The second level was one of those levels I specifically designed to be cleared a certain way. You do each corner in order. Eat a power pill, clear the ghost spawn area and dead end while they are blue. Then move to the next corner, eat a powerpill... repeat for each corner and it is easy. Pickups/powerups and blue ghosts are mostly a distraction that will kill you if you chase after those points rather than clear the level.
With that said, I suck at my own game as well!
For a challenge, play it on hard, the Ghost AI on hard is TOTALLY different. I programmed HARD mode so the ghosts actually act much like the arcade game's ghosts. There no randomness to them at all on that mode, but they all behave a certain way (based on the original arcade behaviour, which I researched). It may even be easier for some people once you understand how each ghost moves. Red will always chase you down on hard, other ghosts will come so close to you, then move away, some will try and get ahead of you and intercept you etc... it was fun to code anyhow. Also remember to press CTRL to move faster (uses the orange energy bar up). It can be handy to get out of sticky situations.
Lately I have been thinking of maybe doing an isometric Berzerk style game, but with some new twists. Not sure, my creativity seems to be wasting away these days.
Deluxe Pacman 1 = Allegro 4 (started out as an Allegro 3 game on DOS).
Deluxe Pacman 2 = Allegro 5 (current version)
Both are as complete as they will ever be.
I do have several other games I made with Allegro, but none of them are quite completed. My first Allegro game ever was "Deluxe Artillery Duel". It is playable and almost complete. I wanted to add more to it and the AI isn't the best. Two player mode is complete. You can play against teh computer, but the CPU plays a bad game, getting the AI right is a real challenge. I never did complete it, though I thought about resurrecting it and trying again as I was proud of how it turned out.
I also have a Tetris style game I made (called "Bloc!" because I suck at game titles too), with a twist. As you form each line, you reveal a little more of a picture in the background. The game being complete when you reveal the entire picture. It is playable, but doesn't have a scoring system in place.
And probably a dozen more half-done games I should probably pick one and finish one of these days. My Speedhack entry is complete too (Apollo 29)!
I have some non-Allegro 3D stuff I keep playing with, but don't know what to make with them. One is a 3D terrain program made mainly just with Windows code (winmain et all) and OpenGL. I'm a master of unfinished games!