Lock-on: Difference between revisions

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== ''Pikmin 4'' ==
== ''Pikmin 4'' ==
In ''Pikmin 4'', the lock-on system used in the previous game is replaced by a system that automatically locks-on to objects. The player must approach on object and once it gets within throwing distance, it gets automatically locked-on to.  In cases of there being multiple objects that can be locked-on to, the object closest to the player will be chosen.  Objects being carried by Pikmin will not be locked-on to. Pressing {{button|switch|zr}} will lock the cursor to the currently locked-on object. Like in ''Pikmin 3'', pressing {{button|switch|zr}} while locked-on will cycle through nearby targets.
In ''Pikmin 4'', the lock-on system used is very similar to ''Pikmin 3 Deluxe'', though the cursor now automatically locks-on to objects. This means that the player must approach an object and once they get within throwing distance, throw once that object gets automatically locked-on too.  In cases of there being multiple objects that can be locked-on to, the object closest to the player will be chosen.  Objects being carried by Pikmin will not be locked-on to. Pressing {{button|switch|zr}} will lock the cursor to the currently locked-on object. Like in the Wii U version of ''Pikmin 3'', pressing {{button|switch|zr}} while locked-on will cycle through nearby targets, in addition to {{button|switch|zr}} freezing the camera.


==Lockable targets==
==Lockable targets==
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