[sorry but I cannot change the color of words into a brightly blue color, I don't know why.]
LFE has made a group of very interesting levels. And he is very good at timing tricks.
Q1: What do you think about this game?
The great thing about it is the variety of levels. Something for everyone.
Q2:You have made a group of very interesting levels. How did you find inspirations?
The starting point for most of my levels is a single trick. I make a decision on what I want the level to look like about halfway through making it. It's rarely the other way round.
Q3:As an author, how did you get rid of shortcuts? Could you share some experiences on how to make a good level?
I just look at the level for about 2 weeks. But most times I haven't been able to eliminate all the shortcuts.
Q4:Your level Ch-IV#0186 is an outstanding masterpiece. Would you like to talk something about this level?
It's deliberately made to look Easy/Medium, but is definitely Deadly. It's very open so it's hard to know where to start. Even if you can work out what to do, it's difficult to position everything correctly. The purpose of the level was to use certain trick. Surprisingly, it was possible in a small area of ice without any mirrors. Luckily, I was able to distribute the anti-tanks, tank-movers and thin ice evenly, but at the same time use all the anti-tanks and thin ice. The tank-movers and water at the top are kept to a minimum to make the appearance as plain (�SUnembellished⬝) as possible.
Q5:Beside this level, which levels made by yourself make you satisfied?
Ch-I #462 (To the Top of the Mountain): Spent many years making it.
Ch-III #1391 (LaserTank Tour): It's been put to good use: http://home.arcor.de/manfred.sauke/lasertanktour.htm
Ch-IV #644 (Jumping the Gun): Great hint.
Ch-IV #645 (Rube Goldberg Machine): Spectacular chain reaction.
Ch-IV #907 (Sovereign Serendib): Geographically and historically accurate.
Q6:You are good at timing-tricks. Do you have some advices to players, beside �SF9⬝ method and watching �Stutor.lvl⬝?
Take two scenarios that look very similar but produce different results. Then ask yourself why they behave differently. You could actually create some hard levels based on that concept.
Q7:You have solved Ihab�"s level Ch-II#1601. Would you like to talk something about this one?
It was the first Deadly level I solved so I was very happy. Actually, I rated it. It was all about moving objects in a small space using mirrors and tunnels.
Q8:What are your favorite levels made by others?
Sok-I #1271 (Javi is Back) was interesting because of the how much the score could be improved. Spent a lot of time on that.
And S. Squirrel's levels always look good and the hints are worth reading.
Ch-V #144 (Rooms #02) would be the hardest I've solved.
Q9:Which kinds of the objects(I mean moveable blocks, ices, tunnels, etc), in your opinion, are the most important? Why?
Moveable mirrors because they have the most uses, eg. a laser blocker, an AT killer, an object mover, a tunnel blocker, etc.
Q10:LT�"ers may want to know more about you in the real life. Could you say something about your real life? Is anything of LT helpful for your life?
Designing algorithms is a bit like solving an LT level :)
You can actually find out a lot by looking at my levels. Maybe have a look at Ch-IV #168 (Sadistic Stalker Squirrel) and overlay it on top of Ch-III #121 (Oztrailya).
Q11:What do you think about the future of Lasertank? What should be changed to attract more people?
Lasertanks's wide range of levels will keep attracting new players. Then after a few years they don't have time.
A fully functional Android version would help. Still happy to test.