A stock VIC-20 has 5K of RAM, and roughly 3.5K of that is left over once BASIC has taken its cut. Snapman 20 needs more. A new Pac-Man clone from homebrew developer Beamrider, it demands a 35K expansion to run: seven times what the machine shipped with, on top of it, not instead of it. That’s the price of doing Pac-Man properly on hardware Commodore never built with an arcade conversion in mind.

What “properly” actually means here

Coded entirely in 6502 machine code, Snapman 20 keeps the ghosts’ original arcade movement patterns intact rather than falling back on the simplified chase logic most home conversions settled for, and it finds room for the between-level intermission animations that plenty of official ports left out entirely. Both of those are the sort of detail a player only notices by their absence, which is exactly why cutting them was the usual shortcut on machines this size.

It isn’t even a new name. “Snapman” clones go back to 1984, when the label got attached to a wave of unofficial Pac-Man conversions, including one that made it into Micro User’s Compendium of Classic Arcade Games for the BBC Micro and a separate Commodore 64 version from David Rees. Whether Beamrider picked the name as a deliberate nod to that lineage or just landed on the same joke everyone else did, Snapman 20 is now the version actually worth the name on VIC-20 hardware.

A PAL-only, expansion-only kind of faithful

There’s a catch. It’s PAL-region only, and that 35K expansion isn’t optional padding, it’s load-bearing: strip it away and there simply isn’t anywhere left to put the ghost logic and the intermission sequences this conversion is built around. No expansion, no game. For anyone with a VIC-20 already kitted out for serious homebrew, that’s a reasonable price for arcade-accurate ghosts. For anyone still running the machine bone-stock, it’s a reminder that Commodore’s cheapest home computer only got this far by constantly being expanded past what it actually was.