Brawl Yard: Difference between revisions
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{{!}}- | {{!}}- | ||
{{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;" {{!}} Pattern 2 | {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 2 | ||
{{!}}- | {{!}}- | ||
{{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 | {{sublevel units | ||
|way2_kusachi|Corridor ( | |way2_kusachi|Corridor (×1) | ||
}} | }} | ||
{{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 3 | {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 3 | ||
{{!}}- | {{!}}- | ||
{{sublevel units | {{sublevel units | ||
|room_vs_5x5a_2_kusachi|Room with 2 circling paths ( | |room_vs_5x5a_2_kusachi|Room with 2 circling paths (×2) | ||
|room_vs_mid_kusachi|Large three-way crossing ( | |room_vs_mid_kusachi|Large three-way crossing (×2) | ||
|way2_kusachi|Corridor ( | |way2_kusachi|Corridor (×4) | ||
|item_cap_kusachi|Dead end with item ( | |item_cap_kusachi|Dead end with item (×2) | ||
}} | }} | ||
}} | }} |
Revision as of 08:04, November 3, 2014
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 stage, which can be used as shelter from the Decorated Cannon Beetles.
A glitch allows a leader to go out of bounds 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)
| ||||
Cave units (?) | |||||
Pattern 1 | |||||
Large three-way crossing (×2) | Room with upside-down bucket (×1) | Dead end with item (×7) | |||
Pattern 2 | |||||
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) | |||||
Pattern 3 | |||||
Room with 2 circling paths (×2) | Large three-way crossing (×2) | Corridor (×4) | Dead end with item (×2) |
Gallery
2-Player Battle stages | ||||
---|---|---|---|---|
Battle Field |
War Path |
Carpet Plain |
Angle Maze |
Colosseum |
Rusty Gulch |
Brawl Yard |
Tile Lands |
Dim Labyrinth |
Hostile Territory |