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{{game icons|pikmin2=y}} | {{game icons|pikmin2=y}} | ||
[[File:P2 Angle Maze Bulborbs.jpg|thumb|Players fighting some Bulborbs in [[Angle Maze]].]] | [[File:P2 Angle Maze Bulborbs.jpg|thumb|Players fighting some Bulborbs in [[Angle Maze]].]] | ||
{{otheruses|the competitive 2-player mode in ''Pikmin 2''| | {{otheruses|the competitive 2-player mode in ''Pikmin 2''|a mode in another ''Pikmin'' game that involves 2 players battling|2-player mode}} | ||
'''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''' ({{j|2Pバトル|Tsū Pi Batoru|2P 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. A number of [[Pellet Posy|Pellet Posies]] will spawn next to both Onions on all maps, and a group of [[Female Sheargrub]]s will spawn nearby on a select few maps. | ||
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]] | Returning a [[Cupid's Grenade|cherry]] to an Onion will allow a spin of the [[#Roulette wheel|roulette wheel]]. To make things even, [[Blue Pikmin]] are given the strength of [[Red Pikmin]], 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 prevent the victim from throwing, whistling, rolling the roulette wheel, and using either spray. Attacking Pikmin cause no damage to the leader, but do trigger invincibility frames, resulting in [[enemy]] attacks dealing no damage on occasion. | ||
On all maps, unearthing a [[Crystallized Telekinesis|yellow marble]] with occasionally spawn 1-5 [[Shearwig]]s where the marble is unearthed. Note that this chance is based off how many yellow marbles have been collected and the proximity of any uncollected yellow marbles, where equal players will have a 20% chance to spawn 1-3 Shearwigs, a player at an advantage will have at most an 80% chance to spawn 3-5 Shearwigs, and a player at a disadvantage will have at least a 1% chance to spawn 1-3 Shearwigs. The player which is determined to be unearthing a marble is decided by whose Pikmin makes up a majority on the marble. | |||
Unlike other [[loading]] screens in the game, 2-Player Battle stage loading screens will contain a [[Loading#Tip|random tip]]. | Unlike other [[loading]] screens in the game, 2-Player Battle stage loading screens will contain a [[Loading#Tip|random tip]]. | ||
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==Ways to win== | ==Ways to win== | ||
There are four ways to score a victory over the opponent: | There are four ways to score a victory over the opponent: | ||
*Taking 4 yellow marbles to the Onion. | *Taking 4 yellow [[Crystallized Telekinesis | yellow marbles]] to the Onion. Note that there are only 7 in total, making it so that only one player can do so. | ||
*Taking the opponent's marble to the Onion. Pikmin cannot carry their own marble. | *Taking the opponent's marble to the Onion. Note that Pikmin cannot carry their own marble. | ||
*The opponent suffers a [[Pikmin extinction]]. | *The opponent suffers a [[Pikmin extinction]]. Note that this can happen from Pikmin in-fighting or otherwise. | ||
*The opponent's leader is down. | *The opponent's leader is down. | ||
==Arenas== | ==Arenas== | ||
The players can choose one of ten maps. Every level uses [[Music in Pikmin 2#Battle theme|the same music]]. Unlike the [[cave]]s 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. | The players can choose one of ten maps. Every level uses [[Music in Pikmin 2#Battle theme|the same music]]. Unlike the [[cave]]s in story mode, these are not generated randomly, with the exception of the [[Dim Labyrinth]] and rarely [[Brawl Yard]]. Instead, one of three (two for the [[Carpet Plain]]) fixed layouts is chosen. | ||
<gallery perrow="5"> | <gallery perrow="5"> | ||
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</gallery> | </gallery> | ||
=Items= | ==Items== | ||
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 | 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 an item, which the player can use at any moment by pressing {{button|gc|y|wii|-|switch|y}}. | ||
If more cherries are collected before the player uses the current | If more cherries are collected before the player uses the current item, they'll be added to a queue, represented on the top-right corner with red dots, for a maximum of 5 items waiting to be used. Pressing {{button|gc|y|wii|-|switch|y}} will use the item 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 | The player will have access to 12 different items that benefit them, disadvantage the opponent or both, listed below, and sorted by the order in which they're placed on the roulette: | ||
{|class="wikitable" | {|class="wikitable" | ||
!Icon !! Power !! Description | !Icon !! Power !! Description | ||
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==Stage generation and layouts== | ==Stage generation and layouts== | ||
{{image}} | {{image|Add maps of each layout}} | ||
Unlike [[Story Mode]] and [[Challenge Mode (Pikmin 2)|Challenge Mode]] caves, which [[Pikmin 2 cave generation|generate sublevels]] by placing [[cave unit]]s randomly, the stages in 2-Player Battle are mostly made by placing specific units in specific spots to end up with layouts hand-made by the developers. That said, the random sublevel generation logic is still in effect during the generation of 2-Player Battle stages. | Unlike [[Story Mode]] and [[Challenge Mode (Pikmin 2)|Challenge Mode]] caves, which [[Pikmin 2 cave generation|generate sublevels]] by placing [[cave unit]]s randomly, the stages in 2-Player Battle are mostly made by placing specific units in specific spots to end up with layouts hand-made by the developers. That said, the random sublevel generation logic is still in effect during the generation of 2-Player Battle stages. | ||
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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 right and down result in layout #2. Because Dim Labyrinth is always 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 right and down result in layout #2. Because Dim Labyrinth is always randomly generated, holding a direction has no effect there. | ||
By holding left, the level is forced to generate at [[Randomization|random]], even for stages that don't support it. 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. | By holding left, the level is forced to generate at [[Randomization|random]], even for stages that don't support it. 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. 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 was actually a debugging tool in the game 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 | |||
==Gallery== | ==Gallery== | ||
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Roulette Wheel Antenna Beetle.png|Unused [[Antenna Beetle]] roulette icon. | Roulette Wheel Antenna Beetle.png|Unused [[Antenna Beetle]] roulette icon. | ||
Roulette Wheel Spotty Bulbear.png|Unused [[Spotty Bulbear]] roulette icon. | Roulette Wheel Spotty Bulbear.png|Unused [[Spotty Bulbear]] roulette icon. | ||
Roulette Wheel Dweevils.png|Unused Dweevil roulette icon. | Roulette Wheel Dweevils.png|Unused [[Dweevil]] roulette icon. | ||
</gallery> | </gallery> | ||
==Names in other languages== | == 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 Dweevil|Fiery]] and [[Hydro Dweevil]], the latter 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. | |||
*In this mode, the leaders are immune to the Watery Blowhog's water-like liquid and the Fiery Blowhog's fire. In the story mode, while it is still possible to gain immunity to fire by collecting the [[Scorch Guard]], there is no upgrade allowing the leaders to be immune to the Watery Blowhog's liquid. | |||
*In the [[GameCube]] games, the [[idle]] Pikmin at the start of a match will not have glowing stems. If they are taken in the group and then made idle again, their stems will glow like normal. This [[glitches in Pikmin 2|glitch]] was fixed in the ''[[New Play Control!]]'' versions. | |||
*In the ''New Play Control!'' versions, at the start of a match, idle Pikmin that join a [[leader]] will first race to a point far away from the leader, and only after a second return to their rightful spot in the group. The reason for this is not known. | |||
*[[Snow Bulborb]]s, [[Dwarf Orange Bulborb]]s, [[Breadbug]]s, [[Anode Beetle]]s, and [[Careening Dirigibug]]s can only be delivered to [[Onion]]s in this mode. | |||
== Names in other languages == | |||
{{needs translation|French|Spanish}} | |||
{{Game help|p2|Check the names in other languages for yellow marble and foe's marble for potential transcription mistakes due to them only being mentioned mid-sentence in-game.}} | |||
'''2-Player Battle''' | |||
{{Foreignname | {{Foreignname | ||
|Spa=Batalla 2J | |Jap = 2Pバトル | ||
|SpaM= 2P Battle | |JapR = Tsū Pi Batoru | ||
|Ita=Scontro 2G | |JapM = 2P Battle | ||
|ItaM=2P Fight | |JapN = Because 2P comes from the English "Two Players," the English reading "Tsū" is used instead of the Japanese number {{j|二|ni|two}}. | ||
|Fra = Bataille 2 joueurs | |||
|FraM = | |||
|Spa = Batalla 2J | |||
|SpaM = 2P Battle | |||
|Ita = Scontro 2G | |||
|ItaM = 2P Fight | |||
|ItaN = | |||
|Ger = 2-Sp.-Modus | |||
|GerM = 2P Mode | |||
|notes = y | |||
}} | }} | ||
'''Yellow marble''' | |||
{{Foreignname | {{Foreignname | ||
| | |Jap = 黄色いビー玉 | ||
| | |JapR = Kīroi Bīdama | ||
|JapM = Yellow marble | |||
|Fra = Bille jaune | |||
|FraM = | |||
|Spa = Canica amarilla | |||
|SpaM = Yellow marble | |||
|Ita = Biglie gialle | |||
|ItaM = | |||
|ItaN = | |||
|Ger = Gelbe Murmel | |||
|GerM = yellow marble | |||
|notes = y | |||
}} | }} | ||
'''Foe's marble''' | |||
{{Foreignname | {{Foreignname | ||
|SpaA=Canica del oponente | |Jap = あいてのビー玉 | ||
|SpaAM=Opponent's marble | |JapR = Aite no Bīdama | ||
|SpaAN=Name taken from the ''New Play Control! Pikmin 2'' manual. | |JapM = Opponent's marble | ||
|notes=y | |Fra = Bille ennemie | ||
|FraM = | |||
|Spa = Canica a tu rival | |||
|SpaM = | |||
|SpaA = Canica del oponente | |||
|SpaAM = Opponent's marble | |||
|SpaAN = Name taken from the ''New Play Control! Pikmin 2'' manual. | |||
|Ita = Biglie al nemico | |||
|ItaM = | |||
|ItaN = | |||
|Ger = gegn. Murmel | |||
|GerM = opposing marble | |||
|GerN = "gegn." is a short form of "gegnerische" (opposing) | |||
|notes = y | |||
}} | }} | ||
==See also== | ==See also== | ||
*[[Challenge Mode (Pikmin 2)|Challenge Mode (''Pikmin 2'')]] | *[[Challenge Mode (Pikmin 2)|Challenge Mode (''Pikmin 2'')]] | ||
*[[Bingo Battle]] | *[[Bingo Battle]] | ||
*[[Dandori Battle]] | |||
*[[2-Player Battle menu]] | *[[2-Player Battle menu]] | ||
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