Throw: Difference between revisions

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(Undo: A is already mentioned right before. Both the A and X buttons throw Pikmin.)
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{{game help|p3|Add things that can't be done while holding and special throws.}}
{{game help|p3|Add things that can't be done while holding and special throws.}}


'''Throwing''' is one of the main ways of giving instructions to [[Pikmin family|Pikmin]], the others being [[Group move|moving the group]], [[dismiss]]ing and [[Lock-on|charging]]. The player can aim where the thrown Pikmin land at, by use of the [[HUD#Cursor|cursor]], and if a Pikmin lands near a task, it will begin working on it; it will remain idle on the spot, otherwise. If a Pikmin hits an enemy during its flight, it will latch on to it, if it can, and begin attacking. To throw, the current leader must be close to a Pikmin on their party, and the player must press {{button|gcn|A|wii|A}}, on the first two games, {{button|wiiu|A|wiiu|X|wii|A|wiiu|PCA}} in ''Pikmin 3'' with the normal controls, or by tapping on the screen with stylus controls.
'''Throwing''' is one of the main ways of giving instructions to [[Pikmin family|Pikmin]], the others being [[Group move|moving the group]], [[dismiss]]ing and [[Lock-on|charging]]. The player can aim where the thrown Pikmin land at, by use of the [[HUD#Cursor|cursor]], and if a Pikmin lands near a task, it will begin working on it; it will remain idle on the spot, otherwise. If a Pikmin hits an enemy during its flight, it will latch on to it, if it can, and begin attacking. To throw, the current leader must be close to a Pikmin on their party, and the player must press {{button|gc|a|wii|a}}, on the first two games, {{button|wiiu|a|wiiu|x|wii|a|wiiu|pca}} in ''Pikmin 3'' with the normal controls, or by tapping on the screen with stylus controls.


Pikmin are thrown upwards at an arc, leaving spark particles through their trajectory. The cursor estimates the landing location of a thrown Pikmin, but if there is a wall or object in the way, the Pikmin might bump into it and fall short. This is only true in the first two games, as ''Pikmin 3'''s cursor takes into account walls and obstacles, and the line connecting it to the leader changes to a preview arc. One of the traits [[Yellow Pikmin]] possess is the ability to be thrown higher than other types. This allows them to reach ledges otherwise unreachable. The throw arc of [[Purple Pikmin]] is slightly different from the rest: they are thrown faster than the others, so that the apex of their jump is located somewhere above the cursor. When the cursor is reached, the Pikmin loses its horizontal momentum and drops down with a great impact. Besides homing in on [[Enemy|enemies]], when landing, they cause high damage and can also cause the creatures to bounce up, making them unable to move for less than a second, or stun them altogether for a few seconds. [[Winged Pikmin]] can be thrown, though they will not land on the ground like the other Pikmin types do. If a Winged Pikmin is thrown near an enemy, the Pikmin will fly towards the enemy and attempt to latch on.
Pikmin are thrown upwards at an arc, leaving spark particles through their trajectory. The cursor estimates the landing location of a thrown Pikmin, but if there is a wall or object in the way, the Pikmin might bump into it and fall short. This is only true in the first two games, as ''Pikmin 3'''s cursor takes into account walls and obstacles, and the line connecting it to the leader changes to a preview arc. One of the traits [[Yellow Pikmin]] possess is the ability to be thrown higher than other types. This allows them to reach ledges otherwise unreachable. The throw arc of [[Purple Pikmin]] is slightly different from the rest: they are thrown faster than the others, so that the apex of their jump is located somewhere above the cursor. When the cursor is reached, the Pikmin loses its horizontal momentum and drops down with a great impact. Besides homing in on [[Enemy|enemies]], when landing, they cause high damage and can also cause the creatures to bounce up, making them unable to move for less than a second, or stun them altogether for a few seconds. [[Winged Pikmin]] can be thrown, though they will not land on the ground like the other Pikmin types do. If a Winged Pikmin is thrown near an enemy, the Pikmin will fly towards the enemy and attempt to latch on.
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In ''Pikmin 3'' ,[[leader]]s can also be thrown. Unlike Pikmin, leaders are unable to latch on to enemies and will always remain idle (unless they are near an enemy, at which point they panic and run around in circles). The trajectory that leaders are thrown through is noticeably lower than the arc of a Pikmin; this is likely to prevent exploits by throwing leaders up to an otherwise inaccessible area.
In ''Pikmin 3'' ,[[leader]]s can also be thrown. Unlike Pikmin, leaders are unable to latch on to enemies and will always remain idle (unless they are near an enemy, at which point they panic and run around in circles). The trajectory that leaders are thrown through is noticeably lower than the arc of a Pikmin; this is likely to prevent exploits by throwing leaders up to an otherwise inaccessible area.


The next Pikmin type to be thrown will be shown on the [[HUD#Standby Pikmin|HUD]]. This reflects the type of the Pikmin closest to the leader in the [[GameCube]] games and their [[Wii]] rereleases, but is chosen by the player in ''Pikmin 3''; the type can be toggled with {{button|wiiu|L|wii|C|wiiu|PCL}}, and leaders are one of the choices. In all games, Pikmin carrying [[bomb rock]]s and mines have their own groups.
The next Pikmin type to be thrown will be shown on the [[HUD#Standby Pikmin|HUD]]. This reflects the type of the Pikmin closest to the leader in the [[GameCube]] games and their [[Wii]] rereleases, but is chosen by the player in ''Pikmin 3''; the type can be toggled with {{button|wiiu|l|wii|c|wiiu|pcl}}, and leaders are one of the choices. In all games, Pikmin carrying [[bomb rock]]s and mines have their own groups.


In all games besides ''Pikmin 3'', [[Blue Pikmin]] can also throw drowning Pikmin: if an idle Blue Pikmin finds a drowning Pikmin nearby, it will grab it, carry it near the surface, and throw it to solid terrain. Should the ledge be too high up, it is possible that the Pikmin won't make it to dry land, fall back into the water, and be thrown again, in an endless cycle.{{cite youtube|-IMaXzHzgr4|showing Blue Pikmin constantly failing to throw their partners to safety}} In ''Pikmin 2'''s [[2-Player Battle]] mode, leaders can also grab and throw [[bomb-rock]]s.
In all games besides ''Pikmin 3'', [[Blue Pikmin]] can also throw drowning Pikmin: if an idle Blue Pikmin finds a drowning Pikmin nearby, it will grab it, carry it near the surface, and throw it to solid terrain. Should the ledge be too high up, it is possible that the Pikmin won't make it to dry land, fall back into the water, and be thrown again, in an endless cycle.{{cite youtube|-IMaXzHzgr4|showing Blue Pikmin constantly failing to throw their partners to safety}} In ''Pikmin 2'''s [[2-Player Battle]] mode, leaders can also grab and throw [[bomb-rock]]s.
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Before throwing, it is possible to hold on to a Pikmin/leader by keeping the button pressed. While held on, the Pikmin or leader will make a sound indicating that they are ready to be thrown; in ''Pikmin 2'', this sound is repeated several times with varying pitches, until thrown. The leader can move around with a party member in their hand, which can be useful if one wishes to bring a single slow Pikmin with them. In ''Pikmin'' and ''Pikmin 2'', when a Pikmin is being held on to, all other Pikmin in the group will be organized by type, so that those of the type of the currently held Pikmin are at the front of the line – this allows the leader to throw several of the same type of Pikmin in a row.
Before throwing, it is possible to hold on to a Pikmin/leader by keeping the button pressed. While held on, the Pikmin or leader will make a sound indicating that they are ready to be thrown; in ''Pikmin 2'', this sound is repeated several times with varying pitches, until thrown. The leader can move around with a party member in their hand, which can be useful if one wishes to bring a single slow Pikmin with them. In ''Pikmin'' and ''Pikmin 2'', when a Pikmin is being held on to, all other Pikmin in the group will be organized by type, so that those of the type of the currently held Pikmin are at the front of the line – this allows the leader to throw several of the same type of Pikmin in a row.


While holding, it is also possible to swap the currently held Pikmin/leader for one of a different type in the party, if available. In ''[[New Play Control! Pikmin]]'', ''[[Pikmin 2]]'' and ''[[New Play Control! Pikmin 2]]'', {{button|gcn|Padleftright|wii|B}} swaps the Pikmin type, while in ''Pikmin 3'', {{button|wiiu|L|wii|C|wiiu|PCL}} must be pressed; in this game, the thrown type can also be swapped without the leader holding on to anything, as stated above. ''Pikmin'' on the GameCube lacks this feature entirely. In ''Pikmin 2'' and the two ''New Play Control!'' remakes, {{button|gcn|Padupdown|wii|Padupdown}} can also be used to swap for a different [[maturity]] in the same Pikmin type.
While holding, it is also possible to swap the currently held Pikmin/leader for one of a different type in the party, if available. In ''[[New Play Control! Pikmin]]'', ''[[Pikmin 2]]'' and ''[[New Play Control! Pikmin 2]]'', {{button|gc|padlr|wii|b}} swaps the Pikmin type, while in ''Pikmin 3'', {{button|wiiu|l|wii|c|wiiu|pcl}} must be pressed; in this game, the thrown type can also be swapped without the leader holding on to anything, as stated above. ''Pikmin'' on the GameCube lacks this feature entirely. In ''Pikmin 2'' and the two ''New Play Control!'' remakes, {{button|gc|padud|wii|padud}} can also be used to swap for a different [[maturity]] in the same Pikmin type.


In {{npcp1}}, if the Nunchuk stick is slightly moved while [[Captain Olimar]] is holding a Pikmin, Olimar will start facing the cursor, which will cause the Pikmin to follow behind where he's facing.{{cite youtube|TFhAAgbukCg|demonstrating how Pikmin follow Olimar when the stick is slightly moved in ''New Play Control! Pikmin''.}}
In {{npcp1}}, if the Nunchuk stick is slightly moved while [[Captain Olimar]] is holding a Pikmin, Olimar will start facing the cursor, which will cause the Pikmin to follow behind where he's facing.{{cite youtube|TFhAAgbukCg|demonstrating how Pikmin follow Olimar when the stick is slightly moved in ''New Play Control! Pikmin''.}}
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*[[Pluck]], [[punch]], or any other action that requires pressing the throw button
*[[Pluck]], [[punch]], or any other action that requires pressing the throw button


While it is not possible to move the group, the player can make it thinner and longer by holding {{button|gcn|C}} in any direction, in the GameCube games. In ''[[New Play Control! Pikmin]]'', holding {{button|wii|Paddown}} will make the cursor flash to indicate a group move, but the Pikmin will stay in their place regardless. In ''[[New Play Control! Pikmin 2]]'', nothing happens if one attempts to move the group while holding.
While it is not possible to move the group, the player can make it thinner and longer by holding {{button|gc|c}} in any direction, in the GameCube games. In ''[[New Play Control! Pikmin]]'', holding {{button|wii|padd}} will make the cursor flash to indicate a group move, but the Pikmin will stay in their place regardless. In ''[[New Play Control! Pikmin 2]]'', nothing happens if one attempts to move the group while holding.


Interestingly, any held Pikmin in ''Pikmin 3'' cannot be killed. If an [[enemy]] attacks (just) the Pikmin, it will squeal, but nothing else will happen to it.
Interestingly, any held Pikmin in ''Pikmin 3'' cannot be killed. If an [[enemy]] attacks (just) the Pikmin, it will squeal, but nothing else will happen to it.
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The closer the Pikmin is to the leader, the shorter this delay is. By using the [[group move]] function, one can move the Pikmin so that they are constantly around the leader. While doing this, the throw button can then be pressed repeatedly and quickly in order to throw Pikmin at a much faster pace.
The closer the Pikmin is to the leader, the shorter this delay is. By using the [[group move]] function, one can move the Pikmin so that they are constantly around the leader. While doing this, the throw button can then be pressed repeatedly and quickly in order to throw Pikmin at a much faster pace.


For the GameCube games, it is relatively simple: after setting the cursor on the intended location, the player can move one digit to {{button|gcn|C}} (such as the left or right thumb) and another to {{button|gcn|A}} (like the right thumb or right index). The player can then mash {{button|gcn|A}} and tilt {{button|gcn|C}} so that the group is always near the leader. Due to the way the group movement works in the ''New Play Control!'' games, this is a harder task in those games. {{button|wii|Paddown}} moves the Pikmin towards the cursor, which should be pointing at the enemy or ledge. The Pikmin are on the opposite side from the leader, so in order to keep them close, the player must press {{button|wii|Paddown}} in short spurts, so that the Pikmin are neither too far ahead or behind.
For the GameCube games, it is relatively simple: after setting the cursor on the intended location, the player can move one digit to {{button|gc|c}} (such as the left or right thumb) and another to {{button|gc|a}} (like the right thumb or right index). The player can then mash {{button|gc|a}} and tilt {{button|gc|c}} so that the group is always near the leader. Due to the way the group movement works in the ''New Play Control!'' games, this is a harder task in those games. {{button|wii|padd}} moves the Pikmin towards the cursor, which should be pointing at the enemy or ledge. The Pikmin are on the opposite side from the leader, so in order to keep them close, the player must press {{button|wii|padd}} in short spurts, so that the Pikmin are neither too far ahead or behind.


The method for the ''New Play Control!'' games is quite a lot harder than the GameCube way, as it is harder to position the fingers so that both {{button|wii|A}} and {{button|wii|Paddown}} can be pressed, especially without releasing the Nunchuk; it is also hard to maintain a steady cursor while two fingers are pressing on the Wii Remote repeatedly. Finally, it is hard to maintain two different button rhythms at once. As such, an alternate strategy is normally used instead. Because the leader can move independently of the cursor, the latter can be held on the target, and the player can focus on moving the leader through the group. Care should be taken in order to keep the cursor from deviating from its intended place, though. One way to stop the cursor from leaving its spot on the screen is to place the Nunchuk hand's wrist in front of the [[Wii]] Remote's sensor.{{cite youtube|Wi0SQHvNv6c|demonstrating how one can cover the infrared sensor on the Wii Remote to stop the cursor from shaking about}}
The method for the ''New Play Control!'' games is quite a lot harder than the GameCube way, as it is harder to position the fingers so that both {{button|wii|a}} and {{button|wii|padd}} can be pressed, especially without releasing the Nunchuk; it is also hard to maintain a steady cursor while two fingers are pressing on the Wii Remote repeatedly. Finally, it is hard to maintain two different button rhythms at once. As such, an alternate strategy is normally used instead. Because the leader can move independently of the cursor, the latter can be held on the target, and the player can focus on moving the leader through the group. Care should be taken in order to keep the cursor from deviating from its intended place, though. One way to stop the cursor from leaving its spot on the screen is to place the Nunchuk hand's wrist in front of the [[Wii]] Remote's sensor.{{cite youtube|Wi0SQHvNv6c|demonstrating how one can cover the infrared sensor on the Wii Remote to stop the cursor from shaking about}}


In ''Pikmin 3'', a Pikmin of the standby type will instantly move towards the leader's hand.
In ''Pikmin 3'', a Pikmin of the standby type will instantly move towards the leader's hand.