Carry: Difference between revisions

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In order to carry an object, the object must be lifted by a group of Pikmin large enough to support its [[weight]]. Objects will normally be carried to either the [[Onion]] or the [[Ship (disambiguation)|ship]], though some objects will be carried [[#Objects|elsewhere]]. When a Pikmin is ordered to carry an object that can be carried, it will grab onto its perimeter to help carry the object. If the object is too heavy, the Pikmin will just stand in place, periodically trying to pull it up, but once enough Pikmin grab onto the object, they will be able to carry it away.
In order to carry an object, the object must be lifted by a group of Pikmin large enough to support its [[weight]]. Objects will normally be carried to either the [[Onion]] or the [[Ship (disambiguation)|ship]], though some objects will be carried [[#Objects|elsewhere]]. When a Pikmin is ordered to carry an object that can be carried, it will grab onto its perimeter to help carry the object. If the object is too heavy, the Pikmin will just stand in place, periodically trying to pull it up, but once enough Pikmin grab onto the object, they will be able to carry it away.


While an object is being carried, idle Pikmin nearby will attempt to help the carriers, if there is enough space around the object. If there is enough space for the new Pikmin, it will attempt to go the spot, and when it gets close, it will join them and the overall carrying speed will change accordingly. In the first two games, the carriers briefly halt in order for the new Pikmin to join them, but in ''Pikmin 3'', adding and subtracting Pikmin fluently changes the carrying velocity. If a Pikmin cannot join carrying for a few seconds, it will sigh and become idle. If there are no free spots to begin with, the Pikmin will just remain idle, or attempt to work on a different task. When called, the Pikmin will let go of the object and come to the [[leader]]'s side. If only some of the Pikmin are called, and the remaining Pikmin aren't enough to carry the object, they'll drop it and return to struggling to pick it up.
While an object is being carried, [[idle]] Pikmin nearby will attempt to help the carriers, if there is enough space around the object. If there is enough space for the new Pikmin, it will attempt to go the spot, and when it gets close, it will join them and the overall carrying speed will change accordingly. In the first two games, the carriers briefly halt in order for the new Pikmin to join them, but in ''Pikmin 3'', adding and subtracting Pikmin fluently changes the carrying velocity. If a Pikmin cannot join carrying for a few seconds, it will sigh and become idle. If there are no free spots to begin with, the Pikmin will just remain idle, or attempt to work on a different task. When called, the Pikmin will let go of the object and come to the [[leader]]'s side. If only some of the Pikmin are called, and the remaining Pikmin aren't enough to carry the object, they'll drop it and return to struggling to pick it up.


In ''Pikmin'' and ''Pikmin 2'', the Pikmin gather around the object as if its perimeter is always a circle. Most objects have a circular radius, but for the objects that do not (such as the [[Love Tester]]), some Pikmin will be seen clearly holding on to nothing. In ''Pikmin 3'' and ''Hey! Pikmin'', all carrier Pikmin grab on to the object, following its shape.
In ''Pikmin'' and ''Pikmin 2'', the Pikmin gather around the object as if its perimeter is always a circle. Most objects have a circular radius, but for the objects that do not (such as the [[Love Tester]]), some Pikmin will be seen clearly holding on to nothing. In ''Pikmin 3'' and ''Hey! Pikmin'', all carrier Pikmin grab on to the object, following its shape.
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That said, if Winged Pikmin take flight and grounded Pikmin stay latched on, those Pikmin will also count as carrying the object, until the moment they let go. This has an impact on the speed at which the object moves, in that the object is carried more quickly when there are grounded Pikmin still clinging on, and becomes slower when those Pikmin detach.{{cite youtube|rname=cling}} So, for this scenario, the "real" maximum number of carriers can actually be considered the "regular" maximum times two (e.g. 10 grounded Pikmin clinging on + 10 Winged Pikmin lifting the object).
That said, if Winged Pikmin take flight and grounded Pikmin stay latched on, those Pikmin will also count as carrying the object, until the moment they let go. This has an impact on the speed at which the object moves, in that the object is carried more quickly when there are grounded Pikmin still clinging on, and becomes slower when those Pikmin detach.{{cite youtube|rname=cling}} So, for this scenario, the "real" maximum number of carriers can actually be considered the "regular" maximum times two (e.g. 10 grounded Pikmin clinging on + 10 Winged Pikmin lifting the object).


If Winged Pikmin are carrying something through the air and the player orders grounded Pikmin to help carry it (via [[charge]] or [[throw]]), most of the Pikmin will get close and become idle, although some might actually jump and cling on to the object, only to let go after a second.
If Winged Pikmin are carrying something through the air and the player orders grounded Pikmin to help carry it (via [[charge]] or [[throw]]), most of the Pikmin will get close and become [[idle]], although some might actually jump and cling on to the object, only to let go after a second.


==Returning==
==Returning==
In {{p3}}, Pikmin that carry a [[Burgeoning Spiderwort]] berry or [[nugget]] to the [[S.S. Drake]], deliver a grape from the [[Dawn Pustules]] or [[Dusk Pustules]], or fit a piece of a [[bridge]] or [[hay]] will start making their way back to the location they started carrying from. If there's nothing else to do there, they idle, but if there are more objects to collect, they will begin working on that automatically.
In {{p3}}, Pikmin that carry a [[Burgeoning Spiderwort]] berry or [[nugget]] to the [[S.S. Drake]], deliver a grape from the [[Dawn Pustules]] or [[Dusk Pustules]], or fit a piece of a [[bridge]] or [[hay]] will start making their way back to the location they started carrying from. If there's nothing else to do there, they [[idle]], but if there are more objects to collect, they will begin working on that automatically.


For this return trajectory, Pikmin follow the same routing as they would when carrying something. In addition, they can also move in a circle if there's an obstacle in front of their path. This can be seen by throwing Pikmin to the northeasternmost point of the area in [[Silver Lake Remix]], and waiting for the Pikmin to grab a grape, drop down, deliver it, and return to idle near the electric gate.
For this return trajectory, Pikmin follow the same routing as they would when carrying something. In addition, they can also move in a circle if there's an obstacle in front of their path. This can be seen by throwing Pikmin to the northeasternmost point of the area in [[Silver Lake Remix]], and waiting for the Pikmin to grab a grape, drop down, deliver it, and return to idle near the electric gate.
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{{todo|Get more generic strategies, like finding out the best option between having several, weak Pikmin carry something, or few, strong and slow Pikmin, and other stuff like that.}}
{{todo|Get more generic strategies, like finding out the best option between having several, weak Pikmin carry something, or few, strong and slow Pikmin, and other stuff like that.}}


To save time, you can [[whistle]] Pikmin carrying a [[ship part]], [[treasure]] or [[fruit]] when they're almost done delivering, and you have other Pikmin that are carrying something on their way to the same ship. The Pikmin you whistle will let go off the object and come to you, and when the next group of Pikmin come, they will deliver their object, stay idle, notice the nearby object, and carry that as well. This depends on the number of Pikmin carrying the first and second object, as well as its radius, and how far away the first object is from the second group of Pikmin when they deliver their item. It is a weak strategy, one that saves no more than a few seconds, but of relative importance for [[speedrun]]s.
To save time, you can [[whistle]] Pikmin carrying a [[ship part]], [[treasure]] or [[fruit]] when they're almost done delivering, and you have other Pikmin that are carrying something on their way to the same ship. The Pikmin you whistle will let go off the object and come to you, and when the next group of Pikmin come, they will deliver their object, stay [[idle]], notice the nearby object, and carry that as well. This depends on the number of Pikmin carrying the first and second object, as well as its radius, and how far away the first object is from the second group of Pikmin when they deliver their item. It is a weak strategy, one that saves no more than a few seconds, but of relative importance for [[speedrun]]s.


When Pikmin are carrying some objects down a ledge, it may be faster to [[whistle]] them when the object is on the edge, so that they let go, and make it fall down and slide forward rapidly. This only applies to a few edges (e.g. the edge with the 5-pellet [[Pellet Posy]] at the landing site of the [[Valley of Repose]]).
When Pikmin are carrying some objects down a ledge, it may be faster to [[whistle]] them when the object is on the edge, so that they let go, and make it fall down and slide forward rapidly. This only applies to a few edges (e.g. the edge with the 5-pellet [[Pellet Posy]] at the landing site of the [[Valley of Repose]]).
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*In ''Pikmin 2'' and ''Pikmin 3'', if Pikmin are carrying something, the [[music]] will change to a slightly more upbeat and cheerful variation. In ''Pikmin 2'', this only happens if they're carrying a treasure, and if the player is near them, however.
*In ''Pikmin 2'' and ''Pikmin 3'', if Pikmin are carrying something, the [[music]] will change to a slightly more upbeat and cheerful variation. In ''Pikmin 2'', this only happens if they're carrying a treasure, and if the player is near them, however.
*In ''Pikmin 2'', [[Purple Pikmin|Purple]] and [[White Pikmin]] will change to the size of a standard Pikmin when they are carrying something.
*In ''Pikmin 2'', [[Purple Pikmin|Purple]] and [[White Pikmin]] will change to the size of a standard Pikmin when they are carrying something.
*In ''Pikmin 3'', Pikmin that are blocked in all possible paths will idle with their load in a tight circle. Interestingly, touching the spoils with a leader will cause the Pikmin to pause for a few seconds before resuming their circling. With lighter objects, the leader can even push the Pikmin around as though on a low-friction surface, before the Pikmin return to their idling spot.
*In ''Pikmin 3'', Pikmin that are blocked in all possible paths will [[idle]] with their load in a tight circle. Interestingly, touching the spoils with a leader will cause the Pikmin to pause for a few seconds before resuming their circling. With lighter objects, the leader can even push the Pikmin around as though on a low-friction surface, before the Pikmin return to their idling spot.
*In ''Pikmin 3'' if a non-[[Winged Pikmin]] tries to carry a pink [[pellet]] out from the zone where the Winged Onion is first found, the Pikmin will not walk past the bridge and start walking in circles, possibly as a way to prevent the player from getting rid of a helpful Winged Pikmin growing tool. This behavior disappears after the Winged Onion merges with the Master Onion.
*In ''Pikmin 3'' if a non-[[Winged Pikmin]] tries to carry a pink [[pellet]] out from the zone where the Winged Onion is first found, the Pikmin will not walk past the bridge and start walking in circles, possibly as a way to prevent the player from getting rid of a helpful Winged Pikmin growing tool. This behavior disappears after the Winged Onion merges with the Master Onion.
*In ''Hey! Pikmin'', if a Pikmin is carrying a [[heart]] and gets stuck around an obstacle, and the Pikmin goes into an idle state before it returns the heart to Olimar (which could be caused by the Pikmin being separated for too long over too great a distance), then upon finding the Pikmin in its idle state, the heart it was carrying will be gone.
*In ''Hey! Pikmin'', if a Pikmin is carrying a [[heart]] and gets stuck around an obstacle, and the Pikmin goes into an idle state before it returns the heart to Olimar (which could be caused by the Pikmin being separated for too long over too great a distance), then upon finding the Pikmin in its idle state, the heart it was carrying will be gone.