[With the answers ,he let me feel free to ask further questions, so I didn't feel too guilty to ask some more.]
Kheper created 56 levels, mainly in Lasertank.lvl file. ALL of them were rated hard or deadly. And his levels look nice.
Q1: What do you think about this game? What is the most charming part of Lasertank?
LT has been one of the first puzzle game I tried, along with Mr. Matt, when I got Internet at the end of the 90s. Its graphics are simple, its rules are simple, but its levels can be quite challenging. The fact that you can create your own levels was a definite plus for me, as I found it even more interesting than normal play.
Yes, I also think it is very good for us to make a new level conveniently. You have also kept some GHSs. What do you think about this part of challenge?
I did try going after GHSs for a time. It is completely different than simply solving a level. It takes creativity and stubbornness. It is a good thing that GHSs are there for level creators, as it can give a clue that someone might have found a shortcut.
Q2: How did you create so many hard/deadly levels? Your levels were at least rated hard. Did you sedulously manage it?
A quick an easy answer would be �Sone block at a time, and much Time⬝.
I like to challenge people with problems of a logical nature, just for fun. So LT became kind of a tool allowing me to canalize my energies toward that goal. A problem that is easy to solve does not allow oneself to become better. The brain is a muscle that needs constant solicitation in order to improve, and there is nothing better than serious, deep thinking as a training. So, creating levels with the goal to make them at least hard requires a lot of these exercises, and when successful, it is rewarding.
I can remember when I was working on some level-making at night before bedtime. When I went to bed afterward, it was still fresh in my mind and I would sometimes continue working on it with my eyes closed, especially when I was stuck and had to find a solution to get out of a dead-end.
It is amazing, like playing chess blindlyJ.
Q3: A feature of your levels is : They are not only hard but also have good-looking. How did you manage it?
Adding an element of symmetry to hard levels is a challenge I enjoyed trying to do. It ups the difficulty in level-making, but the result worth the efforts. I am a very visual person, having a definite taste for order and symmetry. That�"s probably why I had a tendency to do that.
To keep symmetrical and difficulty is really an art. Sometimes, only a tiny visual difference between LH side and RH side (like a pair of tank-movers(like #0145,#0177), or the initial position of the lasertank(#0175)) can lead to much difference in logic.
Did you meet occasions like this: if you keep symmetrical, shortcuts must exist near the end of creating a new level? If so, how did you deal with it? And do you have some special advices on how to create this kind of level?
Achieving symmetry until the end while keeping the level Hard, that�"s the challenge faced. You keep adding and removing elements in pairs. And then, once you think it is over, you have to test it to find shortcuts. Knowing how to solve it, the level creator is not the best person to test it, as it is not evident to try to find a new way. I had many of my levels tested by my brother, he has been quite helpful in that regard.
I don�"t have any special advices on how to create this kind of level. Making an Easy symmetrical level is easy, making a Hard symmetrical level is hard and making a Deadly symmetrical level is⬦deadly. J
Q4: Some people were frustratingly trapped in #0184 �SFort Knoxious⬝, #0948 �SLes outils suspendus⬝, Ch-I#1333 �SS-C ��Ape⬝. Could you talk something about these 3 levels?
They are too far back in time for me to analyze them in a satisfying manner. I think �SLes outils suspendus⬝ is the most challenging of the 3. At least, it is the only one of the 3 for which I received emails asking for tips. I started by the area around the flag and built the level backward, from finish to start.
It is interesting that you regard this one as the hardest of the 3. It looks so concise. So, the trick was well hidden. What do you think makes a solution hide well in a concise level?
A concise level looks easy when first seen. There has to be some elements that make you wonder what to do with them. Some could be drowned or pushed against a wall⬦but is it a good idea? Could they be of some use later in the level? These questions are general and can apply to any level.
A concise level with a decent difficulty level usually hides a trick or two that are not easily imagined when simply looking at the level. I think that�"s how �SLes outils suspendus⬝ was made.
�SFort Knoxious⬝ is divided into 4 sections, or 4 squares. I made the sections in order, clockwise, starting with the bottom left corner. This one has been fun to make, it is a little like 4 levels in 1. The name comes from �SFort Knox⬝, an army post in USA that is housing a large portion of the United States official gold reserves.
In fact, this one is the only level that I asked for help for. The northeast section is very tricky.
Yes, I know. This section is the heart of this level.
�SS-C ��Ape⬝ brings back no particular memories, sorry.
Q5: You have made 3 super-long levels:⬝Finger Erosion⬝ ,⬝Hypnos⬝ and �SBig Time⬝. Do you have any special skills to make a super-long level? Do you believe that there exists a level which is super-long but does not have many repetitive tasks?
I don�"t think I have any special skills for making long levels. Patience is the key. At the time, there was a little friendly competition between Mikulka, Ivosh and me for creating extra-long levels. That�"s the main reason why I made those 3 levels.
Haha, it is interesting to find #0411⬝Finger Erosion⬝ after #0400�Sfor Mr Kheper and Mikulka⬝ by IvoshJ
Yes, it was an answer to Ivosh. At the time I made this level, you had to move one square at a time, there was no mouse clicking to move several steps, it was played with the keyboard�"s arrows. Hence the name of this level.
The grid to work on is relatively small in size, so in order to make a very long level, there has to be many repetitive tasks. By definition, just the action of pushing a block one case at a time is a repetitive task. Firing many times in a row is a repetitive task. I don�"t think you can get out of this pattern when making a very long level.
Q6: There is a level which can be done within only 42 moves�#0540 �SThe Key⬝. Meanwhile, it is also a deadly level. There seems to be two good strategies to solve it but only the 3rd strategy is right. How could you block the 2 strategies and meanwhile keep the 3rd way open with the limit tens of mirrors?
To answer your question correctly I would have to go back to work on this level. If I understand, you say there are 2 shortcuts in this level, and you ask me to find a way to eliminate them. This could take quite a lot of time and testing, and that is something I am not ready to do for now.
Q7: What are your favorite levels by yourself? And what are your favorite levels by others?
I�"d rather not pick out any favorite levels from me or others. I�"ve been away from LT for too long. L
Q8: Do you think a good level-maker must be a good level-solver, why?
Logically, yes. A good level-maker will spend hours creating a single level. If that same amount of time is spent trying to solve a level, chances are that she / he will be successful. Both creating and solving levels require the same type of reasoning, the same intuitive thinking.
Q9: LT�"ers may want to know more about you in the real life. Could you say something about your real life?
I am a French Canadian born in 62. I spent my youth in St-Georges, the same city where Donald currently lives!! Although I never met Donald, we grew up in the same neighborhood.
Maybe you made #2011 �SNeighborhood Patrol⬝ for you and DonaldJ
Most of my free time is spent on entomology and music. Since over 20 years I am collaborating with a nearby National Park to do its Coleoptera inventory. So, from April to October I�"m out there in the field whenever I get free time and the weather is fine. I have this passion for entomology since childhood. Music takes a big toll on my free time too. I started composing music in 1983 and, although I took a 10-year break from 94 to 04, I am still at it on an almost daily basis.
Were there any dangers during your working time?
Do you mean during my insect hunts? I went to hunt in the US, in Mexico, in Costa Rica, in Nicaragua and in Peru. I don�"t recall any incidents where I found myself in danger. Big towns are much more dangerous than tropical forests!
I work as a saw operator in an aluminum-extrusion company since 97. It is mainly computer-operated, so not physical at all. During my free time at work, I like to do crosswords and Sudokus.
Did you create crossword or Suduku levels?
No. I only play these games at work.
A thing you may not know is that my brother also made some levels for LT, as �Sglaud⬝.
Oh it is a surprise! glaud has also made some skillful levels. Does everything go well with him?
Claude is doing fine. He played LT for a while but found Mr. Matt more interesting. MM has quite challenging levels that can be as difficult as LT can be.
Q10: What do you think about the future of Lasertank? How about returning to our group and making more levels?
With Donald in charge, the Group is in good hands. I saw it has been converted to be accessible to smart phones; The availability / distribution of LT to smart phones is where the future is (although I don�"t have any portable device myself⬦).
Maybe pad is better than smart phones? because pad is bigger⬦
I said smart phones, but what I meant is small portable devices of any type.
I do not plan to make other levels for now, as I almost never sit and tell myself �SWell, what should I do now?⬝. Make it so you always have something interesting to do⬦That�"s the key to happiness.
It is a pity for players who miss your levels⬦And thanks a lot for your suggestion!