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Randomization

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Revision as of 07:30, September 25, 2014 by Espyo (talk | contribs) (Added some more, and cleaned up.)
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Randomness is the concept of unpredictable outcomes for events. Whenever an aspect of a Pikmin game can have multiple outcomes which are not determined by anything controllable, the result is randomly picked.

Number generation

The result of Olimar breaking an egg on a certain frame (top), and on the frame immediately after (bottom).

In computers – and by extension, consoles – random generation comes in the form of numbers, as does everything else. For instance, if a game has to randomly pick between a Red, Yellow or Blue Pikmin, each one with an equal chance of being picked, the machine would roll a random number between 0 and 2, with each number corresponding to an outcome.

Machines cannot generate random numbers from nothing. In computing, the closest equivalent to truly random numbers is to transform a "seed" number so that it gives a sequence of numbers that look like they don't follow any pattern – if the pattern were recognizable, random aspects could be manipulated and exploited easily. The seed is most commonly obtained in two ways: the system's time and the player's input. For the former, this can either be the actual clock on the system, or the number of computer cycles since the system was last booted. Both of these numbers are not easily controlled by the player, if at all. As for the input, the player has a direct influence on what the outcome is, but does not know what controls on what times will generate what results, again leaving with an unpredictable outcome.

In the Pikmin games, the result of some random events happens due to the player's input, as demonstrated on the image on the right, and for some other numbers, likely the system clock's time at the point of generation.

List of random elements

The following is a list of notable elements in the series that have a randomly picked result.

General

To do: Can Snagrets get stuck in Pikmin 3?
Care to do so?

Gameplay mechanics
  • Pikmin who are knocked down in battle have a chance of losing their bud or flower, and reverting to a leaf.
  • When a carrying destination tie takes place, the final destination is randomly picked.
  • The amount of nectar contained in a patch of nectar weed and rubble.
  • The chance for a Pikmin to trip while walking. This chance is much lower in Pikmin 2, and tripping is absent in Pikmin 3.
Enemies
Aesthetic
  • The sounds Pikmin make during various events, like being plucked, is randomly chosen from a selection.
  • The leader(s) and Pikmin's idle animations are randomly picked from a list.

Pikmin

  • The sound that plays on the Nintendo logo screen is randomly picked; the chances of hearing one of the Easter eggs sounds is quite low.
  • The attacks chosen by the Emperor Bulblax when at less than half health are randomly picked.

Pikmin 2

Aesthetic
  • The animation the Pikmin do on the Nintendo logo screen is randomly picked.
  • The season picked for the title screen is random, as well as the behavior of the creatures that roam on the floor.
Gameplay mechanics
  • The generation of cave sublevels is done by randomly picking the cave units that make up the sublevel.
  • The power obtained from the roulette wheel in 2-Player Battle is chosen at random.
  • The contents of eggs and petrified corpses is randomly chosen the exact moment the contents have to be expelled.
  • Purple Pikmin have a 30% chance of stunning most enemies; a few enemies have different chances.
  • 2-Player Battle:
    • The advisory given at the start of a match is randomly picked.
    • Most levels have specific layouts, but the layout that gets picked is randomly chosen.
    • The location cherries spawn at is randomly picked from a list.
Enemies
  • Gatling Groink shots are deviated by a random amount.
  • The placement of the boulders that drop in Empress Bulblax and Segmented Crawbster fights is random, but centered around the active leader.
  • The Titan Dweevil picks the weapon to attack with at random, from the ones it has. In addition, the location of the electrical nodes when using the Shock Therapist is random.
  • The types of Unmarked Spectralids that spawn are randomly picked, but with specific chances.
  • Wogpoles and Dweevils run in more or less random directions, but generally away from leaders.
  • The number of shots fired by the Man-at-Legs, as well as its movement, is random.
  • Mitites scuttle around in random directions.
  • The chance of an Ujadani attacking with poison is random, but considerably low.

See also