Pac-Man, but you're the ghost — and the thread found the exploit to win every time
Flip the roles: you control a ghost trying to catch Pac-Man, who's run by the original perfect AI. It feels unwinnable — until commenters reverse-engineered the chase and found the corridor where you can always catch him.
Garrit Franke's browser toy hands you a single ghost and lets the classic Pac-Man AI flee. Built in ~400 lines of HTML, vibe-coded with Claude. The complaint everyone hits: it feels impossible to catch him, and the swipe controls are rough.
Then the thread cracked it: Pac-Man never grabs the power pellets, so chase him into the bottom corridor by alternating right-down and you'll always close the gap. Others want Inky and Pinky added so you can actually corner him.
The Pac-Man you can't win — until you can
Garrit Franke's toy inverts the oldest arcade loop: you are the ghost, and Pac-Man — driven by the game's classic pathfinding AI — is trying to get away from you. It's a single page, roughly 400 lines of HTML, and openly vibe-coded with Claude. The immediate experience for most players is frustration: Pac-Man moves as fast as you, plays near-perfectly, and the maze gives him endless escape routes.
That frustration is exactly where the thread got interesting — because solving a "perfect" opponent is its own minigame.
The thread reverse-engineered the win
The first crack was behavioral: the AI Pac-Man has a blind spot.
"Seems the solution is to immediately leave and follow Pac-Man to the bottom-right (by alternating right-down) and chase him across the long corridor on the bottom. Keep following him and you'll just catch him, since he never goes for the power pellets" — InvisibleUp
A second commenter handed the author the actual rulebook, pointing to the canonical breakdown of ghost movement and noting a fidelity bug: real Pac-Man ghosts can't reverse direction mid-corridor, and the clone doesn't model that. "You should have your agent read this," they wrote, linking the dossier. And the design fix to make cornering possible came from someone who knows the original ghost AI cold:
"You should add inky and pinky so you can corner pacman. Their movement is dependent on blinky, so you would be in control of all 3" — geon
One author of the engine even confirmed a balance tweak landed: "the ghost is slightly faster which makes the game winnable," a reader noticed.
The slop fight, and why the idea survives it
Not everyone was charmed. The AI-generated label drew the usual fire, with the most specific critique listing concrete design misses rather than just sneering.
"the author has missed a key aspect of the original Pac-Man, which is that ghosts have to run back to the start when they're eaten and that gives Pac-Man time to freely move around and eat dots. Instead, getting eaten teleports both you and Pac-Man" — csande17, who traced the commit history
But the concept itself kept pulling people in, because it isn't new and that's the point. The role-swap has a real pedigree: a commenter surfaced Pac-Man Vs. on GameCube — designed by Miyamoto — where one player secretly drove Pac-Man on a Game Boy Advance while three others chased as ghosts on the TV, the catcher inheriting Pac-Man each round. Others recalled hackathon and Bluetooth-multiplayer versions of the same flip going back years.
That's the real read here. A 400-line afternoon prototype isn't competing with Miyamoto — but it revived an idea good enough that a dozen people in the thread immediately wanted to build the better version. The toy's value isn't its polish; it's that it turned a comment section into a Pac-Man AI design review.
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