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;Gameplay mechanics:
;Gameplay mechanics:
*In {{p1}}, {{p2}}, and {{p4}}, Pikmin that are knocked down in battle have a chance of losing their bud or flower, and reverting to a [[Maturity|leaf]]. Only the [[Withering Blowhog]]'s gust and the [[Segmented Crawbster]] swiping its arm are certain to revert Pikmin to leaves.
*In {{p1}}, {{p2}}, and {{p4}}, Pikmin that are knocked down in battle have a chance of losing their bud or flower, and reverting to a [[Maturity|leaf]]. Only the [[Withering Blowhog]]'s gust and the [[Segmented Crawbster]] swiping its arm are certain to revert Pikmin to leaves.
*If equal numbers of different types of Pikmin are [[carrying]] something to the Onions, an Onion is randomly picked. This also applies if only Purple and/or White Pikmin are carrying the object.
*The amount of [[nectar]] contained in a patch of [[nectar weed]] and [[rubble]] is random, although in ''Pikmin 2'' nectar weed and rubble appear to have an added grace period of low chances after using them up once.
*The amount of [[nectar]] contained in a patch of [[nectar weed]] and [[rubble]] is random, although in ''Pikmin 2'' nectar weed and rubble appear to have an added grace period of low chances after using them up once.
*Pikmin have a chance of [[tripping]] or stumbling while walking with a group. The tripping chance is much lower in ''Pikmin 2'' than in ''Pikmin'' (which lacks stumbling), and both mechanics are absent in ''Pikmin 3''.
*Pikmin have a chance of [[tripping]] or stumbling while walking with a group. The tripping chance is much lower in ''Pikmin 2'' than in ''Pikmin'' (which lacks stumbling), and both mechanics are absent in ''Pikmin 3''.
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*For some [[Enemy|enemies]] that drop [[pellet]]s when defeated, the pellets' types are randomly picked between the available types.
*For some [[Enemy|enemies]] that drop [[pellet]]s when defeated, the pellets' types are randomly picked between the available types.
*Enemies that eat Pikmin have an effected area for eating attacks: Pikmin within this area have a high chance of being captured, until a maximum of captured Pikmin is reached or the attack is over.
*Enemies that eat Pikmin have an effected area for eating attacks: Pikmin within this area have a high chance of being captured, until a maximum of captured Pikmin is reached or the attack is over.
*In all four games, most free-roaming idle enemies appear to choose from a list of distances to travel, times to wait, and angles to turn, within a radius. Usually there is a sequence of move, wait, turn, and repeat, but not all roaming enemies move in only straight lines, especially in ''Pikmin 3''.
*In all three games, most free-roaming idle enemies appear to choose from a list of distances to travel, times to wait, and angles to turn, within a radius. Usually there is a sequence of move, wait, turn, and repeat, but not all roaming enemies move in only straight lines, especially in ''Pikmin 3''.
*If an enemy has one or more idling animations (such as the [[Bearded Amprat]] stretching or looking around), it will randomly select one or none while it waits.
*If an enemy has one or more idling animations (such as the [[Bearded Amprat]] stretching or looking around), it will randomly select one or none while it waits.
*[[Breadbug family|Dwarf Bulborb]]s wait a random amount of time before noticing a Pikmin that has entered its radius. This does not exceed two seconds.
*[[Breadbug family|Dwarf Bulborb]]s wait a random amount of time before noticing a Pikmin that has entered its radius. This does not exceed two seconds.
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;Gameplay mechanics:
;Gameplay mechanics:
*The [[Pikmin 2 cave generation|generation of most cave sublevels]] is done by randomly picking the [[cave unit]]s that make up the sublevel. The [[Music in Pikmin 2#Caves|music]] uses random elements in its sequencing.
*The generation of most [[cave]] sublevels is done by randomly picking the [[cave unit]]s that make up the sublevel. The [[Music in Pikmin 2#Caves|music]] uses random elements in its sequencing.
*The contents of [[egg]]s and [[ultra-bitter spray|petrified]] corpses is randomly chosen the exact moment the contents have to be expelled.
*The contents of [[egg]]s and [[ultra-bitter spray|petrified]] corpses is randomly chosen the exact moment the contents have to be expelled.
*[[Purple Pikmin]] and [[White Pikmin]] randomly choose an Onion as a destination when carrying an enemy or pellet by themselves. They remake this decision whenever Pikmin are added or subtracted, but they hold no say in the destination if Red, Yellow, or Blue Pikmin are carrying.
*[[Purple Pikmin]] and [[White Pikmin]] randomly choose an Onion as a destination when carrying an enemy or pellet by themselves. They remake this decision whenever Pikmin are added or subtracted, but they hold no say in the destination if Red, Yellow, or Blue Pikmin are carrying.
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*The amount of [[nectar]] a single [[Swarming Sheargrub]] can drink at once is random.
*The amount of [[nectar]] a single [[Swarming Sheargrub]] can drink at once is random.
*[[Yellow Wollywog]]s will spend a limitedly random time suspended in the air before falling.
*[[Yellow Wollywog]]s will spend a limitedly random time suspended in the air before falling.
===''Pikmin 4''===
{{New game spoiler}}
;Gameplay mechanics:
*The playing cards from the [[Collection Obsession Series]] that are used to determine the code of the safes in [[Hero's Hideaway]] and [[Dream Home]] are randomized in each playthrough. Each card has a different number from the other card of the same suit.


==See also==
==See also==

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