diff --git a/examples/community/maze/LICENSE b/examples/community/maze/LICENSE
new file mode 100644
index 0000000000000000000000000000000000000000..1326e36485d665086ee65d91473e3586d5b72661
--- /dev/null
+++ b/examples/community/maze/LICENSE
@@ -0,0 +1,21 @@
+MIT License
+
+Copyright (c) 2017 stephen
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/examples/community/maze/README.md b/examples/community/maze/README.md
new file mode 100644
index 0000000000000000000000000000000000000000..27b344af065d5f536e2a12fff254d92c2dc38e59
--- /dev/null
+++ b/examples/community/maze/README.md
@@ -0,0 +1,19 @@
+# Maze generator in Go
+
+Created by [Stephen Chavez](https://github.com/redragonx)
+
+This uses the game engine: Pixel. Install it here: https://github.com/faiface/pixel
+
+I made this to improve my understanding of Go and some game concepts with some basic maze generating algorithms.
+
+Controls: Press 'R' to restart the maze.
+
+Optional command-line arguments: `go run ./maze-generator.go`
+  - `-w` sets the maze's width in pixels.
+  -	`-h` sets the maze's height in pixels.
+  -	`-c` sets the maze cell's size in pixels.
+
+Code based on the Recursive backtracker algorithm. 
+- https://en.wikipedia.org/wiki/Maze_generation_algorithm#Recursive_backtracker
+
+![Screenshot](screenshot.png)
\ No newline at end of file
diff --git a/examples/community/maze/maze-generator.go b/examples/community/maze/maze-generator.go
new file mode 100644
index 0000000000000000000000000000000000000000..a8b09f84d78883bacda4dfe632a205810750cc00
--- /dev/null
+++ b/examples/community/maze/maze-generator.go
@@ -0,0 +1,317 @@
+package main
+
+// Code based on the Recursive backtracker algorithm.
+// https://en.wikipedia.org/wiki/Maze_generation_algorithm#Recursive_backtracker
+// See https://youtu.be/HyK_Q5rrcr4 as an example
+// YouTube example ported to Go for the Pixel library.
+
+// Created by Stephen Chavez
+
+import (
+	"crypto/rand"
+	"errors"
+	"flag"
+	"fmt"
+	"math/big"
+	"time"
+
+	"github.com/faiface/pixel"
+	"github.com/faiface/pixel/examples/community/maze/stack"
+	"github.com/faiface/pixel/imdraw"
+	"github.com/faiface/pixel/pixelgl"
+
+	"github.com/pkg/profile"
+	"golang.org/x/image/colornames"
+)
+
+var visitedColor = pixel.RGB(0.5, 0, 1).Mul(pixel.Alpha(0.35))
+var hightlightColor = pixel.RGB(0.3, 0, 0).Mul(pixel.Alpha(0.45))
+var debug = false
+
+type cell struct {
+	walls [4]bool // Wall order: top, right, bottom, left
+
+	row     int
+	col     int
+	visited bool
+}
+
+func (c *cell) Draw(imd *imdraw.IMDraw, wallSize int) {
+	drawCol := c.col * wallSize // x
+	drawRow := c.row * wallSize // y
+
+	imd.Color = colornames.White
+	if c.walls[0] {
+		// top line
+		imd.Push(pixel.V(float64(drawCol), float64(drawRow)), pixel.V(float64(drawCol+wallSize), float64(drawRow)))
+		imd.Line(3)
+	}
+	if c.walls[1] {
+		// right Line
+		imd.Push(pixel.V(float64(drawCol+wallSize), float64(drawRow)), pixel.V(float64(drawCol+wallSize), float64(drawRow+wallSize)))
+		imd.Line(3)
+	}
+	if c.walls[2] {
+		// bottom line
+		imd.Push(pixel.V(float64(drawCol+wallSize), float64(drawRow+wallSize)), pixel.V(float64(drawCol), float64(drawRow+wallSize)))
+		imd.Line(3)
+	}
+	if c.walls[3] {
+		// left line
+		imd.Push(pixel.V(float64(drawCol), float64(drawRow+wallSize)), pixel.V(float64(drawCol), float64(drawRow)))
+		imd.Line(3)
+	}
+	imd.EndShape = imdraw.SharpEndShape
+
+	if c.visited {
+		imd.Color = visitedColor
+		imd.Push(pixel.V(float64(drawCol), (float64(drawRow))), pixel.V(float64(drawCol+wallSize), float64(drawRow+wallSize)))
+		imd.Rectangle(0)
+	}
+}
+
+func (c *cell) GetNeighbors(grid []*cell, cols int, rows int) ([]*cell, error) {
+	neighbors := []*cell{}
+	j := c.row
+	i := c.col
+
+	top, _ := getCellAt(i, j-1, cols, rows, grid)
+	right, _ := getCellAt(i+1, j, cols, rows, grid)
+	bottom, _ := getCellAt(i, j+1, cols, rows, grid)
+	left, _ := getCellAt(i-1, j, cols, rows, grid)
+
+	if top != nil && !top.visited {
+		neighbors = append(neighbors, top)
+	}
+	if right != nil && !right.visited {
+		neighbors = append(neighbors, right)
+	}
+	if bottom != nil && !bottom.visited {
+		neighbors = append(neighbors, bottom)
+	}
+	if left != nil && !left.visited {
+		neighbors = append(neighbors, left)
+	}
+
+	if len(neighbors) == 0 {
+		return nil, errors.New("We checked all cells...")
+	}
+	return neighbors, nil
+}
+
+func (c *cell) GetRandomNeighbor(grid []*cell, cols int, rows int) (*cell, error) {
+	neighbors, err := c.GetNeighbors(grid, cols, rows)
+	if neighbors == nil {
+		return nil, err
+	}
+	nBig, err := rand.Int(rand.Reader, big.NewInt(int64(len(neighbors))))
+	if err != nil {
+		panic(err)
+	}
+	randomIndex := nBig.Int64()
+	return neighbors[randomIndex], nil
+}
+
+func (c *cell) hightlight(imd *imdraw.IMDraw, wallSize int) {
+	x := c.col * wallSize
+	y := c.row * wallSize
+
+	imd.Color = hightlightColor
+	imd.Push(pixel.V(float64(x), float64(y)), pixel.V(float64(x+wallSize), float64(y+wallSize)))
+	imd.Rectangle(0)
+}
+
+func newCell(col int, row int) *cell {
+	newCell := new(cell)
+	newCell.row = row
+	newCell.col = col
+
+	for i := range newCell.walls {
+		newCell.walls[i] = true
+	}
+	return newCell
+}
+
+// Creates the inital maze slice for use.
+func initGrid(cols, rows int) []*cell {
+	grid := []*cell{}
+	for j := 0; j < rows; j++ {
+		for i := 0; i < cols; i++ {
+			newCell := newCell(i, j)
+			grid = append(grid, newCell)
+		}
+	}
+	return grid
+}
+
+func setupMaze(cols, rows int) ([]*cell, *stack.Stack, *cell) {
+	// Make an empty grid
+	grid := initGrid(cols, rows)
+	backTrackStack := stack.NewStack(len(grid))
+	currentCell := grid[0]
+
+	return grid, backTrackStack, currentCell
+}
+
+func cellIndex(i, j, cols, rows int) int {
+	if i < 0 || j < 0 || i > cols-1 || j > rows-1 {
+		return -1
+	}
+	return i + j*cols
+}
+
+func getCellAt(i int, j int, cols int, rows int, grid []*cell) (*cell, error) {
+	possibleIndex := cellIndex(i, j, cols, rows)
+
+	if possibleIndex == -1 {
+		return nil, fmt.Errorf("cellIndex: CellIndex is a negative number %d", possibleIndex)
+	}
+	return grid[possibleIndex], nil
+}
+
+func removeWalls(a *cell, b *cell) {
+	x := a.col - b.col
+
+	if x == 1 {
+		a.walls[3] = false
+		b.walls[1] = false
+	} else if x == -1 {
+		a.walls[1] = false
+		b.walls[3] = false
+	}
+
+	y := a.row - b.row
+
+	if y == 1 {
+		a.walls[0] = false
+		b.walls[2] = false
+	} else if y == -1 {
+		a.walls[2] = false
+		b.walls[0] = false
+	}
+}
+
+func run() {
+	// unsiged integers, because easier parsing error checks.
+	// We must convert these to intergers, as done below...
+	uScreenWidth, uScreenHeight, uWallSize := parseArgs()
+
+	var (
+		// In pixels
+		// Defualt is 800x800x40 = 20x20 wallgrid
+		screenWidth  = int(uScreenWidth)
+		screenHeight = int(uScreenHeight)
+		wallSize     = int(uWallSize)
+
+		frames = 0
+		second = time.Tick(time.Second)
+
+		grid           = []*cell{}
+		cols           = screenWidth / wallSize
+		rows           = screenHeight / wallSize
+		currentCell    = new(cell)
+		backTrackStack = stack.NewStack(1)
+	)
+
+	// Set game FPS manually
+	fps := time.Tick(time.Second / 60)
+
+	cfg := pixelgl.WindowConfig{
+		Title:  "Pixel Rocks! - Maze example",
+		Bounds: pixel.R(0, 0, float64(screenHeight), float64(screenWidth)),
+	}
+
+	win, err := pixelgl.NewWindow(cfg)
+	if err != nil {
+		panic(err)
+	}
+
+	grid, backTrackStack, currentCell = setupMaze(cols, rows)
+
+	gridIMDraw := imdraw.New(nil)
+
+	for !win.Closed() {
+		if win.JustReleased(pixelgl.KeyR) {
+			fmt.Println("R pressed")
+			grid, backTrackStack, currentCell = setupMaze(cols, rows)
+		}
+
+		win.Clear(colornames.Gray)
+		gridIMDraw.Clear()
+
+		for i := range grid {
+			grid[i].Draw(gridIMDraw, wallSize)
+		}
+
+		// step 1
+		// Make the initial cell the current cell and mark it as visited
+		currentCell.visited = true
+		currentCell.hightlight(gridIMDraw, wallSize)
+
+		// step 2.1
+		// If the current cell has any neighbours which have not been visited
+		// Choose a random unvisited cell
+		nextCell, _ := currentCell.GetRandomNeighbor(grid, cols, rows)
+		if nextCell != nil && !nextCell.visited {
+			// step 2.2
+			// Push the current cell to the stack
+			backTrackStack.Push(currentCell)
+
+			// step 2.3
+			// Remove the wall between the current cell and the chosen cell
+
+			removeWalls(currentCell, nextCell)
+
+			// step 2.4
+			// Make the chosen cell the current cell and mark it as visited
+			nextCell.visited = true
+			currentCell = nextCell
+		} else if backTrackStack.Len() > 0 {
+			currentCell = backTrackStack.Pop().(*cell)
+		}
+
+		gridIMDraw.Draw(win)
+		win.Update()
+		<-fps
+		updateFPSDisplay(win, &cfg, &frames, grid, second)
+	}
+}
+
+// Parses the maze arguments, all of them are optional.
+// Uses uint as implicit error checking :)
+func parseArgs() (uint, uint, uint) {
+	var mazeWidthPtr = flag.Uint("w", 800, "w sets the maze's width in pixels.")
+	var mazeHeightPtr = flag.Uint("h", 800, "h sets the maze's height in pixels.")
+	var wallSizePtr = flag.Uint("c", 40, "c sets the maze cell's size in pixels.")
+
+	flag.Parse()
+
+	// If these aren't default values AND if they're not the same values.
+	// We should warn the user that the maze will look funny.
+	if *mazeWidthPtr != 800 || *mazeHeightPtr != 800 {
+		if *mazeWidthPtr != *mazeHeightPtr {
+			fmt.Printf("WARNING: maze width: %d and maze height: %d don't match. \n", *mazeWidthPtr, *mazeHeightPtr)
+			fmt.Println("Maze will look funny because the maze size is bond to the window size!")
+		}
+	}
+
+	return *mazeWidthPtr, *mazeHeightPtr, *wallSizePtr
+}
+
+func updateFPSDisplay(win *pixelgl.Window, cfg *pixelgl.WindowConfig, frames *int, grid []*cell, second <-chan time.Time) {
+	*frames++
+	select {
+	case <-second:
+		win.SetTitle(fmt.Sprintf("%s | FPS: %d with %d Cells", cfg.Title, *frames, len(grid)))
+		*frames = 0
+	default:
+	}
+
+}
+
+func main() {
+	if debug {
+		defer profile.Start().Stop()
+	}
+	pixelgl.Run(run)
+}
diff --git a/examples/community/maze/screenshot.png b/examples/community/maze/screenshot.png
new file mode 100644
index 0000000000000000000000000000000000000000..ce5bfd2f89336e571b304e1dc224af9f2e231013
Binary files /dev/null and b/examples/community/maze/screenshot.png differ
diff --git a/examples/community/maze/stack/stack.go b/examples/community/maze/stack/stack.go
new file mode 100644
index 0000000000000000000000000000000000000000..50a7a46fd89cd5f93a7490b9122298b6a9e44fa2
--- /dev/null
+++ b/examples/community/maze/stack/stack.go
@@ -0,0 +1,86 @@
+package stack
+
+type Stack struct {
+	top  *Element
+	size int
+	max  int
+}
+
+type Element struct {
+	value interface{}
+	next  *Element
+}
+
+func NewStack(max int) *Stack {
+	return &Stack{max: max}
+}
+
+// Return the stack's length
+func (s *Stack) Len() int {
+	return s.size
+}
+
+// Return the stack's max
+func (s *Stack) Max() int {
+	return s.max
+}
+
+// Push a new element onto the stack
+func (s *Stack) Push(value interface{}) {
+	if s.size+1 > s.max {
+		if last := s.PopLast(); last == nil {
+			panic("Unexpected nil in stack")
+		}
+	}
+	s.top = &Element{value, s.top}
+	s.size++
+}
+
+// Remove the top element from the stack and return it's value
+// If the stack is empty, return nil
+func (s *Stack) Pop() (value interface{}) {
+	if s.size > 0 {
+		value, s.top = s.top.value, s.top.next
+		s.size--
+		return
+	}
+	return nil
+}
+
+func (s *Stack) PopLast() (value interface{}) {
+	if lastElem := s.popLast(s.top); lastElem != nil {
+		return lastElem.value
+	}
+	return nil
+}
+
+//Peek returns a top without removing it from list
+func (s *Stack) Peek() (value interface{}, exists bool) {
+	exists = false
+	if s.size > 0 {
+		value = s.top.value
+		exists = true
+	}
+
+	return
+}
+
+func (s *Stack) popLast(elem *Element) *Element {
+	if elem == nil {
+		return nil
+	}
+	// not last because it has next and a grandchild
+	if elem.next != nil && elem.next.next != nil {
+		return s.popLast(elem.next)
+	}
+
+	// current elem is second from bottom, as next elem has no child
+	if elem.next != nil && elem.next.next == nil {
+		last := elem.next
+		// make current elem bottom of stack by removing its next element
+		elem.next = nil
+		s.size--
+		return last
+	}
+	return nil
+}