MazezaM Longplay Part 2

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Published on ● Video Link: https://www.youtube.com/watch?v=nmTaLsonFh8



Duration: 3:33
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The next ten levels of MazezaM. In these, the difficulty is certainly ramped up a notch, and each individual level should give you some pause for thought. Nevertheless, the levels are not too complex; themes are readily identifiable, and the sequence of objectives needed to clear the exit usually becomes clear fairly soon after a period of initial experimentation. Recurring themes of this group of levels include:

* The least easily moved row, usually a single block or group of touching blocks, must be moved all the way left; to do this, other rows must be moved into a less favourable position, but they can be moved again afterwards. This theme was first seen in Level 10 (Little Rascal) in the previous video, and recurs here in Levels 16, 19 and 21. This was the inspiration behind the choice of music, "Go West" by the Village People.

* Before beginning, a row in a middle position must be pushed right so that it can later be pushed left with other rows in a more favourable configuration. This theme was first seen in Level 8 (Be Prepared) in the previous video, and recurs in Levels 14 and 19 (both of which have titles hinting at this theme).

* Two adjacent rows are easily moved together because one has a gap of at least two spaces touching a gap in the other row; these rows must be moved repetitively to bring other rows into position. Seen in Levels 18, 20 and 23.

Of the remaining levels, Level 17 (Duck Commander) deserves especial mention. Kian Vincent, the programmer, designed only a few levels himself; mostly easier ones, but also this one and Level 36 (The Wumpus Room). I found this to be one of the hardest levels in this group, as it is not easy to work out how to manipulate the bottom three rows in order to get past.







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