2-Player Battle: Difference between revisions

m
no edit summary
mNo edit summary
mNo edit summary
Line 6: Line 6:
'''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 Pikmin|Red]] or [[Blue Pikmin]], respectively. Each player can start the match with a multiple of 5 [[Pikmin family|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 [[Randomness|random]]ly 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|ways to win]] and ten differently-themed areas to play on, ranging in difficulty.
'''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 Pikmin|Red]] or [[Blue Pikmin]], respectively. Each player can start the match with a multiple of 5 [[Pikmin family|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 [[Randomness|random]]ly 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|ways to win]] and ten differently-themed areas to play on, ranging in difficulty.


Returning a [[Cupid's Grenade|cherry]] to an Onion will allow a spin of the [[#Roulette wheel|roulette wheel]]. To make things even, [[Red Pikmin]] have lost their extra strength, and bodies of water are absent. However, both types 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 spray]]s, when used against the opponent's Pikmin, will burrow them, and revert them to [[Maturity|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 Pikmin pummels merely deny the victim player the use of {{button|gcn|A|wii|A}} and {{button|gcn|B|wii|B}}, as they cause no damage to the leader, although they also make the leader invulnerable to other [[enemy]] attacks.
Returning a [[Cupid's Grenade|cherry]] to an Onion will allow a spin of the [[#Roulette wheel|roulette wheel]]. To make things even, [[Red Pikmin]] have lost their extra strength, and bodies of water are absent. However, both types 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 spray]]s, when used against the opponent's Pikmin, will burrow them, and revert them to [[Maturity|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 Pikmin pummels merely deny the victim player the use of {{button|gcn|a|wii|a}} and {{button|gcn|b|wii|b}}, as they cause no damage to the leader, although they also make the leader invulnerable to other [[enemy]] attacks.


Unlike other [[loading]] screens in the game, 2-Player Battle stage loading screens will contain a [[Tip|random tip]].
Unlike other [[loading]] screens in the game, 2-Player Battle stage loading screens will contain a [[Tip|random tip]].
Line 34: Line 34:


==Roulette wheel==
==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 [[Randomness|random]]ly, 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 {{button|gcn|Y|wii|-}}.
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 [[Randomness|random]]ly, 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 {{button|gcn|y|wii|-}}.


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 {{button|gcn|Y|wii|-}} will use the power and instantly make the roulette spin for the next one. The spinning takes around three seconds, which stops the player from using an item right after another.
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 {{button|gcn|y|wii|-}} will use the power and instantly make the roulette spin for the next one. The spinning takes around three seconds, which stops the player from using an item right after another.


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:
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:
Line 101: Line 101:


===Attack the leader===
===Attack the leader===
Have your Pikmin army attack the opponent's leader. Pikmin attacks will never damage the leader, but they 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 {{button|gcn|Stick|wii|Stick}}.
Have your Pikmin army attack the opponent's leader. Pikmin attacks will never damage the leader, but they 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 {{button|gcn|stick|wii|stick}}.


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.
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.
Line 120: Line 120:


==Layout selection==
==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 {{button|wii|A}}, and while the two [[Onion]]s are flying towards the stage preview image, the first player should hold a direction on {{button|wii|Pad}}. When the loading screen with the [[#Advisories|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''.
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 {{button|wii|a}}, and while the two [[Onion]]s are flying towards the stage preview image, the first player should hold a direction on {{button|wii|pad}}. When the loading screen with the [[#Advisories|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''.


*{{button|wii|Padup}} '''Up''': Layout #1.
*{{button|wii|padu}} '''Up''': Layout #1.
*{{button|wii|Padright}} '''Right''': Layout #2.
*{{button|wii|padr}} '''Right''': Layout #2.
*{{button|wii|Paddown}} '''Down''': Layout #3.
*{{button|wii|padd}} '''Down''': Layout #3.
*{{button|wii|Padleft}} '''Left''': Combination.
*{{button|wii|padl}} '''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. Because [[Dim Labyrinth]] is already randomly generated, holding a direction has no effect there.
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|padr}} and {{button|wii|padd}} 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 – 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.
Interestingly, by holding {{button|wii|padl}}, 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.