Brawl Yard: Difference between revisions
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{{merging|conflict|Brawl Yard}} | |||
{{game icons|p2=y}} | {{game icons|p2=y}} | ||
[[Image:Brawl Yard.jpg|thumb|The Brawl Yard]] | [[Image:Brawl Yard.jpg|thumb|The Brawl Yard]] |
Revision as of 17:33, August 19, 2014
This page is part of the merge with Pikmin Wiki, and needs resolving. Please bear with us as we do so. Before the import, this subject had a page both on Pikipedia and Pikmin Wiki. You are currently reading the Pikipedia version, and the Pikmin Wiki version can be found here. Both versions need to be manually merged together and placed on the current page. |
Brawl Yard is a 2-Player Battle arena in Pikmin 2, and as its name suggests, it is a yard setting, similar to the second sublevel in Snagret Hole. An overturned bucket is in the middle of the area, which can be used as shelter from the Decorated Cannon Beetles.
A glitch allows a leader to go out of bound and steal the opponent's marble from behind. This is however, risky.
Level information
- Theme: Garden
- Enemies:
- Hazards:
- None
- Treasures:
- Crystallized Telekinesis inside the Decorated Cannon Beetles
- Plants:
- Others:
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 (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | vs_7_kusachi.txt | ||||
Lighting file (?) | vs_7_light.ini | ||||
Background (?) | "hiroba" (garden) (File:P2 VRBOX "hiroba" (garden).png)
| ||||
Cave units (?) | |||||
Pattern 1 | |||||
Large three-way crossing (x2) | Room with upside-down bucket (x1) | Dead end with item (x7) | |||
Pattern 2 | |||||
Large three-way crossing (x1) | Room with 5 exits (x1) | Room with 2 circling paths (x1) | Dead end with item (x4) | Long corridor (x3) | Turning corridor (x1) |
Corridor (x1) | |||||
Pattern 3 | |||||
Room with 2 circling paths (x2) | Large three-way crossing (x2) | Corridor (x4) | Dead end with item (x2) |