Rogers recalls it being a popular title, saying that many play testers shared with him their memories with Pac-Man series. The game was first shown at the 1997 Electronic Entertainment Expo (E3) tradeshow in Atlanta, Georgia, under the working title Pac-Man 3-D. Tommy Tallarico was hired back to compose the soundtrack. To save money on voice acting and animation, the character was made to be speechless. 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. The game's main antagonist, Toc-Man, is named after Namcot, the older Japanese home console division of Namco. 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. 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. 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. Inspiration was taken from earlier platform games in the series, notably Pac-Land (1984) and Pac-In-Time (1995). 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. 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.
The team decided to revamp the project with a new gameplay engine. Namco also pushed the release date back to 1998 to allow the game to be reworked. 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. Development was assisted by designer Scott Rogers, with music composed by Tommy Tallarico. 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. The game was made to break the mold of previous Pac-Man games, such as having a grittier look. 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. Pac-Man World began as a prototype platform game for the PlayStation, titled Pac-Man Ghost Zone, intended for a fall 1997 release. Other Namco characters, such as Valkyrie from Valkyrie no Densetsu and Taizo Hori from Dig Dug, were meant to appear in the game but were scrapped later on. Rogers originally wanted Pac-Man to have a voice in the game, however Namco was unable to decide on what he should sound like and instead made him speechless, which also saved money on voice acting and animation. Tommy Tallarico composed the game's soundtrack. Pac-Man, which put a lot of pressure on the team.
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Rogers noted that this proved to be a difficult task, as he claims most fans of the series only had fond memories of the original and Ms. 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. 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 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.