Throw: Difference between revisions

884 bytes added ,  10 months ago
Moved controls to their own table.
(Moved controls to their own table.)
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{{game help|p3|Add things that can't be done while holding, and special throws.}}
{{game help|p3|Add things that can't be done while holding, and special throws.}}


'''Throwing''' ({{j|投げる|Nageru|Throw}}) is one of the main ways of giving instructions to [[Pikmin family|Pikmin]], the others being [[swarm]]ing, [[dismiss]]ing and [[Lock-on|charging]]. The player can aim where the thrown Pikmin land at, by use of the [[HUD#Cursor|cursor]], and if a Pikmin lands near a task, it will begin working on it; it will remain [[idle]] on the spot, otherwise. If a Pikmin hits an enemy during its flight, it will latch on to it, if it can, and begin attacking. To throw, the current leader must be close to a Pikmin on their party, and the player must press {{button|gc|a|wii|a|switch|a}} in the first two games, {{button|wiiu|a|wiiu|x|wii|a|wiiu|pca}} in ''Pikmin 3'' with standard controls, or {{button|switch|a|switch|facer}} in ''Pikmin 3 Deluxe'' and ''Pikmin 4''. In ''Pikmin 3''<nowiki>'</nowiki>s Stylus Mode and in ''Hey! Pikmin'', the player must instead tap the touch screen to throw Pikmin.
'''Throwing''' ({{j|投げる|Nageru|Throw}}) is one of the main ways of giving instructions to [[Pikmin family|Pikmin]], the others being [[swarm]]ing, [[dismiss]]ing and [[Lock-on|charging]]. The player can aim where the thrown Pikmin land at, by use of the [[cursor]], and if a Pikmin lands near a task, it will begin working on it; it will remain [[idle]] on the spot, otherwise. If a Pikmin hits an enemy during its flight, it will latch on to it, if it can, and begin attacking. To throw, the next Pikmin to be thrown must be close enough to the current leader.


Pikmin are thrown upwards at an arc, leaving sparkling particles through their trajectory. The cursor estimates the landing location of a thrown Pikmin, but if there is a wall or object in the way, the Pikmin might bump into it and fall short. This is only true in the first two games, as ''Pikmin 3'' and ''Pikmin 4''<nowiki>'</nowiki>s cursors take into account walls and obstacles, and the line connecting it to the leader changes to a preview arc. One of the traits [[Yellow Pikmin]] possess is the ability to be thrown higher than other types. This allows them to reach ledges otherwise unreachable. The throw arc of [[Purple Pikmin]] is slightly different from the rest: they are thrown faster than the others, so that the apex of their jump is located somewhere above the cursor. When the cursor is reached, the Pikmin loses its horizontal momentum and drops down with a great impact. Besides homing in on [[Enemy|enemies]], when landing, they cause high damage and can also cause the creatures to bounce up, making them unable to move for less than a second, or stun them altogether for a few seconds. [[Rock Pikmin]] have a much lower throwing arc than other Pikmin types, and will bounce off the ground and roll forward when they land, meaning they won't land exactly where the reticle is. [[Winged Pikmin]] can be thrown, though they will not land on the ground like the other Pikmin types do. If a Winged Pikmin is thrown near an enemy, the Pikmin will fly towards the enemy and attempt to latch on.
Pikmin are thrown upwards at an arc, leaving sparkling particles through their trajectory. The cursor estimates the landing location of a thrown Pikmin, but if there is a wall or object in the way, the Pikmin might bump into it and fall short. This is only true in the first two games, as ''Pikmin 3'' and ''Pikmin 4''<nowiki>'</nowiki>s cursors take into account walls and obstacles, and the line connecting it to the leader changes to a preview arc. One of the traits [[Yellow Pikmin]] possess is the ability to be thrown higher than other types. This allows them to reach ledges otherwise unreachable. The throw arc of [[Purple Pikmin]] is slightly different from the rest: they are thrown faster than the others, so that the apex of their jump is located somewhere above the cursor. When the cursor is reached, the Pikmin loses its horizontal momentum and drops down with a great impact. Besides homing in on [[Enemy|enemies]], when landing, they cause high damage and can also cause the creatures to bounce up, making them unable to move for less than a second, or stun them altogether for a few seconds. [[Rock Pikmin]] have a much lower throwing arc than other Pikmin types, and will bounce off the ground and roll forward when they land, meaning they won't land exactly where the reticle is. [[Winged Pikmin]] can be thrown, though they will not land on the ground like the other Pikmin types do. If a Winged Pikmin is thrown near an enemy, the Pikmin will fly towards the enemy and attempt to latch on.
Interestingly, [[maturity|flower]] Pikmin twirl after they reach the apex of a throw arc in {{p1}} and {{p2}}, and this results in them falling slower. It also results in the Pikmin losing some horizontal momentum, and ending up closer to the leader compared to a leaf or bud. [[Purple Pikmin]], regardless of maturity, do a pound instead and no twirl.


In ''Pikmin 3'', [[leader]]s can also be thrown. Unlike Pikmin, leaders are unable to latch on to enemies and will always remain idle (unless they are near an enemy, at which point they panic and run around in circles). The trajectory that leaders are thrown through is noticeably lower than the arc of a Pikmin; this is likely to prevent exploits by throwing leaders up to an otherwise inaccessible area.
In ''Pikmin 3'', [[leader]]s can also be thrown. Unlike Pikmin, leaders are unable to latch on to enemies and will always remain idle (unless they are near an enemy, at which point they panic and run around in circles). The trajectory that leaders are thrown through is noticeably lower than the arc of a Pikmin; this is likely to prevent exploits by throwing leaders up to an otherwise inaccessible area.


The next Pikmin type to be thrown will be shown on the [[HUD#Standby Pikmin|HUD]]. This reflects the type of the Pikmin closest to the leader in the [[GameCube]] games and their [[Wii]] rereleases, but is chosen by the player in ''Pikmin 3''; the type can be toggled with {{button|wiiu|l|wii|c|wiiu|pcl}}, and leaders are one of the choices. In all games, Pikmin carrying [[bomb rock]]s and mines have their own groups.
The next Pikmin type to be thrown will be shown on the [[HUD#Standby Pikmin|HUD]]. This reflects the type of the Pikmin closest to the leader in the [[GameCube]] games and their [[Wii]] rereleases, but the group can be reordered in some games. From ''Pikmin 3'' onward, the next type to be thrown only changes when altered by the player.


In the first two games, [[Blue Pikmin]] can also throw drowning Pikmin: if an idle Blue Pikmin finds a drowning Pikmin nearby, it will grab it, carry it near the surface, and throw it to solid terrain. Should the ledge be too high up, it is possible that the Pikmin won't make it to dry land, fall back into the water, and be thrown again, in an endless cycle.{{cite youtube|-IMaXzHzgr4|showing Blue Pikmin constantly failing to throw their partners to safety}} At least in ''Pikmin 2'', a Blue Pikmin's rescue throw is the same as a normal leader throw, which means it can be used to crush [[Dwarf Bulborb|Dwarf Red Bulborb]]s, for instance.{{cite web|https://www.twitch.tv/videos/441917009|Twitch clip|Twitch|published={{date|21|June|2019}}|retrieved={{date|21|June|2019}}}} In ''Pikmin 2''<nowiki>'</nowiki>s [[2-Player Battle]] mode, leaders can also grab and throw [[bomb rock]]s.
In the first two games, [[Blue Pikmin]] can also throw drowning Pikmin: if an idle Blue Pikmin finds a drowning Pikmin nearby, it will grab it, carry it near the surface, and throw it to solid terrain. Should the ledge be too high up, it is possible that the Pikmin won't make it to dry land, fall back into the water, and be thrown again, in an endless cycle.{{cite youtube|-IMaXzHzgr4|showing Blue Pikmin constantly failing to throw their partners to safety}} At least in ''Pikmin 2'', a Blue Pikmin's rescue throw is the same as a normal leader throw, which means it can be used to crush [[Dwarf Bulborb|Dwarf Red Bulborb]]s, for instance.{{cite web|https://www.twitch.tv/videos/441917009|Twitch clip|Twitch|published={{date|21|June|2019}}|retrieved={{date|21|June|2019}}}} In ''Pikmin 2''<nowiki>'</nowiki>s [[2-Player Battle]] mode, leaders can also grab and throw [[bomb rock]]s.


In ''Pikmin 3'', leaders and Pikmin cannot be thrown while standing on an enemy corpse. This is likely to prevent the player from going [[out of bounds]] by using the corpse to reach higher, normally inaccessible areas. However, they can be thrown while standing on a [[pellet]], although this is difficult because the leaders will automatically slide off of the pellet{{cite youtube|-A1tsYfNw28|of a speedrun that utilizes this trick (occurs at 40:00)|published={{date|4|November|2020}}|retrieved={{date|10|July|2023}}}}.
== Controls ==
=== Holding and throwing ===
{| class="wikitable"
| colspan="2" | {{p1}}<br>{{p2}}
| Hold {{button|gc|a}} to [[#Holding|hold]], release to throw
|-
| colspan="2" | {{npcp1}}<br>{{npcp2}}
| Hold {{button|wii|a}} to hold, release to throw
|-
| rowspan="2" | {{p3}}
| Classic controls
| Hold {{button|wiiu|a|wiiu|x|wii|a|wiiu|pca}} to hold, release to throw
|-
| Stylus Mode
| Hold {{button|wiiu|stylus}} to hold, drag to move cursor, release to throw
|-
| rowspan="2" | {{p3d}}
| Combined Joy-Cons or Pro Controller
| Hold {{button|switch|a|switch|x|switch|pca}} to hold, release to throw
|-
| Sideways Joy-Con
| Hold {{button|switch|facer}} to hold, release to throw
|-
| colspan="2" | {{p1s}}<br>{{p2s}}<br>{{p4}}
| Hold {{button|switch|a|switch|pca}} to hold, release to throw
|-
| colspan="2" | {{hp}}
| Hold {{button|3ds|stylus}} to hold, drag to move cursor, release to throw
|}
 
=== Releasing a held Pikmin ===
{| class="wikitable"
| rowspan="2" | {{p3}}
| Classic controls
| {{button|wiiu|a|wiiu|x|wii|a|wiiu|pca}} + {{button|wiiu|b|wii|b|wiiu|pcb}}
|-
| Stylus Mode
| {{button|wiiu|stylus}} + {{button|wiiu|l}}
|-
| rowspan="2" | {{p3d}}
| Combined Joy-Cons or Pro Controller
| {{button|switch|a|switch|x|switch|pca}} + {{button|switch|b|switch|pcb}}
|-
| Sideways Joy-Con
| {{button|switch|facer}} + {{button|switch|faced}}
|-
| colspan="2" | {{p1s}}<br>{{p2s}}<br>{{p4}}
| {{button|switch|a|switch|pca}} + {{button|switch|b|switch|pcb}}
|}
 
=== Swapping held type ===
{| class="wikitable"
| {{p2}}
| {{button|gc|a}} + {{button|gc|padlr}}
|-
| {{npcp1}}<br>{{npcp2}}
| {{button|wii|a}} + {{button|wii|b}}
|}
 
=== Swapping held maturity ===
{| class="wikitable"
| {{p2}}
| {{button|gc|a}} + {{button|gc|padud}}
|-
| {{npcp1}}<br>{{npcp2}}
| {{button|wii|a}} + {{button|wii|padud}}
|}


==Holding==
==Holding==
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Before throwing, it is possible to hold on to a Pikmin/leader by keeping the button pressed. While held on, the Pikmin or leader will make a sound indicating that they are ready to be thrown; in ''Pikmin 2'', this sound is repeated several times with varying pitches, until thrown. The leader can move around with a party member in their hand, which can be useful if one wishes to bring a single slow Pikmin with them. In ''Pikmin'' and ''Pikmin 2'', when a Pikmin is being held on to, all other Pikmin in the group will be organized by type, so that those of the type of the currently held Pikmin are at the front of the line &ndash; this allows the leader to throw several of the same type of Pikmin in a row.
Before throwing, it is possible to hold on to a Pikmin/leader by keeping the button pressed. While held on, the Pikmin or leader will make a sound indicating that they are ready to be thrown; in ''Pikmin 2'', this sound is repeated several times with varying pitches, until thrown. The leader can move around with a party member in their hand, which can be useful if one wishes to bring a single slow Pikmin with them. In ''Pikmin'' and ''Pikmin 2'', when a Pikmin is being held on to, all other Pikmin in the group will be organized by type, so that those of the type of the currently held Pikmin are at the front of the line &ndash; this allows the leader to throw several of the same type of Pikmin in a row.


While holding, it is also possible to swap the currently held Pikmin/leader for one of a different type in the party, if available. In ''[[New Play Control! Pikmin]]'', ''[[Pikmin 2]]'' and ''[[New Play Control! Pikmin 2]]'', {{button|gc|padlr|wii|b}} swaps the Pikmin type, while in ''Pikmin 3'', {{button|wiiu|l|wii|c|wiiu|pcl}} must be pressed; in this game, the thrown type can also be swapped without the leader holding on to anything, as stated above. ''Pikmin'' on the GameCube lacks this feature entirely. In ''Pikmin 2'' and both ''New Play Control!'' ports, {{button|gc|padud|wii|padud}} can also be used to swap for a different [[maturity]] in the same Pikmin type.
While holding, it is also possible to swap the currently held Pikmin/leader for one of a different type in the party, or even maturity, depending on the games, as outlined [[#Controls|above]].


In {{npcp1}}, if {{button|wii|stick}} is slightly moved while [[Captain Olimar]] is holding a Pikmin, Olimar will start facing the cursor, which will cause the Pikmin to follow behind where he's facing.{{cite youtube|TFhAAgbukCg|demonstrating how Pikmin follow Olimar when the stick is slightly moved in ''New Play Control! Pikmin''.}}
In {{npcp1}}, if {{button|wii|stick}} is slightly moved while [[Captain Olimar]] is holding a Pikmin, Olimar will start facing the cursor, which will cause the Pikmin to follow behind where he's facing.{{cite youtube|TFhAAgbukCg|demonstrating how Pikmin follow Olimar when the stick is slightly moved in ''New Play Control! Pikmin''.}}
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*[[Pluck]], [[punch]], or any other action that requires pressing the throw button
*[[Pluck]], [[punch]], or any other action that requires pressing the throw button


While it is not possible to swarm, the player can make it thinner and longer by holding {{button|gc|c}} in any direction, in the GameCube games. In ''[[New Play Control! Pikmin]]'', holding {{button|wii|padd}} will make the cursor flash to indicate a swarm, but the Pikmin will stay in their place regardless. In ''[[New Play Control! Pikmin 2]]'', nothing happens if one attempts to swarm while holding.
While it is not possible to swarm, the player can make the group thinner and longer by holding {{button|gc|c}} in any direction, in the GameCube games. In ''[[New Play Control! Pikmin]]'', holding {{button|wii|padd}} will make the cursor flash to indicate a swarm, but the Pikmin will stay in their place regardless. In ''[[New Play Control! Pikmin 2]]'', nothing happens if one attempts to swarm while holding.


Interestingly, any held Pikmin in ''Pikmin 3'' cannot be killed. If an [[enemy]] attacks (just) the Pikmin, it will squeal, but nothing else will happen to it. It will also not be affected by [[hazard]]s, except [[water]].
Interestingly, any held Pikmin in ''Pikmin 3'' cannot be killed. If an [[enemy]] attacks (just) the Pikmin, it will squeal, but nothing else will happen to it. It will also not be affected by [[hazard]]s, except [[water]].
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**[[Honeywisp]]: makes it drop its [[nectar]] (in the first game) or [[egg]] (in the second and fourth games) instantly and fly away.
**[[Honeywisp]]: makes it drop its [[nectar]] (in the first game) or [[egg]] (in the second and fourth games) instantly and fly away.
**[[Iridescent Flint Beetle]], [[Iridescent Glint Beetle]] and [[Doodlebug]]: makes it flip in the air and drop some spoils.
**[[Iridescent Flint Beetle]], [[Iridescent Glint Beetle]] and [[Doodlebug]]: makes it flip in the air and drop some spoils.
**[[Shearwig]]: if airborne, the creature dies right away in the first two games. in ''Pikmin 3'' and ''Pikmin 4'', it instead reduces them to ⅓ health and knocks them to the ground
**[[Shearwig]]: if airborne, the creature dies right away in the first two games. in ''Pikmin 3'' and ''Pikmin 4'', it instead reduces them to ⅓ health and knocks them to the ground.
**[[Unmarked Spectralids]], [[Red Spectralids]], [[White Spectralids]], and [[Yellow Spectralids]]: the creature instantly dies. Interestingly, Unmarked Spectralids die in one hit even though they have the same amount of health as a Dwarf Bulborb.
**[[Unmarked Spectralids]], [[Red Spectralids]], [[White Spectralids]], and [[Yellow Spectralids]]: the creature instantly dies. Interestingly, Unmarked Spectralids die in one hit even though they have the same amount of health as a Dwarf Bulborb.
*When a [[Blue Pikmin]] is thrown at the [[Goolix]]'s larger core, while the creature is stretched, the two cores will slam against one another, and all Pikmin attacking the smaller core will scatter around.
*When a [[Blue Pikmin]] is thrown at the [[Goolix]]'s larger core, while the creature is stretched, the two cores will slam against one another, and all Pikmin attacking the smaller core will scatter around.
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In {{p3d}}, if the player is repeatedly pressing the throw button quickly enough, when they run out of Pikmin of the current standby type and the next type is [[bomb rock]]s, the game will quickly swap to the next type over instead. Possibly as a result of this, if the player holds a non-bomb rock Pikmin, then swaps types while holding until they select bomb rocks, throwing that Pikmin and then quickly pressing the throw button again will make the game swap to the next type, causing the player to hold or even throw a non-bomb rock Pikmin.{{cite web|https://twitter.com/EspyoPT/status/1333845362050625536|Twitter video|Twitter|published={{date|1|December|2020}}|retrieved={{date|1|December|2020}}}} Care should be taken as to not throw unarmed Pikmin into an active bomb. Giving a small pause between the next throw, or simply swapping to bomb rocks without holding a Pikmin allows the player to throw several bombs without this risk.
In {{p3d}}, if the player is repeatedly pressing the throw button quickly enough, when they run out of Pikmin of the current standby type and the next type is [[bomb rock]]s, the game will quickly swap to the next type over instead. Possibly as a result of this, if the player holds a non-bomb rock Pikmin, then swaps types while holding until they select bomb rocks, throwing that Pikmin and then quickly pressing the throw button again will make the game swap to the next type, causing the player to hold or even throw a non-bomb rock Pikmin.{{cite web|https://twitter.com/EspyoPT/status/1333845362050625536|Twitter video|Twitter|published={{date|1|December|2020}}|retrieved={{date|1|December|2020}}}} Care should be taken as to not throw unarmed Pikmin into an active bomb. Giving a small pause between the next throw, or simply swapping to bomb rocks without holding a Pikmin allows the player to throw several bombs without this risk.
Interestingly, [[maturity|flower]] Pikmin twirl after they reach the apex of a throw arc in {{p1}} and {{p2}}, and this results in them falling slower. It also results in the Pikmin losing some horizontal momentum, and ending up closer to the leader compared to a leaf or bud. [[Purple Pikmin]], regardless of maturity, do a pound instead and no twirl.
In ''Pikmin 3'', leaders and Pikmin cannot be thrown while standing on an enemy corpse. This is likely to prevent the player from going [[out of bounds]] by using the corpse to reach higher, normally inaccessible areas. However, they can be thrown while standing on a [[pellet]], although this is difficult because the leaders will automatically slide off of the pellet{{cite youtube|-A1tsYfNw28|of a speedrun where leaders are thrown from a pellet|published={{date|4|November|2020}}|retrieved={{date|10|July|2023}}|m=40|s=0}}.


==Technical information==
==Technical information==