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;[[Rescue Command Post]]: | ;[[Rescue Command Post]]: | ||
* [[Burrow of Beginnings]] | * [[Burrow of Beginnings]] | ||
| style="width: 25%; vertical-align: top;" | | | style="width: 25%; vertical-align: top;" | | ||
;[[Sun-Speckled Terrace]]: | ;[[Sun-Speckled Terrace]]: | ||
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* [[Hotshock Canyon]] | * [[Hotshock Canyon]] | ||
* [[Rockaway Cellars]] | * [[Rockaway Cellars]] | ||
* [[Test Tubs]] | |||
* [[Ice-Cross Course]] | * [[Ice-Cross Course]] | ||
* [[Hefty Haulway]] | * [[Hefty Haulway]] | ||
* [[Strategic Freezeway]] | * [[Strategic Freezeway]] | ||
* [[Aerial Incinerator]] | * [[Aerial Incinerator]] | ||
* [[Planning Pools]] | * [[Planning Pools]] | ||
* [[Toggle Training]] | * [[Toggle Training]] | ||
* [[Cliff-Hanger's Hold]] | * [[Cliff-Hanger's Hold]] | ||
* [[Oasis of Order]] | |||
* [[Trial of the Sage Leaf]] | |||
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;[[Dandori Battle]]: | ;[[Dandori Battle]]: | ||
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Every time a sublevel is entered the game is [[Saved game|saved]], so if the player turns the game off and then back on again, they will start in the same sublevel. In the case of ''Pikmin 2'', the sublevel will be generated randomly again. | Every time a sublevel is entered the game is [[Saved game|saved]], so if the player turns the game off and then back on again, they will start in the same sublevel. In the case of ''Pikmin 2'', the sublevel will be generated randomly again. | ||
Sublevels in ''Pikmin 2'' can generally be categorized into 3 types, those being: | |||
* '''Normal levels''' usually have a few harmful enemies, and sometimes don't have any treasure. | * '''Normal levels''' usually have a few harmful enemies, and sometimes don't have any treasure. | ||
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* '''Boss levels''' contain one or more large [[boss]]es, are usually the final level of a cave. The only cave without a boss level is the [[Emergence Cave]], and the one with the most is the [[Hole of Heroes]]. When the boss is defeated, it often drops an [[upgrade]] for the [[leader]]s' space suits or ship. | * '''Boss levels''' contain one or more large [[boss]]es, are usually the final level of a cave. The only cave without a boss level is the [[Emergence Cave]], and the one with the most is the [[Hole of Heroes]]. When the boss is defeated, it often drops an [[upgrade]] for the [[leader]]s' space suits or ship. | ||
''Pikmin 4'' has a greater emphasis on puzzles and exploration, with all sublevels having fixed layouts, compared to ''Pikmin 2''{{'s}} random generation on most of its sublevels. Some sections of some layouts are references to or outright reworkings of [[cave unit]]s originally from ''Pikmin 2'', such as <code>room_hitode4x4_3_metal</code> and <code>room_dan4x4i_3_conc</code>. | |||
=== Final floor === | === Final floor === | ||
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In ''Pikmin 2'', the holes are round, rocky mounds, with a small hole in them. On the cave entrance hole, if the cave has not been [[#Cave completion|completed]], wisps of steam will come out, and the screen will become foggy when the hole is approached. In contrast, if it has been completed, a simple red flag will be placed near the entrance. Inside a cave, the hole to a next sublevel will always contain steam, but will not fog the screen. | In ''Pikmin 2'', the holes are round, rocky mounds, with a small hole in them. On the cave entrance hole, if the cave has not been [[#Cave completion|completed]], wisps of steam will come out, and the screen will become foggy when the hole is approached. In contrast, if it has been completed, a simple red flag will be placed near the entrance. Inside a cave, the hole to a next sublevel will always contain steam, but will not fog the screen. | ||
In ''Pikmin 4'', the holes are black tubes with colored lids – cyan for normal caves, gray for [[Dandori Challenge]]s, and orange for [[Dandori Battle]]s. They are actually Japanese {{w|curb | In ''Pikmin 4'', the holes are black tubes with colored lids – cyan for normal caves, gray for [[Dandori Challenge]]s, and orange for [[Dandori Battle]]s. They are actually Japanese {{w|curb box}}es, which are plastic tubes that house valves. After completing that cave, a flag appears in the color of the player's spacesuit with the [[Rescue Corps]] logo. When completing [[Burrow of Beginnings]] for the first time, [[Collin]] can be seen placing one such flag down in a cutscene. In addition, some caves have multiple holes, where the player will enter in one side and exit on the other such as the [[Aquiferous Summit]] and the [[Engulfed Castle]]. Entering the "exit" side of the cave from the surface will slightly change the layout to allow the sublevels to be cleared in reverse order, with an air vent that takes the player back to the "entrance" hole on the first sublevel. Exiting a cave from the [[pause menu]] will take the player back to the hole they entered from. | ||
{{clear}} | {{clear}} | ||
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In ''Pikmin 2'', the [[Pikmin limit]] is respected even inside caves, while in ''Pikmin 4'' the player can have as many Pikmin as they want inside the cave, and even from more than 3 types, though the Pikmin they can bring in from the surface must still respect those two limits. Also in ''Pikmin 4'', if the cave is exited with surplus Pikmin, any extras will simply be brought to the Onion when the player chooses what Pikmin types to take with them once they land. | In ''Pikmin 2'', the [[Pikmin limit]] is respected even inside caves, while in ''Pikmin 4'' the player can have as many Pikmin as they want inside the cave, and even from more than 3 types, though the Pikmin they can bring in from the surface must still respect those two limits. Also in ''Pikmin 4'', if the cave is exited with surplus Pikmin, any extras will simply be brought to the Onion when the player chooses what Pikmin types to take with them once they land. | ||
If any Pikmin happen to be currently [[sprout|buried]], attempting to leave a sublevel will prompt the game to warn you about abandoning the sprouts, showing a confirmation dialogue. What happens when a sprout is left behind a sprout works differently in the two games: While sprouts left behind are permanently lost in both games, they are only considered to be actual deaths in ''Pikmin 2''; in ''Pikmin 4'', they will not be considered as casualties in the [[Tablet#Status Report|Status Report]] screen. | |||
=== Completion === | === Completion === | ||
A cave is considered "complete" if all major treasures within it have been collected. A cave that has achieved completed status will stop emitting mist, and a flag will be placed next to it. This is a small red flag with no symbol in ''Pikmin 2'', and a larger flag with the [[Rescue Corps]] symbol and colour in ''Pikmin 4''. A flag icon will also appear on the symbol used to mark the cave on the [[radar]]. | |||
In ''Pikmin 4'', [[obstacle]]s will be permanently destroyed, and [[raw material]] piles will be permanently collected. However, these are not considered for cave completion. | |||
In ''Pikmin 4'', | |||
=== Cave generation === | === Cave generation === | ||
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* [[Glitches in Pikmin 2#Fake Pikmin extinction|Fake Pikmin extinction]]: By entering a cave and [[dismiss]]ing at the same time, the game will let the player enter the cave with no Pikmin. It then instantly announces a Pikmin extinction. | * [[Glitches in Pikmin 2#Fake Pikmin extinction|Fake Pikmin extinction]]: By entering a cave and [[dismiss]]ing at the same time, the game will let the player enter the cave with no Pikmin. It then instantly announces a Pikmin extinction. | ||
* There is a glitch that can happen when proceeding to the next sublevel. In the animation where everybody jumps into the hole, some Pikmin may appear [[idle]] and won't jump in. Thankfully, these Pikmin that don't jump in will appear on the next sublevel. | * There is a glitch that can happen when proceeding to the next sublevel. In the animation where everybody jumps into the hole, some Pikmin may appear [[idle]] and won't jump in. Thankfully, these Pikmin that don't jump in will appear on the next sublevel. | ||
== Gallery == | == Gallery == |
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