Hi Tom.

I'd actually forgot about the sculls etc in monti however you are correct, I do remember the need to jump over them and run in the right direction was very classic.

The only problem however with enemies in a side scrolling game is that without a way to show vertical movement of enemies particularly easily, it's difficult to find patterns that require the player to watch, (I remember a discussion of the problems creating bouncing skulls like original monti).

To give one example, in metroid, one of the most common enemy types are wall crawlers. These will crawl across the top of any ledge or wall, then down the side and across the bottom. This means though there movement paterns are very simple you can encounter them in many different circumstances. For example when you are climbing up a shaft jumping upwards from ledge to ledge you have to not only be careful of the enemies crawling atop the ledges where your going, but of hitting enemies on the sides or bottoms of ledges while you jump. When walking along in a narrow tunnel with a ceiling not far above your head, your watching not only for enemies crawling across the floor, but on the ceiling too etc.

This means one enemy with very simple movement can produce a large number of situations dependent upon the terrain for you to judge.

I'm not convinced that audio side scroller techniques have been created yet to really show correct enemy movement vertically and give the player enough information to make strategic judgements, but I do think that more of this sort of thing could be used in a first person setting, though thus far the only game I can think of that employs this sort of enemy movement in an fp context is in fact papasangre.

Beware the grue!

Dark.

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