pac-Man's nemeses, the ghost gang, which can be defeated by consuming large Power Pellets and eating them.[1]

Pac-Man has two main moves, which can be used to defeat enemies and other objects: a butt-bounce that can shatter crates and crush enemies, and a rev-roll that allows him to propel up ramps or activate moving platforms.[1] Pac-Man has a health meter that allows him to sustain three hits before dying. He can find small fractions of health to replenish it in levels, as well as extra lives.[1] The player can find crates scattered around in levels, some of them giving Pac-Man access to new abilities, such as a metal suit allowing him to walk underwater.[1] Pac-Man can also interact with objects such as trampolines, doors and ramps, which can be used to solve puzzles to progress through the level.[1] At the main menu, the player can play a port of the original Pac-Man arcade game, which is the same version found in Namco Museum Vol. 1.[1][2]


Pac-Man World began as a prototype platform game for the PlayStation, titled Pac-Man Ghost Zone, which was only shown at the Electronic Entertainment Expo in 1997 and intended for released in the fall of that same year.[3][4] Headed by Namco Hometek director Bill Anderson, the game followed a teenager being sucked into a Pac-Man arcade cabinet by the ghosts and their leader the Ghostlord, and transforming into Pac-Man.[4] The game was made to break the mold of previous Pac-Man games, such as having a grittier look.[4] Namco's Japanese division put pressure on the project with strict guidelines — Anderson recalls being unable to use a 3D render of the character as a reference, requiring the team to make it themselves.[4] Development was assisted by designer Scott Rogers, with music composed by Tommy Tallarico.[4] When the prototype was presented to Namco, they became unhappy with it and cancelled it for quality reasons, firing the entire development team aside from Rogers, an artist and a programmer.[5] Namco also pushed the release date back to 1998 to allow the game to be reworked.[6] The team decided to revamp the project with a new gameplay engine.

Rogers, who had previously worked on localization for Namco's own Soul Edge and Xevious 3D/G, became the head designer of the project and created many of the enemies and stage layouts.[5] The team set out to retain the "flavor and feel" of the original Pac-Man, and to bring the character into an entertaining platform game.[5] Inspiration was taken from earlier platform games in the series, notably Pac-Land (1984) and Pac-In-Time (1995).[5] During development, Rogers noted that trying to live up to the game's source material put a large amount of pressure on the team, claiming that most players were only familiar with the original Pac-Man and Ms. Pac-Man with no memories for later games in the series, which left the team having to make the game appeal to players of those two games.[5] The game originally featured cameos from other Namco characters, including Taizo Hori from Dig Dug and Valkyrie from Valkyrie no Densetsu, however these were replaced with members of Pac-Man's family in the final version — a Pooka from Dig Dug was later added into the game due to the character's popularity in Japan.[5] The game's main antagonist, Toc-Man, is named after Namcot, the older Japanese home console division of Namco.[5]

Pac-Man wasn't given a voice in the game due to Namco being unable to decide what he should sound like — some suggested that he sound like an adult male and others like a human child.[5] To save money on voice acting and animation, the character was made to be speechless. Tommy Tallarico was hired back to compose the soundtrack.[5] The game was first shown at the 1998 Electronic Entertainment Expo (E3) tradeshow in Atlanta, Georgia, under the working title Pac-Man 3-D.[2] Rogers recalls it being a popular title, saying that many play testers shared with him their memories with Pac-Man series.[5] It was then shown off at E3 1999 under the final title of Pac-Man World: 20th Anniversary.[7] The game was released in North America on October 15, 1999 to coincide with the original release of Pac-Man in the United States.[8] It was later released in Japan on November 2, 1999[9] and in Europe on February 28, 2000. A Game Boy Advance version was developed by Full Fat and released in 2004. The PlayStation version was digitally re-released on the PlayStation Network in 2013, part of the PSone Classics brand.[10]



Pac-Man World was well-received by critics for its gameplay, soundtrack, graphics and originality, holding an 80% score on aggregator website GameRankings.[12] By 2007, the game had sold over 1.24 million copies in North America alone.[17]

GameSpot compared the game favorably to Namco's own Klonoa: Door to Phantomile, praising its colorful graphics, character animations and controls, concluding that it was "worthy of anyone's library".[15]IGN had a similar response, liking the game's originality, graphics and soundtrack — they especially praised its gameplay for standing out among other platform games, with its puzzle solving and animation style.[16]GameFan praised its gameplay, puzzle-solving mechanics and inclusion of the original Pac-Man,[14] while Official US PlayStation Magazine applauded its gameplay, vibrant graphics, challenge and boss fights, saying that the game's use of nostalgia doesn't feel forced on the player.[18]GameFan also wrote that the game "perfectly mimics those old 8-bit and 16-bit platformers we used to go nuts over", comparing the game's quality favorably to Klonoa: Door to Phantomile.[14]Atari HQ liked how the game tied in a platform game with mechanics from the original, highly praising its gameplay and originality.[2]

Game Revolution was particularly negative towards the game, saying that it simply existed as a marketing ploy to scoop up additional money from the name recognition. They criticized the game for lacking originality, particularly comparing it unfavorably to Donkey Kong Country and Crash Bandicoot, as well as for having an unbalanced difficulty level and "quick, corner-cutting development". They only recommended the game to hardcore Pac-Man fans, although mockingly commented that they "probably bought [it] already."[19]



  1. ^ abcdefghijklmnPac-Man World: 20th Anniversary instruction manual(PDF). USA: Namco Hometek. 15 October 1999. Archived from the original(PDF) on 29 September 2019. Retrieved 29 September 2019.
  2. ^ abcdLida, Keita (1999). "AGH Review - Pac-Man World 20th Anniversary (Sony PlayStation)". Atari HQ. Archived from the original on 2 July 2019. Retrieved 29 September 2019.
  3. ^"Protos: Pac-Man Ghost Zone". Electronic Gaming Monthly. No. 98. Ziff Davis. September 1997. p. 45.
  4. ^ abcde"Pac-Man: Ghost Zone". Next Generation. August 1997. pp. 82–83. Retrieved 29 September 2019.
  5. ^ abcdefghijShoEboX (2001). "Scott Rogers Interview!". The 1st Church of Pac-Man. Archived from the original on 4 April 2019. Retrieved 29 September 2019.
  6. ^"In the Studio". Next Generation. No. 35. Imagine Media. November 1997. p. 22.
  7. ^IGN Staff (14 April 1999). "Yellow Hero's New Game". IGN. Archived from the original on 29 September 2019. Retrieved 29 September 2019.
  8. ^IGN Staff (12 October 1999). "Pac Man World 20th Anniversary". IGN. Archived from the original on 29 September 2019. Retrieved 29 September 2019.
  9. ^"パックマンワールド 20thアニバーサリー". Namco. 2 November 1999. Archived from the original on 3 March 2018. Retrieved 29 September 2019.
  10. ^Spencer (June 26, 2013). "Mr. Driller G, Pac-Man World And Other Namco Games Waka Waka On To PSN/". Siliconera. Archived from the original on 9 January 2019. Retrieved 26 August 2019.
  11. ^Baker, Christopher Michael. "Pac-Man World 20th Anniverary". Allgame. Archived from the original on November 15, 2014. Retrieved July 15, 2021.
  12. ^ ab"Pac-Man World for PlayStation". GameRankings. Archived from the original on 29 April 2019. Retrieved 29 September 2019.
  13. ^Huhtala, Alex (December 1999). "Pac Man World". Computer and Video Games. No. 217. pp. 92–93.
  14. ^ abcCerberus (October 1999). "Pac-Man World: 20th Anniversary" (10). GameFan. Retrieved 29 September 2019.
  15. ^ abMielke, James (2 May 2000). "Pac-Man World Review". GameSpot. Archived from the original on 29 April 2019. Retrieved 29 September 2019.
  16. ^ abNix, Marc (15 November 1999). "Pac-Man World: 20th Anniversary". IGN. Archived from the original on 29 July 2018. Retrieved 29 September 2019.
  17. ^"US Platinum Videogame Chart". The Magic Box. 27 December 2007. Archived from the original on 14 July 2019. Retrieved 29 September 2019.
  18. ^Kujawa, Kraig (October 1999). "Pac-Man World" (1). Official US PlayStation Magazine. p. 110. Retrieved 29 September 2019.
  19. ^Brian (November 1999). "Pac-Man World". Game Revolution. Archived from the original on 9 August 2006. Retrieved 29 September 2019.

External links[edit]


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