Product description:
Pac-Man Ghost Zone thrusts our pudgy
pal into 14 wacky worlds, each loaded with 3D
poly-gonzo thrills. Pac-Man doesn't just eat - he
jumps, flies, swims, slides, and rolls in an effort
to battle an all-new cast of bad guys and ghosts.
Long live the king of game-dom, Pac-Man!
Enter Pac-Man's all new 3D world.
Explore 14 weird and wacky worlds, from Pac's house,
to frozen waterfalls and a spooky haunted mansion.
Experience the first true 3D water effects. Heard
of the dog paddle? Do the Pac-paddle as our hero
shows off his 3D swimming technique. Delight
in devilish diversions. Tons of tricks, traps,
puzzles and mazes makes this Pac-adventure the most
challenging ever. Power pellets pack more
punch. No longer just a dietary supplement, Pac
blasts his adversaries with powerful projectiles.
Even the ghosts are scared. 20 fearsome frighteners
have joined forces with the most feared boss in
Pac-history: the Ghost Lord! Pac-Man busts new
moves. Sure, he still runs and eats - but now he
also swims, flies through the air and rockets down
roller coasters. Look Ma! No rails! Unlike
some other game mascots, Pac-Man is free to move in
any direction in his full 3D world.
Developer Insight:
"Pac-Man Ghost Zone was actually a lot of shots in
the dark. What was fun about the game we riffed on
to make Pac-Man World. Many ideas were unsuccessful,
the ones that proved fun were surprising to the
development team. Many of the original team were not
comfortable with 3D games, and could not adjust to
the paradigm shift. Halfway through the development,
we got a new manager.." who made some sweeping
changes. -Gil Colgate, Programmer
"The biggest initial challenge in Pac-Man Ghost Zone
was the Pac-Man model. We started out trying to do
him with polygons. It took way too many to make a
ball look round. One day Gil Golgate came up with
the idea to just use a round texture and make sure
that it always faces the screen. Then just move the
eyes and mouth around like they are resting on a 3D
ball. It was a great idea and solved the problem."
-John Hamilton, Programmer
"The game also didn't have its own
identity. It wasn't Pac-Man - it was a yellow guy
inside of a mechanical world that didn't make
sense." -Brian Schorr, Producer
"Ghost Zone was designed as a 3D
platform action game along the same lines as Mario
64. It didn't have a lot of the maze gameplay of the
original Pac-Man. In the original design the player
is transformed into Pac-Man and is sucked into an
arcade machine by an evil being inside the machine.
The idea was inspired by the movie Tron. The game
took place in a fantasy world inside an arcade
machine. Ghost Zone was a neat idea, but we wanted
to take a new Pac-Man game in a different direction.
We changed the design to focus on the World of
Pac-Man. We thought that a new Pac-Man game should
take place in a world of Pac-Man where Pac-People
and Pac-Animals live." -Jesse Taylor, Director Namco
R&D
History of Pac-Man Ghost Zone:
"When I joined Namco Hometek in 1996, the
artists and programming team were finishing up
another game, so the design team was tasked to
develop a new title. We came up with 8 games - 4
original and 4 based on Namco properties. We met
with the head of the studio, a Japanese gentleman,
for a pitch session. After we were done, we asked
him "Which idea do you like best?" He thought for a
moment and said "Which one do YOU like?" We pointed
to one of the original ideas. He shook his head and
said: "No. Develop one of the Namco ones further."
So we went back and polished up the four designs. I
remember one was based on the Namco theme park Namja
Town, another was an RPG that featured all of
Namco's lead characters, the third was Splatterhouse
and the last one was Pac-man Ghost Zone. We had
another meeting and at the end, we asked him: "Which
one do you like?" (You'd think we would have learned
by now.) He replied "Which one do YOU like?" We said
we really liked the Namco RPG. He said: "No. Do
Pac-Man." And that's how Pac-Man Ghost Zone was
started.
The Japanese home office was nervous about us making
a Pac-Man game, so they told us that we couldn't use
the real Pac-Man. Design Director Bill Anderson came
up with a solution: A kid gets sucked into an old
arcade machine and turns into Pac-Man. That way we
could tell Japan "You are not really playing
Pac-Man." But that solution never sat well with the
team - we wanted to play the real Pac-Man! Along
with the ghosts, the game's enemies took inspiration
from the story where you fought things like angry
capacitors and flying RAM chips. All very tech-y
(what can I say, we were in Silicon Valley in the
late 90's!) When it came to the boss, we wanted to
make one worthy of Pac-Man. So, we took inspiration
from the 80's TV show and created a Mezmeron-analogy
- the Ghost Lord whose real body was a tiny globe
with eyes set into a large robotic suit. He was very
Darth Vader-looking (at least he looked better than
Mezmeron) and we even considered hiring James Earl
Jones to do his voice - until we found out how much
he charged!
We built a playable demo and even though there was
some fun gameplay, the game just never felt right.
The environments all felt too much the same and it
was lacking a sense of grandeur found in other games
like the recently released Mario 64. Japan must of
felt the same way too - when we flew to Japan and
presented it to Namco president Nakamura-San, he was
very displeased. As a result, almost the entire team
- save 1 designer (myself), 1 programmer (Gil
Colgate) and 1 artist (Neil Strudwick) - were fired
and we had to start again on what eventually became
Pac-Man World."
WRITTEN BY: SCOTT ROGERS. After deciding
that game designers have more fun, Scott Rogers
embarked on a 16 year career creating exciting game
designs for a number of titles including Sony's GOD
OF WAR, Capcom's MAXIMO: GHOSTS TO GLORY and its
sequel MAXIMO VS. ARMY OF ZIN and Namco's PAC-MAN
WORLD. He is currently a Creative Manager at THQ on
many titles including DRAWN TO LIFE and DARKSIDERS.
Post Mortem:
There were a number of difficulties we found in
designing Pac-Man Ghost Zone, such as, Namco had
just got done globalizing the copyrighted images of
Pac-Man worldwide, without thinking what would
happen if Pac Man went 3D. So we had to work with
Namco’s legal group to open that back up again.
Something they were not too keen on, seeing it took
over 2 years the first time around. But in the end
they know that Pac-Man’s future was going to be in
3D so better do this now than later. This was
important for us, not to be bound to the 2D license
before we could even plan out the game play design.
After that we had to move on to
staffing up and setting plans for the game engine.
This was a first for Namco US because this would be
the first PlayStation game to be developed at this
location.
Next I had to delegate the environment game play
design work out across two other studio designers,
because with me taking on the roll of studio
producer along with being the lead designer, there
was just no time for me to do all the designs
myself. This worked out well, for we had some really
talented and imaginative people there at the time.
If there was one snag, it was just making sure
everyone one kept in mind the full vision of the
game concept, throughout the production.
With some games there are often some
team members who would like to go a different
direction with a game project, but with PMGZ we
really never had those types of issues. It was a
cool concept that everyone there seemed very excited
about developing.
It was also a simple and cute story,
easy to follow and easy to dream up all types of
game play for. Unfortunately PMGZ’s production fell
victim to Namco going through an upper management
change, which was totally out of the control of
anyone in development at the time.
Who knows, maybe someday Namco will
come back around to doing Pac-Man Ghost Zone again.
WRITTEN BY: WILLIAM ANDERSON
is currently the Owner and President of Awaken Games
and has been a Lead Designer, Developer and
Production Manager for well over two decades now,
having worked in-house for many of the top
developers and publishers in the world. He’s is not
only credited with designing many mega hit titles
over the years, such as Maximo Ghosts to Glory,
Abe’s Oddysee, Cool Spot (Sega Genesis) and Aladdin
(Sega Genesis), just to name a few. But has also had
a hand in personally training many game designers
who have moved on to creating such titles as Command
and Conquer, God of War and many more historic game
properties over the years. He is also an
international business consultant and teacher,
working to elevate the quality of game play design
and product development all over the world, while
still being actively involved in current game design
projects for nearly all next-gen platforms. |