Editing 2-Player Battle
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{{otheruses|the competitive 2-player mode in ''Pikmin 2''|a mode in another ''Pikmin'' game that involves 2 players battling|2-player mode}} | {{otheruses|the competitive 2-player mode in ''Pikmin 2''|a mode in another ''Pikmin'' game that involves 2 players battling|2-player mode}} | ||
'''2-Player Battle''' is a game mode in ''[[Pikmin 2]]''. It involves, as the name implies, two players, who control [[Captain Olimar]] and [[Louie]], with a party of up to 50 [[Red Pikmin|Red]] or [[Blue Pikmin]], respectively. Each player can start the match with a multiple of 5 [[Pikmin family|Pikmin]] between 5 and 50, and cannot exceed 50 total Pikmin on the battlefield at any time. 2-Player Battle mode takes place in underground areas, their layouts [[Randomness|random]]ly picked from a list. Each player has a related [[Onion]], near which a similarly-colored marble lies at the start of the game. There are four [[#Ways to win|ways to win]] and ten differently-themed areas to play on, ranging in difficulty | '''2-Player Battle''' is a game mode in ''[[Pikmin 2]]''. It involves, as the name implies, two players, who control [[Captain Olimar]] and [[Louie]], with a party of up to 50 [[Red Pikmin|Red]] or [[Blue Pikmin]], respectively. Each player can start the match with a multiple of 5 [[Pikmin family|Pikmin]] between 5 and 50, and cannot exceed 50 total Pikmin on the battlefield at any time. 2-Player Battle mode takes place in underground areas, their layouts [[Randomness|random]]ly picked from a list. Each player has a related [[Onion]], near which a similarly-colored marble lies at the start of the game. There are four [[#Ways to win|ways to win]] and ten differently-themed areas to play on, ranging in difficulty. | ||
Returning a [[Cupid's Grenade|cherry]] to an Onion will allow a spin of the [[#Roulette wheel|roulette wheel]]. To make things even, [[ | Returning a [[Cupid's Grenade|cherry]] to an Onion will allow a spin of the [[#Roulette wheel|roulette wheel]]. To make things even, [[Red Pikmin]] have lost their extra strength, and bodies of water are absent. However, both types are still immune to their respective elements. If a Pikmin dies from an attack caused by the other team's Pikmin, it will be transformed into a seed, which is expelled from the Onion right away. Regardless, if said Pikmin is the last one alive, a [[Pikmin extinction]] will still occur. [[Ultra-bitter spray]]s, when used against the opponent's Pikmin, will burrow them, and revert them to [[Maturity|leaf state]]. However, they'll pop out of the ground automatically after 10 seconds. Leaders cannot [[punch]] each other or opposing Pikmin, nor can they interact with the enemy's Pikmin, besides being attacked by them. These Pikmin pummels merely deny the victim player the use of {{button|gc|a|wii|a|switch|a}} and {{button|gc|b|wii|b|switch|b}}, as they cause no damage to the leader, although they also make the leader invulnerable to other [[enemy]] attacks. | ||
Unlike other [[loading]] screens in the game, 2-Player Battle stage loading screens will contain a [[Loading#Tip|random tip]]. | Unlike other [[loading]] screens in the game, 2-Player Battle stage loading screens will contain a [[Loading#Tip|random tip]]. | ||
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==Ways to win== | ==Ways to win== | ||
There are four ways to score a victory over the opponent: | There are four ways to score a victory over the opponent: | ||
*Taking 4 | *Taking 4 yellow marbles to the Onion. There are 7 in total, making it so that only one player can collect 4 marbles. | ||
*Taking the opponent's marble to the Onion. | *Taking the opponent's marble to the Onion. Pikmin cannot carry their own marble. | ||
*The opponent suffers a [[Pikmin extinction]]. | *The opponent suffers a [[Pikmin extinction]]. This can happen from Pikmin in-fighting or otherwise. | ||
*The opponent's leader is down. | *The opponent's leader is down. | ||
==Arenas== | ==Arenas== | ||
The players can choose one of ten maps. Every level uses [[Music in Pikmin 2#Battle theme|the same music]]. Unlike the [[cave]]s in story mode, these are not generated randomly, with the exception of the [[Dim Labyrinth | The players can choose one of ten maps. Every level uses [[Music in Pikmin 2#Battle theme|the same music]]. Unlike the [[cave]]s in story mode, these are not generated randomly, with the exception of the [[Dim Labyrinth]]. Instead, one of three (two for the [[Carpet Plain]]) fixed layouts is chosen. | ||
<gallery perrow="5"> | <gallery perrow="5"> | ||
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</gallery> | </gallery> | ||
=Items= | |||
The roulette wheel can be accessed when a player finds a cherry and a Pikmin successfully returns it to the Onion. Cherries in this mode spawn [[Randomness|random]]ly, and only one Pikmin is needed to carry one. When the roulette finishes spinning (automatically), it'll randomly land on an item, which the player can use at any moment by pressing {{button|gc|y|wii|-|switch|y}}. | The roulette wheel can be accessed when a player finds a cherry and a Pikmin successfully returns it to the Onion. Cherries in this mode spawn [[Randomness|random]]ly, and only one Pikmin is needed to carry one. When the roulette finishes spinning (automatically), it'll randomly land on an item, which the player can use at any moment by pressing {{button|gc|y|wii|-|switch|y}}. | ||
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==Stage generation and layouts== | ==Stage generation and layouts== | ||
{{image | {{image}} | ||
Unlike [[Story Mode]] and [[Challenge Mode (Pikmin 2)|Challenge Mode]] caves, which [[Pikmin 2 cave generation|generate sublevels]] by placing [[cave unit]]s randomly, the stages in 2-Player Battle are mostly made by placing specific units in specific spots to end up with layouts hand-made by the developers. That said, the random sublevel generation logic is still in effect during the generation of 2-Player Battle stages. | Unlike [[Story Mode]] and [[Challenge Mode (Pikmin 2)|Challenge Mode]] caves, which [[Pikmin 2 cave generation|generate sublevels]] by placing [[cave unit]]s randomly, the stages in 2-Player Battle are mostly made by placing specific units in specific spots to end up with layouts hand-made by the developers. That said, the random sublevel generation logic is still in effect during the generation of 2-Player Battle stages. | ||
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To know which layout number corresponds to what, please read the corresponding level's article, and check the technical information section. For the Carpet Plain, both right and down result in layout #2. Because Dim Labyrinth is always randomly generated, holding a direction has no effect there. | To know which layout number corresponds to what, please read the corresponding level's article, and check the technical information section. For the Carpet Plain, both right and down result in layout #2. Because Dim Labyrinth is always randomly generated, holding a direction has no effect there. | ||
By holding left, the level is forced to generate at [[Randomization|random]], even for stages that don't support it. This generation does not take into account balance, meaning that it is unlikely that a stage will be symmetrical, and more often than not, the [[Onion]]s are placed in bizarre and inappropriate locations. Because of the secrecy of this feature, as well as the potential for gameplay balance problems that arise with the "left" variant, it is likely that this | By holding left, the level is forced to generate at [[Randomization|random]], even for stages that don't support it. This generation does not take into account balance, meaning that it is unlikely that a stage will be symmetrical, and more often than not, the [[Onion]]s are placed in bizarre and inappropriate locations. | ||
Because of the secrecy of this feature, as well as the potential for gameplay balance problems that arise with the "left" variant, it is likely that this is actually a debugging tool in the game during development, but never removed for the final release. | |||
==Gallery== | ==Gallery== | ||
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Roulette Wheel Dweevils.png|Unused [[Dweevil]] roulette icon. | Roulette Wheel Dweevils.png|Unused [[Dweevil]] roulette icon. | ||
</gallery> | </gallery> | ||
==Names in other languages== | |||
{{Foreignname | |||
|Spa=Batalla 2J | |||
|SpaM= 2P Battle | |||
|Ita=Scontro 2G | |||
|ItaM=2P Fight | |||
}} | |||
{| | |||
|- style="vertical-align:top" | |||
|'''Yellow marble''' | |||
{{Foreignname | |||
|SpaA=Canica amarilla | |||
|SpaAM=Yellow marble | |||
}} | |||
| | |||
|'''Foe's marble''' | |||
{{Foreignname | |||
|SpaA=Canica del oponente | |||
|SpaAM=Opponent's marble | |||
|SpaAN=Name taken from the ''New Play Control! Pikmin 2'' manual. | |||
|notes=y | |||
}} | |||
|} | |||
== Trivia == | == Trivia == | ||
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*In the ''New Play Control!'' versions, at the start of a match, idle Pikmin that join a [[leader]] will first race to a point far away from the leader, and only after a second return to their rightful spot in the group. The reason for this is not known. | *In the ''New Play Control!'' versions, at the start of a match, idle Pikmin that join a [[leader]] will first race to a point far away from the leader, and only after a second return to their rightful spot in the group. The reason for this is not known. | ||
*[[Snow Bulborb]]s, [[Dwarf Orange Bulborb]]s, [[Breadbug]]s, [[Anode Beetle]]s, and [[Careening Dirigibug]]s can only be delivered to [[Onion]]s in this mode. | *[[Snow Bulborb]]s, [[Dwarf Orange Bulborb]]s, [[Breadbug]]s, [[Anode Beetle]]s, and [[Careening Dirigibug]]s can only be delivered to [[Onion]]s in this mode. | ||
==See also== | ==See also== | ||
*[[Challenge Mode (Pikmin 2)|Challenge Mode (''Pikmin 2'')]] | *[[Challenge Mode (Pikmin 2)|Challenge Mode (''Pikmin 2'')]] | ||
*[[Bingo Battle]] | *[[Bingo Battle]] | ||
*[[2-Player Battle menu]] | *[[2-Player Battle menu]] | ||