Throw: Difference between revisions

94 bytes added ,  9 years ago
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Forgot to mention that they can remain idle when thrown.
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m (Forgot to mention that they can remain idle when thrown.)
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'''Throwing''' is one of the main ways of giving instructions to [[Pikmin family|Pikmin]], the others being [[Group move|moving the group]] and [[dismiss]]ing. The player can aim where the thrown Pikmin land at, by use of the [[HUD#Cursor|cursor]], and if they are thrown at an enemy, they will latch on to it, if they can. To throw a Pikmin, the current leader must be close to a Pikmin on their party, and the player must press {{button|gcn|A|wii|A}} on the first two games.
'''Throwing''' is one of the main ways of giving instructions to [[Pikmin family|Pikmin]], the others being [[Group move|moving the group]] and [[dismiss]]ing. The player can aim where the thrown Pikmin land at, by use of the [[HUD#Cursor|cursor]], and if they are thrown at an enemy, they will latch on to it, if they can. To throw a Pikmin, the current leader must be close to a Pikmin on their party, and the player must press {{button|gcn|A|wii|A}} on the first two games.


Before throwing, it is possible to hold on to a Pikmin by holding down the button. While held on, the Pikmin will make a sound indicating that it is ready to be thrown; in ''Pikmin 2'', this sound is repeated several times with varying pitch, until thrown. The leader can move around with the Pikmin in their hand, which can be useful if one wishes to bring a single slow Pikmin with them. When a Pikmin is being held on to, all other Pikmin in the group will be organized by type, so that the type of the currently held Pikmin are at the front of the line – this allows the leader to throw several of the same type of Pikmin in a row. While holding, it is also possible to press {{button|gcn|Padleftright|wii|B}} to swap the currently held Pikmin for one of a different type in the party, if available; {{button|gcn|Padupdown|wii|Paddown}} can also be used to swap for a different maturity in the same type. Both of these features are not present in the original ''[[Pikmin (game)|Pikmin]]'', for the GameCube. When the button is finally released, the held Pikmin is thrown at the cursor.
Before throwing, it is possible to hold on to a Pikmin by holding down the button. While held on, the Pikmin will make a sound indicating that it is ready to be thrown; in ''Pikmin 2'', this sound is repeated several times with varying pitch, until thrown. The leader can move around with the Pikmin in their hand, which can be useful if one wishes to bring a single slow Pikmin with them. When a Pikmin is being held on to, all other Pikmin in the group will be organized by type, so that the type of the currently held Pikmin are at the front of the line – this allows the leader to throw several of the same type of Pikmin in a row. While holding, it is also possible to press {{button|gcn|Padleftright|wii|B}} to swap the currently held Pikmin for one of a different type in the party, if available; {{button|gcn|Padupdown|wii|Paddown}} can also be used to swap for a different maturity in the same type. Both of these features are not present in the original ''[[Pikmin (game)|Pikmin]]'', for the GameCube. When the button is finally released, the held Pikmin is thrown at the cursor. If there are tasks nearby, the Pikmin will take care of them, otherwise, it will remain idle.


Pikmin are thrown upwards at an arc, leaving spark 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. 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. Upon landing, besides homing in on [[Enemy|enemies]] and causing high damage, they 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.
Pikmin are thrown upwards at an arc, leaving spark 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. 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. Upon landing, besides homing in on [[Enemy|enemies]] and causing high damage, they 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.