Yellow Space Pirate (wall)
From A complete guide to Super Metroid speedrunning
| 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.