Pikmin (game)
Pikmin 2
Pikmin 3

Throw: Difference between revisions

From Pikipedia, the Pikmin wiki
Jump to navigation Jump to search
(Undo: A is already mentioned right before. Both the A and X buttons throw Pikmin.)
mNo edit summary
Line 5: Line 5:
{{game help|p3|Add things that can't be done while holding and special throws.}}
{{game help|p3|Add things that can't be done while holding and special throws.}}


'''Throwing''' is one of the main ways of giving instructions to [[Pikmin family|Pikmin]], the others being [[Group move|moving the group]], [[dismiss]]ing and [[Lock-on|charging]]. The player can aim where the thrown Pikmin land at, by use of the [[HUD#Cursor|cursor]], and if a Pikmin lands near a task, it will begin working on it; it will remain idle on the spot, otherwise. If a Pikmin hits an enemy during its flight, it will latch on to it, if it can, and begin attacking. To throw, the current leader must be close to a Pikmin on their party, and the player must press {{button|gcn|A|wii|A}}, on the first two games, {{button|wiiu|A|wiiu|X|wii|A|wiiu|PCA}} in ''Pikmin 3'' with the normal controls, or by tapping on the screen with stylus controls.
'''Throwing''' is one of the main ways of giving instructions to [[Pikmin family|Pikmin]], the others being [[Group move|moving the group]], [[dismiss]]ing and [[Lock-on|charging]]. The player can aim where the thrown Pikmin land at, by use of the [[HUD#Cursor|cursor]], and if a Pikmin lands near a task, it will begin working on it; it will remain idle on the spot, otherwise. If a Pikmin hits an enemy during its flight, it will latch on to it, if it can, and begin attacking. To throw, the current leader must be close to a Pikmin on their party, and the player must press {{button|gc|a|wii|a}}, on the first two games, {{button|wiiu|a|wiiu|x|wii|a|wiiu|pca}} in ''Pikmin 3'' with the normal controls, or by tapping on the screen with stylus controls.


Pikmin are thrown upwards at an arc, leaving spark particles through their trajectory. The cursor estimates the landing location of a thrown Pikmin, but if there is a wall or object in the way, the Pikmin might bump into it and fall short. This is only true in the first two games, as ''Pikmin 3'''s cursor takes into account walls and obstacles, and the line connecting it to the leader changes to a preview arc. One of the traits [[Yellow Pikmin]] possess is the ability to be thrown higher than other types. This allows them to reach ledges otherwise unreachable. The throw arc of [[Purple Pikmin]] is slightly different from the rest: they are thrown faster than the others, so that the apex of their jump is located somewhere above the cursor. When the cursor is reached, the Pikmin loses its horizontal momentum and drops down with a great impact. Besides homing in on [[Enemy|enemies]], when landing, they cause high damage and can also cause the creatures to bounce up, making them unable to move for less than a second, or stun them altogether for a few seconds. [[Winged Pikmin]] can be thrown, though they will not land on the ground like the other Pikmin types do. If a Winged Pikmin is thrown near an enemy, the Pikmin will fly towards the enemy and attempt to latch on.
Pikmin are thrown upwards at an arc, leaving spark particles through their trajectory. The cursor estimates the landing location of a thrown Pikmin, but if there is a wall or object in the way, the Pikmin might bump into it and fall short. This is only true in the first two games, as ''Pikmin 3'''s cursor takes into account walls and obstacles, and the line connecting it to the leader changes to a preview arc. One of the traits [[Yellow Pikmin]] possess is the ability to be thrown higher than other types. This allows them to reach ledges otherwise unreachable. The throw arc of [[Purple Pikmin]] is slightly different from the rest: they are thrown faster than the others, so that the apex of their jump is located somewhere above the cursor. When the cursor is reached, the Pikmin loses its horizontal momentum and drops down with a great impact. Besides homing in on [[Enemy|enemies]], when landing, they cause high damage and can also cause the creatures to bounce up, making them unable to move for less than a second, or stun them altogether for a few seconds. [[Winged Pikmin]] can be thrown, though they will not land on the ground like the other Pikmin types do. If a Winged Pikmin is thrown near an enemy, the Pikmin will fly towards the enemy and attempt to latch on.
Line 13: Line 13:
In ''Pikmin 3'' ,[[leader]]s can also be thrown. Unlike Pikmin, leaders are unable to latch on to enemies and will always remain idle (unless they are near an enemy, at which point they panic and run around in circles). The trajectory that leaders are thrown through is noticeably lower than the arc of a Pikmin; this is likely to prevent exploits by throwing leaders up to an otherwise inaccessible area.
In ''Pikmin 3'' ,[[leader]]s can also be thrown. Unlike Pikmin, leaders are unable to latch on to enemies and will always remain idle (unless they are near an enemy, at which point they panic and run around in circles). The trajectory that leaders are thrown through is noticeably lower than the arc of a Pikmin; this is likely to prevent exploits by throwing leaders up to an otherwise inaccessible area.


The next Pikmin type to be thrown will be shown on the [[HUD#Standby Pikmin|HUD]]. This reflects the type of the Pikmin closest to the leader in the [[GameCube]] games and their [[Wii]] rereleases, but is chosen by the player in ''Pikmin 3''; the type can be toggled with {{button|wiiu|L|wii|C|wiiu|PCL}}, and leaders are one of the choices. In all games, Pikmin carrying [[bomb rock]]s and mines have their own groups.
The next Pikmin type to be thrown will be shown on the [[HUD#Standby Pikmin|HUD]]. This reflects the type of the Pikmin closest to the leader in the [[GameCube]] games and their [[Wii]] rereleases, but is chosen by the player in ''Pikmin 3''; the type can be toggled with {{button|wiiu|l|wii|c|wiiu|pcl}}, and leaders are one of the choices. In all games, Pikmin carrying [[bomb rock]]s and mines have their own groups.


In all games besides ''Pikmin 3'', [[Blue Pikmin]] can also throw drowning Pikmin: if an idle Blue Pikmin finds a drowning Pikmin nearby, it will grab it, carry it near the surface, and throw it to solid terrain. Should the ledge be too high up, it is possible that the Pikmin won't make it to dry land, fall back into the water, and be thrown again, in an endless cycle.{{cite youtube|-IMaXzHzgr4|showing Blue Pikmin constantly failing to throw their partners to safety}} In ''Pikmin 2'''s [[2-Player Battle]] mode, leaders can also grab and throw [[bomb-rock]]s.
In all games besides ''Pikmin 3'', [[Blue Pikmin]] can also throw drowning Pikmin: if an idle Blue Pikmin finds a drowning Pikmin nearby, it will grab it, carry it near the surface, and throw it to solid terrain. Should the ledge be too high up, it is possible that the Pikmin won't make it to dry land, fall back into the water, and be thrown again, in an endless cycle.{{cite youtube|-IMaXzHzgr4|showing Blue Pikmin constantly failing to throw their partners to safety}} In ''Pikmin 2'''s [[2-Player Battle]] mode, leaders can also grab and throw [[bomb-rock]]s.
Line 20: Line 20:
Before throwing, it is possible to hold on to a Pikmin/leader by keeping the button pressed. While held on, the Pikmin or leader will make a sound indicating that they are ready to be thrown; in ''Pikmin 2'', this sound is repeated several times with varying pitches, until thrown. The leader can move around with a party member in their hand, which can be useful if one wishes to bring a single slow Pikmin with them. In ''Pikmin'' and ''Pikmin 2'', when a Pikmin is being held on to, all other Pikmin in the group will be organized by type, so that those of the type of the currently held Pikmin are at the front of the line – this allows the leader to throw several of the same type of Pikmin in a row.
Before throwing, it is possible to hold on to a Pikmin/leader by keeping the button pressed. While held on, the Pikmin or leader will make a sound indicating that they are ready to be thrown; in ''Pikmin 2'', this sound is repeated several times with varying pitches, until thrown. The leader can move around with a party member in their hand, which can be useful if one wishes to bring a single slow Pikmin with them. In ''Pikmin'' and ''Pikmin 2'', when a Pikmin is being held on to, all other Pikmin in the group will be organized by type, so that those of the type of the currently held Pikmin are at the front of the line – this allows the leader to throw several of the same type of Pikmin in a row.


While holding, it is also possible to swap the currently held Pikmin/leader for one of a different type in the party, if available. In ''[[New Play Control! Pikmin]]'', ''[[Pikmin 2]]'' and ''[[New Play Control! Pikmin 2]]'', {{button|gcn|Padleftright|wii|B}} swaps the Pikmin type, while in ''Pikmin 3'', {{button|wiiu|L|wii|C|wiiu|PCL}} must be pressed; in this game, the thrown type can also be swapped without the leader holding on to anything, as stated above. ''Pikmin'' on the GameCube lacks this feature entirely. In ''Pikmin 2'' and the two ''New Play Control!'' remakes, {{button|gcn|Padupdown|wii|Padupdown}} can also be used to swap for a different [[maturity]] in the same Pikmin type.
While holding, it is also possible to swap the currently held Pikmin/leader for one of a different type in the party, if available. In ''[[New Play Control! Pikmin]]'', ''[[Pikmin 2]]'' and ''[[New Play Control! Pikmin 2]]'', {{button|gc|padlr|wii|b}} swaps the Pikmin type, while in ''Pikmin 3'', {{button|wiiu|l|wii|c|wiiu|pcl}} must be pressed; in this game, the thrown type can also be swapped without the leader holding on to anything, as stated above. ''Pikmin'' on the GameCube lacks this feature entirely. In ''Pikmin 2'' and the two ''New Play Control!'' remakes, {{button|gc|padud|wii|padud}} can also be used to swap for a different [[maturity]] in the same Pikmin type.


In {{npcp1}}, if the Nunchuk stick is slightly moved while [[Captain Olimar]] is holding a Pikmin, Olimar will start facing the cursor, which will cause the Pikmin to follow behind where he's facing.{{cite youtube|TFhAAgbukCg|demonstrating how Pikmin follow Olimar when the stick is slightly moved in ''New Play Control! Pikmin''.}}
In {{npcp1}}, if the Nunchuk stick is slightly moved while [[Captain Olimar]] is holding a Pikmin, Olimar will start facing the cursor, which will cause the Pikmin to follow behind where he's facing.{{cite youtube|TFhAAgbukCg|demonstrating how Pikmin follow Olimar when the stick is slightly moved in ''New Play Control! Pikmin''.}}
Line 33: Line 33:
*[[Pluck]], [[punch]], or any other action that requires pressing the throw button
*[[Pluck]], [[punch]], or any other action that requires pressing the throw button


While it is not possible to move the group, the player can make it thinner and longer by holding {{button|gcn|C}} in any direction, in the GameCube games. In ''[[New Play Control! Pikmin]]'', holding {{button|wii|Paddown}} will make the cursor flash to indicate a group move, but the Pikmin will stay in their place regardless. In ''[[New Play Control! Pikmin 2]]'', nothing happens if one attempts to move the group while holding.
While it is not possible to move the group, the player can make it thinner and longer by holding {{button|gc|c}} in any direction, in the GameCube games. In ''[[New Play Control! Pikmin]]'', holding {{button|wii|padd}} will make the cursor flash to indicate a group move, but the Pikmin will stay in their place regardless. In ''[[New Play Control! Pikmin 2]]'', nothing happens if one attempts to move the group while holding.


Interestingly, any held Pikmin in ''Pikmin 3'' cannot be killed. If an [[enemy]] attacks (just) the Pikmin, it will squeal, but nothing else will happen to it.
Interestingly, any held Pikmin in ''Pikmin 3'' cannot be killed. If an [[enemy]] attacks (just) the Pikmin, it will squeal, but nothing else will happen to it.
Line 66: Line 66:
The closer the Pikmin is to the leader, the shorter this delay is. By using the [[group move]] function, one can move the Pikmin so that they are constantly around the leader. While doing this, the throw button can then be pressed repeatedly and quickly in order to throw Pikmin at a much faster pace.
The closer the Pikmin is to the leader, the shorter this delay is. By using the [[group move]] function, one can move the Pikmin so that they are constantly around the leader. While doing this, the throw button can then be pressed repeatedly and quickly in order to throw Pikmin at a much faster pace.


For the GameCube games, it is relatively simple: after setting the cursor on the intended location, the player can move one digit to {{button|gcn|C}} (such as the left or right thumb) and another to {{button|gcn|A}} (like the right thumb or right index). The player can then mash {{button|gcn|A}} and tilt {{button|gcn|C}} so that the group is always near the leader. Due to the way the group movement works in the ''New Play Control!'' games, this is a harder task in those games. {{button|wii|Paddown}} moves the Pikmin towards the cursor, which should be pointing at the enemy or ledge. The Pikmin are on the opposite side from the leader, so in order to keep them close, the player must press {{button|wii|Paddown}} in short spurts, so that the Pikmin are neither too far ahead or behind.
For the GameCube games, it is relatively simple: after setting the cursor on the intended location, the player can move one digit to {{button|gc|c}} (such as the left or right thumb) and another to {{button|gc|a}} (like the right thumb or right index). The player can then mash {{button|gc|a}} and tilt {{button|gc|c}} so that the group is always near the leader. Due to the way the group movement works in the ''New Play Control!'' games, this is a harder task in those games. {{button|wii|padd}} moves the Pikmin towards the cursor, which should be pointing at the enemy or ledge. The Pikmin are on the opposite side from the leader, so in order to keep them close, the player must press {{button|wii|padd}} in short spurts, so that the Pikmin are neither too far ahead or behind.


The method for the ''New Play Control!'' games is quite a lot harder than the GameCube way, as it is harder to position the fingers so that both {{button|wii|A}} and {{button|wii|Paddown}} can be pressed, especially without releasing the Nunchuk; it is also hard to maintain a steady cursor while two fingers are pressing on the Wii Remote repeatedly. Finally, it is hard to maintain two different button rhythms at once. As such, an alternate strategy is normally used instead. Because the leader can move independently of the cursor, the latter can be held on the target, and the player can focus on moving the leader through the group. Care should be taken in order to keep the cursor from deviating from its intended place, though. One way to stop the cursor from leaving its spot on the screen is to place the Nunchuk hand's wrist in front of the [[Wii]] Remote's sensor.{{cite youtube|Wi0SQHvNv6c|demonstrating how one can cover the infrared sensor on the Wii Remote to stop the cursor from shaking about}}
The method for the ''New Play Control!'' games is quite a lot harder than the GameCube way, as it is harder to position the fingers so that both {{button|wii|a}} and {{button|wii|padd}} can be pressed, especially without releasing the Nunchuk; it is also hard to maintain a steady cursor while two fingers are pressing on the Wii Remote repeatedly. Finally, it is hard to maintain two different button rhythms at once. As such, an alternate strategy is normally used instead. Because the leader can move independently of the cursor, the latter can be held on the target, and the player can focus on moving the leader through the group. Care should be taken in order to keep the cursor from deviating from its intended place, though. One way to stop the cursor from leaving its spot on the screen is to place the Nunchuk hand's wrist in front of the [[Wii]] Remote's sensor.{{cite youtube|Wi0SQHvNv6c|demonstrating how one can cover the infrared sensor on the Wii Remote to stop the cursor from shaking about}}


In ''Pikmin 3'', a Pikmin of the standby type will instantly move towards the leader's hand.
In ''Pikmin 3'', a Pikmin of the standby type will instantly move towards the leader's hand.

Revision as of 11:43, September 5, 2016

A Blue Pikmin being thrown.


The following article or section is in need of assistance from someone who plays Pikmin 3.
Particularly: Add things that can't be done while holding and special throws.

Throwing is one of the main ways of giving instructions to Pikmin, the others being moving the group, dismissing and charging. The player can aim where the thrown Pikmin land at, by use of the cursor, and if a Pikmin lands near a task, it will begin working on it; it will remain idle on the spot, otherwise. If a Pikmin hits an enemy during its flight, it will latch on to it, if it can, and begin attacking. To throw, the current leader must be close to a Pikmin on their party, and the player must press the A Button on the GameCube controller / the A Button on the Wii Remote, on the first two games, the A Button on the Wii U GamePad / the X Button on the Wii U GamePad / the A Button on the Wii Remote / the A Button on the Wii U Pro Controller in Pikmin 3 with the normal controls, or by tapping on the screen with stylus controls.

Pikmin are thrown upwards at an arc, leaving spark particles through their trajectory. The cursor estimates the landing location of a thrown Pikmin, but if there is a wall or object in the way, the Pikmin might bump into it and fall short. This is only true in the first two games, as Pikmin 3's cursor takes into account walls and obstacles, and the line connecting it to the leader changes to a preview arc. One of the traits Yellow Pikmin possess is the ability to be thrown higher than other types. This allows them to reach ledges otherwise unreachable. The throw arc of Purple Pikmin is slightly different from the rest: they are thrown faster than the others, so that the apex of their jump is located somewhere above the cursor. When the cursor is reached, the Pikmin loses its horizontal momentum and drops down with a great impact. Besides homing in on enemies, when landing, they cause high damage and can also cause the creatures to bounce up, making them unable to move for less than a second, or stun them altogether for a few seconds. Winged Pikmin can be thrown, though they will not land on the ground like the other Pikmin types do. If a Winged Pikmin is thrown near an enemy, the Pikmin will fly towards the enemy and attempt to latch on.

Interestingly, flower Pikmin fall more quickly after being thrown in New Play Control! Pikmin and New Play Control! Pikmin 2. They also spin while falling, in the GameCube games, whereas they fall straight in the New Play Control! versions. The falling speed of other types is roughly the same for both versions.

In Pikmin 3 ,leaders can also be thrown. Unlike Pikmin, leaders are unable to latch on to enemies and will always remain idle (unless they are near an enemy, at which point they panic and run around in circles). The trajectory that leaders are thrown through is noticeably lower than the arc of a Pikmin; this is likely to prevent exploits by throwing leaders up to an otherwise inaccessible area.

The next Pikmin type to be thrown will be shown on the HUD. This reflects the type of the Pikmin closest to the leader in the GameCube games and their Wii rereleases, but is chosen by the player in Pikmin 3; the type can be toggled with the L Button on the Wii U GamePad / the C Button on the Nunchuk / the L Button on the Wii U Pro Controller, and leaders are one of the choices. In all games, Pikmin carrying bomb rocks and mines have their own groups.

In all games besides Pikmin 3, Blue Pikmin can also throw drowning Pikmin: if an idle Blue Pikmin finds a drowning Pikmin nearby, it will grab it, carry it near the surface, and throw it to solid terrain. Should the ledge be too high up, it is possible that the Pikmin won't make it to dry land, fall back into the water, and be thrown again, in an endless cycle.[1] In Pikmin 2's 2-Player Battle mode, leaders can also grab and throw bomb-rocks.

Holding

Before throwing, it is possible to hold on to a Pikmin/leader by keeping the button pressed. While held on, the Pikmin or leader will make a sound indicating that they are ready to be thrown; in Pikmin 2, this sound is repeated several times with varying pitches, until thrown. The leader can move around with a party member in their hand, which can be useful if one wishes to bring a single slow Pikmin with them. In Pikmin and Pikmin 2, when a Pikmin is being held on to, all other Pikmin in the group will be organized by type, so that those of the type of the currently held Pikmin are at the front of the line – this allows the leader to throw several of the same type of Pikmin in a row.

While holding, it is also possible to swap the currently held Pikmin/leader for one of a different type in the party, if available. In New Play Control! Pikmin, Pikmin 2 and New Play Control! Pikmin 2, the + Control Pad left or right on the GameCube controller / the B Button on the Wii Remote swaps the Pikmin type, while in Pikmin 3, the L Button on the Wii U GamePad / the C Button on the Nunchuk / the L Button on the Wii U Pro Controller must be pressed; in this game, the thrown type can also be swapped without the leader holding on to anything, as stated above. Pikmin on the GameCube lacks this feature entirely. In Pikmin 2 and the two New Play Control! remakes, the + Control Pad up or down on the GameCube controller / the + Control Pad up or down on the Wii Remote can also be used to swap for a different maturity in the same Pikmin type.

In New Play Control! Pikmin, if the Nunchuk stick is slightly moved while Captain Olimar is holding a Pikmin, Olimar will start facing the cursor, which will cause the Pikmin to follow behind where he's facing.[2]

The leader cannot perform any of the following actions while holding a Pikmin:

While it is not possible to move the group, the player can make it thinner and longer by holding the C Stick on the GameCube controller in any direction, in the GameCube games. In New Play Control! Pikmin, holding the + Control Pad down on the Wii Remote will make the cursor flash to indicate a group move, but the Pikmin will stay in their place regardless. In New Play Control! Pikmin 2, nothing happens if one attempts to move the group while holding.

Interestingly, any held Pikmin in Pikmin 3 cannot be killed. If an enemy attacks (just) the Pikmin, it will squeal, but nothing else will happen to it.

Special throws

Some Pikmin throws perform special actions, instead of making the Pikmin work on a task or latch on to something.

  • In the original Pikmin (but not the New Play Control! version), thrown Yellow Pikmin carrying bomb-rocks will become "ready". When whistled, they will drop and activate the bomb-rock. In addition, if thrown next to a gate or enemy, the Pikmin will in turn throw the bomb at the target.
  • Throwing a Pikmin at a Pellet Posy's pellet will make it drop it after just one attack (this works for 1 pellets only in Pikmin 3).
  • The following enemies behave differently when a Pikmin is thrown directly at them:
  • When a Blue Pikmin is thrown at the Goolix' larger core, while the creature is stretched, the two cores will slam against one another, and all Pikmin attacking the smaller core will scatter around.
  • A Pikmin that is thrown at the Armored Cannon Beetle's blow-hole will become trapped in it and make the boss overheat, exposing its weak point.
  • Throwing a Purple Pikmin at a Waterwraith will make it temporarily vulnerable.
  • A thrown Purple Pikmin can destroy Armored Cannon Beetle Larva and Decorated Cannon Beetle Larva rocks in Pikmin 2.
  • In Pikmin 3, a Rock Pikmin thrown directly at a crystal nodule will cause it to shatter.
  • In Pikmin 3, any kind of Pikmin thrown at a grub-dog's eyes will cause it to recoil and spit out any Pikmin it may have started to eat.


Tricks

Group move trick

File:Group move trick.jpg
The group move trick done with frame-perfect precision.

To do: Some comparison times would be really nice.
Care to do so?

Under normal circumstances, when the leader presses the throw button with Pikmin nearby, the closest Pikmin will move from its spot towards the leader's hand, where it can then be thrown. This delay varies between games, but it normally makes it so that a player who wants to throw several Pikmin quickly can only throw three or four per second, while mashing the throw button in Pikmin. In Pikmin 2, this delay is shorter, but relevant all the same.

The closer the Pikmin is to the leader, the shorter this delay is. By using the group move function, one can move the Pikmin so that they are constantly around the leader. While doing this, the throw button can then be pressed repeatedly and quickly in order to throw Pikmin at a much faster pace.

For the GameCube games, it is relatively simple: after setting the cursor on the intended location, the player can move one digit to the C Stick on the GameCube controller (such as the left or right thumb) and another to the A Button on the GameCube controller (like the right thumb or right index). The player can then mash the A Button on the GameCube controller and tilt the C Stick on the GameCube controller so that the group is always near the leader. Due to the way the group movement works in the New Play Control! games, this is a harder task in those games. the + Control Pad down on the Wii Remote moves the Pikmin towards the cursor, which should be pointing at the enemy or ledge. The Pikmin are on the opposite side from the leader, so in order to keep them close, the player must press the + Control Pad down on the Wii Remote in short spurts, so that the Pikmin are neither too far ahead or behind.

The method for the New Play Control! games is quite a lot harder than the GameCube way, as it is harder to position the fingers so that both the A Button on the Wii Remote and the + Control Pad down on the Wii Remote can be pressed, especially without releasing the Nunchuk; it is also hard to maintain a steady cursor while two fingers are pressing on the Wii Remote repeatedly. Finally, it is hard to maintain two different button rhythms at once. As such, an alternate strategy is normally used instead. Because the leader can move independently of the cursor, the latter can be held on the target, and the player can focus on moving the leader through the group. Care should be taken in order to keep the cursor from deviating from its intended place, though. One way to stop the cursor from leaving its spot on the screen is to place the Nunchuk hand's wrist in front of the Wii Remote's sensor.[3]

In Pikmin 3, a Pikmin of the standby type will instantly move towards the leader's hand.

Longer throw trick

In Pikmin and Pikmin 2 on the GameCube, if the leader is moving while throwing the Pikmin, the leader's speed is added to the Pikmin throw's speed. Hence, if a leader is running forward while throwing a Pikmin in the same direction, it will land much farther than normal. This trick can be used to throw Pikmin to places where they were not meant to reach. An example would be over the cardboard box at the southwest of The Forest of Hope, throwing Pikmin from the western side over the box and on to the eastern side, where they can push it without the need for Blue Pikmin on the nearby lakes.

In the New Play Control! versions, this trick is not necessary, nor does it work: the leader's momentum is not carried over, otherwise the player would not be able to accurately throw Pikmin all around while moving, which is one of the new control scheme's biggest advantages. In these games, the throw distance limit has been raised, compared to the GameCube games, which allows for naturally longer throws that can permit the same exploits as those in the original games.

High ledge glitch

Main article: High ledge trick.

By using the aforementioned trick to throw at longer distances, one can make non-Yellow Pikmin reach ledges they shouldn't be able to normally. With the added distance of the trick comes added throw strength, which, when used near a wall, can be enough to propel the Pikmin high enough to reach a high ledge.

Escorting a few Pikmin

If the player must bring a single Pikmin with them, having the leader carry the Pikmin on their hand is a safe and fast way to bring the Pikmin to the destination. This is particularly useful with slow Pikmin.

If the player needs a small amount of Pikmin (around five), it can be faster to repeatedly throw them ahead all in a row while moving forward, and whistling them back to the leader. This keeps them always ahead of the player's character, instead of staying behind and risking lagging. This is easier if the control scheme allows the cursor to be moved independently from the leader. Once again, this is more helpful when used with slow Pikmin.

Throwing Pikmin higher or further

Interestingly, there are a few ways to throw Pikmin even higher or further, in New Play Control! Pikmin and New Play Control! Pikmin 2. It depends on the type and the way the Pikmin is thrown. The following tricks do not have any know uses at the moment, however. Also, they do not work in Pikmin and Pikmin 2.

  • Changing the distance of the throw: The aforementioned tricks can be used to throw Yellow Pikmin both higher and further. However, there are some ways to increase or decrease the distance of the throw for other Pikmin types. Thanks to plants (particularly the Figwort), it is possible to throw Red, White and Blue Pikmin slightly further[9] and Purple Pikmin slightly less far[10]. However, if Purple Pikmin are thrown against a Breadbug, they will go further[11]. Similarly, Purple Pikmin can be thrown further thanks to the fire of a Fiery Blowhog[12]. This also makes Yellow Pikmin ascend higher.
  • Other tricks: If Pikmin are thrown from a gas pipe, they will suddenly gain a lot of speed when choking[13] This does not happen if they are not thrown. Finally, if a Purple Pikmin is thrown at a gate while very close to the gate, and is thrown at full force, it will go through and attack from the other side[14].

Technical information

Pikmin 3's data includes a parameter file with the throw height value for each Pikmin and leader, in plain English. This file can be found in /content/CMCmn/system/param_db.szs/pikminparam_db.txt.

Purple Pikmin 60.0
Yellow Pikmin 107.0
Other Pikmin 72.5
Leaders 30.0

In other games

In the Super Smash Bros. series

SmashWiki.png

This article or section is a short summary on the move Pikmin Throw.
SmashWiki features more in-depth content.

In Super Smash Bros. Brawl and Super Smash Bros. for 3DS and Wii U, Olimar's forward-special move is called "Pikmin Throw". When used, the next Pikmin in line is grabbed and instantly thrown forward, where it may land on the ground and rejoin the group some seconds later, or latch onto an opponent, where it will cause damage until it falls off. The type of Pikmin determines the damage caused and the throw arc. Yellow Pikmin are thrown at a higher arc, Purple Pikmin are thrown a very short distance, and White Pikmin are thrown very fast and far. Red Pikmin cause strong fire damage, Yellow Pikmin cause electrical moderate damage, Blue Pikmin cause regular damage and White Pikmin cause high poison damage. Purple Pikmin do not latch on, but instead, knock the opponent away.

In Pikmin Adventure

Only the Olimar player can throw Pikmin in Pikmin Adventure. When they have a Pikmin nearby, they will grab it and toss it right away. To toss a Pikmin, the player must tap on the target on the GamePad. If the Mii Pikmin are stacked atop the leader, they can be trown one by one by the latter.

Trivia

  • In Pikmin and Pikmin 2, Pikmin in mid-throw retain their position and velocity when a cutscene is triggered. In Pikmin 3 however, cutscenes often involve a leader speaking in a paused world; these cutscenes behave differently than most, and when gameplay resumes, thrown Pikmin still retain their position but not their forward velocity. They fall to the ground idle, which can put the player at a disadvantage if they were combatting an enemy before the cutscene started.

See also

References

  1. ^ YouTube video showing Blue Pikmin constantly failing to throw their partners to safety
  2. ^ YouTube video demonstrating how Pikmin follow Olimar when the stick is slightly moved in New Play Control! Pikmin.
  3. ^ YouTube video demonstrating how one can cover the infrared sensor on the Wii Remote to stop the cursor from shaking about
  4. ^ YouTube video showing Yellow Pikmin being thrown higher from a plant
  5. ^ YouTube video showing Yellow Pikmin being thrown higher from a piece of chiyogami
  6. ^ YouTube video showing Yellow Pikmin being thrown higher thanks to fire geysers
  7. ^ YouTube video showing Yellow Pikmin being thrown higher thanks to corpses
  8. ^ YouTube video showing Yellow Pikmin being thrown higher thanks to treasures
  9. ^ YouTube video showing White, Blue and Red Pikmin thrown further thanks to a Figwort
  10. ^ YouTube video showing Purple Pikmin being thrown less far because of plants
  11. ^ YouTube video showing Purple Pikmin being thrown further thanks to a Breadbug
  12. ^ YouTube video showing Purple Pikmin being thrown further thanks to a Puffy Blowhog
  13. ^ YouTube video showing how Pikmin can gain speed when choking
  14. ^ YouTube video showing Purple Pikmin being thrown through a gate