[Posting to LOGOFORUM on request for isometric maze exploration code] I hacked up a quick demo maze program just for kicks. Apologies that it is in C, as I'm just too woefully out of practice with Logo to write anything similar in remotely the same time scale (about an hour), but you should be able to extract the underlying logic from it and adapt it to logo. The basic idea is to create a maze using a spanning-tree algorithm (which is a good choice as it makes well-formed mazes with no loops or blocked-off areas) and create an array of cells (not walls) where each cell contains flags representing whether each of the 4 walls is present or not. You can also have a flag for the player and a small number of other pieces of info that you might want to place in the maze. When you come to draw what is in front of you, you simply draw the nearest cell first, then recursively draw the next cell going away from you in the area where the back wall of the current cell would be. And so on recursively until you hit the far wall. Drawing the side walls is just two trapezoids and maybe two rectangles for the edges if they are thick walls. I don't draw them here in perspective, I just show a map from above of the corridor that you are looking down. If you allow people to see through open corridors to either side, it's only a little more complicated. You can precompute a 'cone of vision' and statically determine the view through the gaps. Effectively manually ray-tracing the path a few degrees to either side. Here's the code: http://www.gtoal.com/logoforum/maze.c.html ( http://www.gtoal.com/logoforum/maze.c if you want to compile it yourself.) I didn't write the maze generation algorithm; I pinched it from http://homepages.cwi.nl/~tromp/maze.html - and I take my hat off to the crazy genius who wrote it. Non-recursive, top-to-bottom generation. Wow. So this is just the logic, the graphics are entirely up to you. Graham