Pikmin limit: Difference between revisions

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(Now I wonder if the buried Pikmin case is handled the same way...)
(Update with Onion discovery scenario science. Sources will come tomorrow.)
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In addition to the reasons stated above, the 100-Pikmin mechanic is also used as a minor puzzle element due to [[Purple Pikmin]]. Because they have the [[carrying]] strength and weight of 10 Pikmin, and because some [[treasure]]s and [[obstacle]]s require more than 100 Pikmin in strength or weight, the player is forced to use Purples.
In addition to the reasons stated above, the 100-Pikmin mechanic is also used as a minor puzzle element due to [[Purple Pikmin]]. Because they have the [[carrying]] strength and weight of 10 Pikmin, and because some [[treasure]]s and [[obstacle]]s require more than 100 Pikmin in strength or weight, the player is forced to use Purples.


==Collision cases==
==Conflict cases==
There are times where Pikmin have to be added to the area without the player requesting it directly, such as when discovering a new [[Onion]] in ''[[Pikmin (game)|Pikmin]]'', which causes the Onion to spit a seed. If the count is already at 100 when this happens, the game will take some action to stop the limit from being passed.
There are times where Pikmin have to be added to the area automatically, without the player requesting it directly, such as when discovering a new [[Onion]] in ''[[Pikmin (game)|Pikmin]]'', which causes the Onion to spit a seed. If the count is already at 100 when this happens, the game will take some action to stop the limit from being passed.


===Onion discovery===
===Onion discovery===
{{todo|Add the table, as discussed on the talk page.}}
When new types of [[Onion]] are discovered without nearby wild Pikmin, they will eject one Pikmin seed. If there are 100 Pikmin already on the field, one of those will be automatically and instantly returned to its respective Onion. In {{p3}}, it is even possible to see the Pikmin vanish when the seed comes out, since everything is always visible throughout the [[cutscene]], as opposed to the previous games where the Pikmin and some objects become invisible during cutscenes. The rules that decide what Pikmin will be chosen vary by game, and in some scenarios, special actions need to be taken because of the Pikmin's sudden disappearance.
When new types of [[Onion]] are discovered without nearby wild Pikmin, they will eject one Pikmin seed. If there are 100 Pikmin already in the field, one of those will be automatically returned to its respective Onion. This Pikmin will be the furthest Pikmin from the Onion, skipping Pikmin conducting certain tasks. The last two Pikmin to be buried will be returned to the Onion if all 100 Pikmin are buried, but the only instance in the series in which this is possible is the first game's Yellow Onion.<ref>[[Talk:{{PAGENAME}}|As concluded by this fan-driven experiment]]</ref>
 
====Common scenarios====
Most of the time, the Pikmin that is sent to its Onion is the one farthest away from the newly-discovered Onion. If this Pikmin cannot be chosen, the game will skip to the second farthest one, and so on. The following table details what happens, depending on the state of the Pikmin. To note is that Pikmin type and [[maturity]] do not play a role in deciding the Pikmin.
 
For ''Pikmin'', the rules change if there's at least one buried Pikmin; please read the next section for more information.
 
{| class="wikitable"
! style="width: 20%;" | If the Pikmin...
! style="width: 40%;" | Behavior in ''Pikmin''
! style="width: 40%;" | Behavior in ''Pikmin 3''
|-
| ...is idle or in the leader's group... || ...it {{yes|is chosen}}. || ...it {{yes|is chosen}}.
|-
| ...is buried... || ...see the next section. || ...it {{no|cannot be chosen}}.
|-
| ...is [[carrying]]... || ...it {{yes|is chosen}}. The object will be dropped or continue moving just as if the Pikmin got called, regardless of the number of other carriers. || ...it {{no|cannot be chosen}}.
|-
| ...is being [[Throw|held]]... || N/A (since Olimar and the Pikmin he's holding have to be close to the Onion to activate it) || ...it {{yes|is chosen}}. The Pikmin is released when the cutscene starts.
|-
| ...suffering from a [[hazard]]... || ...it {{yes|is chosen}}. The particle effects vanish exactly when the Pikmin seed pops out. || ...it {{yes|is chosen}}.
|-
| ...holding a [[bomb rock]]... || ...it {{yes|is chosen}}. The bomb rock vanishes. || ...it {{yes|is chosen}}. The bomb rock is dropped.
|-
| ...is [[Ultra-spicy spray|spicy]]... || N/A || ...it {{yes|is chosen}}.
|-
| ...is working on an amount-dependent task (e.g. lifting a [[bamboo gate]])... || N/A || ...it {{no|cannot be chosen}}.
|-
| ...in a [[dirt mound]]... || N/A || ...it {{no|cannot be chosen}}.
|-
| ...is a [[Rock Pikmin]] compressed against the ground... || N/A || ...it {{yes|is chosen}}.
|-
| ...inside a [[bubble]]... || N/A || ...it {{yes|is chosen}}.
|}
 
====Buried Pikmin====
In the [[Pikmin (game)|first ''Pikmin'' title]], the game will perform a different check if there are buried Pikmin on the area. If there are any buried Pikmin, the game will change the number of Pikmin to return to the Onion from 1 to 2, for some unknown reason. In addition, the game will check buried Pikmin first and other Pikmin second. The "farthest away Pikmin" rule also applies to the buried ones. Here are some examples:
 
{| class="wikitable"
! Scenario || Result
|-
| No buried Pikmin || The farthest Pikmin gets sent to its Onion; see the previous section.
|-
| 1 buried Pikmin || That Pikmin gets sent to its Onion as well as the "normal" farthest one.
|-
| 2 buried Pikmin || Those two Pikmin get sent to their Onion.
|-
| 3+ buried Pikmin || The two farthest buried Pikmin get sent to their Onion.
|}


===Queen Candypop Buds===
===Queen Candypop Buds===
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==History==
==History==
{{image|Get an image of ''Super Mario 128''.}}
''[[mariowiki:Super Mario 128|Super Mario 128]]'' was a tech demo made for the [[GameCube]] that showed how the console could handle over a hundred independent entities. This demo is part of what inspired the creation of ''[[Pikmin (game)|Pikmin]]'', but while 128 was picked in the demo for being twice as much as [[mariowiki:Super Mario 64|64]] and a power-of-two, the limit in the ''Pikmin'' games is 100 possibly because it is a "rounder" number. Despite this, in an [[Pikmin prerelease information|earlier version of ''Pikmin'']] showcased at E3 2001, the counter can be seen reading 110 on-area Pikmin at multiple times. It is unknown if this is the limit, if it is actually higher, or if a limit even existed at this point.{{cite youtube|7x245evHAhQ|of the E3 2001 trailer, with the counter reading 110 on-area Pikmin|m=1|s=10}}
''[[mariowiki:Super Mario 128|Super Mario 128]]'' was a tech demo made for the [[GameCube]] that showed how the console could handle over a hundred independent entities. This demo is part of what inspired the creation of ''[[Pikmin (game)|Pikmin]]'', but while 128 was picked in the demo for being twice as much as [[mariowiki:Super Mario 64|64]] and a power-of-two, the limit in the ''Pikmin'' games is 100 possibly because it is a "rounder" number. Despite this, in an [[Pikmin prerelease information|earlier version of ''Pikmin'']] showcased at E3 2001, the counter can be seen reading 110 on-area Pikmin at multiple times. It is unknown if this is the limit, if it is actually higher, or if a limit even existed at this point.{{cite youtube|7x245evHAhQ|of the E3 2001 trailer, with the counter reading 110 on-area Pikmin|m=1|s=10}}