Lock-on: Difference between revisions

154 bytes added ,  3 years ago
Restructured the article in preparation for documenting the completely different lock-on system in Pikmin 3 Deluxe
(Restructured the article in preparation for documenting the completely different lock-on system in Pikmin 3 Deluxe)
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Once locked-on, the [[camera]] zooms in and focuses on the object, and rotates to follow it around. The manual camera controls will also not work. [[Dodge|Dodging]] will make the leader and Pikmin roll around the object, as opposed to rolling in a straight line left or right. With the GamePad or Wii U Pro Controller, holding the lock-on button will place the cursor on top of the target that started the lock-on, and keeping it held will keep the cursor there.
Once locked-on, the [[camera]] zooms in and focuses on the object, and rotates to follow it around. The manual camera controls will also not work. [[Dodge|Dodging]] will make the leader and Pikmin roll around the object, as opposed to rolling in a straight line left or right. With the GamePad or Wii U Pro Controller, holding the lock-on button will place the cursor on top of the target that started the lock-on, and keeping it held will keep the cursor there.
==In ''Pikmin 3''==
===Visuals===
When the cursor is on top of something that can be locked, it changes from being a simple circle with a dot projected on the terrain, to a circle with three triangles pointing inward, facing the screen. Once the player begins holding down the lock button, the cursor also changes aspect to indicate how much more the player needs to hold the button down for so that the lock takes place. This isn't very useful, since locking on takes a fraction of a second.
While scanning, the left and right portions of the screen darken, two curved lines appear near the darkened areas, and some textual information is shown on some corners of the screen. The bottom-right corner of the [[HUD]] shows the object's name surrounded by some [[Koppaite text]] that translates to "Space library lite" "Simple dictionary in the PIPAD" "Just has the names". The top-left corner displays an icon of the same button used to trigger lock-on, but with the string "Cancel Lock-On" afterwards: this indicates that the button can be pressed again to cancel. The bottom-right corner shows that issuing a [[dismiss]] in this state ({{button|wiiu|b|wii|nunchukshake|wiiu|pcb}}) makes the Pikmin party charge at it. With Stylus mode, the dismiss button on-screen also changes caption to read "Charge".
===Charge===
[[File:ChargeDataFile.jpg|320px|thumb|The [[data file]] explaining how to charge.]]
By [[dismiss]]ing while locked-on, [[leader]]s can make their [[Pikmin family|Pikmin]] '''charge''' at the object. This causes them to run in a hurry at the target and interact with it, much like they would if [[throw]]n at it. This effectively replaces the [[swarm]] mechanic from the previous games. After activating the charge, a horn is heard, the Pikmin jump up and perform a battle cry, and after a small delay, they run at the object. A charge can also sometimes be initiated in the small time window before a leader loses a lock-on due to distance, which can be useful for bypassing certain puzzles when combined with Winged Pikmin.
Nothing will happen if the player attempts to charge with no Pikmin or leader in their party. When charging, any leaders following the current leader will be [[dismiss]]ed, possibly to make it easier for the current leader to [[punch]] the target in unison with the Pikmin horde. Pikmin not suited for the task will move slightly towards the target, but will retreat shortly after and rejoin the leader. This happens for the following Pikmin:
*Flowered Pikmin directed towards [[nectar]].
*Non-[[Winged Pikmin]] directed towards [[bamboo gate]]s or [[Flukeweed]]s.
*[[Bomb rock]]-wielding Pikmin directed towards anything.
*Non-[[Blue Pikmin|Blue]] or non-[[Winged Pikmin]] directed towards submerged objects.
**This one acts a bit differently. When Pikmin are charging, they tend to walk in a line. If non-Blue or non-Winged Pikmin are charged at an underwater object, they will run towards it, but if the few at the beginning of the line jump into the water, the ones towards the back will give up charging.
Due to this, it is advised to stay well-aware of the Pikmin in the current leader's group, if one wishes to direct said leader to attack alongside them, otherwise a press of the [[punch]] button may end up tossing a bomb-armed [[Pikmin family|Pikmin]] instead.
When charging, if they do not reach their destination in about one and a half seconds, they will sigh and give up. However, due to a glitch of sorts, there may be times when the Pikmin are told to charge at an object, but give up much quicker than usual, around a total of half a second. The cause for this is currently unknown.
In story mode, charging is only possible after [[Alph]] finds his [[KopPad]].
==In ''Pikmin 3 Deluxe''==
{{game help|p3d|The lock-on mechanic is almost completely different now, so its new functionality needs to be documented here.}}
In ''Pikmin 3 Deluxe'', several changes were made to the charge mechanic. Instead of being activated by using the [[Dismiss]] command when locked-on, the charge was given a dedicated button ({{button|switch|x}} in most control schemes). The charge no longer requires the player to be locked-on, so Pikmin charge in the direction of the cursor. Finally, the command to charge is only issued to the currently selected Pikmin/leader group. If the leader group is selected and a charge issued, the current leader will go through the charge animation as normal, but the other leader(s) will do nothing.


==Lockable targets==
==Lockable targets==
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*Locking-onto a [[Scornet]] in the [[Scornet Maestro]] battle will instead lock-onto the actual boss. Similarly, locking-onto an independent group of Scornets will instead focus on the center of the swarm. It will also display "Scornets", in plural.
*Locking-onto a [[Scornet]] in the [[Scornet Maestro]] battle will instead lock-onto the actual boss. Similarly, locking-onto an independent group of Scornets will instead focus on the center of the swarm. It will also display "Scornets", in plural.
*Although the legs, feet, bottom, and head of the [[Quaggled Mireclops]] can be locked-on, its grassy top cannot. When it is dead, only its head can be locked-onto.
*Although the legs, feet, bottom, and head of the [[Quaggled Mireclops]] can be locked-on, its grassy top cannot. When it is dead, only its head can be locked-onto.
==Visuals==
When the cursor is on top of something that can be locked, it changes from being a simple circle with a dot projected on the terrain, to a circle with three triangles pointing inward, facing the screen. Once the player begins holding down the lock button, the cursor also changes aspect to indicate how much more the player needs to hold the button down for so that the lock takes place. This isn't very useful, since locking on takes a fraction of a second.
While scanning, the left and right portions of the screen darken, two curved lines appear near the darkened areas, and some textual information is shown on some corners of the screen. The bottom-right corner of the [[HUD]] shows the object's name surrounded by some [[Koppaite text]] that translates to "Space library lite" "Simple dictionary in the PIPAD" "Just has the names". The top-left corner displays an icon of the same button used to trigger lock-on, but with the string "Cancel Lock-On" afterwards: this indicates that the button can be pressed again to cancel. The bottom-right corner shows that issuing a [[dismiss]] in this state ({{button|wiiu|b|wii|nunchukshake|wiiu|pcb}}) makes the Pikmin party charge at it. With Stylus mode, the dismiss button on-screen also changes caption to read "Charge".
==Charge==
[[File:ChargeDataFile.jpg|320px|thumb|The [[data file]] explaining how to charge.]]
By [[dismiss]]ing while locked-on, [[leader]]s can make their [[Pikmin family|Pikmin]] '''charge''' at the object. This causes them to run in a hurry at the target and interact with it, much like they would if [[throw]]n at it. This effectively replaces the [[swarm]] mechanic from the previous games. After activating the charge, a horn is heard, the Pikmin jump up and perform a battle cry, and after a small delay, they run at the object. A charge can also sometimes be initiated in the small time window before a leader loses a lock-on due to distance, which can be useful for bypassing certain puzzles when combined with Winged Pikmin.
Nothing will happen if the player attempts to charge with no Pikmin or leader in their party. When charging, any leaders following the current leader will be [[dismiss]]ed, possibly to make it easier for the current leader to [[punch]] the target in unison with the Pikmin horde. Pikmin not suited for the task will move slightly towards the target, but will retreat shortly after and rejoin the leader. This happens for the following Pikmin:
*Flowered Pikmin directed towards [[nectar]].
*Non-[[Winged Pikmin]] directed towards [[bamboo gate]]s or [[Flukeweed]]s.
*[[Bomb rock]]-wielding Pikmin directed towards anything.
*Non-[[Blue Pikmin|Blue]] or non-[[Winged Pikmin]] directed towards submerged objects.
**This one acts a bit differently. When Pikmin are charging, they tend to walk in a line. If non-Blue or non-Winged Pikmin are charged at an underwater object, they will run towards it, but if the few at the beginning of the line jump into the water, the ones towards the back will give up charging.
Due to this, it is advised to stay well-aware of the Pikmin in the current leader's group, if one wishes to direct said leader to attack alongside them, otherwise a press of the [[punch]] button may end up tossing a bomb-armed [[Pikmin family|Pikmin]] instead.
When charging, if they do not reach their destination in about one and a half seconds, they will sigh and give up. However, due to a glitch of sorts, there may be times when the Pikmin are told to charge at an object, but give up much quicker than usual, around a total of half a second. The cause for this is currently unknown.
In story mode, charging is only possible after [[Alph]] finds his [[KopPad]].
===''Pikmin 3 Deluxe''===
In ''Pikmin 3 Deluxe'', several changes were made to the charge mechanic. Instead of being activated by using the [[Dismiss]] command when locked-on, the charge was given a dedicated button ({{button|switch|x}} in most control schemes). The charge no longer requires the player to be locked-on, so Pikmin charge in the direction of the cursor. Finally, the command to charge is only issued to the currently selected Pikmin/leader group. If the leader group is selected and a charge issued, the current leader will go through the charge animation as normal, but the other leader(s) will do nothing.


==History==
==History==