Cave: Difference between revisions
no edit summary
(→Completion: Added content) Tag: Mobile edit |
No edit summary |
||
Line 118: | Line 118: | ||
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 be categorized into 3 categories, 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. | ||
Line 124: | Line 124: | ||
* '''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 being set generations rather than Pikmin 2s random generation on most of its sublevels. Some bits of the layout are references to or outright reworkings of [[cave units]] originally from ''Pikmin 2'', such as <code>room_hitode4x4_3_metal</code> and <code>room_dan4x4i_3_conc</code>. | |||
=== Final floor === | === Final floor === |