Are you using similar algorithms for the enemies as were used in the original Pac Man? Do the enemies all track differently?
As much as possible, we used the original AI behavior (include the overflow bug). However, there are a couple of
things that the game brings in that were not in the original pac-man:
1) Dead Ends. The original pac-man maze has -no- dead ends. But it's really, really difficult to design a maze without them. Especially since the maze is an odd size. So, we modified the behavior to 'properly' handle dead ends. Well, at least we think we did - there are some situations that really took a lot of careful thought. But at least we haven't seen the debug error trap for illegal moves in the past few months :-)
2) Targeting. The original pac-man used off-screen targets; while we originally had the targets off-screen, it simply became easier to move them into the screen area to allow them to be adjusted to tweak the AI. We did that at the same time we changed things to allow the ghosts to start at different locations. (Since some of the mazes have walls where the ghosts would normally start)
So yeah, the routines are very similar, though not identical. And the behavior is different as well, since the targets can be/have been moved around....
And, there's a fifth ghost (and room for 7 total), which has a new AI routine, using the same information as the original pac-man routines. We could add more, but we can't really come up with any more good algorithms to do the AI, without mirroring what's already being done :-( Maybe before it's released we will add a few more ghosts to the higher levels...
And if you are really interested in the ghost AI, look up the pac-man dossier. That's where we got our info from :-)