Brawl Yard: Difference between revisions
Jump to navigation
Jump to search
m (s/2P/2PB.) |
(Undo: Translations shouldn't be done with machine translators.) Tag: Undo |
||
(25 intermediate revisions by 13 users not shown) | |||
Line 1: | Line 1: | ||
{{game icons|p2=y}} | {{game icons|p2=y}} | ||
[[ | [[File:Brawl Yard preview.png|thumb|300px|Stage preview.]] | ||
'''Brawl Yard''' is | '''Brawl Yard''' is the seventh [[2-Player Battle]] stage in {{p2}}, and as its name suggests, it is a yard setting, using the garden theme also used in sublevel 2 of the [[Snagret Hole]]. [[Decorated Cannon Beetle]]s populate the stage, and must be defeated to access some of the marbles. | ||
A [[Glitches in Pikmin 2#Leave boundaries|glitch]] allows a leader to go out of bounds and steal the opponent's marble from behind. This is however | A [[Glitches in Pikmin 2#Leave boundaries|glitch]] allows a leader to go out of bounds and steal the opponent's marble from behind. This is a risky strategy, however. | ||
== Level information == | == Level information == | ||
*'''Theme''': Garden | *'''Theme''': Garden | ||
*'''Treasures''': | |||
**{{icon|Crystallized Telekinesis|y}} inside the Decorated Cannon Beetles | |||
*'''Enemies''': | *'''Enemies''': | ||
** | **{{icon|Cloaking Burrow-nit|y}} | ||
**{{icon|Decorated Cannon Beetle|y}} | |||
** | **{{icon|Female Sheargrub|y}} | ||
** | **{{icon|Skitter Leaf|y}} | ||
** | **{{icon|Shearwig|y}} (under marbles) | ||
*''' | *'''Obstacles''': | ||
**None | **None | ||
*''' | *'''Plants and fungi''': | ||
** | **{{icon|Clover|y}} | ||
* | **{{icon|Dandelion|y}} | ||
* | **{{icon|Margaret|y}} | ||
** | **{{icon|Pellet Posy|y}} | ||
** | |||
*'''Others''': | *'''Others''': | ||
** | **None | ||
{{sublevel technical | {{sublevel technical | ||
Line 32: | Line 33: | ||
|capmax = 80 | |capmax = 80 | ||
|rooms = 3 | |rooms = 3 | ||
|ctrratio = 0 | |||
|geyser = No | |geyser = No | ||
|unitfile = vs_7_kusachi.txt | |unitfile = vs_7_kusachi.txt | ||
|lightfile = vs_7_light.ini | |lightfile = vs_7_light.ini | ||
|bg = | |bg = hiroba | ||
|clog = No | |clog = No | ||
|hiddenfloor = 1 | |hiddenfloor = 1 | ||
|units = | |units = | ||
{{!}} colspan = 6 style = "text-align: center;" {{!}} | {{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 1 (26.(6)% chance) | ||
{{!}}- | {{!}}- | ||
{{sublevel units | {{sublevel units | ||
|room_vs_mid_kusachi|Large three-way crossing ( | |room_vs_mid_kusachi|Large three-way crossing (×2) | ||
|room_vs_big_kusachi|Room with upside-down bucket ( | |room_vs_big_kusachi|Room with upside-down bucket (×1) | ||
|item_cap_kusachi|Dead end with item ( | |item_cap_kusachi|Dead end with item (×7) | ||
}} | }} | ||
{{!}} colspan = 6 style = "text-align: center;" {{!}} | {{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 2 (26.(6)% chance) | ||
{{!}}- | {{!}}- | ||
{{sublevel units | {{sublevel units | ||
|room_vs_mid_kusachi|Large three-way crossing ( | |room_vs_mid_kusachi|Large three-way crossing (×1) | ||
|room_vs_big2_kusachi|Room with 5 exits ( | |room_vs_big2_kusachi|Room with 5 exits (×1) | ||
|room_vs_5x5a_2_kusachi|Room with 2 circling paths ( | |room_vs_5x5a_2_kusachi|Room with 2 circling paths (×1) | ||
|item_cap_kusachi|Dead end with item ( | |item_cap_kusachi|Dead end with item (×4) | ||
|way2x2_kusachi|Long corridor ( | |way2x2_kusachi|Long corridor (×3) | ||
|wayl_kusachi|Turning corridor ( | |wayl_kusachi|Turning corridor (×1) | ||
}} | |||
{{sublevel units | |||
|way2_kusachi|Corridor (×1) | |||
}} | }} | ||
{{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 3 (26.(6)% chance) | |||
{{!}}- | |||
{{sublevel units | {{sublevel units | ||
|way2_kusachi|Corridor ( | |room_vs_5x5a_2_kusachi|Room with 2 circling paths (×2) | ||
|room_vs_mid_kusachi|Large three-way crossing (×2) | |||
|way2_kusachi|Corridor (×4) | |||
|item_cap_kusachi|Dead end with item (×2) | |||
}} | }} | ||
{{!}} colspan = 6 style = "text-align: center;" {{!}} | {{!}} colspan = 6 style = "text-align: center;" {{!}} Random units | ||
{{!}}- | {{!}}- | ||
{{sublevel units | {{sublevel units | ||
| | |item_cap_kusachi|Dead end with item | ||
|room_vs_mid_kusachi|Large three-way crossing | |way3_kusachi|Three-way crossing | ||
| | |way4_kusachi|Four-way crossing | ||
| | |wayl_kusachi|Turning corridor | ||
|way2_kusachi|Corridor | |||
|way2x2_kusachi|Long corridor | |||
}} | |||
{{sublevel units | |||
|room_vs_mid_kusachi|'''Large three-way crossing''' | |||
|room_vs_big_kusachi|'''Room with upside-down bucket''' | |||
|room_vs_5x5a_2_kusachi|'''Room with 2 circling paths''' | |||
|room_vs_big2_kusachi|'''Room with 5 exits''' | |||
}} | }} | ||
}} | }} | ||
Line 71: | Line 89: | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Brawl Yard.jpg|The Brawl Yard in-game. | |||
</gallery> | </gallery> | ||
==Names in other languages== | |||
{{Needs translation|French}} | |||
{{Foreignname | |||
|Jap = のびのびコース | |||
|JapR = Nobinobi Kōsu | |||
|JapM = Relaxing Course | |||
|Fra = Terrain de Jeu | |||
|FraM = | |||
|Spa = Picnic Salvaje | |||
|SpaM = Wild Picnic | |||
|Ita = Corte di scontro | |||
|ItaM = Court of battle | |||
|ItaN = A literal translation of the English name that doesn't sound very natural. | |||
|Ger = Prügelhof | |||
|GerM = Brawl Yard | |||
|notes = y | |||
}} | |||
==Trivia== | |||
*Brawl Yard has a 20% chance of generating randomly, not using any of its 3 preset layouts. No other stage does this, either using preset layouts only, or always generating randomly. | |||
==See also== | |||
*[[Creator's Garden]] | |||
{{2PB}} | {{2PB}} |
Latest revision as of 23:48, November 10, 2024
Brawl Yard is the seventh 2-Player Battle stage in Pikmin 2, and as its name suggests, it is a yard setting, using the garden theme also used in sublevel 2 of the Snagret Hole. Decorated Cannon Beetles populate the stage, and must be defeated to access some of the marbles.
A glitch allows a leader to go out of bounds and steal the opponent's marble from behind. This is a risky strategy, however.
Level information[edit]
- Theme: Garden
- Treasures:
- Crystallized Telekinesis inside the Decorated Cannon Beetles
- Enemies:
- Cloaking Burrow-nit
- Decorated Cannon Beetle
- Female Sheargrub
- Skitter Leaf
- Shearwig (under marbles)
- Obstacles:
- None
- Plants and fungi:
- Others:
- None
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | vs_7_nobinobi | ||||
"Main" object maximum (?) | 40 | ||||
"Treasure" object maximum (?) | 0 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 80 | ||||
Number of rooms (?) | 3 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | vs_7_kusachi.txt | ||||
Lighting file (?) | vs_7_light.ini | ||||
Background (?) | hiroba ( garden)
| ||||
Cave units (?) | |||||
Layout 1 (26.(6)% chance) | |||||
Large three-way crossing (×2) | Room with upside-down bucket (×1) | Dead end with item (×7) | |||
Layout 2 (26.(6)% chance) | |||||
Large three-way crossing (×1) | Room with 5 exits (×1) | Room with 2 circling paths (×1) | Dead end with item (×4) | Long corridor (×3) | Turning corridor (×1) |
Corridor (×1) | |||||
Layout 3 (26.(6)% chance) | |||||
Room with 2 circling paths (×2) | Large three-way crossing (×2) | Corridor (×4) | Dead end with item (×2) | ||
Random units | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Large three-way crossing | Room with upside-down bucket | Room with 2 circling paths | Room with 5 exits |
Gallery[edit]
Names in other languages[edit]
The following article or section needs help from someone who can translate French text. |
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | のびのびコース? Nobinobi Kōsu |
Relaxing Course | |
French | Terrain de Jeu | ||
German | Prügelhof | Brawl Yard | |
Italian | Corte di scontro | Court of battle | A literal translation of the English name that doesn't sound very natural. |
Spanish | Picnic Salvaje | Wild Picnic |
Trivia[edit]
- Brawl Yard has a 20% chance of generating randomly, not using any of its 3 preset layouts. No other stage does this, either using preset layouts only, or always generating randomly.
See also[edit]
2-Player Battle stages | ||||
---|---|---|---|---|
Battle Field |
War Path |
Carpet Plain |
Angle Maze |
Colosseum |
Rusty Gulch |
Brawl Yard |
Tile Lands |
Dim Labyrinth |
Hostile Territory |