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{{game icons|p=y|p2=y|p3=y|p4=y|hp=y}}
{{game icons|p=y|p2=y|p3=y}}
[[File:Egg frames.jpg|thumb|250px|The result of [[Olimar]] breaking an [[egg]] on a certain [[frame]] (top), and on the frame immediately after (bottom).]]
{{game help|hp}}
{{image}}


'''Randomness''' is the concept of unpredictable outcomes for events. Whenever an aspect of a [[Pikmin series|''Pikmin'' game]] can have multiple outcomes which are not determined by anything controllable, the result is randomly picked. Sometimes this is constrained by a decimal value or an algorithm the game uses, all designed to make no two instances of the game the same.
{{game help|p3}}


==List of random elements==
'''Randomness''' is the concept of unpredictable outcomes for events. Whenever an aspect of a [[Pikmin series|''Pikmin'' game]] can have multiple outcomes which are not determined by anything controllable, the result is randomly picked.
The following is a list of notable elements shared among games that have an outcome up to chance, out of the hands of the player.
 
==Number generation==
[[File:Egg frames.jpg|thumb|right|250px|The result of [[Olimar]] breaking an [[egg]] on a certain frame (top), and on the frame immediately after (bottom).]]
In computers – and by extension, consoles – random generation comes in the form of numbers, as does everything else. For instance, if a game has to randomly pick between a [[Red Pikmin|Red]], [[Yellow Pikmin|Yellow]] or [[Blue Pikmin]], each one with an equal chance of being picked, the machine would roll a random number between 0 and 2, with each number corresponding to an outcome.


===General===
Machines cannot generate random numbers from nothing. In computing, the closest equivalent to truly random numbers is to transform a "seed" number so that it gives a sequence of numbers that look like they don't follow any pattern – if the pattern were recognizable, random aspects could be manipulated and exploited easily. The seed is most commonly obtained in two ways: the system's time and the player's input. For the former, this can either be the actual clock on the system, or the number of computer cycles since the system was last booted. Both of these numbers are not easily controlled by the player, if at all. As for the input, the player has a direct influence on what the outcome is, but does not know what [[controls]] on what times will generate what results, again leaving with an unpredictable outcome.
;Gameplay mechanics:
*In {{p1}}, {{p2}}, and {{p4}}, Pikmin that are knocked down in battle have a chance of losing their bud or flower, and reverting to a [[Maturity|leaf]]. Only the [[Withering Blowhog]]'s gust and the [[Segmented Crawbster]] swiping its arm are certain to revert Pikmin to leaves.
*The amount of [[nectar]] contained in a patch of [[nectar weed]] and [[rubble]] is random, although in ''Pikmin 2'' nectar weed and rubble appear to have an added grace period of low chances after using them up once.
*Pikmin have a chance of [[tripping]] or stumbling while walking with a group. The tripping chance is much lower in ''Pikmin 2'' than in ''Pikmin'' (which lacks stumbling), and both mechanics are absent in ''Pikmin 3''.
*There is a small random deviation in the amount of time a Pikmin sprout needs to advance/reset in [[maturity]].


;Enemies:
In the ''Pikmin'' games, the result of some random events happens due to the player's input, as demonstrated on the image on the right.
*For some [[Enemy|enemies]] that drop [[pellet]]s when defeated, the pellets' types are randomly picked between the available types.
*Enemies that eat Pikmin have an effected area for eating attacks: Pikmin within this area have a high chance of being captured, until a maximum of captured Pikmin is reached or the attack is over.
*In all four games, most free-roaming idle enemies appear to choose from a list of distances to travel, times to wait, and angles to turn, within a radius. Usually there is a sequence of move, wait, turn, and repeat, but not all roaming enemies move in only straight lines, especially in ''Pikmin 3''.
*If an enemy has one or more idling animations (such as the [[Bearded Amprat]] stretching or looking around), it will randomly select one or none while it waits.
*[[Breadbug family|Dwarf Bulborb]]s wait a random amount of time before noticing a Pikmin that has entered its radius. This does not exceed two seconds.
*The members of the [[Arachnorb]] family choose from a list of times to step before idling. All possibilities are multiples of four.
*The chance of a [[Swooping Snitchbug]]/[[Bumbling Snitchbug]] idling in place or performing an idling animation is random. There also appears to be a random time and direction a Swooping Snitchbug/Bumbling Snitchbug will carry a Pikmin or leader before dropping them.
*In the first two games, there is a chance of a [[Burrowing Snagret]] or [[Pileated Snagret]] getting stuck while emerging from the ground.


;Aesthetic:
==List of random elements==
The following is a list of notable elements in the series that have a randomly picked result.
 
===All games===
*When defeated [[Enemy|enemies]] drop [[pellet]]s, the pellet's type is always randomly picked between the available types.
*The sounds [[Pikmin family|Pikmin]] make during various events, like being [[pluck]]ed, is randomly chosen from a selection.
*The sounds [[Pikmin family|Pikmin]] make during various events, like being [[pluck]]ed, is randomly chosen from a selection.
*The leader(s) and Pikmin's idle animations are randomly picked from a list.
*The leader(s) and Pikmin's idle animations are randomly picked from a list.
*Most particle effects are emitted in random directions.
*Pikmin who are knocked down in battle have a chance of losing their bud or flower, and reverting to a leaf.
*When a [[carrying]] destination tie takes place, the final destination is randomly picked.


===''Pikmin''===
===''Pikmin''===
*The sound that plays on the Nintendo logo screen is picked from a list; the chances of hearing one of the [[Easter egg]] sounds are quite low.
*The sound that plays on the Nintendo logo screen is randomly picked; the chances of hearing one of the [[Easter eggs]] sounds is quite low, as well as the pikmin.
*The attacks chosen by the [[Emperor Bulblax]] when at less than half [[health]] are randomly picked: either extending its tongue or jumping (or a sequence of jumps).
*There is a chance that a Pikmin sprout will be present in a battle site the day after a battle in which many Pikmin were lost. This chance is constrained by the number of Pikmin lost and the enemy in question.


===''Pikmin 2''===
===''Pikmin 2''===
;Aesthetic:
*The animation the Pikmin do on the Nintendo logo screen is randomly picked.
*The animation of Pikmin on the Nintendo logo screen is randomly chosen from a set of possiblities, then the actual positioning of Pikmin is random as well.
*The season picked for the [[Menu#Title screen|title screen]] is random, as well as the behavior of the [[Easter eggs|creatures]] that roam on the floor.
*The season picked for the [[Menu#Title screen|title screen]] is different each time the game is booted up. It changes in a sequence of Winter-Spring-Summer-Fall-Repeat. The behavior of the [[Easter eggs|creatures]] that roam on the floor, however, is randomly picked.
*The generation of [[cave]] [[sublevel]]s is done by randomly picking the [[cave unit]]s that make up the sublevel.
*The [[Hocotate ship]]'s vocalizations over [[Ship's dialogs|dialogues]] are randomly picked.
*The power obtained from the roulette wheel in [[2-Player Battle]] is completely random.
 
*The contents of [[egg]]s and [[Ultra-Bitter Spray|petrified]] corpses is randomly chosen the exact moment the contents have to be expelled.
;Gameplay mechanics:
*[[Gatling Groink]] shots are deviated by a random amount.
*The [[Pikmin 2 cave generation|generation of most cave sublevels]] is done by randomly picking the [[cave unit]]s that make up the sublevel. The [[Music in Pikmin 2#Caves|music]] uses random elements in its sequencing.
*The placement of the [[Hazard#Boulders|boulders]] that drop in [[Empress Bulblax]] and [[Segmented Crawbster]] fights is random, but centered around the active leader.
*The contents of [[egg]]s and [[ultra-bitter spray|petrified]] corpses is randomly chosen the exact moment the contents have to be expelled.
*The [[Titan Dweevil]] picks the weapon to attack with at random, from the ones it has. In addition, the location of the electrical nodes when using the [[Shock Therapist]] is random.
*[[Purple Pikmin]] and [[White Pikmin]] randomly choose an Onion as a destination when carrying an enemy or pellet by themselves. They remake this decision whenever Pikmin are added or subtracted, but they hold no say in the destination if Red, Yellow, or Blue Pikmin are carrying.
*The types of [[Unmarked Spectralids]] that spawn are randomly picked, but with specific chances.
*Purple Pikmin have a 30% chance of stunning most enemies; a few enemies have different chances.
*[[Purple Pikmin]] have a 30% chance of stunning most enemies; a few enemies have different chances.
*Objects that spawn from the ceiling, besides boulders, deviate slightly from their target location.
*[[2-Player Battle]]:
*[[2-Player Battle]]:
**The [[2-Player Battle#Advisories|advisory]] given at the start of a match is randomly picked.
**The [[2-Player Battle#Advisories|advisory]] given at the start of a match is randomly picked.
**Most levels have specific layouts, but the layout that gets picked is randomly chosen.
**Most levels have specific layouts, but the layout that gets picked is randomly chosen.
**The location [[Cupid's Grenade]]s spawn at is randomly picked from a list.
**The location cherries spawn at is randomly picked from a list.
**The item obtained from the roulette wheel in 2-Player Battle is chosen at random.
 
;Enemies:
*Enemies above ground that spawn in small groups, such as a group of three Dwarf Red Bulborbs in the [[Wistful Wild]], have a random element to their placement. They are all created from one generator that randomly assorts them around a spawn point.
*[[Anode Beetle]]s will choose randomly between two or more Anode Beetles with which to exchange electricity. Once chosen, the two cannot be chosen by other Anode Beetles until after their electricity is finished.
*If a [[Careening Dirigibug]] creates a bomb and is then knocked over, it will throw the bomb within a random but bounded distance.
*[[Creeping Chrysanthemum]]s wait a random delay before emerging when Pikmin or leaders are nearby.
*[[Gatling Groink]] shots are deviated from their target spot by a random amount.
*The placement of the [[Hazard#Boulders|boulders]] that drop in [[Empress Bulblax]] and [[Segmented Crawbster]] fights is random, but Segmented Crawbster boulders are centered around the active leader.
*The [[Man-at-Legs]] chooses from a list of how long to idle, how many times it can move and idle before attacking, and how many shots to fire.
*The [[Titan Dweevil]] picks the weapon to attack with at random, from the ones it has. In addition, the angle at which electrical nodes are fired from the [[Shock Therapist]] is random, and water bubbles from the [[Monster Pump]] randomly deviate from their target by a small amount.
*The types of [[Unmarked Spectralids]] that spawn underground are picked from a list; yellow Spectralids have the largest chance of spawning. They also randomly choose whether and how long to rest on [[Mamuta]]s.
*[[Mitites]] have randomly deviated times to emerge and to burrow.
*The chance of an [[Ujadani]] attacking with poison is random, but considerably low.


===''Pikmin 3''===
===''Pikmin'' and ''Pikmin 2''===
;Aesthetic:
*[[Burrowing Snagret]]s and [[Pileated Snagret]]s have a random chance of becoming temporarily stuck while emerging.
*The Pikmin walking across the bridge in the background of the [[Menu#Title screen|title screen]] is random. There is also a random chance of Winged Pikmin flying across the title screen at certain intervals.
*The number of nectars extracted from [[Nectar weed]] and [[Rubble]] is random.
*Leader dialog outside of cutscenes is randomly chosen from a list of presets.
*When all three leaders are walking together with no Pikmin, there is a random delay before they will start [[Easter eggs|singing their own theme]] ([[Music in Pikmin 3#Prologue|heard during the game's opening cutscene]]).
*A great deal of Pikmin and enemy sound effects deviate slightly in pitch each time they are played.
*[[Water]] undergoes tiny random fluctuations to keep it from becoming completely still. This effect is augmented during rain.
 
;Gameplay mechanics:
*The explosion radius of [[bomb rock]]s is slightly different for each explosion.
*The contents of certain [[dirt mound]]s are random after they have been dug out at least once.
*The arrangement of [[Pellet Posy|Pellet Posies]] on the [[Quaggled Mireclops]]' body after it has been defeated is random, but there will always be at least two 5 pellets and two [[Red Spectralids]].
*Before a [[day]] or a [[Mission Mode]] stage begins, a tip randomly but sequentially selected from a list of tips is displayed in the bottom left corner of the loading screen.
*[[Bingo Battle]]:
**Each stage has three different layouts of enemies and objects from which to choose randomly.
**Bingo cards are randomly assorted every game, and the Shuffle powerup re-assorts them randomly.
**Cupid's Grenades and Golden Grenades spawn at random times in zones selected from a list, with a little deviation each time.
**The roulette picks a random power each spin.
**The Warp powerup seems to be mostly random in where it sends the opponent, as long as the destination has terrain and other objects are clear of it.
**Boulders fall randomly in a radius around the current opposing leader.
 
;Enemies:
*The [[Burrowing Snagret]] can choose between its normal peck to capture Pikmin and ramming its beak into the ground to capture a leader.
*[[Grub-dog]]s in ''Pikmin 3'' have a chance of burping after eating Pikmin, delaying their next move slightly.
*The [[Plasm Wraith]]'s Elemental Plasm attack will spawn a random element each time it is used.
*The [[Sandbelching Meerslug]], after taking at least half damage, can choose between shooting multiple small sand boulders or one very large sand boulder.
*The [[Shaggy Long Legs]] has a very distinct movement pattern that is determined by random outcomes.
**Once it has landed, it will randomly choose one of its feet to begin stomping; this foot becomes its "primary foot", and it will cycle stomping its feet counter-clockwise from its primary foot. It can only shake off Pikmin once it has stepped down on its primary foot once again.
**If it stops to shake off Pikmin or completes a cycle of steps, it will either continue its current path or it will change its primary foot and start a new path.
**Once it has been attacked at least once, it will flee to a different area of the level.
*The amount of [[nectar]] a single [[Swarming Sheargrub]] can drink at once is random.
*[[Yellow Wollywog]]s will spend a limitedly random time suspended in the air before falling.
 
===''Pikmin 4''===
;Gameplay mechanics:
*The playing cards from the [[Collection Obsession Series]] that are used to determine the code of the safes in [[Hero's Hideaway]] and [[Dream Home]] are randomized in each playthrough. Each card has a different number from the other card of the same suit.


==See also==
==See also==
*[[Challenge run]]
*[[Challenge run]]
==External links==
*{{w|Random number generation|Wikipedia's article on random number generation}}


[[Category:Technical]]
[[Category:Technical]]
[[Category:Gameplay]]
[[Category:Gameplay]]

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