Maze Chase
Eat the dots, dodge four chasers that each hunt you differently, and turn the tables with a power pellet. Tunnel escape and doubling catch scores.
Arrow keys or swipe to turn · P to pause
The four are not the same
They all move by one rule — step to whichever tile is closest to your target — and differ only in what they pick as a target. That is why they pincer you without ever being told to co-operate.
How to last longer
- They cannot turn round. A chaser may never reverse into the tile it just left, so once you are past one it has to go the long way. Slipping by is safer than it feels.
- Eating a pellet turns them all round as well as frightening them. That reversal is what buys you the moment to get clear — the points are a bonus.
- Catching them in one frightened spell pays 200, then 400, 800 and 1600. Getting all four is worth more than every dot on the board.
- They spend the first seven seconds heading for their own corners rather than for you, and go back to doing it periodically. Learn when, and the maze opens up.
- The tunnel is the best escape in the maze. Going in one side and out the other breaks a pursuit that has nothing to do but follow.
- The orange one gives up and goes home when it gets within eight tiles. It is the least dangerous up close and the most confusing at range.
How to use
- Turn with the arrow keys, or swipe on the maze.
- Clear every dot to finish the board.
- Eat a power pellet to turn the chasers round and hunt them instead.
Frequently asked questions
Do the four chasers behave differently?
Yes, and they differ in exactly one thing. They all move by the same rule — step to whichever tile is nearest their target — and each picks its target differently. Red aims at you, pink aims four tiles ahead of you, cyan doubles the line from red through a point ahead of you, and orange chases from far away but bolts for its corner within eight tiles. Four rules, one movement, and they pincer you without co-operating.
Can a chaser turn round?
Never, except at a dead end — and there are no dead ends in this maze. Once you are past one it has to go the long way, which makes slipping by far safer than it looks. The only time they all reverse is the instant you eat a power pellet.
What does a power pellet actually do?
Two things, and the second is the one people forget. It frightens them, and it turns every one of them round. That reversal is what buys you the moment to get clear; the points are a bonus.
How much are the chasers worth?
200 for the first in a frightened spell, then 400, 800 and 1600. Catching all four is worth more than every dot on the board, which is why saving a pellet until they are bunched is the real skill.
Why do they sometimes ignore me?
Scatter phases. For the first seven seconds, and periodically after that, every chaser heads for its own corner rather than for you. Knowing when it is about to happen opens up parts of the maze that are otherwise suicide.
What is the tunnel for?
Escaping. It is the only place the maze is not solid at the edge — go in one side and you come out the other, which breaks a pursuit that has nothing to do but follow you.
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