Randomization: Difference between revisions
Jump to navigation
Jump to search
(→General: Added Pikmin 4 aspect for dematurity.) |
(Randomness isn't just for gameplay, and the rest of the sentence describes the concept of randomness, not of randomly generated gameplay.) |
||
Line 4: | Line 4: | ||
{{image}} | {{image}} | ||
''' | '''Randomness''' is the concept of unpredictable outcomes for events. Whenever an aspect of a [[Pikmin series|''Pikmin'' game]] can have multiple outcomes which are not determined by anything controllable, the result is randomly picked. Sometimes this is constrained by a decimal value or an algorithm the game uses, all designed to make no two instances of the game the same. | ||
==List of random elements== | ==List of random elements== | ||
Line 11: | Line 11: | ||
===General=== | ===General=== | ||
;Gameplay mechanics: | ;Gameplay mechanics: | ||
*In | *In {{p1}}, {{p2}}, and {{p4}}, Pikmin that are knocked down in battle have a chance of losing their bud or flower, and reverting to a [[Maturity|leaf]]. Only the [[Withering Blowhog]]'s gust and the [[Segmented Crawbster]] swiping its arm are certain to revert Pikmin to leaves. | ||
*If equal numbers of different types of Pikmin are [[carrying]] something to the Onions, an Onion is randomly picked. This also applies if only Purple and/or White Pikmin are carrying the object. | *If equal numbers of different types of Pikmin are [[carrying]] something to the Onions, an Onion is randomly picked. This also applies if only Purple and/or White Pikmin are carrying the object. | ||
*The amount of [[nectar]] contained in a patch of [[nectar weed]] and [[rubble]] is random, although in ''Pikmin 2'' nectar weed and rubble appear to have an added grace period of low chances after using them up once. | *The amount of [[nectar]] contained in a patch of [[nectar weed]] and [[rubble]] is random, although in ''Pikmin 2'' nectar weed and rubble appear to have an added grace period of low chances after using them up once. |