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In order to save resources, {{p1}} and {{p2}} only fully process objects if they are visible by the camera. As such, the player can exploit this in order to render some enemies harmless.
In order to save resources, {{p1}} and {{p2}} only fully process objects if they are visible by the camera. As such, the player can exploit this in order to render some enemies harmless.


In ''Pikmin'', [[enemies]] have three rough states of activation. If they are visible on-camera, they are fully active, and act like normal. If they're outside of the camera's view, but still close, they will only be rendered and processed every other [[frame]]. This becomes apparent with tools such as a free camera mode in emulators, although it is possible to tell that enemies are only processed at half speed by listening: one can approach a sleeping [[Bulborb|Spotty Bulborb]] or [[Spotty Bulbear]], put them in sight of the camera, and take note of the interval between snores. Then, by leaving the enemy just outside of the camera's reach, it is possible to hear the snores come half as frequently. One can also tell that objects are rendered every other frame by keeping a damaged [[Pellet Posy]] on the bottom of the screen while the camera is zoomed in to the closest method, and then moving forward until the plant is off-camera, but the [[HUD#Health wheel|health wheel]] is still visible – the wheel will blink rapidly.
In ''Pikmin'', [[enemies]] have three rough states of activation. If they are visible on-camera, they are fully active, and act like normal. If they're outside of the camera's view, but still close, they will only be rendered and processed every other [[frame]]. This becomes apparent with tools such as a free camera mode in emulators, although it is possible to tell that enemies are only processed at half speed by listening: one can approach a sleeping [[Spotty Bulborb]] or [[Spotty Bulbear]], put them in sight of the camera, and take note of the interval between snores. Then, by leaving the enemy just outside of the camera's reach, it is possible to hear the snores come half as frequently. One can also tell that objects are rendered every other frame by keeping a damaged [[Pellet Posy]] on the bottom of the screen while the camera is zoomed in to the closest method, and then moving forward until the plant is off-camera, but the [[HUD#Health wheel|health wheel]] is still visible – the wheel will blink rapidly.


The third state is when an enemy is completely disabled. By being off-camera and far away (at least around the size of a Bulborb past the camera), the enemy will not be rendered nor processed – effectively, the enemy is frozen in time until it is approached again. This can be seen with, for instance, a [[Yellow Wollywog]] staying in mid-air if the player leaves mid-jump, and only landing when the player finally goes near it again. [[Pellet Posy]] pellets will not change color while off-camera, and [[fire geyser]]s freeze their animations until they are on-camera again.{{cite youtube|JPjVtCP4Sww|showing how controlling the camera manipulates fire geysers|published={{date|6|April|2020}}|retrieved={{date|7|April|2020}}}}
The third state is when an enemy is completely disabled. By being off-camera and far away (at least around the size of a Bulborb past the camera), the enemy will not be rendered nor processed – effectively, the enemy is frozen in time until it is approached again. This can be seen with, for instance, a [[Yellow Wollywog]] staying in mid-air if the player leaves mid-jump, and only landing when the player finally goes near it again. [[Pellet Posy]] pellets will not change color while off-camera, and [[fire geyser]]s freeze their animations until they are on-camera again.{{cite youtube|JPjVtCP4Sww|showing how controlling the camera manipulates fire geysers|published={{date|6|April|2020}}|retrieved={{date|7|April|2020}}}}

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