Super Smash Bros. Brawl

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Super Smash Bros. Brawl
Brawl Boxart.jpg
North American boxart
Japanese name 大乱闘スマッシュブラザーズX
Console Wii
Developer Sora and HAL Laboratory
Publisher Nintendo
Genre Fighting
Players {{{players}}}
Release date
Japan January 31, 2008
North America March 9, 2008
Europe June 27, 2008
Australia June 26, 2008
South Korea N/A
Related games
Predecessor Super Smash Bros. Melee

Super Smash Bros. Brawl is the third installment in Nintendo's cross-series 3D fighting game. It is the first game in the series where Pikmin elements have exceeded a couple of trophies, most notably for the inclusion of Olimar as a playable character.

Olimar & Pikmin

File:Pikmin 080109b-l.jpg
Olimar and the 5 kinds of Pikmin in Brawl.

Olimar is featured as one of the playable characters in this game, and is on the starting roster (as opposed to being a secret character that needs to be unlocked). Nearly all of his moves involve the Pikmin, making him dependent on them. Even the simple "grab", in which the player holds an opponent, requires Pikmin. Up to six of these can be plucked from the ground, the type is randomly determined. The range of Pikmin covers all of those that are found in Pikmin 2 except Bulbmin. The Pikmin are immune to attacks when they are with Olimar but if they are away from him they can be killed rather easily. Olimar does not take damage when this happens, and each dead one allows one more to be pulled from the ground.

Olimar's Pikmin are immune to the same elemental hazards as in the Pikmin games. For example, Blue Pikmin will not drown like other Pikmin when Olimar falls in water (they can also swim if thrown in), Yellow Pikmin can survive going through electrical currents created by Pikachu and various enemies in story mode (even though the electrocution noise is still made), and Red Pikmin are immune to the flames of Bowser or Charizard. White Pikmin, however, are not immune to Wario's down special attack (which is a heavy flatulence) or any other move which might be considered poison-based. Purple Pikmin have more stamina when attacked (sometimes taking several hits before being killed).

Olimar's moves

Olimar's moves differ in damage, knockback and range depending on the type and number of Pikmin he has following him.

Neutral special attack – Pikmin Pluck
This move allows Olimar to pluck a Pikmin, of which there can exist up to six for one player. The type of Pikmin plucked is random (though based on the terrain Olimar's standing on), with the only exception being in the Home Run Contest, in which case Purple Pikmin can only be plucked. This move can only be performed on the ground, and using it while running with five or fewer Pikmin stops Olimar instantly. It is one of the fastest special moves in the game.
Side special attack – Pikmin Throw
Olimar throws the next Pikmin in the line, which sticks to the opponent and does damage, much as it would to enemies in the Pikmin games. Purple Pikmin, however deliver knockback to the foe instead of clinging to the opponent. White Pikmin are particularly effective in this attack because they do three times the damage of any other Pikmin. It should be noted that the high-angled throw of Yellow Pikmin is preserved from the Pikmin games, but that their motion is also slow. White Pikmin move quickly and horizontally when thrown, and Purple Pikmin land short. If hit by a reflector, the confused Pikmin will begin attacking Olimar.
Down special attack – Pikmin Order
Olimar calls any idle Pikmin to him, which are then organized by type. If this is already the case, the move cycles through the Pikmin, and the order is the same as in Pikmin 2. During the few frames before blowing his whistle, Olimar is invulnerable to knockback, though he can still take damage and be grabbed. The benefit, then, is that a counter attack can be made more quickly than if Olimar had shielded.
Up special attack – Pikmin Chain
Olimar throws his Pikmin all together upward, in a chain, at an angle that can be somewhat varied. The move has a high range, proportional to the number of Pikmin at Olimar's side, and fair knockback. Its speed suits the purpose of a surprise attack. Its main purpose is as a form of recovery from off the stage, but it cannot grab an edge that an opponent is hanging onto (unless a Purple is at the tip). This special move is the 2nd longest tether recovery in the game. If this attack hits an enemy, it will shock them, causing around 10-15% of damage.
Final Smash – End of Day
Olimar takes off in his spaceship (which traps and hurts enemies if they are next to Olimar, doing about 27% damage from entering to take-off), leaving his opponents alone for Bulborbs to attack them during the sunset. The opponents receive about 47% damage from the Bulborbs' attacks. Afterwards, the ship crash lands back onto the stage, hurting (34%) anyone in its path. Despite being left behind, Olimar's Pikmin are unharmed.
The confirmation of the move at Smash Bros. DOJO!! stated that if more fighters are present, the move does more damage. On the other hand, if more fighters are dueling when this Final Smash is initiated, then there is more of a chance that the fighters would steal Olimar's KOs. Masahiro Sakurai stated that this was to balance the move out.
The ship is a Meteor Smash if it hits a foe in midair. Another possible use of End of Day therefore is to edgeguard by intercepting recovering enemies with the ship.

Distant Planet

File:Distantplanet1.PNG
The "Distant Planet", a stage in Super Smash Bros. Brawl.

There is a stage based on the Planet of the Pikmin (mostly the Awakening Wood), named the Distant Planet. Red Bulborbs appear on occasion, which can eat players, and some human-made objects are visible, such as an empty drinks can. Pellet Posies are seen too, and can produce Pellets that, when thrown into Pikmin onions, produce items. There is another Bulborb and a Cloaking Burrow-nit in the background, but neither of these two do anything. Music in this stage is from the Forest of Hope.

The Subspace Emissary

In the Subspace Emissary, Olimar is first found fighting a giant R.O.B. without success, from which he is saved by Captain Falcon (who massacres more Pikmin than the R.O.B. on his landing). The game pairs him with Olimar in his following playable sections. Upon reaching the edge of the Island of the Ancients, they witness Diddy Kong attacking Primids and rescuing Donkey Kong; Falcon and Olimar then join forces with the Kongs.

Following, Olimar and his crew are taken inside the Subspace Bomb Factory. They eventually find the Ancient Minister, along with Pikachu and Samus Aran. Ganondorf suddenly appears and commands the R.O.B.s in the room to detonate the Subspace Bombs nearby, so he can create a large enough hole in space to fit a Subspace Gunship through. The Ancient Minister reveals himself to be the leader of the R.O.B.s and, along with Olimar and the rest, escapes from the island before it is sucked into Subspace. All characters then enter the Subspace, with Olimar flying the Ship alongside other characters' aircraft.

Template:Endspoiler

List of Pikmin elements

Music

A number of music tracks from both Pikmin games are included and are played in various levels, stages and cutscenes.

Trophies

Some Pikmin trophies in Brawl's Collection mode.

Brawl features a number of trophies to collect, some of which are Pikmin-related, the majority being various beasts; each has a description or information about the Pikmin series in general.

Name Description
Pikmin & Olimar

Veteran spacefarers in the employ of Hocotate Freight. After crash-landing on an enigmatic planet, Olimar met the mysterious beings known as Pikmin. He enlisted their aid to find his spaceship parts and help him escape. Once home, he found his employer on the verge of bankruptcy. He was sent back to the Pikmin world with his partner, Louie, to repay the company debt.


Pikmin (GC) Pikmin 2 (GC)

End of Day

Olimar's Final Smash. Dusk falls, and his spaceship makes a landing. Olimar takes the Onion, with all his Pikmin aboard, and blasts off for the stars. In Pikmin, native life-forms grew active and violent at night, making it lethal to remain on the surface—this is why Olimar would take his Onions and leave at night. This technique breaks the framework of the game.


Super Smash Bros. Brawl (Wii)

Red Pikmin

A type of Pikmin—which are odd beings who grow like plants yet are as mobile as animals. Red ones are heat and fire resistant and are strong attackers, which makes them valuable when facing dangerous foes. Purple Pikmin are also tough fighters, but since it's difficult to increase their numbers, red Pikmin are easier to manage. Red Pikmin have distinct pointed noses.


Pikmin (GC) Pikmin 2 (GC)

Blue Pikmin

A type of Pikmin, which are curious creatures that follow and obey the person who picks them. If you take advantage of this trait, you can get them to help Capt. Olimar and Louie. The blue Pikmin are at home in water and cannot drown. Need to retrieve an object underwater or cross a water hazard to disarm a trap? Blue Pikmin are just the allies you need.


Pikmin (GC) Pikmin 2 (GC)

Yellow Pikmin

A type of Pikmin. Take a nutrient- rich pellet to a flying saucer known as an Onion, and it will produce the mysterious beings known as Pikmin. Yellow ones fly higher than other Pikmin when tossed by Olimar or Louie. Unlike other Pikmin, they're also highly resistant to electricity, which makes them invaluable when battling enemies like anode dweevils.


Pikmin (GC) Pikmin 2 (GC)

White Pikmin

A type of Pikmin. White Pikmin are resistant to poisons and are themselves toxic to creatures that eat them. Their low weight makes them very speedy, and they can also dig up buried items. White and purple Pikmin do not live inside Onions, so you must change other Pikmin into them by tossing them into ivory candypop buds and violet candypop buds.


Pikmin 2 (GC)

Purple Pikmin

A type of Pikmin, much heavier and slower than other Pikmin. When thrown, they impact with such force that they may kill or stun enemies. They're also incredibly strong—one of them can carry an item that normally would require ten Pikmin. While they're more powerful fighters than their red cousins, their slow speed hampers their effectiveness.


Pikmin 2 (GC)

Louie

A new Hocotate Freight employee. Louie is responsible for Captain Olimar having to venture back to the Pikmin planet. On his first delivery, Louie was supposedly attacked by a space bunny that devoured his whole lot of pikpik carrots. Pushed to the verge of bankruptcy, Hocotate Freight takes out an enormous loan that Louie and Olimar set out to pay back.


Pikmin 2 (GC)

The President

The president of Hocotate Freight. After venturing into space in his youth, he made a shipping company. When it almost collapses after Louie's incident, and Olimar comes back from the Pikmin planet, the president discovers the outstanding value of Olimar's souvenir. He then sends his employees back to collect valuable treasures. His treatment of employees is questionable.


Pikmin 2 (GC)

Hocotate Ship

A battered old spaceship used when Hocotate Freight first opened. Its appraisal gauge analyzed garbage Olimar brought home and found it to be valuable. With his new ship sold off to pay company debts, Louie and Olimar flew this one back to the Pikmin world to find more treasure. The ship's removable research pod accompanied the adventurers when they ventured underground.


Pikmin 2 (GC)

Onions

Items considered to be the places where Pikmin are born. As to the actual biology of the process, much is still unclear. Onions absorb the prey that Pikmin capture and use it to produce new Pikmin. In addition, Onions can take in Pikmin and later release them. These organisms are crowned with distinctive propeller-like sets of leaves that spin around, enabling them to fly.


Pikmin (GC) Pikmin 2 (GC)

Creeping Chrysanthemum

An enemy flower and a member of the chrysanthemum family that closely resembles the Margaret flower. This flower feeds on prey and, despite being a plant, performs no photosynthesis and exposes no leaves—just flowers on top. It usually stays underground with only its flowers exposed, waiting to jump out and attack. It also uses rootlike legs to walk around.


Pikmin 2 (GC)

Red Bulborb

A creature whose Japanese name translates as "spotted crimson bug-eye." These bulky nocturnal animals have white-and-red-flecked rumps that resemble strawberries. Red bulborbs sleep in the day and wake in the evening to feed on small animals. Several colors of bulborb subspecies have been discovered—their classification is a hot subject for scholars.


Pikmin (GC) Pikmin 2 (GC)

Empress Bulblax

A member of the grub-dog family, transformed by environmental factors. Due to her ridiculous size, the empress bulblax can no longer walk on her tiny legs. She just wiggles around, rolling from left to right. Although the female continues spawning bulborb larvae, she unfortunately rolls over them with her massive body.


Pikmin 2 (GC)

Careening Dirigibug

A dangerous, offensive-minded creature. It uses balloons to keep it afloat as it flies through the air and drops bomb-rocks on ground- bound prey. These bomb-rocks sometimes turn out to be duds, but since the slightest stimulus can set these things off, the utmost care should be taken when dealing with them. [1]


Pikmin 2 (GC)

Fiery Blowhog

A member of the blowhog family characterized by its bottle-shaped body and slow, lumbering movement. Skillful in the use of its red snout and able to violently shake off Pikmin, the fiery blowhog is also capable of spitting a volatile phosphorus compound that combusts on contact with air, threatening nearby enemies.


Pikmin (GC) Pikmin 2 (GC)

Burrowing Snagret

A member of the snavian family with a birdlike head and a snakelike neck and body. An underground dweller, the snagret makes sudden strikes aboveground to capture surface-dwelling prey. It uses its beak to scoop up daily nutrition and can snatch up three Pikmin at once—a relatively small amount made deadly by its strike speed. No one has ever seen its tail.


Pikmin (GC) Pikmin 2 (GC)

Iridescent Flint Beetle

A member of the flint beetle family featuring an iridescent, shining shell that is also prized for its strength. These beetles are packed with nectar and pellets, which they drop when attacked. These can be collected, although the reason for doing so is unknown. Apparently, Pikmin are quite attracted to these beetles—the sight of one will send them running after it.


Pikmin (GC) Pikmin 2 (GC)

Wollywog

A member of the amphituber family known to be quite quick witted upon spotting enemies, despite its slow- moving, easygoing nature. Be aware that wollywogs will make aggressive attempts to smash Pikmin. It is believed that the wollywog's whitish coloration is a result of a lack of sunlight over its generations spent in caves.


Pikmin (GC) Pikmin 2 (GC)

Swooping Snitchbug

A member of the scarpanid family. Although originally a ground dweller, its oversized antennae developed into wings, allowing it to fly around freely. The snitchbug doesn't eat Pikmin, but rather picks them up, carries them away, and firmly replants them in another location.


Pikmin (GC) Pikmin 2 (GC)

Pellets

Items that contain concentrated essence of the Pikmin's home world. This essence is the keystone to all life on the planet. Harvested from pellet grass or flowers, Pikmin can take pellets back to Onions to produce more Pikmin. If the Onion and the pellet are the same color, it produces more Pikmin. The number on the top of a pellet tells how many Pikmin must carry it.


Pikmin (GC) Pikmin 2 (GC)

Stickers

Stickers are further collectible items in Brawl; the following are the Pikmin-themed ones:

Template:Endspoiler

Glitch

There is a glitch that can be done with Pikmin & Olimar. The more Olimars there are on the battlefield, the bigger the glitch will be. The "Green Greens" stage is necessary, and each of the Olimars may only have Red, White, or Blue Pikmin. These need to be thrown against the yellow blocks on either side. The Pikmin will continue to circle in mid-air, and large amounts of damage can be dealt by moving an opponent into it. This glitch could result in a crash if too many Pikmin are thrown.

References

  1. ^ Although the trophy's description states that Careening Dirigibugs can, at times, throw dud bomb-rocks, this is never true in Pikmin 2.

External Links


Icon of a white flower in the Challenge Mode of Pikmin 2. It represents a course that is beaten, but with Pikmin who were lost.

This article was a featured article from 13th May to 10th June 2008.

Icon of a white flower in the Challenge Mode of Pikmin 2. It represents a course that is beaten, but with Pikmin who were lost.