Hi. 

Following my finishing of both Super metroid and metroid Ii, I went on to 
metroid zero mission (fusion is a bit more problematic from an access 
perspective due to all the text). 

Zero mission for those who don't know is a very very very! enhanced remake of 
the original Nes metroid for the gameboy advanced (although I'm playing it on 
my gamecube). 

Leaving aside all the 2d vertical mechanics of the game, one thing I noticed 
was just how simple most of the enemy's movements are. many for example crawl 
along the outside of each platform you need to jump to, some simply jump up and 
down, others  rise up from the floor when you approach their nest and pole at 
you horrizontally before leaving the screen. 

Very few enemies (indeed d possibly none at all), have any degree of ai to them 
at all, they just move, (remember that touching  most enemies harms you), or 
shoot or react to your proximity on a basic level. 

One thing I find interesting in audio games, is that though first person, ---- 
or at least full 360 degree movement in a two dimentional plane ala shades of 
doom and swamp is a very good representative medium, few developers have 
actually considdered how much can be done with basic movement patterns for 
enemies. 

Of course, enemies that come to get you are great, however it did strike me a 
lot could be done with enemies who just move in a static sense or react to your 
presence forcing you to think fast with some good map design. 

For example, take the most basic sort of enemy, one who patrols back and forth 
in a streight line, call it a robot centry for sake of arguement. 

Imagine your playing a game similar to shades of doom and come to the end of a 
corridor that finishes in a t junction. You hear a robot sentry pacing up and 
down the end of the T junction in front of you.

now, what do you do? you can try and run past it down one of the ends of the 
corridor, you could stay where you are and pick it off as it passes. if you 
were less vigilent you might have already blundered into the T and find the 
sentry coming towards you and have to try and pick it off quickly (let's assume 
the sentry is pretty tough for this example), or back up and hope to find a 
side passage to duck down. 

To take another example, imagine something similar to the metroid nests, a 
sewer great on the ground that if you get close enough, a carnivorous fly will 
spring out of, pole streight for you and vanish. Knowing it is there, you'll 
need to approach it, make the fly come out and either kill or avoid, then run 
quickly past before another comes and get out of the zone of detection, ---- 
possibly having to turn around and snooker another fly coming for you from 
behind.

I can only think of one game that has employed this mode in it's enemies, and 
that is papaasangre, but really with some good design there is no reason that 
these sorts of things shouldn't occur more often in a first person setting. 
It's true that you will have a harder time tracking movements of unfamiliar 
enemies in sound even in a first person view, however this is easily soluable 
with a bestiary, a scanner, an npc or (as papasangre did), simply some 
explanation of what your facing. 

I'd also imagine these sorts of enemy movements are far easier to program than 
say something which must chase and attack the player, or move towards the 
player and repeatedly damage them. 

Of course, we have seen some of this sort of thing in the design of enemies for 
space invaders games, but sinse there the player's own options are pretty 
limited to just moving left and right and firing, the tactical options for 
taking out say a ship crusing side to side are less evident, sinse whatever it 
is the usual response is kill it quick!

I wonder if this is another case of people being less familiar with mainstream 
mechanics, sinse these sorts of enemies and movements have been common in games 
from the atari years onwards, either way perhaps this is something developers 
could considier, especially in fp games where the player has the most options 
for tactical movement and gameplay. 

BEware the Grue! 

Dark.



Take them to the refirbished chamber that was once bad!
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