Could anyone recommend some NES games with clever enemy AI that I could check out? Something a little more complex then the standard "walk back and forth" or "walk off a cliff" types. Maybe something more like Gimmick!?
Balloon Fight? Joust maybe? I'm not sure. Most platformers use just AI that isn't very hard to figure out, and since thats half of the NES library right there, I can't think of any. >.<
Pac-Man. Slashdot recently ran an article about it.
3gengames wrote:
...and since thats half of the NES library right there...
cartlemmy wrote:
What? You don't agree that platformers are very abundant on the NES?
3gengames wrote:
Balloon Fight? Joust maybe? I'm not sure. Most platformers use just AI that isn't very hard to figure out, and since thats half of the NES library right there, I can't think of any. >.<
The first time I read that I thought you meant that Balloon Fight and Joust were half the games on the NES...
@Tepples I forgot all about Pac-Man. It was done very well, subtle enough that you might not even notice it.
- What about "The Chess Master" by The Software Toolworks?
I don't know if it counts as AI or just good randomization of enemies, but I really like Top Gun. It's hard as heck to beat! -.-
It's funny you mention Pac-Man, tepples. I remember when I was first starting out that I was amazed by the AI in Pac-Man. I always thought "How the heck do the ghosts know how to find you!?" But I'm sure the logic is not very complicated; it just seems like it when you are merely looking at it in action.
I can't believe nobody said bomberman, lot of them annoyingly clever
I'm not so sure about Bomberman. The enemies just seem to randomly go back and forth, occasionally chasing you.
tokumaru wrote:
cartlemmy wrote:
What? You don't agree that platformers are very abundant on the NES?
Like Ian A, I thought he meant Balloon Fight and Joust were half the NES library.
The knights from Zelda II.
Seriously, they know to block your sword thrusts. I think Urban Champion & Blades of Steel might be the same way.
Pacman is good example.Same as Chessmaster
But don't forget Go! Dizzy Go!,But..only in higher levels(World 4 and 5)lower levels are fairly easy,and random chasing...Also..There's am unused(really unused?) AI-maybe it's unused because it's frustrating AI?
Denine wrote:
But..only in higher levels(World 4 and 5)lower levels are fairly easy,and random chasing
this is what i think about bomberman but it would seem noone agrees.
Jedi QuestMaster wrote:
The knights from Zelda II.
Seriously, they know to block your sword thrusts. I think Urban Champion & Blades of Steel might be the same way.
I figured out a very long time ago that you just do a crouching slash while descending from a jump, and that always hits.
A lot of ones people mention are over path finding types... Interesting.
Dwedit wrote:
Jedi QuestMaster wrote:
The knights from Zelda II.
Seriously, they know to block your sword thrusts. I think Urban Champion & Blades of Steel might be the same way.
I figured out a very long time ago that you just do a crouching slash while descending from a jump, and that always hits.
If the roof is high enough...
which is, like, always.
I tried to play that game but it is SO BAD. Shame thats the sequel.
And I think Hoops has good AI. For a sports game. On the NES. ^_^
Jedi QuestMaster wrote:
If the roof is high enough...
which is, like, always.
You can do it even in a 2-high area.
Jedi QuestMaster wrote:
The knights from Zelda II.
Seriously, they know to block your sword thrusts.
Don't they just raise or lower their shields based on whether you're standing or crouching, with the higher-leveled ones (gold < red < blue) reacting more quickly? It doesn't seem like it would be hard to program something like that.
Exactly, & the fighters on Urban Champion do the same thing whether you have your fists raised or lowered.