Hubbry Logo
List of maze video gamesList of maze video gamesMain
Open search
List of maze video games
Community hub
List of maze video games
logo
7 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
List of maze video games
List of maze video games
from Wikipedia

This is a list of maze video games by type.

Top-down maze games

[edit]

While the character in a maze would have a limited view, the player is able to see much or all of the maze. Maze chase games are a specific subset of the overhead perspective. They're listed in a separate section.

1959

1973

1976

1977

  • Maze, Fairchild, Channel F
  • Minesweeper, AmuTec, arcade

1978

1979

  • Car Hunt,[1] Sega, arcade
  • Head On, Sega/Gremlin, arcade
  • Head On 2, Sega/Gremlin, arcade
  • Space Chaser, Taito, arcade

1980

1981

1982

1983

  • Android Two,[9] Vortex, ZX Spectrum, Amstrad CPC
  • Ardy the Aardvark,[12] Datamost, Apple II, Atari 8-bit
  • The Birds and the Bees II: Antics, Bug-Byte, C64, ZX Spectrum
  • Abracadabra!, TG Software, Atari 8-bit
  • Bewitched,[13] Imagine, VIC-20
  • Bomberman, Hudson Soft, NEC PC-8001, Sharp X1, others
  • Bumpomov's Dogs,[14] Atari Program Exchange, Atari 8-bit
  • Castle Keeper,[15] ALA Software, Atari 8-bit
  • Cavelon, Jetsoft, arcade
  • Chack'n Pop,[16] Taito, arcade
  • Chase the Chuck Wagon, Spectravision, Atari 2600
  • Creepy Corridors, Sierra On-Line, Apple II, Atari 8-bit, others
  • Dandy, Atari Program Exchange, Atari 8-bit
  • Flappy, DB-SOFT, Sharp X1
  • Grabber,[17] Tom Mix, Tandy CoCo
  • Intrepid, Nova Games, arcade
  • Key-Quest,[18] Micro-ware, VIC-20
  • Lady Tut,[19] Spinnaker, Apple II, C64
  • Master Miner, Funtastic, IBM PC
  • Mazer Blazer, Stern, arcade
  • Money Money, Zaccaria, arcade
  • Oil's Well, Sierra On-Line, Apple II, Atari 8-bit, others
  • Sewermania,[20] Milton Bradley, TI-99/4A
  • Space Maze Attack, HAL, MSX
  • Splat!, Incentive, ZX Spectrum
  • Spy Catcher,[21] ALA Software, Atari 8-bit
  • Styx,[9] Bug-Byte, ZX Spectrum
  • Time Bandit, MichTron, Tandy CoCo
  • Track Attack,[22] Broderbund, Apple II, Atari 8-bit

1984

  • 3D Silicon Fish, Thor, VIC-20
  • Cybertron Mission, Micro Power, Electron, BBC Micro, C64
  • Diamond Mine, MRM Software, Electron, BBC Micro, others
  • Fred, Investronica, ZX Spectrum, Amstrad CPC, C64
  • Henri,[23] Atari 8-bit, Atari Program Exchange
  • Humpty Dumpty Meets the Fuzzy Wuzzies, Artic, C64, ZX Spectrum
  • Labyrinth, Acornsoft, BBC Micro
  • Maziacs,[9][24] DK'Tronics, ZX Spectrum, C64, MSX
  • Mr. Dig,[25] Computerware, Tandy CoCo
  • The Tower of Druaga, Namco, arcade
  • Yellow Cab (Kamikaze Cabbie outside of Japan),[26] Data East, arcade

1985

1986

1987

1988

1989

  • Cratermaze, Hudson Soft, TurboGrafx-16
  • Krazy Mazes,[32] ANALOG Computing, Atari 8-bit
  • Tank Action,[33] CP Verlag, C64

1998

1999

  • Quest: Fantasy Challenge, Sunsoft, Game Boy Color

2003

2008

2009

2014

2021

First-person maze games

[edit]

These are games where the player moves through a maze while attempting to reach the exit, sometimes having to avoid or fight enemies. Despite a 3D perspective, the mazes in most of these games have 2D layouts when viewed from above. Some first-person maze games follow the design of Pac-Man, but from the point of view of being in the maze.

First-person maze games are differentiated from more diversified first-person party-based RPGs, dungeon crawlers, first-person shooters, and walking sims by their emphasis on navigation of largely abstracted maze environments.

1973
  • Maze, Steve Colley, Imlac PDS-1

1977

1978

1979

  • Ratrun, Code Works, PET

1980

1981

  • 3D Maze, IJK, BBC Micro, Acorn Electron
  • 3D Monster Maze,[9] ZX81, ZX Spectrum
  • Asylum, Med Systems, TRS-80
  • Captivity,[37] PDI, Atari 8-bit
  • Space Maze, Program Power, BBC Micro

1982

1983

1984

  • 3-D Bomberman, Hudson Soft, MSX, FM-7, NEC PC-6001, others
  • 3D Glooper, Supersoft, C64[45]
  • 3-D Monster Chase,[46] Romik, ZX Spectrum, Amstrad CPC
  • Dedal,[47] Oric-1
  • Skull, Games Machine, ZX Spectrum, C64
  • Star Maze II,[48] Mastertronic, BBC Micro
  • Zig Zag, DK'Tronics, ZX Spectrum

1985

  • Gyron, Firebird, ZX Spectrum
  • Scarabaeus, Andromeda, C64

1986

  • Maze Wars+, Macromind, Mac

1987

1988

1989

1991

  • 3D-Maze, Odin Software, Windows
  • Faceball 2000, Bulletproof, Game Boy

1993

  • Master of the Maze, Spice Software, Windows
  • Super Maze Wars, Callisto Corporation, Mac[53]

1994

  • MazeWars, Mike Kienenberger, NeXTSTEP
  • Netmaze, M.Hipp, X11[54]
  • iMaze, Hans-Ulrich Kiel and Joerg Czeranski, X11[55]
  • The Maze, Lynn Alford, Windows

1995

  • 3D Maze, Microsoft, Windows
  • Amazeing, Happy Puppy, Windows

1996

1998

Maze chase games

[edit]

This subgenre is exemplified by Namco's Pac-Man (1980),[24] where the goal is to clear a maze of dots while being pursued. Pac-Man spawned many sequels and clones which, in Japan, are often called "dot eat games". Other maze chases aren't about getting all the dots or items, and the goal is to clear the maze of the pursuers themselves (e.g., Pengo, Guzzler, Jungler).

1979

1980

1981

  • A-maz-ing, Audiogenic, VIC-20
  • Cave Hunter,[56] Mark Data Products, Tandy CoCo
  • Chomper,[57] MMG Micro, Atari 8-bit
  • Crazy Chicky, VTech, CreatiVision
  • Crazy Pucker / Crazy Moonie / Crazy Chewy, VTech, CreatiVision
  • Frisky Tom, Nichibutsu, arcade
  • Ghost Hunter, arcade Plus, Atari 8-bit
  • Gobbler, On-Line Systems, Apple II
  • The Hand / Got-Ya,[58] T.I.C., arcade
  • Hangly-Man, Nittoh, arcade
  • Jawbreaker, On-Line Systems, Atari 8-bit, Apple II
  • Jelly Monsters, HAL Labs, VIC-20
  • Jungler, Konami, arcade
  • Lady Bug, Universal, arcade
  • Lock 'n' Chase, Data East, arcade
  • Make Trax / Crush Roller, Alpha Denshi, arcade
  • Mouse Trap, Exidy, arcade
  • Ms. Pac-Man, Bally Midway, arcade
  • Muncher,[59] Astrovision, Bally Astrocade
  • Munchkin / KC Munchkin, Magnavox, Odyssey²
  • Munchyman, Program Power, BBC Micro
  • New Rally-X, Namco, arcade
  • Pac-Tac,[60] Computerware, Tandy CoCo
  • Packri Monster, Bandai, Handheld
  • Piranha, GL, arcade
  • Radar Rat Race, Commodore, VIC-20
  • Round-Up, Centuri, arcade
  • Scarfman,[61] Cornsoft, TRS-80
  • Snoggle, Broderbund, Apple II
  • Taxman, HAL Labs, Apple II
  • Thief, Pacific Novelty, arcade
  • Turtles, Konami, arcade

1982

  • Alien, 20th Century Fox, Atari 2600
  • Dung Beetles, Datasoft, Apple II, Tandy CoCo, Atari 8-bit
  • Baby Pac-Man, Bally Midway, arcade
  • Byte-Man, Mindseye, ZX81
  • CatChum, Kaypro, CP/M
  • Cat Trax, Emerson, Arcadia 2001
  • Changes,[62] Orca, arcade
  • Clean Sweep, GCE, Vectrex
  • Cosmic Cruncher, Commodore, VIC-20
  • Crazy Mazey,[63] Datamost, Apple II
  • Devil Fish, Arctic, arcade
  • Doodle Bug,[64] Computerware, Tandy CoCo, Dragon 32
  • Eyes, Rock-Ola, arcade
  • Gobble a Ghost, CDS Micro Systems, ZX Spectrum
  • Gulpman, Campbell Systems, ZX Spectrum
  • Hard Hat, Exidy, arcade
  • Hot Lips,[65] London Software, Atari 8-bit
  • Hungry Horace, Beam, ZX Spectrum, C64, Dragon 32
  • Labyrinth,[66] Broderbund, Apple II, Atari 8-bit
  • Lochjaw / Shark Attack, Games by Apollo, Atari 2600
  • Looper, Orca, arcade
  • Mazeman,[67] Abersoft, ZX81, ZX Spectrum
  • Money Munchers, Datamost, Apple II
  • Mouskattack, On-Line Systems, Atari 8-bit, Apple II
  • Munch Man, Texas Instruments, TI99-4A
  • Muncher!,[68] Silversoft, ZX Spectrum
  • Munchmaid!,[69] Wunderware, VIC-20
  • Pack Maze,[70] DSL Computer Products, Tandy CoCo
  • Pack'n Boy, PSK, PC-88, others
  • Pakacuda, Rabbit, C64
  • PC-Man, Orion, IBM PC
  • Pengo, Sega, arcade
  • Pig Pen,[71] Datamost, Apple II
  • Serpentine, Broderbund, Apple II
  • Snack Attack, Datamost, Apple II
  • Snack Attack II, Funtastic, IBM PC
  • Snapper, Acornsoft, BBC Micro, Acorn Electron
  • The Snapper,[72] Silicon Valley Systems, Atari 8-bit
  • Spec Man, Jega, ZX Spectrum
  • Streaking,[73] Shoei, arcade
  • Spookyman, Abbex, ZX Spectrum
  • Super Pac-Man, Namco, arcade
  • Super Taxman 2, HAL Labs, Apple II
  • VIC-Men,[74] Bug-Byte, VIC-20
  • VikMan, Nukefop, VIC-20
  • Zuckman, DJL Software, ZX81

1983

  • 3D Munchy,[75] MRM Software, BBC Micro
  • Alien's Return, ITT Family Games, Atari 2600
  • Bank Heist, 20th Century Fox, Atari 2600
  • Bootleg, Atari Program Exchange, Atari 8-bit
  • Botanic, Valadon, arcade
  • Caterpiggle, APX, Atari 8-bit
  • Chomper Man, Victory, C64
  • Crazy Bugs!,[76] AMA, ZX Spectrum
  • Crystals of Zong,[77] Cymbal, C64
  • Crystal Castles, Atari, arcade
  • Cyclops,[78] Romik, Tandy CoCo
  • Dot Gobbler,[79] Mr. Computer Products, C64
  • Drelbs, Synapse, Atari 8-bit, C64
  • Felix and the Fruit Monsters, Micro Power, Acorn Electron, BBC Micro
  • Getaway!,[80] Atari Program Exchange, Atari 8-bit
  • Ghost Hunt,[81] PSS, ZX Spectrum
  • Ghost's Revenge,[82] Micromania, ZX Spectrum
  • Gnasher,[81] R&R Software, ZX Spectrum, Commodore 16, Plus/4
  • Gobble A Ghost, CDS Microsystems, ZX Spectrum
  • Guzzler, Tehkan, arcade
  • Hover Bovver, Llamasoft, C64, Atari 8-bit
  • Jawbreaker II, On-Line Systems, Atari 8-bit, Apple II, others
  • Jr. Pac-Man, Bally Midway, arcade
  • Marvin's Maze, SNK, arcade
  • Maze Chase,[83][84] Hewson, ZX Spectrum
  • Maze Man, Creative Equipment, C64
  • Miss Gobbler,[85] Spectral, Tandy CoCo
  • Monster Munch, Atlantis, C64
  • Mouser,[86] IBM, IBM PCjr
  • Munch Man 64,[87] Solar Software, C64
  • Pacar,[88] Sega, arcade
  • Pacmania,[89] Mr. Chip, VIC-20, C64
  • Pac Rabbit, International Publishing & Software, ZX81
  • Plaque Man,[90] HCS, Atari 8-bit, C64
  • Power Blaster,[91] Romik, VIC-20
  • Preppie! II,[92] Adventure International, Atari 8-bit
  • Rubbish Monster,[93] Data Becker, C64
  • Scooby Doo's Maze Chase,[94] Mattel, Intellivision
  • Scrambled Egg, Technos, arcade
  • Snakman,[95] Microdigital, VIC-20
  • Supercuda,[96] Comm*Data, C64
  • Trashman,[97] Creative, C64
  • Traxx, Quicksilva, VIC-20, ZX Spectrum
  • Van-Van Car,[98] Karateco, arcade
  • Z-Man,[99] DJL, ZX Spectrum
  • Zappy Zooks,[100] Romik, C64

1984

1985

1987

  • 3D Dotty, Blue Ribbon, BBC Micro
  • Classic Muncher, Bubble Bus, Amstrad CPC
  • Cruncher Factory, Kingsoft, Amiga
  • Fantasy Zone: The Maze, Sega, arcade
  • Gobbler's Revenge,[112] Commodore Magazine, C64
  • Mango,[113] Blue Ribbon, BBC Micro
  • Pac-Mania, Namco, arcade

1988

  • Knicker-Bockers,[114] StarSoft, Atari 8-bit
  • Mad Mix, Topo Soft, Amstrad CPC, ZX Spectrum, Atari ST, others
  • Snowplow,[115] ANALOG Computing, Atari 8-bit
  • Yuu Maze, Taito, Famicom Disk System

1989

  • Fast Food, Codemasters, C64, ZX Spectrum, others
  • Maze Mania, Hewson, ZX Spectrum, C64, Amstrad CPC
  • Maze of Flott, Taito, arcade

1990

  • Hacman II, freeware, Atari ST
  • Kwik Snax, Codemasters, ZX Spectrum, C64, others
  • Marty's Nightmare,[116] CoCoPro, Tandy CoCo 3
  • Perplexity, Superior, BBC Micro, Acorn Electron
  • Trog, Midway, arcade

1991

  • Jungle Jim,[117] Energize, Amiga, Atari ST

1992

  • GobMan,[118] Shareware, MS-DOS

1993

  • CD-Man,[119] Creative Dimensions, MS-DOS
  • Mean Arenas, Nite Time, Amiga
  • Tinkle Pit, Namco, arcade

1995

  • Go! Go! Mile Smile,[120] Funki, arcade

1996

1997

  • Freddi Fish and Luther's Maze Madness,[121] Humongous Entertainment

1998

2000

2006

  • Pac the Man X,[122] McSebi, OS X

2007

2010

2016

Grid capture games

[edit]

In grid capture games, also called line coloring games, the maze consists of lines, and the goal is to capture rectangular areas by traversing their perimeters. The gameplay is not fundamentally different from Pac-Man (players still have to navigate the entire maze to complete a level) but enough games have used the grid motif that it is a distinct style. One unique element is that it is possible to capture multiple rectangles simultaneously, usually for extra points. Amidar established the model for this subgenre.

1981

1982

1983

  • Colour Clash,[124] Romnik, ZX Spectrum
  • Cuthbert Goes Walkabout, Microdeal, Dragon, CoCo, C64, Atari 8-bit
  • Gridder,[125] Microdigital, VIC-20
  • Potty Painter in the Jungle, Rabbit, C64
  • Rollin,[126] Atlantis, C64
  • Spiderdroid, Froggo, Atari 2600
  • Super Gridder, Terminal, C64

1984

  • Crazy Tracer, Acornsoft, Acorn Electron, BBC Micro
  • Hooper,[127] Calisto, C64
  • Oh Mummy, Gem, Amstrad CPC, ZX Spectrum
  • Pesky Painter,[128] Supersoft, C64
  • Rollo and the Brush Bros., Windmill, MS-DOS

1986

  • Gapper, freeware, MS-DOS
  • Panel Panic,[129] Aackosoft, MSX

1994

1999

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
A list of maze video games catalogs titles within a centered on navigating complex, branching pathways or labyrinthine environments, often involving evasion of pursuers, collection of items, or reaching specific goals amid spatial challenges. These games distinguish themselves from linear platformers or open-world designs by emphasizing disorientation, , and enclosed layouts that simulate real-world or mythical labyrinths. The genre encompasses subcategories such as chase-based arcade titles, first-person dungeon explorers, and puzzle-driven variants, with examples spanning from early experimental computing to contemporary digital releases. The roots of maze video games extend to mid-20th-century experiments in and simulation, including the analog Mouse in the Maze (1959), which modeled a rodent's behavior on an oscilloscope display. Digital arcade implementations proliferated in the 1970s, beginning with Gotcha (1973) by , a two-player chase game using movable walls to block opponents, followed by Maze War (1973), a wireframe first-person title initially developed on Imlac PDS-1 computers at and considered an early prototype for the genre. The 1980s marked the genre's commercial zenith in arcades, propelled by Namco's (1980), where players guide a character through a dot-filled maze while fleeing ghosts, amassing over $2.5 billion in coin-operated revenue during its first decade and inspiring a wave of sequels, clones, and hybrid titles. This era also featured multiplayer innovations like Gauntlet (1985) by , a cooperative dungeon crawler emphasizing in procedurally navigated levels, and (1983) by , which blended maze traversal with explosive combat. Despite a decline in the 1990s due to genre saturation and shifts toward 3D graphics, maze elements persist in modern games, influencing titles like Amnesia: Rebirth (2020) and procedural generations in , as well as continuing to evolve in and indie developments as of 2025.

Top-down maze games

Early examples (pre-1990)

The emergence of top-down video games in the marked a pivotal shift in early video gaming, drawing inspiration from traditional board games and puzzles that emphasized spatial reasoning and . These titles appeared primarily on arcade cabinets and the nascent home console market, utilizing rudimentary hardware to render pixelated 2D grids of static walls that confined player movement to predefined corridors. Basic was limited to unchanging barriers, fostering a focus on solitary or competitive exploration rather than dynamic interactions. The first maze game on commercial arcade hardware was Gotcha, released by Atari in 1973, featuring two-player navigation through a simple labyrinth where one participant pursued the other to score points, highlighting pure chase-based pathfinding without additional objectives. This was followed by The Amazing Maze Game from Midway in 1976, an arcade title that pitted two players against each other in a race to locate and reach the maze exit first, underscoring competitive navigation on black-and-white vector displays. On home consoles, early examples included Slot Racers (also titled Maze), developed by Atari for the Atari 2600 and released in 1978, where players maneuvered vehicles through fixed maze patterns to outmaneuver opponents via strategic positioning, relying on the system's limited sprite capabilities for grid-based movement. By the early 1980s, arcade innovations introduced dot-collection mechanics while maintaining a navigation core, as seen in Lady Bug by Universal in 1981, where the player guided an insect through static mazes to gather dots and reach an exit, avoiding hazards in a manner reminiscent of emerging chase genres but without direct confrontation. Similarly, Lock 'n' Chase from Data East in 1981 involved traversing predefined labyrinths to collect coins and treasures, using door-closing as a defensive navigation aid in fixed environments. These pre-1990 titles established the genre's foundational emphasis on intuitive control schemes and level design, influencing subsequent developments in maze-based gameplay across platforms.

Modern developments (1990–present)

The modern era of top-down maze games, beginning in the 1990s, marked a significant expansion from the fixed-layout arcade origins, incorporating deeper level design, genre hybridization, and accessibility across consoles, PCs, and mobile devices. Developers leveraged advancing hardware to introduce dynamic elements like destructible environments and cooperative play, while indie creators revitalized the genre through innovative puzzle integration and procedural generation techniques. This period saw maze mechanics blend with adventure and action titles, enhancing strategic navigation in overhead views. Key titles from the exemplified this shift toward console-based experiences with maze-focused gameplay. The Legend of Zelda: Link's Awakening, released in 1993 for the Game Boy, featured prominent maze elements, including the Signpost Maze in the Mysterious Forest, where players decipher directional signs to navigate a looping path and learn the Frog's Song of Soul. Similarly, Quest: Fantasy Challenge (1999, ) presented a puzzle-maze structure inspired by classics like Mr. Do!, requiring players to collect all diamonds across levels while avoiding enemies and using power-ups to progress through 20 stages. These games emphasized exploration and item collection in compact, top-down layouts tailored for portable play. Into the 2000s and , the genre evolved with , particularly in indie titles that generated randomized mazes for replayability. This technique, rooted in early dungeon crawlers but popularized in indie scenes, allowed for endless variations in level layouts, enemy placements, and traps. Bomberman variants continued to thrive, with Super Bomberman R (2017, ) introducing 3D-rendered top-down mazes supporting up to eight players in battle mode and a co-op story mode across over 50 levels, featuring destructible blocks and power-ups for strategic bomb placement. The indie boom further amplified this, with titles emphasizing cooperative problem-solving in abstract environments. Post-2020 developments highlighted continued hybridization, such as metroidvania-style mazes on PC. Mobile ports also influenced accessibility, with remakes of classic maze games like (2007, adapted for iOS in the 2010s) bringing touch-controlled top-down navigation to smartphones, broadening the audience for procedural and fixed mazes alike. Recent indie releases include Maze Mice (2025, PC Early Access), a top-down puzzle game where players guide mice through procedurally generated mazes to collect cheese while solving environmental challenges. Overall, these advancements underscore the genre's adaptability, from procedural indies to cross-platform hybrids, sustaining top-down mazes as a core of strategic gaming.

First-person maze games

Pioneering titles (pre-1990)

The pioneering first-person maze games of the pre-1990 era emerged on early home computers, leveraging constrained hardware to simulate 3D navigation through innovative rendering techniques such as wireframe and ray-casting approximations. These titles emphasized , , and tension in labyrinthine environments, often without advanced sound or color, marking the transition from text adventures to immersive spatial experiences. Key examples include and , each pushing the boundaries of what limited 8-bit systems could achieve in first-person perspectives.
GameYearPlatformKey Mechanics
3D Monster Maze1981Procedurally generated maze; first-person view using for walls and simple character sprites; player hides from a pursuing Tyrannosaurus rex, with random monster appearances and an exit search objective.
1982Wireframe 3D dungeon rendering; real-time combat and spell-casting via text commands; multi-level procedural layouts with monsters, treasures, and a wizard boss; character stats like strength and power level influence survival.
These games introduced pseudo-3D techniques to create depth illusion on monochrome or low-resolution displays, such as ASCII-based wall representations in 3D Monster Maze or polygonal wireframes in Dungeons of Daggorath, allowing players to turn and move through procedurally generated layouts without full 3D engines. Survival mechanics centered on evading or combating random monsters, heightening psychological tension through unseen threats and limited visibility. Hardware constraints of the era, including 1KB RAM on the ZX81 and lack of joysticks, meant no save states or complex controls, forcing players to complete sessions in one go and relying on keyboard inputs for navigation. 3D Monster Maze stands out as the first horror maze game, blending maze exploration with elements like audio cues from a ringmaster warning of the monster's approach, all rendered in stark black-and-white on the ZX81. Its ensured replayability despite the primitive graphics, influencing later titles in tension-building through unpredictable encounters.

Advanced iterations (1990–present)

The 1990s marked a significant in first-person games, transitioning from wireframe and ray-casting techniques to fully polygonal 3D environments that enhanced immersion and spatial complexity. This shift allowed for more intricate level designs, dynamic lighting, and interactive elements, moving beyond simple navigation to integrate narrative-driven and . Games during this period built on earlier foundations by incorporating textured surfaces and real-time rendering, enabling mazes that felt like integral parts of larger worlds rather than isolated simulations. One early example of this advancement is Faceball 2000, released in 1991 for the Game Boy and later ported to the in 1992. Developed by Xanth Software, it featured maze-like arenas viewed from a first-person perspective, where players navigated 3D corridors to battle enemies known as Smiloids, supporting up to four players in multiplayer modes via link cable. Its pseudo-3D graphics emphasized 360-degree maneuverability, foreshadowing more sophisticated polygonal implementations. By the early 2000s, first-person maze elements became embedded in expansive RPGs, exemplified by (2002, PC and ). Developed by , the game included numerous dungeon mazes such as Dwemer ruins and Daedric shrines, where players engaged in quest-driven navigation using first-person controls. These areas featured multi-level layouts with traps, puzzles, and procedural-like branching paths, enhancing replayability through player choice and lore integration. Meanwhile, emerged as a key innovation, with (2016, PC and others) by generating infinite cave systems and structure mazes algorithmically, using noise functions to create unique, explorable first-person environments across 18 quintillion planets. This approach allowed for emergent experiences without hand-crafted designs, prioritizing scale and variety. Recent indie titles on platforms like have revived the genre with accessible yet challenging first-person . For instance, Maze (2020, PC) by independent developer TreeFall Studios L.L.C. offers over 30 puzzle-oriented labyrinths, focusing on coin collection and escape mechanics in a minimalist 3D space. Similarly, Labyrinthine (2021, PC) by VRegexp provides co-op horror with elements, where players solve riddles while evading threats in procedurally varied hedge and underground layouts. These revivals highlight a resurgence in indie development, blending with modern accessibility features like controller support. Looking toward the future, Maze: Interim Odyssey (2025, PS5 and PS4) by Treefall Studios continues this trajectory as a first-person puzzle sequel, introducing new environments with enhanced lighting and environmental interactions for quest-based progression. Released on June 11, 2025, it expands on its predecessor's formula with hub-world navigation and collectible challenges, demonstrating ongoing innovation in console-first-person design.

Maze chase games

Classic arcade era (1970s–1980s)

The classic arcade era of maze chase games, spanning the and , established the genre through titles that emphasized dynamic pursuit mechanics in confined, grid-based environments. These games typically featured a player-controlled character navigating labyrinthine layouts to consume collectibles while evading AI-controlled enemies with predictable yet challenging behaviors. The era's innovations, particularly in enemy AI and systems, laid the groundwork for interactive tension between and , distinguishing chase-focused play from static navigation. Pac-Man, developed and released by in 1980 for arcade machines, became the archetype of the chase format. In this game, players guide the titular yellow character through a fixed , eating small dots for points while avoiding four colorful ghosts—Blinky (red), Pinky (pink), Inky (cyan), and Clyde (orange)—that pursue with distinct AI patterns, such as Blinky chasing directly and Pinky ambushing ahead. Four large energizers, or power pellets, positioned in the corners, temporarily reverse the chase dynamic: upon consumption, the ghosts turn blue and vulnerable, allowing Pac-Man to eat them for bonus points and send them retreating to the central ghost pen. Periodic bonuses, such as cherries or strawberries, appear in the center for escalating point values, adding strategic timing to the core loop of dot consumption and evasion. Building on Pac-Man's success, arrived in 1981, published by Midway Manufacturing for arcades as an enhanced sequel. The game retained the dot-eating and ghost-evasion fundamentals but introduced variability with seven rotating layouts, moving fruit bonuses that traverse predefined paths, and slightly faster ghost speeds, increasing replayability and unpredictability. Power pellets function identically to the original, turning ghosts blue for reversal of roles, though the protagonist's feminine design and altered sound effects aimed to broaden appeal. Namco's , released in 1982 for arcades, further evolved the mechanics by shifting from dot collection to item-based progression. Players must eat keys to unlock gates blocking fruits and other items within larger, more open mazes, emphasizing route planning over simple traversal, while super power pellets grant temporary flight and invincibility for enhanced mobility. Ghosts retain pursuit behaviors but can now be trapped behind gates, introducing defensive strategy alongside the chase element. These titles profoundly influenced , with credited for mainstreaming video games by attracting non-traditional audiences, including women and children, and sparking "Pac-Mania" through merchandise, cartoons, and widespread arcade adoption. By the mid-1980s, arcade cabinets alone exceeded 400,000 units sold globally, generating billions in revenue and cementing maze chases as a cornerstone of gaming.

Evolutions and remakes (1990–present)

The period from 1990 to the present has marked a renaissance for maze chase games, with developers revitalizing classic formulas through technological advancements like 3D graphics, endless , and multiplayer integrations. Building on the arcade foundations, these evolutions emphasize dynamic mazes, power-up strategies, and competitive elements, often within the enduring franchise, while indie titles introduce fresh twists on ghost-chasing mechanics. Pac-Mania, originally released in 1987, saw its isometric 3D perspective influence post-1990 remakes and ports, such as those included in the 1995 compilation for PlayStation, which preserved the pseudo-3D chase across multi-level mazes with jumping mechanics to evade ghosts. This dimensional shift allowed for more spatial depth in pursuits, evolving the flat-top view into navigable heights and platforms. A landmark remake, , launched on June 6, 2007, for via , introducing constantly shifting mazes that generate in real-time, a five-minute time limit per round, and modes like Championship and Extra for varied ghost patterns and score chases. Enhanced visuals featured neon-lit environments and faster pacing, with later ports to in 2009 and Android expanding accessibility on mobile devices. Mobile platforms drove further innovations in endless runner styles fused with maze chases, exemplified by , released on August 20, 2015, for and Android. This title recreates the infamous level 256 glitch from the original , featuring an infinitely scrolling maze where a "glitch" wall of ghosts advances from below, forcing perpetual evasion while collecting dots and power pellets in local co-op for up to four players. Ports to consoles like and in 2018 added controller support for broader appeal. Post-2020 developments integrated battle royale mechanics into the genre, as seen in , a title exclusive to members, launched on April 8, 2021. In this 99-player online arena, participants compete simultaneously on interconnected mazes, using power pellets to send interfering ghosts to rivals' screens, with the last surviving declared the winner. The game emphasized strategic ghost manipulation over solo survival, blending chase tension with competitive elimination until its delisting on October 8, 2023. Location-based adaptations like , released on September 17, 2020, for iOS and Android, transformed real-world maps via Platform into playable mazes, allowing global players to chase ghosts along actual streets in augmented reality-style sessions. This hybrid approach fostered community events and multiplayer rivalries, though the service ended on October 28, 2021. VR chase variants have emerged in indie spaces, such as for 2 in 2022, which adapts room-scale movement for immersive ghost pursuits in a top-down projected maze. In 2025, Bandai Namco released Shadow Labyrinth on July 18 for platforms including , , Xbox Series X/S, and PC, a 2D action-platformer inspired by that incorporates maze-like levels and mini-games involving dot collection and ghost evasion within time-limited challenges. These M.A.Z.E. modes blend puzzle-solving with chase dynamics, evolving the genre through metroidvania-style progression in labyrinthine environments.

Grid capture games

Foundational games (1980s)

The grid capture subgenre of maze video games originated in the early , featuring gameplay where players navigate a grid by tracing lines to enclose and claim rectangular areas, while evading pursuing enemies that patrol the paths. This mechanic introduced a core risk-reward element, as completed sections became safe zones, encouraging players to temporarily abandon security to maximize territory before enemies could intercept them. Primarily confined to arcade cabinets and early home computers due to hardware limitations of the , these titles laid the groundwork for area-control dynamics in digital gaming. Amidar, released in 1981 by for arcades, stands as the pioneering entry, with North American distribution handled by Stern Electronics. In the game, players control either a yellow gorilla on odd levels (collecting coconuts along grid lines) or a paint roller on even levels, aiming to outline all rectangles on a fixed grid to advance. Enemies known as "Amidars" roam freely, while "Tracers" stick to corners; players can use a limited jump ability to evade them, and filling corner rectangles grants temporary invincibility. The title derives its name and conceptual basis from Amidakuji, a traditional Japanese lottery game involving ladder-like diagrams, which influenced the path-tracing and enclosure mechanics. Ports appeared on platforms like the and Commodore 64, but the arcade version defined the genre's initial scope. Following Amidar's success, clones proliferated on home systems, adapting the formula to more accessible hardware. , developed and published by Microdeal in 1983 for the Dragon 32/64, exemplifies this trend with its portrayal of the character Cuthbert navigating lunar landing pads to activate switches by completing grid squares. Players trace all four sides of cells to "color" them, avoiding roaming "nasties" that can be jumped over sparingly, with levels increasing in complexity and enemy speed. Ports extended to the , Commodore 64, and Atari 8-bit family, emphasizing the genre's transition from arcades to 8-bit computers. Another early adaptation, Jeepers Creepers, arrived in 1982 from developer James Albanese and publisher Quality Software for Atari 8-bit computers. Here, players guide a small to fill an entire board by encircling squares, pursued by aggressive yellow wasps; surrounding special insect icons summons helpful beetles to clear threats, while keys enable teleportation to new levels. With only three lives and escalating enemy patterns, the game heightened the tension of path commitment, mirroring Amidar's evasion tactics but on a single-screen format suited to home play. These foundational titles, limited by the era's technology to 2D grids without advanced graphics, established grid capture as a distinct variant focused on strategic enclosure over free exploration.

Variants and modern takes (1990–present)

Following the foundational arcade titles of the , grid capture games saw continued evolution through ports, sequels, and innovative blends in the and beyond, often incorporating digital enhancements like timed challenges and power-ups to adapt to home consoles and emerging platforms. (2009), developed by for and , expanded core mechanics with multiple Qix variants—such as faster or branching forms—alongside collectible power-ups for temporary shields and speed boosts, plus new enemy types that disrupted line drawing. Indie revivals have sustained the genre's presence on digital storefronts like , blending retro aesthetics with modern accessibility features. Mokoko X (2022), an indie title by NAISU, revives Qix-style area capture in a pixel-art format with puzzle-like levels and boss encounters, emphasizing strategic line placement to enclose a majority of the screen while evading animated foes. Xonix Casual Edition (2023), developed by HapGames, offers numerous levels across classic and 3D modes with intuitive touch controls, timed challenges for bonus scores, and power-ups like line extenders, making it suitable for both quick sessions and extended play. Post-2020 adaptations have integrated grid capture into mobile puzzle apps, leveraging touch interfaces for seamless path drawing. : Xonix Casual Edition, available on Android since 2020, features arcade-driven board battles with no in-app purchases, focusing on smooth gameplay and escalating enemy patterns to capture grid sections progressively. This persistence of the genre, despite its niche status, underscores its influence on drawing-based mobile titles, where territorial mechanics inspire variants emphasizing non-crossing paths and area completion, as seen in puzzle apps evolving from arcade roots.

Puzzle-oriented maze games

Logic and pathfinding puzzles

Logic and puzzles represent a subgenre of maze video games that emphasize deductive problem-solving and strategic through static or semi-static environments, typically devoid of time limits or adversarial elements to encourage thoughtful . These games often feature grid-based or abstract layouts where players manipulate environmental elements—such as blocks, mirrors, or portals—to uncover optimal paths, fostering a sense of intellectual accomplishment through . Unlike action-oriented , the focus here is on spatial reasoning and logical deduction, with levels designed to reveal solutions only after careful analysis of clues or patterns. A prominent example is Mekorama, released in 2016 for mobile platforms including and Android, where players guide a small through diorama-style 3D mazes by rotating the environment and moving obstructing blocks to create viable paths. The game's hand-crafted levels, totaling over 50 in the free version with additional community-created content, highlight non-violent brain-teasers that reward observation of geometric constraints, such as leveraging ramps or switches for elevation changes. Its minimalist aesthetic and touch-based controls made it accessible for casual players, earning praise for blending with light environmental puzzles. Similarly, The Witness, launched in 2016 for PC, , and other platforms, incorporates maze-like sections within its broader puzzle framework, requiring players to trace lines through labyrinthine panels that simulate hedge mazes or circuit diagrams. These mechanics involve deducing rules from environmental audio-visual cues to navigate increasingly complex grids, with over 500 puzzles emphasizing procedural logic over rote memorization. The game's integration of mazes as a core deductive tool underscores the subgenre's evolution toward interconnected, hand-crafted challenges that build conceptual understanding of symmetry and boundaries. Lazors, released in 2010 for mobile devices on and Android, shifts the paradigm to light-based , where players position mirrors and blockers to redirect beams through translucent mazes to activate goals. Drawing from physical puzzle toys, its 100+ levels feature static grids that demand precise angular calculations for beam , promoting a calm, iterative approach to optimization without any or combat distractions. This title exemplifies the subgenre's appeal in simplifying real-world physics into bite-sized logic exercises. The proliferation of such games gained momentum in the post-2010 mobile gaming era, driven by the accessibility of touch interfaces and app stores that favored short-session, ad-free experiences, leading to a surge in casual puzzle titles that adapted traditional logic for broader audiences. This trend has also seen integration with genres, where serves as a foundational mechanic in digital adaptations that mimic physical challenges through gates and hidden pathways.

Survival and horror mazes

Survival and horror mazes represent a subgenre where players navigate labyrinthine environments under constant threat, blending maze-solving with mechanics such as , pursuit, and atmospheric dread to heighten tension. These games often feature limited visibility, dynamic obstacles, and psychological elements like isolation or hallucinations, distinguishing them from purely puzzle-based mazes by emphasizing evasion and endurance over static problem-solving. The roots of this subgenre trace back to early 1980s graphical adventures, with titles like 3D Monster Maze (1981) introducing visual disorientation and real-time threats in haunted labyrinths, building on earlier text-based horror narratives. These evolved through the decade and into the 1990s with more advanced graphics and mechanics. A notable early example is the 1981 ZX81 game 3D Monster Maze, where players explore a procedurally generated 3D labyrinth while evading a Tyrannosaurus rex, using wireframe graphics and sound effects to build fear through restricted sightlines and unpredictable monster movements. Post-2020 indie remakes, such as 3D Monster Maze: Remake by Luera (2023, PC via itch.io) and by MaksLess (2023, PC via itch.io), modernize these mechanics with improved visuals, photography-based scoring to "capture" the beast, and upgrades for better evasion, maintaining the original's survival horror essence while amplifying jump scares and procedural layouts. In the 2010s, mainstream titles integrated maze elements into broader narratives, heightening psychological tension through time-sensitive puzzles and monstrous pursuits. Catherine (2011, ), developed by , features nightmare sequences where protagonist Brooks climbs and rearranges block-based mazes representing his romantic turmoil, pursued by grotesque sheep-like creatures amid crumbling platforms and escalating difficulty levels that induce panic. Mechanics include limited moves per stage, environmental hazards like spikes, and a system tying puzzles to story progression, creating dread via failure's fatal consequences. Similarly, Outlast (2013, PC), from Red Barrels, places players in the labyrinthine Mount Massive Asylum, relying on a camcorder's for navigation in pitch-black corridors teeming with violent inmates; survival hinges on hiding in lockers, crawling vents, or sprinting from chases, with battery management adding resource tension and frequent jump scares amplifying the horror of disorientation. Post-2020 developments, fueled by an indie horror surge on platforms like , emphasize procedurally generated mazes for replayable terror, often with themes of abandonment or cosmic unease. Resident Evil Village (2021, ), Capcom's entry, incorporates labyrinth puzzles in areas like Castle Dimitrescu and the Beneviento estate, where players solve rolling-ball mazes under duress from hallucinatory foes and environmental perils, such as the dollhouse section's claustrophobic pursuits by biomechanical horrors; these segments reward skulls for upgrades, blending puzzle precision with survival urgency. Indie titles on , like Playmaze Panic (2021, PC), trap players in a fast-food-themed tube maze evading the "Oogaburga" entity, using first-person views and sound cues for immersion, while others such as Crowded Emptiness (2022, PC) and Nights at the Clown Maze (2024, PC) leverage empty, looping layouts for paranoia, contributing to the platform's boom in short-form horror experiences that prioritize atmospheric buildup over combat.

Immersive maze experiences

Virtual reality mazes

Virtual reality maze games utilize head-mounted displays with head-tracking and spatial audio to create immersive navigation experiences, allowing players to physically turn their heads to explore labyrinthine environments in three dimensions. These titles often incorporate room-scale movement, where users walk within a tracked play area to mimic real-world locomotion, enhancing the sense of presence and disorientation inherent to maze designs. Unlike traditional screen-based mazes, VR versions leverage 360-degree views and haptic feedback to heighten tension and discovery. Key examples include Monster Maze VR, released on October 24, 2016, for and PC VR platforms via , where players navigate procedurally generated mazes while shooting monsters using motion-controlled weapons, emphasizing gesture-based aiming and survival mechanics in a Halloween-themed setting. Another prominent title is The Maze VR, launched on March 19, 2020, as an multiplayer game on for various VR headsets including , featuring up to eight players solving puzzle-filled rooms through racing, grabbing, and shooting challenges to unlock a central multiplayer . More recently, Monsters and Mazes, a PvP released on June 19, 2025, for Meta Quest headsets, supports room-scale play with touch controllers, where one player controls a monster hunting others who must solve maze puzzles to escape, incorporating themed environments like corn mazes and . Innovations in VR maze games address common challenges like motion sickness through teleportation locomotion, where players point and instantly relocate to reduce continuous visual flow that triggers nausea, enabling longer sessions without discomfort. Multiplayer asymmetric gameplay further distinguishes these experiences, with one participant as the pursuer in a shared virtual maze while others evade using spatial awareness from head-tracking, fostering dynamic chases enhanced by 3D audio cues for monster proximity. The popularity of VR maze games surged post-2020, coinciding with the widespread adoption of accessible standalone hardware like the Meta Quest 2, which lowered barriers to entry and spurred indie development of immersive titles. Arcade implementations, such as Sega Amusements' VR Maze, offer free-roaming experiences blending physical barriers with virtual mazes for group play, emphasizing high immersion without motion sickness in commercial venues.

Mobile and AR adaptations

Mobile and AR adaptations of maze games have leveraged smartphone touch interfaces and (AR) technologies to create portable, intuitive experiences that emphasize quick navigation and real-world integration. These adaptations often employ swipe-based controls for guiding characters through labyrinths, making them accessible for short play sessions on the go, and frequently adopt models with in-app purchases and daily puzzle challenges to encourage repeated engagement. A prominent example is Mazes & More (2017), developed by Leo De Sol Games for Android and platforms, which features over 2,000 swipe-navigated mazes across various themes, including classic grid layouts and twisted variants like mirror mode for reversed controls. The game supports daily challenges and power-ups, allowing players to solve bite-sized puzzles in sessions as short as a few minutes, enhancing its suitability for mobile users seeking brain-training breaks. For AR-focused titles, Pac-Man Geo (2020), released by Bandai Namco for iOS and Android (discontinued in 2021), transforms real-world locations into maze levels using GPS and integration, where players swipe to control along street grids overlaid with AR elements like power pellets and pursuing ghosts. This location-based mechanic encouraged outdoor exploration, with daily events and multiplayer chases adding social layers to the traditional maze chase format. Early mobile VR adaptations, such as VRMaze (2016) for Android with compatibility, provide first-person labyrinth navigation via device tilting and on-screen controls, blending maze-solving with immersive viewing on budget VR headsets. Post-2020 releases like Toilet Rush Race: Draw Puzzle (2023), a Android and title by Rocket Succeed Together, introduce draw-to-path mechanics in humorous maze puzzles, where players connect characters to objectives while avoiding obstacles, optimized for quick, addictive touch play. These adaptations distinguish themselves from dedicated VR setups by prioritizing phone-native portability and AR's seamless blend of digital mazes with physical environments, fostering casual accessibility without specialized hardware.

References

Add your contribution
Related Hubs
User Avatar
No comments yet.