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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}}
{{game help|p3}}
{{image}}
{{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.
'''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.
[[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).]]


==List of random elements==
==List of random elements==
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===General===
===General===
;Gameplay mechanics:
;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.
*In the first two games, Pikmin who 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.
*If equal numbers of different types of Pikmin are [[carrying]] something to the Onions, an Onion is randomly picked.
*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.
*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''.
*Pikmin have a chance of tripping while walking with a group. This chance is much lower in ''Pikmin 2'' than in ''Pikmin'', and tripping is absent in ''Pikmin 3''.
*There is a small random deviation in the amount of time a Pikmin sprout needs to advance/reset in [[maturity]].
*There is a small random deviation in the amount of time a Pikmin sprout needs to advance/reset in [[maturity]].


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*For some [[Enemy|enemies]] that drop [[pellet]]s when defeated, the pellets' types are randomly picked between the available types.
*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.
*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''.
*In all three 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.
*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.
*[[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.
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;Aesthetic:
;Aesthetic:
*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 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 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 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 [[Hocotate ship]]'s vocalizations over [[Ship's dialogs|dialogues]] are randomly picked.
*The [[Hocotate ship]]'s vocalizations over [[Ship's dialogs|dialogues]] are randomly picked.


;Gameplay mechanics:
;Gameplay mechanics:
*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 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 contents of [[egg]]s and [[ultra-bitter spray|petrified]] corpses is randomly chosen the exact moment the contents have to be expelled.
*The contents of [[egg]]s and [[ultra-bitter spray|petrified]] corpses is randomly chosen the exact moment the contents have to be expelled.
*[[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.
*[[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.
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**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 [[Cupid's Grenade]]s spawn at is randomly picked from a list.
**The item obtained from the roulette wheel in 2-Player Battle is chosen at random.
**The item obtained from the roulette wheel in [[2-Player Battle]] is chosen at random.


;Enemies:
;Enemies:
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===''Pikmin 3''===
===''Pikmin 3''===
;Aesthetic:
;Aesthetic:
*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 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 color swirls of the Master [[Onion]] are random, although it will only display currently-owned Pikmin types.
*Leader dialog outside of cutscenes is randomly chosen from a list of presets.
*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]]).
*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]]).
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*The explosion radius of [[bomb rock]]s is slightly different for each explosion.
*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 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]].
*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 Spectralid]]s.
*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.
*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]]:
*[[Bingo Battle]]:
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*The amount of [[nectar]] a single [[Swarming Sheargrub]] can drink at once is random.
*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.
*[[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==

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