Pikmin 3 Deluxe: Difference between revisions

3,304 bytes removed ,  2 years ago
Moved information on the 3 cursor control modes to Controls.
(Clarified a bit on the camera rotation info, since "panning" can be misconstrued as truck or dolly movement. By specifying all three rotational movements, it should get clearer. Also, fixed a reference.)
(Moved information on the 3 cursor control modes to Controls.)
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[[File:P3DX Prerelease Cinder Block Eggs.jpg|thumb|right|250px|Locking onto a [[Pellet Posy]].]]
[[File:P3DX Prerelease Cinder Block Eggs.jpg|thumb|right|250px|Locking onto a [[Pellet Posy]].]]
[[File:P3DX Prerelease Leader Switch.jpg|thumb|right|250px|The interface for switching leaders.]]
[[File:P3DX Prerelease Leader Switch.jpg|thumb|right|250px|The interface for switching leaders.]]
[[File:P3D Menu Pause Settings Gyro.jpg|thumb|right|250px|The gyro control settings in the pause menu.]]
{{main|Controls#Pikmin 3 Deluxe}}
Extensive control changes have occurred due to the different controllers of the [[Nintendo Switch]].
Extensive control changes have occurred due to the different controllers of the [[Nintendo Switch]].
* The [[lock-on]] system has been substantially changed. Instead of locking the [[camera]], it locks the [[cursor]] instead. Objects can be locked-on to if they have an indicator above them, which can happen even if the cursor is not close, or the player is locked-on to something else. The HUD no longer changes, but [[HUD#Fraction numbers|carrying numbers]] do appear. More lock-on objects and locations also exist, such as screws screwed onto the floor indicating where leaders must be thrown. Holding down the throw button will also make the leader throw continuously automatically, if locked-on.
* The [[lock-on]] system has been substantially changed. Instead of locking the [[camera]], it locks the [[cursor]] instead. Objects can be locked-on to if they have an indicator above them, which can happen even if the cursor is not close, or the player is locked-on to something else. The HUD no longer changes, but [[HUD#Fraction numbers|carrying numbers]] do appear. More lock-on objects and locations also exist, such as screws screwed onto the floor indicating where leaders must be thrown. Holding down the throw button will also make the leader throw continuously automatically, if locked-on.
* The [[charge]] mechanic has also been substantially changed. It can now be performed at any time with the press of a dedicated button, usually {{button|switch|x}}, instead of requiring the player to be locked-on first. Only the current standby Pikmin type will charge ahead, though the others can follow suit if the button is pressed repeatedly. Pikmin will charge in the direction of the cursor, or towards the locked-on object. If ordered to an object that can be carried, only enough Pikmin to begin carrying it will go, or if it's moving, only enough to fill all carrying slots.
* The [[charge]] mechanic has also been substantially changed. It can now be performed at any time with the press of a dedicated button, usually {{button|switch|x}}, instead of requiring the player to be locked-on first. Only the current standby Pikmin type will charge ahead, though the others can follow suit if the button is pressed repeatedly. Pikmin will charge in the direction of the cursor, or towards the locked-on object. If ordered to an object that can be carried, only enough Pikmin to begin carrying it will go, or if it's moving, only enough to fill all carrying slots.
* Some controls have been moved into a dedicated [[action menu]], accessible by holding {{button|switch|y|switch|facel}}.
* Some controls have been moved into a dedicated [[action menu]], accessible by holding {{button|switch|y|switch|facel}}.
* There are multiple pointer control modes, set in the [[pause menu]]:
* There are multiple modes for how the cursor is controlled: stick-only, stick and gyro, and gyro-only.
** With stick-only controls, moving {{button|switch|lstick}} lightly controls the cursor, and moving fully controls both the leader and cursor. By tilting the stick lightly, the cursor can go past its standard range; when it does, it turns cyan. Pikmin can be thrown farther than normal this way, but only roughly until the midway point between the maximum standard range and the maximum "light tilt" range. The whistle always comes from where the cursor is. Moving the stick fully if the cursor was past the standard range will return it to standard range. In this mode, rotating the camera will keep the cursor in place. Unlike ''Pikmin 3'', the cursor is based on the area's geometry. For instance, if the player is overlooking a cliff and has the cursor on the edge, holding up will make the cursor move forward in the area and dip down the edge, despite the fact that doing this moved the cursor ''down'' on the screen.
* The player can change the standby Pikmin type both to the previous one and to the next one. The HUD is also changed to reflect this: the three Pikmin standby type bubbles now have a focus on the central one as opposed to the leftmost one.
** With stick and gyro controls, {{button|switch|lstick}} controls the leader when fully held, but also controls the cursor regardless of how much it is tilted. Tilting the controller will also move the cursor. In reality, there is an imaginary "anchor" that is controlled by {{button|switch|lstick}}, and tilting the controller allows the cursor to offset around this point, up to a fixed radius around the point. For unknown reasons, in certain scenarios the cursor will behave erratically – if the gyro offset is at a given angle, and the anchor moves to that same side compared to the leader, the offset will cause the cursor to very quickly jump to the leader.{{cite web|https://twitter.com/EspyoPT/status/1317587774279544838|Twitter video|Twitter|published={{date|17|October|2020}}|retrieved={{date|1|December|2020}}}} {{button|switch|zl}} and {{button|switch|zr}} both reset the cursor's position and gyro offset. With this mode, locking-on will place the cursor on the target, but it can then be offset by tilting the controller. In this mode, rotating the camera will keep the cursor in place, but any gyro offset will change to match the camera's orientation, albeit with erratic results as the camera rotates.{{cite web|https://twitter.com/EspyoPT/status/1317589404676861952|Twitter video|Twitter|published={{date|17|October|2020}}|retrieved={{date|1|December|2020}}}} If the cursor is moved with the stick, it follows the same area-movement rules as the stick-only control scheme, but moving with the gyro controls moves the cursor on the screen, like with gyro-only controls.
** With gyro-only controls, {{button|switch|lstick}} only controls the leader, and only when fully held. Instead, tilting the controller moves the cursor around the screen. It can move to any position on-screen, and cannot go past it. Pressing {{button|switch|r}} in this mode changes it to centering the cursor instead of changing the standby Pikmin to the next one; {{button|switch|l}} now changes to the next standby Pikmin. In this mode, rotating the camera will keep the cursor in the same screen location.
* The player can change the standby Pikmin type both to the previous one and to the next one. The HUD is also changed to reflect this: the three Pikmin standby type bubbles now have a focus on the central one as opposed to the leftmost one. Like in ''Pikmin 3'', the cursor moves about relative to the screen and not the area. For instance, if the player is overlooking a cliff and has the cursor on the edge, tilting up will result in it pointing very far away in the area.


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