Tile Lands: Difference between revisions
No edit summary |
(Undo: Translations shouldn't be done with machine translators.) Tag: Undo |
||
(56 intermediate revisions by 26 users not shown) | |||
Line 1: | Line 1: | ||
[[File:Tile Lands preview.png|thumb|300px|Stage preview.]] | |||
{{game icons|p2=y}} | |||
'''Tile Lands''' is the eighth [[2-Player Battle]] stage in ''[[Pikmin 2]]''. As the name suggests, most of the floor is tiled. Although many [[sublevel]]s that have a similar style to this arena have large pools of [[water]] in the indents, in this 2-player arena they are dry, so the blue team doesn't have an unfair advantage. | |||
==Level information== | |||
*'''Theme''': Tiles | |||
*'''Treasures''': | |||
**None | |||
*'''Enemies''': | |||
**{{icon|Shearwig|y}} (under marbles) | |||
**{{icon|Skitter Leaf|y}} | |||
**{{icon|Snow Bulborb|y}} | |||
**{{icon|Water Dumple|y}} | |||
**{{icon|Yellow Wollywog|y}} | |||
*'''Obstacles''': | |||
**None | |||
*'''Plants and fungi''': | |||
**{{icon|Pellet Posy|y}} | |||
*'''Others''': | |||
**{{icon|Egg|y}} | |||
A wider but shorter corridor can also be found in a certain layout. This also leads directly to the | {{sublevel technical | ||
|2p = y | |||
|cave = vs_10_tile | |||
|enemymax = 40 | |||
|itemmax = 0 | |||
|gatemax = 0 | |||
|capmax = 0 | |||
|rooms = 4 | |||
|ctrratio = 0.05 | |||
|geyser = No | |||
|unitfile = vs_10_test_tile.txt | |||
|lightfile = vs_10_light.ini | |||
|bg = | |||
|clog = No | |||
|hiddenfloor = 0 | |||
|units = | |||
{{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 1 (1/3 chance) | |||
{{!}}- | |||
{{sublevel units | |||
|room_vs_drypool5x5_5_tile|Room with waterless pool (×1) | |||
|room_tako2x2_8_tile|Square room with 4 exits (×2) | |||
|room_vs_north2x2_1_tile|Square room with 1 exit (×2) | |||
|item_cap_pipe|Dead end with item (×5) | |||
|wayl_pipe|Turning corridor (×2) | |||
|way2x2_pipe|Long corridor (×3) | |||
}} | |||
{{sublevel units | |||
|way2_pipe|Corridor (×1) | |||
}} | |||
{{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 2 (1/3 chance) | |||
{{!}}- | |||
{{sublevel units | |||
|room_vs_drypool5x5_5_tile|Room with waterless pool (×2) | |||
|room_vs_yukoana1_5x3_2_tile|Corridor with 6 pipes (×2) | |||
|wayl_pipe|Turning corridor (×6) | |||
|way2x2_pipe|Long corridor (×2) | |||
|item_cap_pipe|Dead end with item (×6) | |||
}} | |||
{{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 3 (1/3 chance) | |||
{{!}}- | |||
{{sublevel units | |||
|room_tako2x2_8_tile|Square room with 4 exits (×8) | |||
|room_vs_north2x2_1_tile|Square room with 1 exit (×2) | |||
|item_cap_pipe|Dead end with item (×4) | |||
|way2x2_pipe|Long corridor (×4) | |||
|wayl_pipe|Turning corridor (×4) | |||
}} | |||
{{!}} colspan = 6 style = "text-align: center;" {{!}} Random units | |||
{{!}}- | |||
{{sublevel units | |||
|item_cap_pipe|Dead end with item | |||
|way3_pipe|Three-way crossing | |||
|way4_pipe|Four-way crossing | |||
|wayl_pipe|Turning corridor | |||
|way2_pipe|Corridor | |||
|way2x2_pipe|Long corridor | |||
}} | |||
{{sublevel units | |||
|room_tako2x2_8_tile|'''Square room with 4 exits''' | |||
|room_vs_north2x2_1_tile|'''Square room with 1 exit''' | |||
|room_vs_drypool5x5_5_tile|'''Room with waterless pool''' | |||
|room_vs_yukoana1_5x3_2_tile|'''Corridor with 6 pipes''' | |||
}} | |||
}} | |||
==Tips== | |||
Above are the majority of the enemies which appear in this arena. Be careful not to get cornered by a Wollywog or a roulette [[Volatile Dweevil]] on the wrong edge of one of the large square shaped indents that can be found in the floor. | |||
In some layouts there is a metal corridor leading directly to your opponent's [[Onion]]. These are usually abundant in both Yellow Marbles and cherries. If going for the Yellow Marbles, start with the ones closer to your opponent's Onion and work back. The corridor works well for surprise attacks, but your Pikmin will always take the opponent's marble back the long way, making them susceptible to attacks from both enemies and opponents. | |||
A wider but shorter corridor can also be found in a certain layout. This also leads directly to the opponent's Onion and contains yellow marbles. Cherries will occasionally fall from the sky here. This corridor also works well to surprise attack your opponent's Onion. Be warned, though, this is also abundant in Snow Bulborbs. The creatures can be defeated before a surprise assault, or they may optionally used for cover if an [[ultra-spicy spray]] is used on your Pikmin force prior to the raid. | |||
Several layouts, if not all, include a small room to the side of the square shaped indent filled with Water Dumples and with a single Yellow Marble in the center. Your Pikmin squad can easily be depleted if they are not managed carefully in here. Water Dumples can be lured out of the room and possibly into the indent and defeated individually, or roulette hazards can be used to your advantage to defeat several at once. | Several layouts, if not all, include a small room to the side of the square shaped indent filled with Water Dumples and with a single Yellow Marble in the center. Your Pikmin squad can easily be depleted if they are not managed carefully in here. Water Dumples can be lured out of the room and possibly into the indent and defeated individually, or roulette hazards can be used to your advantage to defeat several at once. | ||
== | ==Gallery== | ||
<gallery> | |||
File:Tile Lands.png|Stealing a marble in Tile Lands. | |||
</gallery> | |||
== | ==Names in other languages== | ||
{{Needs translation|French}} | |||
{{Foreignname | |||
|Jap = タイルコース | |||
|JapR = Tairu Kōsu | |||
|JapM = Tile course | |||
|Fra = Pays Carrelé | |||
|FraM = | |||
|Spa = Mucho Azulejo | |||
|SpaM = (A) lot of tile | |||
|Ita = Via di tegole | |||
|ItaM = Path of shingles | |||
|ItaN = A mistranslation: ''tegole'' refers to roof tiles rather than wall or floor tiles. | |||
|Ger = Klötzchenland | |||
|GerM = Little Blocks Land | |||
|notes = y | |||
}} | |||
{{ | {{2PB}} | ||
Latest revision as of 23:48, November 10, 2024
Tile Lands is the eighth 2-Player Battle stage in Pikmin 2. As the name suggests, most of the floor is tiled. Although many sublevels that have a similar style to this arena have large pools of water in the indents, in this 2-player arena they are dry, so the blue team doesn't have an unfair advantage.
Level information[edit]
- Theme: Tiles
- Treasures:
- None
- Enemies:
- Shearwig (under marbles)
- Skitter Leaf
- Snow Bulborb
- Water Dumple
- Yellow Wollywog
- Obstacles:
- None
- Plants and fungi:
- Others:
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | vs_10_tile | ||||
"Main" object maximum (?) | 40 | ||||
"Treasure" object maximum (?) | 0 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 4 | ||||
Corridor-to-room ratio (?) | 0.05 | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | vs_10_test_tile.txt | ||||
Lighting file (?) | vs_10_light.ini | ||||
Background (?) | None | ||||
Cave units (?) | |||||
Layout 1 (1/3 chance) | |||||
Room with waterless pool (×1) | Square room with 4 exits (×2) | Square room with 1 exit (×2) | Dead end with item (×5) | Turning corridor (×2) | Long corridor (×3) |
Corridor (×1) | |||||
Layout 2 (1/3 chance) | |||||
Room with waterless pool (×2) | Corridor with 6 pipes (×2) | Turning corridor (×6) | Long corridor (×2) | Dead end with item (×6) | |
Layout 3 (1/3 chance) | |||||
Square room with 4 exits (×8) | Square room with 1 exit (×2) | Dead end with item (×4) | Long corridor (×4) | Turning corridor (×4) | |
Random units | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Square room with 4 exits | Square room with 1 exit | Room with waterless pool | Corridor with 6 pipes |
Tips[edit]
Above are the majority of the enemies which appear in this arena. Be careful not to get cornered by a Wollywog or a roulette Volatile Dweevil on the wrong edge of one of the large square shaped indents that can be found in the floor.
In some layouts there is a metal corridor leading directly to your opponent's Onion. These are usually abundant in both Yellow Marbles and cherries. If going for the Yellow Marbles, start with the ones closer to your opponent's Onion and work back. The corridor works well for surprise attacks, but your Pikmin will always take the opponent's marble back the long way, making them susceptible to attacks from both enemies and opponents.
A wider but shorter corridor can also be found in a certain layout. This also leads directly to the opponent's Onion and contains yellow marbles. Cherries will occasionally fall from the sky here. This corridor also works well to surprise attack your opponent's Onion. Be warned, though, this is also abundant in Snow Bulborbs. The creatures can be defeated before a surprise assault, or they may optionally used for cover if an ultra-spicy spray is used on your Pikmin force prior to the raid.
Several layouts, if not all, include a small room to the side of the square shaped indent filled with Water Dumples and with a single Yellow Marble in the center. Your Pikmin squad can easily be depleted if they are not managed carefully in here. Water Dumples can be lured out of the room and possibly into the indent and defeated individually, or roulette hazards can be used to your advantage to defeat several at once.
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 | タイルコース? Tairu Kōsu |
Tile course | |
French | Pays Carrelé | ||
German | Klötzchenland | Little Blocks Land | |
Italian | Via di tegole | Path of shingles | A mistranslation: tegole refers to roof tiles rather than wall or floor tiles. |
Spanish | Mucho Azulejo | (A) lot of tile |
2-Player Battle stages | ||||
---|---|---|---|---|
Battle Field |
War Path |
Carpet Plain |
Angle Maze |
Colosseum |
Rusty Gulch |
Brawl Yard |
Tile Lands |
Dim Labyrinth |
Hostile Territory |