Randomization
Jump to navigation
Jump to search
The following article or section is in need of assistance from someone who plays Pikmin 3. |
This article or section is in need of more images. |
Randomness is the concept of unpredictable outcomes for events. Whenever an aspect of a Pikmin game can have multiple outcomes which are not determined by anything controllable, the result is randomly picked.
List of random elements
The following is a list of notable elements in the series that have a randomly picked result.
General
To do: Can Snagrets get stuck in Pikmin 3? |
- Gameplay mechanics
- In the first two games, Pikmin who are knocked down in battle have a chance of losing their bud or flower, and reverting to a leaf.
- When a carrying destination tie takes place, the final destination is randomly picked.
- The amount of nectar contained in a patch of nectar weed and rubble.
- The chance for a Pikmin to trip while walking. This chance is much lower in Pikmin 2, and tripping is absent in Pikmin 3.
- Enemies
- For some enemies that drop pellets when defeated, the pellets' types are randomly picked between the available types.
- The chance of a Burrowing Snagret or Pileated Snagret to get stuck while emerging.
- The idle time, move time and angle change for the Iridescent Flint and Glint Beetles, as well as the Doodlebug, is random.
- The chance of a Swooping Snitchbug idling in place, swooping, or throwing is random.
- Aesthetic
- The sounds Pikmin make during various events, like being plucked, is randomly chosen from a selection.
- The leader(s) and Pikmin's idle animations are randomly picked from a list.
Pikmin
- The sound that plays on the Nintendo logo screen is randomly picked; the chances of hearing one of the Easter eggs sounds is quite low.
- The attacks chosen by the Emperor Bulblax when at less than half health are randomly picked.
Pikmin 2
- Aesthetic
- The animation the Pikmin do on the Nintendo logo screen is randomly picked.
- The season picked for the title screen is random, as well as the behavior of the creatures that roam on the floor.
- Gameplay mechanics
- The generation of cave sublevels is done by randomly picking the cave units that make up the sublevel.
- The power obtained from the roulette wheel in 2-Player Battle is chosen at random.
- The contents of eggs and petrified corpses is randomly chosen the exact moment the contents have to be expelled.
- Purple Pikmin have a 30% chance of stunning most enemies; a few enemies have different chances.
- 2-Player Battle:
- The advisory given at the start of a match is randomly picked.
- Most levels have specific layouts, but the layout that gets picked is randomly chosen.
- The location cherries spawn at is randomly picked from a list.
- Enemies
- Gatling Groink shots are deviated by a random amount.
- The placement of the boulders that drop in Empress Bulblax and Segmented Crawbster fights is random, but centered around the active leader.
- The Titan Dweevil picks the weapon to attack with at random, from the ones it has. In addition, the location of the electrical nodes when using the Shock Therapist is random.
- The types of Unmarked Spectralids that spawn are randomly picked, but with specific chances.
- Wogpoles and Dweevils run in more or less random directions, but generally away from leaders.
- The number of shots fired by the Man-at-Legs, as well as its movement, is random.
- Mitites scuttle around in random directions.
- The chance of an Ujadani attacking with poison is random, but considerably low.
Pikmin 3
- Aesthetic
- The Pikmin walking across the bridge in the background of the title screen is random. There is also a random chance of winged Pikmin flying across the title screen at certain intervals.
- The color swirls of the Master Onion are random, although it will only display currently-owned Pikmin types.
- Captain dialog outside of cutscenes is randomly chosen from a list of presets.
- When all three captains are walking together with no Pikmin, there is a random chance they will start singing their own theme (heard during the game's opening cutscene).
- The dialog the captains read at the end of day results is randomly chosen from a list of presets.
- Gameplay mechanics
- The explosion radius of Bomb Rocks is slightly different for each explosion.
- The amount of rock Pikmin it takes to break certain Crystallized Walls is random.
- The contents of certain Dirt Mounds are random after they have been dug out at least once.
- The arrangement of Pellet Posies on the Quaggled Mireclops' body after it has been defeated is random, but there will always be at least two 10 pellets and two Red Spectralids.
- Enemies
- All non-idle enemies have randomized movement patterns.
- The Shaggy Long Legs has a very distinct movement pattern that is determined by random outcomes.
- Once it has landed, it will randomly choose one of its feet to begin stomping; this foot becomes its "primary foot", and it will cycle stomping its feet counter-clockwise from its primary foot. It can only shake off Pikmin once it has stepped down on its primary foot once again.
- If it stops to shake off Pikmin, it will either continue its current path or it will change its primary foot and start a new path.
- Once it has been attacked at least once, it will flee to a different area of the level.
- The Quaggled Mireclops' attack pattern becomes random after damage has been dealt to it at least once.
- Also, the amount of Pikmin it can eat at once is random, but can be as high as 50 at a time.
- The amount of nectar a single Swarming Sheargrub can drink at once is random.
- The amount of hits it takes to break off the Calcified Crushblat's shell is random, depending on where the player is attacking it.
- The Plasm Wraith's Elemental Plasm attack will spawn a random element each time it is used.
- Also, the amount of Pikmin it will eat at once is random, but has a maximum of 5 at a time.
See also
External links
- Random number generation article on Wikipedia