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Someone else in the past pointed me towards LeBron's maze generation (maybe it was you again?). It's certainly interesting, and I believe there are several other algorithms for generating mazes. On the other hand, the algorithm I came up with also allows for longer and more complex paths, which is exactly how I intend it. It's actually a slightly different algorithm from the one I used for Lady Pac, where the wall "pieces" are more similar to those in the arcade versions of PacMan and Ms. PacMan. I hope you like the solution I used, though.

Oh yes, I very much admire your work - however I think this is the first time I've posted to your page as I only started following you recently - I've done my fair share of conversions on the ZX Spectrum and I can see we have a similar ethos. I have to admit I don't really play C64 stuff myself all that much, I just got an update in my inbox and was curious as I had been building mazes myself recently. I think the longer and more complex paths are definitely fun - what impact they have on the ghost AI?

Thank you for appreciating my work.

On the other hand, I must also admit that I hardly follow the ZX Spectrum scene at all.

Regarding the ghost AI, their behavior remains unchanged; it is not taken into account whether a wall is short and linear or long and winding.