Editing Squad
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{{game icons|p=y|p2=y|p3 | {{game icons|p=y|p2=y|p3=y|pa=y|hp=y|pb=y}} | ||
{{image}} | {{image}} | ||
{{todo|Add: | {{todo|Add: | ||
* How squads are represented in the HUD and menus | |||
* How they survive sunset | |||
* How bomb rock groups work in different games, both for standby type and for dismissing | * How bomb rock groups work in different games, both for standby type and for dismissing | ||
* How the next Pikmin to throw is calculated | * How the next Pikmin to throw is calculated | ||
** How it becomes ungrabbable | ** How it becomes ungrabbable | ||
** How it becomes unavailable to throw (X on the icon), in different games) | |||
** In P3, non-Blues cannot be grabbed while a leader is underwater | |||
* Other entities with groups, like Antenna Beetles (kinda), Bulbears, Puffstools, Bulbmin, etc. | |||
* How Bulbmin stay behind and others don't, when leaving a cave | |||
* How ultra-spicy spray only affects Pikmin in the group, but bitter affects all Pikmin in range | * How ultra-spicy spray only affects Pikmin in the group, but bitter affects all Pikmin in range | ||
* Leaders can't steal each others' Pikmin | * Leaders can't steal each others' Pikmin | ||
* Camera focuses on both the leader and the squad, in some games | * Camera focuses on both the leader and the squad, in some games | ||
* The algorithms squads use to stay together | * The algorithms squads use to stay together | ||
}} | }} | ||
The '''squad''' (also '''group''') is a term used to refer to the [[Pikmin family|Pikmin]] that are following a [[leader]]. While Pikmin are in the squad, they can be [[Throw|thrown]], [[Swarm|swarmed]], [[Charge|charged]], and [[Dismiss|dismissed]], among other actions | The '''squad''' (also '''group''') is a term used to refer to the [[Pikmin family|Pikmin]] that are following a [[leader]]. While Pikmin are in the squad, they can be [[Throw|thrown]], [[Swarm|swarmed]], [[Charge|charged]], and [[Dismiss|dismissed]], among other actions. | ||
== 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 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. | ||
=== 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. | When Pikmin make contact with an object they can interact with, they will leave the squad and do that task instead. Unique to this game is that Pikmin will sometimes start working on tasks and attacking enemies if they touch them, without the need to throw or swarm them first. | ||
To keep track of the squad, there are the [[HUD#Pikmin counter|Pikmin counter]] and [[HUD#Standby Pikmin|standby Pikmin]] HUD indicators | To keep track of the squad, there are the [[HUD#Pikmin counter|Pikmin counter]] and [[HUD#Standby Pikmin|standby Pikmin]] HUD indicators. | ||
=== In ''Pikmin 2'' === | === In ''Pikmin 2'' === | ||
[[File:P2squad.png|thumb|Olimar and a squad of Pikmin, in the second game | [[File:P2squad.png|thumb|Olimar and a squad of Pikmin, in the second game]] | ||
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 | 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 ''Pikmin 3'' === | === In ''Pikmin 3'' === | ||
Once again, the squad in {{p3}} works mostly the same as it did in the previous games. However, swarming has been replaced with [[charging]], which makes all Pikmin in the squad rush at a locked-on [[enemy]], [[obstacle]], or object. In {{p3d}}, charging works slightly differently. Only the selected type of Pikmin will rush forward, and the player does not need to be locked on to charge. [[Bomb rock]] carriers will not follow charge orders | Once again, the squad in {{p3}} works mostly the same as it did in the previous games. However, swarming has been replaced with [[charging]], which makes all Pikmin in the squad rush at a locked-on [[enemy]], [[obstacle]], or object. In {{p3d}}, charging works slightly differently. Only the selected type of Pikmin will rush forward, and the player does not need to be locked on to charge. [[Bomb rock]] carriers will not follow charge orders. | ||
Leaders act the same as they did in ''Pikmin 2'', however they cannot be switched to while they are part of a squad, and will stay behind when charging. In ''Pikmin 3 Deluxe'', [[Pikmin 3 Deluxe#Co-op Story Mode|co-op]] play in [[Story Mode]] was added to the game. Leaders in this mode act, once again, largely the same as normal, except that two leaders can be controlled at once. One player can add the other to their squad using the [[action menu]], and selecting the golden flag. This acts mostly like having a leader in the player's squad in single-player mode, however both players can whistle, throw, and charge. To leave a squad, the leader in charge can dismiss or throw the other leader out of their squad, or they will leave if knocked down, get stuck on a wall, or similar. | Leaders act the same as they did in ''Pikmin 2'', however they cannot be switched to while they are part of a squad, and will stay behind when charging. In ''Pikmin 3 Deluxe'', [[Pikmin 3 Deluxe#Co-op Story Mode|co-op]] play in [[Story Mode]] was added to the game. Leaders in this mode act, once again, largely the same as normal, except that two leaders can be controlled at once. One player can add the other to their squad using the [[action menu]], and selecting the golden flag. This acts mostly like having a leader in the player's squad in single-player mode, however both players can whistle, throw, and charge. To leave a squad, the leader in charge can dismiss or throw the other leader out of their squad, or they will leave if knocked down, get stuck on a wall, or similar. | ||
== In ''Hey! Pikmin'' == | == In ''Hey! Pikmin'' == | ||
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== In ''Pikmin Bloom'' == | == In ''Pikmin Bloom'' == | ||
[[File:PBsquad.jpg|thumb|A squad of Pikmin in {{pb}}.]] | [[File:PBsquad.jpg|thumb|A squad of Pikmin in {{pb}}.]] | ||
Squads in {{pb}} act entirely different to the main series games, due to the game having radically different gameplay. In this game, the term "squad" is used to refer to the Pikmin following the player's [[Mii]] | Squads in {{pb}} act entirely different to the main series games, due to the game having radically different gameplay. In this game, the term "squad" is used to refer to the Pikmin following the player's [[Mii]]. Pikmin in the squad will show up in the [[Pikmin Bloom interface|garden]], and can be fed nectar. They will also take part in various animations, such as celebrating when a Pikmin becomes a [[Decor Pikmin]], and taking part in the daily lookback in the [[lifelog]]. The amount of Pikmin at one time in the squad can be increased via [[Level|leveling up]]. | ||
== In ''Pikmin Adventure'' == | == In ''Pikmin Adventure'' == | ||
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==Names in other languages== | ==Names in other languages== | ||
{{ | {{foreignname | ||
|PorB=Equipe | |||
|PorBM=Team | |||
|PorB | |||
|PorBM = Team | |||
}} | }} | ||
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*[[Controls]] | *[[Controls]] | ||
[[Category:Gameplay]] | [[Category:Gameplay]] |