Hi Dark,

That is a very good point. Many classic Atari and NES games had
enemies that would move back and forth in a predictable pattern, and
often times even though the pattern was simplistic getting around the
enemy could be difficult.

If you remember when I was working on Montezuma's Revenge/Montezuma's
Return all of the enemies did something similar. the skulls, snakes,
and spiders would basically travel from left to right and from right
to left in a simple but predictable pattern. Even so the trick was
figuring out when to jump over that enemy because not every enemy
moved at exactly the same rate, and the faster the enemy was the
chances were higher that you might jump over it only to have it turn
around and chase you. The mechanics were simplistic, but I think were
fairly challenging.

I honestly don't know why more audio games do not employ this type of
enemy because it is very easy to code. Definitely far simpler than
having to create an artificial intelligence for each enemy, and can be
quite challenging if done right. I suppose like most things the
majority of blind audio game developers have been blind their entire
life, and just aren't familiar with the various concepts that have
been successfully been employed on game consoles for the last 30 years
or so.

Cheers!

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