Pikmin 2

2-Player Battle: Difference between revisions

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(Noted the layout selection feature.)
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*{{button|wii|Padleft}} '''Left''': Combination.
*{{button|wii|Padleft}} '''Left''': Combination.


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 {{button|wii|Padright}} and {{button|wii|Paddown}} result on layout #2.
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 {{button|wii|Padright}} and {{button|wii|Paddown}} result on layout #2. Because [[Dim Labyrinth]] is already randomly generated, holding a direction has no effect there.


Interestingly, by holding {{button|wii|Padleft}}, the level is generated at [[Randomization|random]], like the [[cave]]s in story mode; the list of [[cave units]] to use appears to be the full list of cave units on all three variants combined. 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.
Interestingly, by holding {{button|wii|Padleft}}, the level is generated at [[Randomization|random]], like the [[cave]]s in story mode; the list of [[cave units]] to use appears to be the full list of cave units on all three variants combined – if not, it is actually the list described in the otherwise unused text file in the level's normal configuration file. 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. The number of rooms to use is the number declared in the level's configuration file; this number is normally unused.


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 added to the Wii version of ''Pikmin 2'' during development, but never removed for the final release.
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 added to the Wii version of ''Pikmin 2'' during development, but never removed for the final release.

Revision as of 12:36, January 4, 2015


This article is about the competitive 2-player mode in Pikmin 2. For the one in Pikmin 3, see Bingo 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 or Blue Pikmin, respectively. Each player can start the match with a multiple of 5 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 randomly 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 and ten differently-themed areas to play on, ranging in difficulty.

Returning a cherry to an Onion will allow a spin of the roulette wheel. To make things even, Red Pikmin have lost their extra strength, and bodies of water are absent. However, both colors 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 Sprays, when used against the opponent's Pikmin, will burrow them, and revert them to 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 attacks merely deny the respective player the use of A / the A Button on the Wii Remote and B / the B Button on the Wii Remote, as they cause no damage to the leader.

Ways to win

There are four ways to score a victory over the opponent:

  • 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. Pikmin cannot carry their own marble.
  • The opponent suffers a Pikmin extinction. This can happen from Pikmin in-fighting or otherwise.
  • The opponent's captain is down.

Arenas

To do: Upload an excerpt from the theme.
Care to do so?

The players can choose one of ten maps. Every level has the same music. Unlike the caves 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.

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 randomly, 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 Y / the Minus Button on the Wii Remote.

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 Y / the Minus Button on the Wii Remote will use the power and instantly make the roulette spin for the next one.

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:

Icon Power Description
Roulette Wheel 5.png +5 Sprouts Grants the player five Pikmin sprouts, if they have less than 50.
Roulette Wheel 10.png +10 Sprouts Just like the previous, but ten sprouts.
Roulette Wheel flower.png Flower Makes all of the player's Pikmin that are not planted in the ground bloom into flowers.
Roulette Wheel ghost.png Ghost Makes the player's captain and Pikmin become invisible to the opponent for a limited amount of time. The opponent can still see the dust from the player's footsteps, the captain's whistle, and, if their Pikmin are affected by the Ultra-Spicy Spray, the glowing circles on their heads. Additionally, the opponent's Pikmin can still see everything, and the captain and Pikmin are fully visible on the collecting player's portion of the screen.
Roulette Wheel ultra-bitter spray.png Ultra-Bitter Spray Grants one dose of Ultra-Bitter Spray.
Roulette Wheel ultra-spicy spray.png Ultra-spicy spray Grants one dose of Ultra-Spicy Spray.
Roulette Wheel marble.png Marble return Makes the player's marble, if above ground, bounce all the way back to the Onion, regardless of distance. Any opposing Pikmin carrying the marble will be knocked down.
Roulette Wheel Withering Blowhog.png Withering Blowhog Makes a Withering Blowhog appear near the opponent's Onion.
Roulette Wheel Swooping Snitchbug.png Swooping Snitchbug Makes a Swooping Snitchbug appear near the opponent's Onion.
Roulette Wheel boulder.png Boulders Makes several boulders drop near the opponent.
Roulette Wheel Volatile Dweevil.png Volatile Dweevil Drops a Volatile Dweevil near the opponent.
Roulette Wheel Blowhogs.png Fiery/Watery Blowhog Makes a Blowhog appear near the opponent's Onion. If the opponent is Louie, a Fiery Blowhog will appear. If the opponent is Olimar, a Watery Blowhog appears instead.

Enemies created upon a spin of the Roulette Wheel disappear completely on defeat, meaning their bodies cannot be returned to either Onion. They automatically die after 50 seconds have passed.

Pikmin seeds

Some enemies that are only found underground in single player can also be found in 2-Player Battle. Below is a list of how many sprouts each creature is worth:

Advisories

When the level is loading, a random advisory shows up on the bottom of the screen. These are the possible messages:

  • "You can't carry your own marble."
  • "Pikmin lost to opposing Pikmin will become seeds."
  • "Roulette creatures vanish when you defeat them."
  • "Use your sprays wisely to turn the tide of battle!"
  • "You can't pluck, throw or spray while engaging enemy Pikmin."
  • "Get a cherry for one roulette spin. You can store up to four." [1]

Strategies

Clay models of Olimar and Louie, facing eachother.
Head to head two player action.

The following article or section contains guides.
The strategies shown are just suggestions.

These are basic strategies. The strategies' nature allows them to be combined and expanded upon freely, to maximize their efficiency.

Wasting the opponent's sprays

Sprays are an essential part of battle mode, as they can turn the tides in a Pikmin vs. Pikmin situation easily. Using a small squad, attacking the enemy might get the other player to use sprays prematurely. This can be repeated with the rest of the Pikmin.

Collecting marbles

With a small squad, the player can run to the opponent's base and steal the marble, assuming the other player is not there with a larger squad. Should the other player come to defend the marble, running up to them with the rest of the Pikmin can distract the enemy Pikmin from getting to the marble that is being carried away. Creatures can also be led to the enemy base as means of distraction or to kill idle Pikmin.

For yellow marbles, if the other player is likely to stop marbles from being brought back, it is advisable to collect ones that are on opposite side of each other, as it will force the other player to decide between them.

Marble guard

Leave about 3-5 Pikmin at your marble to act as an alert system. When your numbers start to change, get back to base. They can also be left in crucial bottleneck passages.

Cherry siege

This one often requires a bit of luck as it relies almost entirely on random generation. The cherries that allow you to use a roulette spin will oftentimes drop steadily in the same area of the arena over time (usually in one of the alcoves.) Take note of where cherries seem to drop more during the match, then keep Pikmin in that area to quickly transport them back to the onion. You can actually hold up to five spins at a time. Use the spins strategically or all at once in hopes that you'll drop lots of enemies and obstacles to keep your opponent busy. Large-scale distractions like this can help you steal marbles without them noticing or even a Pikmin Extinction if your opponent is careless enough.

Pikmin rush

Focus on increasing your army above everything else. If you're faster than your opponent, you can gather quite a number advantage. Then, go for the enemy with almost all your Pikmin. You can even let one or two Pikmin carry the opponent's marble while they're busy with the battle.

Attack the leader

To do: Can a Pikmin attack KO a leader?
Care to do so?

Have your Pikmin army attack the opponent's leader. The damage caused will never cause the leader to be knocked out, but it 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 Stick / the Control Stick on the Nunchuk.

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.

Handling idle Pikmin

Idle Pikmin on the opposing team can be dispatched in a number of ways. You can try luring the Pikmin towards a hazard or enemy, or even spawn your own with the roulette wheel. Additionally, you can throw bomb-rocks at them to quickly wipe them out. As a last resort, you can use an Ultra-Bitter Spray to get rid of Pikmin guarding a choke point. Do not use Pikmin of your own to clear these idlers out, as they'll just be reborn at the Onion.

Victories

Facial expressions for each of the captains.

The Captains' faces on the main 2-player Battle screen change depending on the current score leader. If the leader is one point ahead, that player's captain will smile, and the other captain will frown. If the leader is three points ahead, the leader's captain will grin, and the other will be quite angry. If the scores are the same for both players, both captains will have a neutral expression.

Whenever a player has 3 marbles, their Pikmin will chant the corresponding captain's name, "O-ri-ma!" or "Ru-i!", over the latter's Japanese names, Orimā (オリマー) and Rūi (ルーイ). If both players have 3 marbles and only one remains, both Pikmin groups will still chant, over one another. Amusingly, the Pikmin will still chant if they're all burrowed underground.

Each captain has his own victory tune. Though they follow the same melody, the Pikmin will call out the name of whoever won once the tune finishes. If one of the players loses through excess damage to the suit or Pikmin extinction, the themes will have a slight variation in rhythm similar to the difference in the story-mode levels. In the unlikely case of a tie, a different tune plays and both the captain's names will be called out by the Pikmin. The tune changes with each type of tie.

Excluding the variations of the Pikmin chorus, there are eight different themes that can play: one player wins, Olimar loses due to extinction, Olimar loses due to damage, Louie loses due to extinction, Louie loses due to damage, draw by simultaneous marble-collection, draw by simultaneous extinction, and draw by simultaneous damage.

Layout selection

An undocumented feature in New Play Control! Pikmin 2 is the ability to choose the layout for the arena. When the stage is picked with the A Button on the Wii Remote, and while the two Onions are flying towards the stage preview image, the first player should hold a direction on the + Control Pad on the Wii Remote. When the loading screen with the advisories appears, the player can let go. The game will load the variant determined by the direction pressed. This does not work on the GameCube version of Pikmin 2.

  • Padup Up: Layout #1.
  • Padright Right: Layout #2.
  • Paddown Down: Layout #3.
  • Padleft Left: Combination.

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 Padright and Paddown result on layout #2. Because Dim Labyrinth is already randomly generated, holding a direction has no effect there.

Interestingly, by holding Padleft, the level is generated at random, like the caves in story mode; the list of cave units to use appears to be the full list of cave units on all three variants combined – if not, it is actually the list described in the otherwise unused text file in the level's normal configuration file. 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 Onions are placed in bizarre and inappropriate locations. The number of rooms to use is the number declared in the level's configuration file; this number is normally unused.

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 added to the Wii version of Pikmin 2 during development, but never removed for the final release.

Gallery

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.
  • 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 and Caustic Dweevil, the later 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. These enemies might've been removed for being either too annoying or difficult.

See also

Notes

  1. ^ While technically, it is true that there can be up to four roulette wheel spins in queue, this leads to players believing they can only have four powers in queue, when they can actually have five (the four queued spins plus the current power on standby).


Icon of a white flower in the Challenge Mode of Pikmin 2. It represents a course that is beaten, but with Pikmin who were lost.

This article was a featured article from 23rd September 2010 to 23rd February 2011.

Icon of a white flower in the Challenge Mode of Pikmin 2. It represents a course that is beaten, but with Pikmin who were lost.