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The original Pikachu Volleyball (対戦ぴかちゅ~ ビーチバレー編) was developed by
1997 (C) SACHI SOFT / SAWAYAKAN Programmers
1997 (C) Satoshi Takenouchi
Based on the web version developed by Lee, Kyutae
This version is modified by DuckLL.
Strengthened AI with adjustable options
Save replay, watch replay with Replayer
1P full key available (same as the online battle version)
2P mode change to CPU vs. CPU, allowing you to enjoy intense AI battles
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I won't claim that my AI is the strongest, but it is undoubtedly the most dazzling! With lightning-fast decision-making, an aggressive offensive style, and versatile randomness, it makes every match more exciting. Although it's an AI, it doesn't use machine learning; all strategies are designed based on my understanding of the game. There is still room for improvement, so I will continue to develop it. If you have any suggestions, feel free to share them on GitHub!
Serving: Effective against human players but not against AIs. To avoid being directly countered by AI opponents, this option is disabled by default. The serves from both sides are slightly different and can be fine-tuned through the serving options below.
Trick: Refers to combo hitting techniques, such as the lightning smash, which uses the net to rebound the ball before smashing it again. Other examples include upward and downward smash, small ball combos, and double bounces.
Blocking: A practice option to determine whether to intercept opponent attacks in the net-front area.
Diving: Enabling this expands the defensive range.
Anti-Blocking: When enabled, the AI adjusts its attack trajectory to avoid being blocked by opponents near the net.
Early Hits: Attacking during the jump’s ascending phase. It’s recommended to disable the anti-blocking option simultaneously. Useful for practicing reaction time for surprise attacks, but in AI matches, early hits may reduce defensive capabilities and lead to points lost.
Synchronized Jumping: A practice option designed to train the AI's response when opponents block early, enabling it to vary its attack trajectory.
Delay: Simulates human reaction delays, affecting the timing of defensive movements and attack organization. A delay of 4 closely mimics an expert’s reaction time. However, humans usually don’t “freeze.” If the defensive mode is predictive, increasing the delay to 7 can provide an intriguing predictive defense experience.
Defense mode defines the AI's positioning before an opponent’s attack. Once the opponent strikes, the AI will move toward the ball's predicted landing point. Difficulty levels are based on scenarios where trick shots are enabled. Without trick shots, predictive mode is more effective than mirror mode.
Centering: Difficulty 1, positions itself at the center of the defensive range.
Mirrored Centering: Difficulty 2, mirrors the opponent’s movements but stays within the center area.
Mirroring: Difficulty 4, fully mirrors the opponent’s movements.
Prediction: Difficulty 3, predicts the shortest path to the opponent's attack landing point.
Advanced Forward: Difficulty 5, moves closer to the net for better blocking opportunities while ensuring interception is possible.