Difference between revisions of "Yellow Space Pirate (wall)"
From A complete guide to Super Metroid speedrunning
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+ | Some AI investigation done by Dan: | ||
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+ | If you are within 2 blocks of the wall pirate, wall pirate shoots a plasma shot, jumps to the other side, and switches direction. | ||
+ | Wall pirates Y position always changes by 3 pixels. The frame delay to change is cyclic. The cycle is (10, 8, 5, 8, 10, 8, 5, 8) frames, and it repeats 4 times. This is 248 frames and 96 pixels, or exactly 6 blocks. Then it calls RNG to determine whether to climb up or down. | ||
+ | Note: There is a small chance that the pirate will shoot at you right at the end of a 6 block cycle. In that case, RNG can switch the wall pirate's climb direction, and jumping across can switch it back. |
Latest revision as of 19:21, 20 January 2019
Damage | 200/100/50 |
Health | 900 |
Size | 16 x 40px |
Freezable | Yes |
Drops | |
Nothing | 78 |
Small Energy | 4 |
Big Energy | 8 |
Missile | 8 |
Super Missile | 2 |
Power Bomb | 2 |
Invulnerable to: | |
Uncharged Beam Shots |
Some AI investigation done by Dan:
If you are within 2 blocks of the wall pirate, wall pirate shoots a plasma shot, jumps to the other side, and switches direction. Wall pirates Y position always changes by 3 pixels. The frame delay to change is cyclic. The cycle is (10, 8, 5, 8, 10, 8, 5, 8) frames, and it repeats 4 times. This is 248 frames and 96 pixels, or exactly 6 blocks. Then it calls RNG to determine whether to climb up or down. Note: There is a small chance that the pirate will shoot at you right at the end of a 6 block cycle. In that case, RNG can switch the wall pirate's climb direction, and jumping across can switch it back.