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Video Game: Pac-Man World
Those smiles hide a dark secret...

Just as Mario jumped to the third dimension during the fifth generation of video gaming, so did Pac-Man. The first game, Pac-Man World, was released on the Sony PlayStation on his 20th anniversary. Instead of the maze game he was most known for, this game was a rather standard Platform Game incorporating many Pac-Man motifs in new ways such as fruit to unlock doors and pellets which could be shot as lasers. However, mazes were incorporated into the levels and there's even a mode featuring them exclusively. Though this game isn't anywhere near as prominent or influential as the iconic arcade game or Super Mario 64, it retains a cult fanbase and even spawned two sequels and a kart-racing spinoff in the sixth generation.

The games provide examples of:

    open/close all folders 

    Tropes for the first game 

    Tropes for the second game 
  • Arc Words: Pac-Man is often told that everyone in Pac-Land is counting on him.
  • Bottomless Pits: The farther you go in the game, the more terrain becomes composed of nothing but thin lines and platforms surrounded by deadly elements such as pits, lava and freezing or grimy water. It's a huge part of how this game can be so difficult.
  • Camera Screw: The camera will often refuse to turn at certain moments, even when it obstructs the next platform you need to get on.
  • Chainsaw Good: Treewood Forest and to a lesser extent Butane Pain has circular saw blades as common obstacles.
  • Every 10,000 Points: An extra life is awarded for achieving 25,000 points in a level. This becomes a Game Breaker in some levels (Haunted Boardwalk being one of them), since doing well in mazes can easily lead to a total of more than that amount, and the points are added to the score every time you respawn at the maze checkpoint. In other words, if you surpass 25,000 points after a maze, you will never lose a life until you either beat the level or stop at another checkpoint.
  • Game Within a Game: The arcade games in Pac-Village (all vintage Pac-Man arcade games from The Eighties!) are treated as such.
  • Go for the Eye: A variation on the one above; to defeat the big submarine in "Whale on a Sub," Pac-Man has to shoot the four stern propellers - while avoiding the mines the sub "poops" in your general direction.
  • Green Hill Zone: The first world, a meadow region referred to inexplicably in the manual as the "Forest."
  • Guide Dang It: Some fruits/tokens are hidden in really obscure places you wouldn't think of looking, but Night Crawling in particular has an egregious example, one of the apples is hidden inside a bat hovering around hellevator platforms over a bottomless pit, most people wouldn't be crazy enough to try and kill that particular bat(trying to flip-kick them is a real pain in the ass)
  • Heroic Mime: Pac-Man again, except in some versions where he comments on the bosses' weaknesses.
  • In Case of Boss Fight, Break Glass: Inky and "Clyde" are defeated this way. Pinky also has a glass hitbox that shows cracks and deformation as she takes damage, but the player can't actually reach it.
  • Infinite 1-Ups:
    • Many checkpoint sections have more than one extra life for which the surplus can be abused, but the best one is the secret area in Butane Pain, which can give eight one-ups for the price of one!
    • Blade Mountain is incredibly generous on lives. Not so much the first time through, but normally when a token is collected on one visit, every revisit will replace it with a health wedge. Blade Mountain has a few crates that hang in mid air, but instead of being replaced with health wedges, they're replaced with LIVES. You're forced to open most of these crates too, so you can potentially gain thirteen lives on one visit. Very few are hidden for the most part.
  • Law of 100: For every 50 Pac-Dots you collect, you regain a health wedge.
  • The Last of These Is Not Like the Others: Played straight with the whale-shaped ocean boss, but inverted earlier on; Blinky, Inky, and Pinky all pilot giant robots shaped like ghosts. Clyde pilots a giant robotic frog.
  • Lock and Key Puzzle: Fruit chests are nowhere near as prevalent as fruit doors from the previous game, but they serve the same purpose.
  • Lethal Lava Land: Overlaps with Underground Level.
  • The Maze: Ghost Bayou. It is also the longest level in the game.
  • Nintendo Hard: 100% Completion requires very skilled platforming to collect everything compounded by the screwy camera, the precise jumps required, and one-way levels such as Blade Mountain. In addition, Time Trials have strict upper limits for the Bonus Token reward and of course, dying at any point is an instant failure. Of course, the requirement for unlocking Ms. Pac-Man is nearly every token, which means you have to complete most of the challenges to play it in the game.
    • If you had a release that was pre-Greatest Hits/Platinum Hits/Player's Choice, the game was even harder. The ghosts killed you in one hit, the platforming was more dangerous, and the power-ups didn't last as long. Games do go through revisions from time to time, but very few are this notably different from each other.
  • Plot Coupon: The five Golden Fruit.
  • Recurring Riff: The intro to the Pac-Village theme often shows up as part of the rest of the music tracks.
  • Rise to the Challenge: Volcanic Panic has a short section at the end that is like this.
  • Sealed Evil in a Can: Spooky.
  • Slippy-Slidey Ice World: So slippery you'll temporarily lose control of Pac-Man if you jump onto or butt-bounce on it.
  • Soundtrack Dissonance: The track for Pinky's Revenge starts off way too cheerful for a boss fight, but then the Psycho Sampling starts up....
  • Stalker with a Crush: Pinky, despite the fact Pac-Man is already married. Though keep in mind she will NOT hesitate to kill you.
    Pinky: If I Can't Have You...Nobody will!
  • Timed Mission: A sidequest for each non-boss level, available once you beat the level normally. All checkpoints disappear, but you don't lose extra lives for dying. Also fruit and extra life pickups are replaced with clock that freeze the timer for two and four seconds, respectively.
    • Flawless Victory: Blade Mountain's time-to-beat is 62 seconds. The only way to achieve 61 seconds is by collecting virtually every clock and never taking damage once.
  • Unexpected Genre Change: "Yellow Pac-Marine" and the Whale Sub boss are both rail shooters.
    • Heck, the entire ocean world is made of forced scrolling levels.
  • Yandere: Again, Pinky. Either Pac-Man will be with her, or she'll outright kill him. Or she'll try, anyway.

    Tropes for the third game 
  • Advanced Ancient Acropolis: The Ancients, who built many of the ruins that a few levels take place in. They were destroyed when their lust for power drove them to try and siphon energy from the Spectral Realm. Erwin's big plan? Do it right this time.
  • Bash Brothers: Pac and Clyde(Blinky) towards the game's end, full-stop. While it starts as obvious Teeth-Clenched Teamwork, the two end up manning the same mecha to take down a literal army and generally spending the rest of the adventure tagging out with each other to dish out punishment.
  • Character Development: It took a while, but this game finally provided a defined personality for Pac-Man - it turns out he's quite the Deadpan Snarker.
  • Darker and Edgier: Compared to the rest of the trilogy. The levels have a much more gritty feel in this game, and Erwin is the most evil Pac-Man villain to date, with the fate of both Pac-World and the Spectral Realm hanging in the balance.
  • Deadpan Snarker: Pac-Man.
  • Distressed Dude: Inky and Blinky are captured and held captive by Erwin thoughout the game.
  • End of the World as We Know It: What will happen if Pac-Man doesn't stop Erwin's Energy Syphons in time, for both Pac-World and the Spectral Realm.
  • Enemy Mine: Pac-Man has to work together with the ghosts he fights in every other game in order to stop Erwin's plan.
  • Getting Crap Past the Radar: "Details of my sector's energy are between me and Ms. Pac, thank you very much!"
  • Good Old Fisticuffs: Pac finally puts those boxing gloves he's been wearing for twenty-five years to proper use.
  • Gotta Catch 'Em All: The trading cards. One can be found in each level, and you can get another by collecting all of one type of fruit in a level. Unlike World 2, however, Pac-Dots just add to your score and are not required.
  • Heel-Face Turn: Orson has reformed since his last appearance in Pac-Man World, and now serves as Pac-Man's Mission Control.
  • Hollywood Hacking: Orson manages to simplify hacking into Erwin's Energy Syphons by turning it into a classic-style Pac-Man maze.
  • Mad Scientist: Erwin, who smells of clams and hates kittens.
  • Make Me Wanna Shout: Clyde can use a sonic scream to attack enemies in the segments where you control him.
  • Milestone Celebration: Like how the first Pac-Man World celebrates Pac-Man's 20th birthday, this game features Pac-Man celebrating his 25th.
  • Mini-Mecha: The new Toc-Man, described by Orson as being "15 tons of the most state-of-the-art bad guy-smushing technology ever balanced on legs". When Clyde's in the copilot seat, it gains a sonic scream cannon.
  • Mission Control: Orson. A few other characters join in on occasion.
  • Mordor: The Spectral Realm, although there are hints that it looks different to everybody.
  • Shockwave Stomp: Pac's Butt-Bounce is upgraded to have one of these every third bounce. As well, a certain powerup gives a greatly-amplified version.
  • Suddenly Voiced: Pac-Man.
  • Take Your Time: With the exception of the Timed Mission, you can go through the game at whatever pace you want despite the fabric of space collapsing around you.
  • Timed Mission: The end of the second Gogekka level.
  • Unexpected Gameplay Change: Level ten has Pac-Man and Clyde fighting off Erwin's forces invading Orson's base in the new Toc-Man mecha.
  • What Happened to the Mouse?: Pinky appears to have completely gotten over her crush on Pac-Man since the last game.

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alternative title(s): Pac Man World; Pac-Man World
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