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{{game icons|pikmin2=y}} | {{game icons|pikmin2=y}} | ||
[[File:P2 Angle Maze Bulborbs.jpg|thumb|Players fighting some Bulborbs in [[Angle Maze]].]] | [[File:P2 Angle Maze Bulborbs.jpg|thumb|Players fighting some Bulborbs in [[Angle Maze]].]] | ||
{{otheruses|the competitive 2-player mode in ''Pikmin 2''| | {{otheruses|the competitive 2-player mode in ''Pikmin 2''|the one in ''Pikmin 3''|Bingo Battle}} | ||
'''2-Player Battle''' | '''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}} and {{button|gc|b|wii|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, in order to make sure 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> | ||
== | ==Roulette wheel== | ||
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 | 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 a power, which the player can use at any moment by pressing {{button|gc|y|wii|-}}. | ||
If more cherries are collected before the player uses the current | If more cherries are collected before the player uses the current power, they'll be added to a queue, represented on the top-right corner with red dots, for a maximum of 5 powers waiting to be used. Pressing {{button|gc|y|wii|-}} will use the power and instantly make the roulette spin for the next one. The spinning takes around three seconds, which stops the player from using an item right after another. | ||
The player will have access to 12 different | The player will have access to 12 different powers that benefit them, disadvantage the opponent or both, listed below, and sorted by the order in which they're placed on the roulette: | ||
{|class="wikitable" | {|class="wikitable" | ||
!Icon !! Power !! Description | !Icon !! Power !! Description | ||
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===Attack the leader=== | ===Attack the leader=== | ||
Have your Pikmin army attack the opponent's leader. Pikmin attacks will never damage the leader, but they will distract the player. Meanwhile, you can focus on getting the marble. If you get attacked by the opposing team's Pikmin, shake them off by quickly rotating {{button|gc|stick|wii|stick | Have your Pikmin army attack the opponent's leader. Pikmin attacks will never damage the leader, but they will distract the player. Meanwhile, you can focus on getting the marble. If you get attacked by the opposing team's Pikmin, shake them off by quickly rotating {{button|gc|stick|wii|stick}}. | ||
An attacked leader can use Pikmin from his team to help shake the aggressive Pikmin off. Keep this in mind when you plan an attack like this, and prepare your Pikmin numbers accordingly. | An attacked leader can use Pikmin from his team to help shake the aggressive Pikmin off. Keep this in mind when you plan an attack like this, and prepare your Pikmin numbers accordingly. | ||
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==Victories== | ==Victories== | ||
[[File:2-player reactions.png|thumb|80px|Facial expressions for each of the leaders.]] | [[File:2-player reactions.png|thumb|right|80px|Facial expressions for each of the leaders.]] | ||
The [[leader]]s' faces on the main 2-player Battle screen change depending on the current score leader. If one player is one point ahead, that player's leader will smile, and the other leader will frown. If a player is three points ahead, their leader will grin, and the other will be quite angry. | The [[leader]]s' faces on the main 2-player Battle screen change depending on the current score leader. If one player is one point ahead, that player's leader will smile, and the other leader will frown. If a player is three points ahead, their leader will grin, and the other will be quite angry. | ||
If the scores are the same for both players, both leaders will have a neutral expression. | If the scores are the same for both players, both leaders will have a neutral expression. | ||
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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 | Unlike [[Story Mode]] and [[Challenge Mode (Pikmin 2)|Challenge Mode]] caves, which 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. | ||
The game begins by loading the list of necessary cave units for the stage, in the same format as the lists used in Story Mode and Challenge Mode. Then, the game places whatever manually-specified units exist in their right places, if any. Finally, it starts filing the stage randomly just like in the other game modes, until the stage is completely generated without any issues. | The game begins by loading the list of necessary cave units for the stage, in the same format as the lists used in Story Mode and Challenge Mode. Then, the game places whatever manually-specified units exist in their right places, if any. Finally, it starts filing the stage randomly just like in the other game modes, until the stage is completely generated without any issues. | ||
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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 Antenna Beetle.png|Unused [[Antenna Beetle]] roulette icon. | Roulette Wheel Antenna Beetle.png|Unused [[Antenna Beetle]] roulette icon. | ||
Roulette Wheel Spotty Bulbear.png|Unused [[Spotty Bulbear]] roulette icon. | Roulette Wheel Spotty Bulbear.png|Unused [[Spotty Bulbear]] roulette icon. | ||
Roulette Wheel Dweevils.png|Unused | Roulette Wheel Dweevils.png|Unused Dweevil roulette icon. | ||
</gallery> | </gallery> | ||
==Names in other languages== | |||
{{Foreignname | |||
|SpaA=Batalla 2J | |||
|SpaAM= 2P Battle | |||
}} | |||
== Trivia == | == Trivia == | ||
*The Angle Maze features a [[Raging Long Legs]] in one of its variations. It is the only battle map to include a [[boss]] enemy. | *The Angle Maze features a [[Raging Long Legs]] in one of its variations. It is the only battle map to include a [[boss]] enemy. | ||
*Within the game's files, one can find textures for 3 unused Roulette Wheel slots: an [[Antenna Beetle]], a [[Spotty Bulbear]], and a combination of a [[Fiery Dweevil|Fiery]] and [[ | *Within the game's files, one can find textures for 3 unused Roulette Wheel slots: an [[Antenna Beetle]], a [[Spotty Bulbear]], and a combination of a [[Fiery Dweevil|Fiery]] and [[Caustic Dweevil]], the latter having a duplicate file with the same name, but with "_old" appended. The backgrounds' colors and lines indicate that these slots were removed before the final icon textures were cleaned up. | ||
*In this mode, the leaders are immune to the Watery Blowhog's water-like liquid and the Fiery Blowhog's fire. In the story mode, while it is still possible to gain immunity to fire by collecting the [[Scorch Guard]], there is no upgrade allowing the leaders to be immune to the Watery Blowhog's liquid. | *In this mode, the leaders are immune to the Watery Blowhog's water-like liquid and the Fiery Blowhog's fire. In the story mode, while it is still possible to gain immunity to fire by collecting the [[Upgrade#Scorch Guard|Scorch Guard]], there is no upgrade allowing the leaders to be immune to the Watery Blowhog's liquid. | ||
*In the [[GameCube]] games, the [[idle]] Pikmin at the start of a match will not have glowing stems. If they are taken in the group and then made idle again, their stems will glow like normal. This [[glitches in Pikmin 2|glitch]] was fixed in the ''[[New Play Control!]]'' versions. | *In the [[GameCube]] games, the [[idle]] Pikmin at the start of a match will not have glowing stems. If they are taken in the group and then made idle again, their stems will glow like normal. This [[glitches in Pikmin 2|glitch]] was fixed in the ''[[New Play Control!]]'' versions. | ||
*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, | *[[Snow Bulborb]]s, [[Dwarf Orange Bulborb]]s, [[Breadbug]]s, [[Anode Beetle]]s, [[Careening Dirigibug]]s, and [[Wollywog]]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]] | ||