A tameable Pac-Man, four ghosts that hunt you, a playable arcade cabinet, a six-floor maze dungeon, and the Arcade Void — a whole dimension where Pac-Man screens are the ground you walk on.
Unofficial fan project. Not affiliated with, endorsed by or connected to Bandai Namco Entertainment. PAC-MAN and all related marks belong to their respective owners. Non-commercial, free, made for fun.
- The Arcade Void — concentric rings of land 320 blocks wide floating over the void, joined by bridges, cut by lakes. Walkable Pac-Man mazes on top, pellets you eat by stepping on them. Three lives, a score, GAME OVER. Falling into the void rewinds you from the sky and costs a life instead of eating your inventory.
- Five bosses — Blinky, Pinky, Inky and Clyde, one per ring, each in a Ghost City; and past the fourth ring, where the screen stops holding together, the Glitch.
- Your own Pac-Man — tamed with Ghost Fragments, levelled 1–10 with Galaxy Berries, rideable at level 10 with a Joystick.
- A playable Arcade Cabinet with a global high-score table and a wall Scoreboard.
- A six-floor maze dungeon with a locked treasure room and a boss arena.
- An arcade in villages, and a villager profession to run it.
- 28 advancements, custom sounds, and an in-game manual with every recipe.
- Minecraft 1.12.2 with Forge 14.23.5.2847 or newer.
- Drop
pacmanmod-1.12.2-1.0.0.jarinto yourmodsfolder.
No dependencies, no library mods.
Built for it. Lives, score, wallet and ring permissions are stored per player: two friends on the same server each have their own run, like two coins in the same cabinet. The high-score table lives on the server.
Needs JDK 8 (Forge 1.12.2 will not build on anything newer).
gradlew setupDecompWorkspace
gradlew build
The jar comes out in build/libs/.
On Windows there's INSTALLA_MOD.bat in the release folder, which does the
whole thing — unpack, find the JDK, build, and copy the jar into every 1.12.2
instance it finds.
Everything is written in Italian — class names, methods, variables, comments. That's deliberate and it stays that way.
The comments explain why, not what: most classes open with the reason they are built the way they are and the mistake that shaped them.
Two things worth knowing if you read the source:
world/vuoto/PianoDelVuoto.javais the whole geography of the Void, and it never touches a block: it's pure math, and it mentions Minecraft exactly zero times. Every answer depends only on the seed and the config, which is why two chunks generated months apart see the same land.strumenti/holds 20 verification scripts that run without Minecraft, plusstrumenti/banco_vuoto/— a bench that compiles the real geometry outside the game, times chunk generation and computes a fingerprint of the generated land. It's what proved an optimisation from 14.3 ms/chunk down to 0.99 didn't move a single block.
Free to use and to put in modpacks, public or private, without asking. Don't republish it as your own or sell it. Full text in LICENSE.