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Pac-Man Maze Levels: All 12 Layouts

The original 1980 arcade Pac-Man used one maze for every level. This version ships twelve different boards, each 28 tiles wide and 31 tiles tall, and swaps to the next one every time you clear the pellets.

Every diagram below is drawn directly from the game's own level data, so what you see is exactly the maze you play — walls, tunnels, ghost house and the four power pellets in their real positions.

Every Pac-Man Maze at a Glance

Corridor tiles are the walkable squares that carry pellets. Junctions are tiles with three or more exits — the points where a chase can be broken. Tunnels are the side wrap-arounds that teleport you across the board.

LevelWall colourCorridorsJunctionsTunnelsPower pellets
Maze 1#09f3003414
Maze 2#FF59833083824
Maze 3#E080313284414
Maze 4#37C6C03223024
Maze 5#5ED5D13203214
Maze 6#7E884F3083624
Maze 7#C9C3284014
Maze 8#EB3F2F3184024
Maze 9#2E68AA3183614
Maze 10#C1194E3083014
Maze 11#56A36C3103214
Maze 12#9966CC3043224

Pac-Man Maze Maps, Level by Level

Maze 1

The opening layout is the tightest of the set: the fewest open corridor tiles and a single side tunnel. It teaches the basic loop — clear the outer ring, then work inward around the ghost house.

  • 300 corridor tiles
  • 34 junctions
  • 1 side tunnel
  • 2 dead-end tiles

Maze 2

A second tunnel row appears, so escapes become two-sided. The extra junctions give ghosts more chances to cut you off, but they also give you more ways to break a pursuit.

  • 308 corridor tiles
  • 38 junctions
  • 2 side tunnels
  • 4 dead-end tiles

Maze 3

The most open maze in the game. Wide corridors and the highest junction count mean long uninterrupted runs, at the cost of very few places to hide when two ghosts converge.

  • 328 corridor tiles
  • 44 junctions
  • 1 side tunnel
  • 2 dead-end tiles

Maze 4

Openness stays high but junctions drop sharply, so routes commit you to longer corridors. Plan power pellet timing before you enter the middle band.

  • 322 corridor tiles
  • 30 junctions
  • 2 side tunnels
  • 4 dead-end tiles

Maze 5

A symmetrical variation with one tunnel. The centre opens up while the corners tighten, pushing fights toward the top and bottom edges.

  • 320 corridor tiles
  • 32 junctions
  • 1 side tunnel
  • 2 dead-end tiles

Maze 6

Twin tunnels return along with dead ends. The safest pattern here is to keep at least one tunnel between you and the nearest ghost.

  • 308 corridor tiles
  • 36 junctions
  • 2 side tunnels
  • 4 dead-end tiles

Maze 7

Another wide-open board with heavy branching. Great for chaining ghost captures after a power pellet because you can loop back through the middle repeatedly.

  • 328 corridor tiles
  • 40 junctions
  • 1 side tunnel
  • 2 dead-end tiles

Maze 8

Junction-dense and narrower than level 7. Corner pockets and dead ends punish blind turns, so clear them early while ghosts are still slow to converge.

  • 318 corridor tiles
  • 40 junctions
  • 2 side tunnels
  • 4 dead-end tiles

Maze 9

A single tunnel plus a compact centre. Corridor count is mid-range, and the layout funnels chases into the vertical lanes beside the ghost house.

  • 318 corridor tiles
  • 36 junctions
  • 1 side tunnel
  • 2 dead-end tiles

Maze 10

Corridors tighten again and junction count falls to its lowest. Escape routes are longer, which makes each power pellet more valuable.

  • 308 corridor tiles
  • 30 junctions
  • 1 side tunnel
  • 2 dead-end tiles

Maze 11

A slightly more forgiving version of level 10, with extra branching around the outer ring but the same long committed lanes through the middle.

  • 310 corridor tiles
  • 32 junctions
  • 1 side tunnel
  • 2 dead-end tiles

Maze 12

The final maze closes the loop with dense walls, two tunnels and few junctions — the closest this set gets to a pure endurance layout.

  • 304 corridor tiles
  • 32 junctions
  • 2 side tunnels
  • 4 dead-end tiles

How to Read a Pac-Man Maze

Coloured blocks are walls. Dark squares are corridors carrying pellets. The larger yellow dots are the four power pellets, and the outlined block in the middle is the ghost house the ghosts leave from and return to when eaten.

Rows that open on both the left and right edge are tunnels. Running into one side puts you out the other, which is the fastest way to break a chase — ghosts follow you through, but the wrap buys you a corner of distance.

Junction-heavy mazes reward improvising; low-junction mazes reward planning a full lap before you commit. Either way, save power pellets for the moment two ghosts close from opposite directions rather than eating them on sight. See how each ghost picks its target.

Play all twelve mazes

No download, no sign-up — clear a maze and the next layout loads straight away.