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== In the main series == | == In the main series == | ||
In the main three ''Pikmin'' games, the squad works more or less the same, bar some minor differences. Pikmin can be added to the squad via [[Whistle|whistling]], [[ | In the main three ''Pikmin'' games, the squad works more or less the same, bar some minor differences. Pikmin can be added to the squad via [[Whistle|whistling]], [[Pluck|plucking]], withdrawing them from the [[Onion]], or simply from bumping into an idle Pikmin. Pikmin leave the squad when they are killed, knocked down, or otherwise unable to follow the player, among other things. In the first two games, they will get distracted by [[nectar weed]] and [[rubble]], and will leave the squad in favor of trying to obtain some [[nectar]] from these objects. In all three games, they will stop to drink nectar. | ||
If a Pikmin is whistled, but gets stuck on a wall or similar, they will first attempt to navigate around it, but if they fail they will stop, look around, and then become idle, leaving the squad. Leaders added to the squad will behave much the same as Pikmin do, even having similar animations. Pikmin that are too far away from the leader will also eventually leave the group after some seconds. If Pikmin are following any leader when the [[Day#Sunset|day | If a Pikmin is whistled, but gets stuck on a wall or similar, they will first attempt to navigate around it, but if they fail they will stop, look around, and then become idle, leaving the squad. Leaders added to the squad will behave much the same as Pikmin do, even having similar animations. Pikmin that are too far away from the leader will also eventually leave the group after some seconds. If Pikmin are following any leader when the [[Day#Sunset|day]] ends, they will be considered safe and board their [[Onion]]. | ||
=== In ''Pikmin'' === | === In ''Pikmin'' === | ||
[[File:P1squad.png|thumb|Olimar and a squad of Pikmin.]] | [[File:P1squad.png|thumb|Olimar and a squad of Pikmin.]] | ||
In {{p1}}, the squad will follow [[Captain Olimar]] in a loose, roughly circular group. Pikmin of a lower [[maturity]] will visibly lag behind. When the player presses {{button|gc|a|wii | In {{p1}}, the squad will follow [[Captain Olimar]] in a loose, roughly circular group. Pikmin of a lower [[maturity]] will visibly lag behind. When the player presses {{button|gc|a|wii|a}}, the nearest Pikmin will run to Olimar's hand, and he will pick it up. Releasing the button will throw the Pikmin. In the [[New Play Control! Pikmin|''New Play Control!'' port]], while Olimar is holding a Pikmin the player can press {{button|wii|b}} to switch Pikmin types between [[Red Pikmin]], [[Yellow Pikmin]], [[Blue Pikmin]], and [[bomb-rock]] carriers, as well as pressing {{button|wii|padd}} to cycle through maturity levels while holding a Pikmin. | ||
{{button|gc|c | {{button|gc|c}} can be used to [[swarm]] the squad Pikmin in the direction the stick is held. In the ''New Play Control!'' port, {{button|wii|padd}} can be held to swarm the Pikmin to where the [[cursor]] is instead. This can be used to solve puzzles, attack creatures and set one's squad to do different tasks. | ||
Pikmin can be dismissed into groups of their color (and bomb-rock carriers) by pressing {{button|gc|x|wii|c | Pikmin can be dismissed into groups of their color (and bomb-rock carriers) by pressing {{button|gc|x|wii|c}}. | ||
When Pikmin make contact with an object they can interact with, they will leave the squad and do that task instead. This behavior is unique to the first game. | When Pikmin make contact with an object they can interact with, they will leave the squad and do that task instead. This behavior is unique to the first game. | ||
To keep track of the squad, there are the [[HUD#Pikmin counter|Pikmin counter]] and [[HUD#Standby Pikmin|standby Pikmin]] HUD indicators during gameplay, which provide information on the number of Pikmin in the squad and the type and [[Maturity|maturity]] of the closest Pikmin, respectively. If there is no Pikmin within range, the standby counter will display a hollow figure in the shape of a Pikmin. [[Olimar's monitor]], which can be accessed by pressing {{button|gc|y|wii | To keep track of the squad, there are the [[HUD#Pikmin counter|Pikmin counter]] and [[HUD#Standby Pikmin|standby Pikmin]] HUD indicators during gameplay, which provide information on the number of Pikmin in the squad and the type and [[Maturity|maturity]] of the closest Pikmin, respectively. If there is no Pikmin within range, the standby counter will display a hollow figure in the shape of a Pikmin. [[Olimar's monitor]], which can be accessed by pressing {{button|gc|y|wii|+}} during gameplay, provides detailed information on type and number of Pikmin currently in the player's party. | ||
The [[Puffstool]] also acts as a leader for squads of [[Mushroom Pikmin]]. Mushroom Pikmin will dance around the Puffstool that infected them and start following Captain Olimar to attack him when he gets close. If they are returned to normal, they will stop following the Puffstool unless they are infected again. | The [[Puffstool]] also acts as a leader for squads of [[Mushroom Pikmin]]. Mushroom Pikmin will dance around the Puffstool that infected them and start following Captain Olimar to attack him when he gets close. If they are returned to normal, they will stop following the Puffstool unless they are infected again. | ||
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The squad in {{p2}} acts largely the same as it does in the first game. However, there are some improvements to the Pikmin's AI, such as them backing up and attempting to trace the leader's path if they run into a wall. They will not stop to do tasks if they run into an object in this game, except for uprooting [[nectar weed]] and hitting [[rubble]]. This game introduced the feature to the original [[GameCube]] version of being able to switch out Pikmin types and maturity with {{button|gc|padlr}} and {{button|gc|padud}} respectively, when holding a Pikmin. | The squad in {{p2}} acts largely the same as it does in the first game. However, there are some improvements to the Pikmin's AI, such as them backing up and attempting to trace the leader's path if they run into a wall. They will not stop to do tasks if they run into an object in this game, except for uprooting [[nectar weed]] and hitting [[rubble]]. This game introduced the feature to the original [[GameCube]] version of being able to switch out Pikmin types and maturity with {{button|gc|padlr}} and {{button|gc|padud}} respectively, when holding a Pikmin. | ||
This game introduced the feature of having multiple leaders. Leaders each have separate squads, and when one leader is added to the other leader's squad, any Pikmin following them will join the squad too. If leaders are switched with {{button|gc|y|wii|- | This game introduced the feature of having multiple leaders. Leaders each have separate squads, and when one leader is added to the other leader's squad, any Pikmin following them will join the squad too. If leaders are switched with {{button|gc|y|wii|-}} while both leaders are together, all Pikmin and the previously controlled leader will join the switched-to leader's squad. | ||
Like in ''Pikmin'', the player can use the [[HUD#Pikmin counter|Pikmin counter]] and [[HUD#Standby Pikmin|standby Pikmin]] HUD indicators to keep track of the squad in a similar fashion. The [[pause menu]] essentially replaces Olimar's monitor from the first game, providing similar information on Pikmin type and number in the player's squad. | Like in ''Pikmin'', the player can use the [[HUD#Pikmin counter|Pikmin counter]] and [[HUD#Standby Pikmin|standby Pikmin]] HUD indicators to keep track of the squad in a similar fashion. The [[pause menu]] essentially replaces Olimar's monitor from the first game, providing similar information on Pikmin type and number in the player's squad. |