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<!-- PLEASE LEAVE THIS LINE ALONE -->{{Sandbox header}}
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{{game icons|p=y|p2=y|p3=y}}


==Lighting==
=Lighting=
'''Lighting''' is an arrangement of light sources to depict an environment with depth and color. In video games, this specifically refers to any calculated light source that illuminates and shades 3D objects, as well as fog that fades the color and detail of distant objects to a default color. In the [[Pikmin series]], the main lighting configuration is sunlight, which shades all objects in an area. Each game in the series has a different way of handling their lighting configurations; the simulation of sunlight throughout a [[day]] becomes more and more realistic as the games progress.
'''Lighting''' is the arrangement or effect of objects that produce light, in order to depict a lit environment with depth and color. In video games, this specifically refers to any calculated light source that illuminates and shades 3D objects, as well as fog that obscures distant objects. In the [[Pikmin series]], lighting is extremely important to achieving realistic-looking environments and objects, as the designers try to create as much realism in the ''Pikmin'' world as possible.
 
In this article:
*"Light" is any object, seen or unseen, that illuminates an environment.
*"Dynamic" lights are lights that move or cause visible highlights or reflections on objects, while
*"Static" lights are lights that simply add brightness to an area without interacting with other objects.
*"Shading" is the contrast of color on an object because one side of it is illuminated by a light.  
*"Shadows" are shapes of low light on a surface, created when an object stands in between light rays and that surface.
*"Materials" are the compositions of objects that interact with light in different ways.
 
==Light sources==
Sunlight is the primary source of light in the [[Pikmin series|''Pikmin'' series]], and plays an important role in conveying the passage of a [[day]]. When a day begins, the color and brightness of a landscape try to suggest morning. As the day progresses, the sun gets brighter and the environment more colorful, until late in the day when it begins setting and colors become more orange as in a sunset. Each game in the series has a unique way of handling sunlight and the shadows it casts, and as the games progress, this arrangement gets closer to simulating real sunlight.


===''Pikmin''===
===''Pikmin''===
[[File:Time passage P1.gif|thumb|right|Typical passage of sunlight on a day in ''Pikmin''.]]
The only dynamic light is sunlight, that shades all objects but does not actually calculate shadows. This light moves throughout the day, beginning foggy and bright in the morning, clear and at average brightness for the majority of the day, and fading to yellow to orange and finally to very little light as [[Day#Sunset|sunset]] approaches (except in [[The Forest Navel]]; sunlight is still present there but does not move or change color). All objects in an area have shading based on this light, but none of the scenery casts real moving shadows based on this light. To help players perceive Pikmin locations, up to 50 Pikmin will cast soft shadows that move throughout the day, even when there is no sunlight. In order to optimize processing power, shadows cast by Pikmin are not drawn if more than 51 Pikmin are on the field; instead, they will all have faint shadows directly underneath them. Enemies always have this sort of faint shadow, except for the [[Beady Long Legs]]. Environmental objects like [[Vegetation|plants]] never move on the map, so one large texture accounts for all their shadows. The exception is [[Pellet Posies]], which cast soft dynamic shadows just like Pikmin.
In [[Pikmin (game)|''Pikmin'']], the only dynamic light is sunlight, that shades all objects but does not actually calculate shadows. This light moves throughout the day, beginning foggy and bright in the morning, clear and at average brightness for the majority of the day, and fading to yellow to orange and finally to very little light at [[Day#Sunset|sunset]] approaches. All 3D objects have shading and specular highlights based on this light. While the shading on objects does change relative to sunlight, no objects receive shadows cast by other objects; these cast shadows are textures. [[Captain Olimar]] and [[Pikmin family|Pikmin]], cast soft shadows that move throughout the day, even when there is no sunlight. In order to optimize processing power, shadows cast by Olimar and Pikmin are not drawn if more than 51 Pikmin are on the field. Enemies have very soft faint shadows directly underneath them. Environmental objects like [[Vegetation|plants]] never move on the map, so one large texture accounts for all their shadows.


All other forms of light, such as [[Common Glowcap]]s and the exhaust of the [[S.S. Dolphin]], are texture-based; they do not cast any shading on objects, so their lights are simply effects. Objects that reflect light, such as metal [[ship part]]s, do so through a reflection-mapped texture.
All other forms of light, such as [[Common Glowcap]]s, the light beams coming from the [[Onion]]s, and even the light around Captain Olimar in The Forest Navel, are static lights. They do not cast any shading or shadows on objects, but simply brighten the area around them to aid visibility or provide light effects, such as the powerful exhaust from the [[S.S. Dolphin]].


In [[The Forest Navel]], this sunlight lamp and Pikmin shadows do not move, since the area is underground and only so much light gets in. A faint area lamp around Olimar lights up the dark areas.
<gallery>
Time passage P1.gif|Typical passage of sunlight on a day in ''Pikmin''.
Pikmin health and numbers.jpg|Leaders and Pikmin cast directional shadows, while enemies cast simple soft shadows.
Early Breadbug P1 screenshot.png|With 51 or more Pikmin, shadow directions are not calculated.
Beady Long Legs (enemy reel).png|The unique shadow of the Beady Long Legs.
Impact Site Shadow.png|A texture for shadows in [[The Impact Site]]. The small separated shadows are for the plants in the area.
</gallery>


{{clear}}
{{clear}}


===''Pikmin 2''===
===''Pikmin 2''===
[[File:Time passage P2.gif|thumb|right|Typical passage of sunlight on a day in ''Pikmin 2''.]]
Sunlight in [[Pikmin 2|''Pikmin 2'']] behaves very similarly to that in the previous game, except the color of sunlight varies by area, and fog is generally less pronounced. Around noon, the brightness of the sunlight generally increases, and toward the end of the day it dramatically decreases and turns orange. Yet at any point in the day, when a leader approaches an incomplete [[cave]] from above ground, the lighting always mixes a very foggy green color to its current color. All objects are shaded by this sunlight, but most of them (including static objects) do not cast accurate shadows. Instead, most moving objects cast circular shadows directly beneath them, and those shadows never move. However, unlike the shadows in ''Pikmin'', these circular shadows can actually dim other objects, and their simple shape allows many shadows to be rendered at once. Several objects have uniquely shaped shadows for specific reasons, such as:
Sunlight in [[Pikmin 2|''Pikmin 2'']] behaves very similarly to that in the previous game, except the color of sunlight varies by region, and while sunset colors begin as early as three quarters of the day progression, fog and the absence of sunlight are much less pronounced to increase visibility at the day's end. Around noon, the brightness of the sunlight generally increases. Yet at any point in the day, when a leader nears an incomplete hole from above ground, the lighting always mixes a very foggy green color to its current color. Background shadow textures are more detailed, and [[wikipedia:Crepuscular ray|crepuscular rays]] can often be seen in between the shadows of branches. All objects are shaded by this sunlight, but most of them (including static objects) cast inaccurate circular shadows directly below them. Unlike the shadows in ''Pikmin'', objects actually receive these shadows, and their simple shape allows many shadows to be rendered at once. Some shadows define the circle around which Pikmin gather to carry something irregularly shaped. Several objects have unique shadows for specific reasons, such as:


*{{boulder}} [[Boulder]]s, as they fall from the sky.
*{{boulder}} [[Boulder]]s, as they fall from the sky and use a growing shadow.
*{{icon|Segmented Crawbster|y}}, for the same reason.
*{{icon|Segmented Crawbster|y}}, for the same reason.
*{{icon|Empress Bulblax|y}}, since it has a long body of circular segments, has multiple circular shadows
*{{icon|Empress Bulblax|y}}, since it has a long body of circular segments, has multiple circular shadows.
*[[Arachnorb]]s, [[Snavian]]s, and the [[Titan Dweevil]], since they have extremities that reach beyond their usual shadow.
*[[Arachnorb]]s, [[Snavian]]s, and the [[Titan Dweevil]], since they have extremities that reach beyond their usual shadow.
*{{icon|Waterwraith|y}}, since its rollers appear from the sky before its body.
*{{icon|Waterwraith|y}}, since its rollers appear from the sky before its body.


All other forms of light are still texture-based, and do not produce any realistic light. Objects also do not reflect light realistically, still using a texture to represent glossiness. However, transparent lenses like [[water]], the [[Crystallized Emotion Series]], and the [[Stupendous Lens]] realistically calculate light refraction by distorting the image behind them.
[[Areas]] have background shadows that are large textures, just like in the previous game, and these shadows sway but do not effect shading in any way. However, now that plants either cast their own shadows or none at all, background shadows do not have to account for the locations of plants in the area, and can add more interest to the look of the environment.
 
{{game help|p2|Confirm if the Solar System truly has no effect on the final sublevel of Dream Den.}}
In [[cave]]s, light is very limited, and sometimes completely absent beyond a certain distance, due to very dark distance fog. Objects are still shaded by some dynamic light to give them depth, but they are barely or not visible until a [[leader]] comes close enough with the static area light around them. This static light's radius, color, and brightness vary by sublevel, depending on what mood is being set. Once the [[Solar System]] is obtained, however, caves are always fully illuminated and everything is visible. Some sublevels behave this way anyway, such as metal or outdoor areas where backgrounds are visible, and the [[Glutton's Kitchen#Sublevel 6|final sublevel of the Glutton's Kitchen]]. The Solar System does not affect the final sublevel of the [[Dream Den]], and actually darkens the final sublevel of the [[Cavern of Chaos]] as explained [[Gear#Cavern of Chaos 10|here]].


In [[caves]], objects are still shaded relative to a "sunlight" lamp, but the lamp does not illuminate objects. Instead, an area lamp around the current leader illuminates a small radius, meaning only so much of a sublevel can be seen at a time. Once the [[Stellar Orb#Solar System|Solar System]] is obtained, the cave is fully illuminated and this area lamp is no longer used. The color of the area and sun lamps varies by cave, depending on what mood the cave is trying to set. Sublevels with visible backgrounds, like the metal sublevels in the [[Subterranean Complex]], are always fully  illuminated, as is the final sublevel of the [[Glutton's Kitchen]] and most caves in [[Challenge Mode (Pikmin 2)|Challenge Mode]]. In addition, some objects are visibly illuminated even when there is no light hitting them (as a result of how their lighting is programmed), such as:
The [[Piklopedia (Pikmin 2)|Piklopedia]] in ''Pikmin 2'' is unique in that it simulates a full continuous cycle of lighting including nighttime. During night lighting, ambient light is very dim and darkly blue. Objects still remain shaded and cast simple shadows, but generally colors are darker and duller. Once morning comes around sunlight gradually increases fog color advances from blue to purple back to a faint green, when sunlight finally brings the color balance back to its usual daylight look.


*Drops of [[nectar]].
<gallery>
*[[Gate#Bramble gate|Bramble gates]].
Time passage P2.gif|Typical passage of sunlight on a day in ''Pikmin 2''.
*Objects that produce their own lighting effects, like [[Common Glowcap]]s, [[Glowstem]]s, [[fire]], and glowing enemies.
CirtusLumpy.jpg|The simple shadows leaders and Pikmin cast in ''Pikmin 2''.
*[[Water]].
VoR Shadows.png|The texture for background shadows in the [[Valley of Repose]]. This no longer accounts for the shadows of plants in the area.
*The wafting air emanating from [[Cave#Hole|hole]]s, and the water shooting from [[geyser]]s.
Cave Lighting Comparison.jpg|Sunlight and fog color change when the active leader is near an incomplete [[cave]].
Hole of Beasts sublevel 4.jpg|Visibility is poor or impossible beyond a leader's radius in caves.
Dream Den-sub5.jpg|Caves with metallic layouts are more visible, since they have illuminated backgrounds.
Hole of Heroes sublevel 9.jpg|With the Solar System, most dark sublevels become fully illuminated.
</gallery>


{{clear}}
{{clear}}


===''Pikmin 3''===
===''Pikmin 3''===
The [[Wii U]] can process a great deal more data about lighting 3D objects than the [[GameCube]], and so [[Pikmin 3|''Pikmin 3'']] presents a much more accurate representation of physical lighting. All objects in ''Pikmin 3'' cast accurately shaped shadows, including the terrain itself. However, these shadows and lights do not follow the sun depicted in the sky. Sunlight in ''Pikmin 3'' remains the same bright yellow for most of a day, and only changes to a dim orange at the last portion of the day. Shadows only start elongating to reflect this change with seconds left in the day, and they elongate at an extremely fast rate. The reason for keeping shadows consistently underneath objects is most likely to keep depth and location easy to recognize. Background shadows now dynamically shade objects in an environment, and their movement behaves similarly to in-game objects' shadows.
The [[Wii U]] can process a great deal more data about lighting 3D objects than the [[GameCube]], and so [[Pikmin 3|''Pikmin 3'']] presents a much more accurate representation of physical lighting. All objects in ''Pikmin 3'' cast accurately shaped shadows, including the terrain itself. However, these shadows and lights do not follow the sun depicted in the sky; instead, shadows stay directly under objects for a majority of the day, so that object locations (particularly with airborne objects) can more easily be perceived. A new innovation ''Pikmin 3'' brings is that background shadows, while they are still large textures, actually ''do'' affect the shading of other objects, even as they sway throughout the day. This minor detail greatly enhances the realistic look of the environment.
Although no other lights in the game cast shadows (shadows in caves remain directly under objects), many lights can now cast diffuse and specular highlights on objects, and objects have [[wikipedia:Bump mapping|bump mapping]] which allows area lights to be seen. [[Electrode]]s light up the inside of a cave, leaders' beacons and whistles dimly illuminate a radius around them, and most lighting effects (such as [[bomb rock]] explosions) throw realistically calculated light onto other objects. In addition, objects themselves now simulate a variety of interactions with light, such as realistically reflecting a world environment (or with the [[Plasm Wraith]], dynamically reflecting images of the leaders and Pikmin), refracting light with realistic transparency, and [[wikipedia:Subsurface scattering|subsurface scattering]]. Water also calculates realistic reflections, refractions, and caustics on the ground.


During rainy days, sunlight is generally darker. Rough specular highlights are more pronounced and smooth surfaces have a procedural glossiness to them, to simulate wetness.
In caves, shadows are also directly under all objects. During rainy days, sunlight is generally darker, and rough surfaces have sharper highlights and smooth surfaces are glossy, to simulate wetness.


===Camera Effects===
Although no other lights in the game than sunlight cast shadows, almost all other light sources are dynamic. [[Electrode]]s highlight cave surfaces, leaders' beacons and whistles dimly illuminate a radius around them, and most lighting effects (such as [[bomb rock]] explosions) throw accurate light onto other objects. Once again, all these effects give ''Pikmin 3'' a photorealistic edge while still not seriously detracting from gameplay or visibility.
In all three games, the camera through which the player views the game is imperfect, and especially bright lights have effects on it.
*In ''Pikmin'', bright lights have a halo of glare around them; Olimar's [[spacesuit]] beacon in particular creates light streaks, as do some particles produced by the [[S.S. Dolphin]] and [[Onion]]s.
*In ''Pikmin 2'', this effect is reintroduced and adds flare artifacts to the [[Hocotate ship]]'s exhaust. The [[Piklopedia]] also uses a different kind of camera that shows glare even on particularly bright highlights of objects, and zooms with an adaptive depth of field.
*In ''Pikmin 3'', camera imperfections are much more pronounced. Lighting is additive, so any source of light can produce intense glare if added to a brightly illuminated object. Most lights in the game produce artifacts on the camera lens, with the sun flare being the most prominent. The camera also constantly has a shallow depth of field (objects far in the distance are blurry), similar to how a real macrophotography camera would behave.


===Gallery===
<gallery>
<gallery>
Camera zoom close.jpg|Shadows drawn under Pikmin in ''Pikmin'', when fewer than 51 are active.
Time passage P3.gif|Typical passage of sunlight on a day in ''Pikmin 3''.
Impact Site Shadow.png|The shadow file for all of [[The Impact Site]]. The small separated bits of leaves are the shadows of plants in the field.
P3 Blonde Impostor Screenshot.jpg|An example of how shadows behave in the [[Twilight River]].
1and2IoniumJetPikmin.jpg|''Pikmin''<nowiki>'</nowiki>s reflection texture used on the [[#1 Ionium Jet|#1]] and [[#2 Ionium Jet]]s.
Juicy Gaggles Twilight River.jpg|Most lights are dynamic in ''Pikmin 3''; casting highlights even in caves. Shadows in caves are always directly below objects.
Normal 12 Pikmin2 GCN Screen1.jpg|Many simple shadows in ''Pikmin 2''.
RainyDay.png|Darker colors and glossier surfaces during rain in ''Pikmin 3''.
File:70empressbulblax.png|Glare in the [[Piklopedia]].
</gallery>
87.jpg|Anisotropic light on the [[Mystical Disc]].
 
File:-120Omniscient Sphere.png|The [[Omniscient Sphere]] refracting light.
==Materials==
Lesser Mock Bottom Garden of Hope.jpg|An example of a sun lens-flare in the [[Garden of Hope]].
The [[Pikmin series]]'s in-game objects are made real-world materials, or at least materials similar to those in real life. As such, they try to emulate the interactions with light real-world materials would have. Although these properties are more often faked than accurately calculated, materials allow players a sense of how in-game objects would feel, which gives them more thematic identity. Below is a list of material properties simulated in Pikmin materials, and some prominent examples.
Burgeoningberryfloor.jpg|Darker colors, stronger highlights, and glossy surfaces during rain in ''Pikmin 3''.
 
Distant Tundra Cave Flare.jpeg|The ''Pikmin 3'' sun flare on its own.
===Diffuse reflection===
Plasmoli.jpg|The Plasm Wraith realistically reflects leaders and Pikmin.
Diffuse surfaces have visibly or even microscopically rough imperfections, so that when light rays hit the surface, it bounce off in many directions instead of one, ''diffusing'' the illumination over a large area. Due to the limits of the GameCube's power, most organic objects in ''Pikmin'' and ''Pikmin 2'' (such as Pikmin and most enemies) have a smooth, matte-like material that does not reflect light sharply. In ''Pikmin 3'', materials meant to look rubbery, dirty, or skin-like will look diffuse.
<gallery>
P3 Cardboard Box Screenshot.png|Cardboard is a notably diffuse substance.
Bulborb Fight.jpg|Diffuse skin on Bulborbs in ''Pikmin''.
P2 Five-man Napsack Treasure Hoard.jpg|Diffuse cloth in ''Pikmin 2''.
Armored Cannon Larva ND screenshot.png|A diffuse [[Armored Cannon Larva]] and rock in ''Pikmin 3''.
Pocked Airhead Garden of Hope.jpg|Rough stone, dirt, and grass surfaces.
</gallery>
</gallery>


{{clear}}
{{clear}}


==Full area map test==
=Full area map test=
<div style="position:relative; width: 1560px; height: 1466px;">
{{map | width = 1560 | height = 1466 | image = The Impact Site HD.jpg | icons =
<div style="z: 10; position:absolute; top: 0px; left: 0px;">
{{map icon|{{icon|S.S. Dolphin||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">S.S. Dolphin</span>|1285|1040|custom=y}}
[[File:The Impact Site HD.jpg|1560px|link=]]
{{map icon|{{icon|Red Pikmin||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Red Onion</span>|1057|982|custom=y}}
</div>
{{map icon|{{icon|Iridescent Flint Beetle||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Iridescent Flint Beetle (underground; day 2+)</span>|991|551|custom=y}}
{{anbi|{{icon|S.S. Dolphin||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">S.S. Dolphin</span>|1285|1040|5=y}}
{{map icon|{{icon|Nectar weed||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Nectar weed (day 2+)</span>|1224|897|custom=y}}
{{anbi|{{icon|Red Pikmin||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Red Onion</span>|1057|982|5=y}}
{{map icon|<div style{{=}}"align:center;">{{icon|Pikmin (game)||32px}}<br><span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Testing line break</span></div>|884|555|custom=y}}
{{anbi|{{icon|Iridescent Flint Beetle||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Iridescent Flint Beetle (underground; day 2+)</span>|991|551|5=y}}
}}
{{anbi|{{icon|Nectar weed||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Nectar weed (day 2+)</span>|1224|897|5=y}}
 
{{anbi|<div style{{=}}"align:center;">{{icon|Pikmin (game)||32px}}<br><span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Testing line break</span>|884|555|5=y}}
=Flowchart styles=
{| class="wikitable"
! Style 1
|-
|
{|
| rowspan="2" | 1-A &#x2500;
| &#x250C;&rarr; 1-B &#x2510;
| rowspan="2" | &rarr; 1-C
|-
| &#x2514;&rarr; SS1
|}
|-
! Style 2
|-
|
{|
| rowspan="2" | 1-A &#x2500;
| &#x21B1; 1-B
| rowspan="2" | &#x21B3; 1-C
|-
| &#x21B3; SS1
|}
|-
! Style 3
|-
|
{|
| rowspan="2" | 1-A &rarr;
| &#x2197; 1-B &#x2198;
| rowspan="2" | 1-C
|-
| &#x2198; SS1
|}
|-
! Style 4
|-
|
{|
|    || &#x250C; || &rarr; 1-B || &#x2510; ||
|-
| 1-A || &#x2524; ||            || &#x2514; || &rarr; 1-C
|-
|    || &#x2514; || &rarr; SS1 ||          ||
|}
|}
 
= Prima Guide section banners =
(Pretend the P is the Prima logo.)
 
== Proposal 1 ==
{{box|The following information comes from [[Canon#Objectionable canon|Prima Guides]].|li=Pikmin (game) icon.png}}
 
== Proposal 2 ==
{{box|The following information is not found in any canon media, and comes from [[Canon#Objectionable canon|Prima Guides]].|li=Pikmin (game) icon.png}}
 
== Proposal 3 ==
{{box|The following information can only be found in [[Canon#Objectionable canon|Prima Guides]], so it counts as debatable canon.|li=Pikmin (game) icon.png}}
 
= Size chart =
<div style="border: 1px solid black; background-color: white; width: 80%; text-align: center; color: black;">
{|
|- style="vertical-align: bottom;"
| style="position:relative; width: 1em;" | <div style="bottom: 100px; position:absolute;">&mdash;</div>
| style="position:relative; width: 4em; text-align: center;" | <div style="bottom: 100px; position:absolute;">100 mm</div>
| style="position:relative; width: 1em;" | <div style="bottom: 100px; position:absolute;">&mdash;</div>
| [[File:Red Pikmin icon.png|1000x200px|link=]]
| [[File:Red Bulborb icon.png|1000x100px|link=]]
|-
|
|
|
| 200 mm (with stem)
| 100 mm
|}
</div>
</div>
=Notes=
== Notes ==
; ''Pikmin'' &ndash; enemy reel
: {{transcript|{{Notes:Red Bulborb/reel}}}}
; ''Pikmin 2'' &ndash; Olimar's notes &ndash; GameCube version
: {{transcript|{{Notes:Red Bulborb/olimar}}}}
; ''Pikmin 2'' &ndash; Olimar's notes &ndash; Wii version
: {{transcript|{{Notes:Red Bulborb/olimar}}}}
; ''Pikmin 2'' &ndash; Louie's notes &ndash; GameCube US version
: {{transcript|{{Notes:Red Bulborb/louie}}}}
; ''Pikmin 2'' &ndash; Louie's notes &ndash; GameCube European version
: {{transcript|{{Notes:Red Bulborb/louie}}}}
; ''Pikmin 2'' &ndash; Louie's notes &ndash; Wii US version
: {{transcript|{{Notes:Red Bulborb/louie}}}}
; ''Pikmin 2'' &ndash; Louie's notes &ndash; Wii European version
: {{transcript|{{Notes:Red Bulborb/louie}}}}
; ''Hey! Pikmin'' &ndash; logs
: {{transcript|{{Notes:Red Bulborb/heypikmin}}}}
; ''Pikmin 3 Deluxe'' &ndash; Alph's comment
: {{transcript|Structural flaws: eyestalks, back / Weight: 10 / Only a very confident designer would waive through issues like bright red warning coloration and a tendency to sleep in broad daylight. There's no way a frontal assault on this thing would work, so we have to get creative. I'm thinking we should hit its back hard while it sleeps, or maybe targeting those thin-looking eyestalks.}}
; ''Pikmin 3 Deluxe'' &ndash; Brittany's comment
: {{transcript|The white polka dots on red is quite a look. Something about it is familiar, but where- Ah. Right. It reminds me of the captain. Not the polka dots- I mean the way it snores as it naps in the sun.}}
; ''Pikmin 3 Deluxe'' &ndash; Charlie's comment &ndash; US version
: {{transcript|This red bruiser gobbles up Pikmin like candy. The standard approach is to attack from behind while it's still asleep. That may seem callous, but it would do the same to you if it could. Stow those feelings and strike!}}
; ''Pikmin 3 Deluxe'' &ndash; Charlie's comment &ndash; European version
: {{transcript|This red bruiser gobbles up Pikmin like candy. The standard approach is to attack from behind while it's still asleep. That may seem callous, but it would do the same to you if it could. Stow those feelings and strike!}}
=Clickable sector map=
<imagemap>
File:Verdant Waterfront complete no deaths.jpg|320px
poly 108 150 158 150 158 200 108 200 [[Foaming Lake]]
poly 40 111 90 111 90 161 40 161 [[Serene Stream]]
poly 106 46 156 46 156 96 106 96 [[Glowing Bloom Pond]]
poly 160 16 210 16 210 66 160 66 [[The Shallow End]]
poly 240 58 290 58 290 108 240 108 [[The Keeper of the Lake]]
poly 170 90 202 90 202 103 220 103 220 140 170 140 [[Treacherous Currents]]
poly 179 164 214 164 214 184 179 184 [[Secret Spot 5]]
poly 106 123 141 123 141 143 106 143 [[Secret Spot 6]]
poly 50 89 85 89 85 109 50 109 [[Secret Spot 7]]
poly 202 83 237 83 237 103 202 103 [[Secret Spot 8]]
poly 58 60 93 60 93 80 58 80 [[Sparklium Springs#Verdant Waterfront]]
poly 5 8 88 8 88 32 5 32 [[amiibo]]
poly 266 8 312 8 312 58 266 58 [[Pikmin Park]]
poly 5 213 134 213 134 236 5 236 [[Sector selection menu]]
poly 140 213 220 213 220 236 140 236 [[Hey! Pikmin logs]]
poly 224 213 315 213 315 236 224 236 [[Options menu]]
desc none
</imagemap>
''Click an area on the image.''
<imagemap>
File:Ravaged Rustworks complete no deaths.jpg|320px
poly 93 24 143 24 143 74 93 74 [[The Lonely Tower]]
poly 43 59 93 59 93 109 43 109 [[Steel Pipe Forest]]
poly 66 135 116 135 116 185 66 185 [[Pollution Pool]]
poly 152 61 202 61 202 111 152 111 [[Space of Silence]]
poly 254 92 304 92 304 142 254 142 [[Flashes of Fear]]
poly 146 131 196 131 196 181 146 181 [[Drenchnozzle Den]]
poly 148 39 183 39 183 59 148 59 [[Secret Spot 13]]
poly 18 123 53 123 53 143 18 143 [[Secret Spot 14]]
poly 202 52 237 52 237 72 202 72 [[Secret Spot 15]]
poly 191 118 217 118 217 138 191 138 [[Secret Spot 16]]
poly 15 63 50 63 50 83 15 83 [[Sparklium Springs#Ravaged Rustworks]]
poly 5 8 88 8 88 32 5 32 [[amiibo]]
poly 266 8 312 8 312 58 266 58 [[Pikmin Park]]
poly 5 213 134 213 134 236 5 236 [[Sector selection menu]]
poly 140 213 220 213 220 236 140 236 [[Hey! Pikmin logs]]
poly 224 213 315 213 315 236 224 236 [[Options menu]]
desc none
</imagemap>
''Click an area on the image.''
=Speeds=
{|class="wikitable sortable"
!What
!In ''Pikmin 2''
|-
| Standard leaf Pikmin running || 120
|-
| Standard bud Pikmin running || 140
|-
| Standard flower Pikmin running || 170
|-
| Leaf Purple Pikmin running || 96
|-
| Bud Purple Pikmin running || 112
|-
| Flower Purple Pikmin running || 136
|-
| Leaf White Pikmin running || 144
|-
| Bud White Pikmin running || 168
|-
| Flower White Pikmin running || 204
|-
| Any spicy Pikmin running || 190
|-
| Any Pikmin carrying a [[Cupid's Grenade]] in [[2-Player Battle]] || 120
|-
| Leader running without [[Rush Boots]] || 160
|-
| Leader running with Rush Boots || 205
|}
Credit to asheevee_#0962. ''Where do I put this''
== Timeline ==
{|
|-
| || || || O || || || Thing
|-
| || || / || || \ || ||
|-
| Also thing || O || || || || O || Other thing
|}
= How to Obtain (Test Sample) =
{| class="wikitable sortable"
! Icon || Name || Category || In-game condition || Difficulty || How to obtain || Notes
|-
| [[File:Badge 01 newhorizons.png|120px]] || New Horizons || Story || {{transcript|Clear the first day on PNF-404.}} || Very Easy || This should be your very first badge you obtain, simply by starting a new file and play through the first day. ||
|-
| [[File:Badge 02 bearingfruit.png|120px]] || Bearing Fruit || Story || {{transcript|Retrieve a fruit in Story mode.}} || Very Easy || Play through the [[Garden of Hope]] as normal. Then after playing/skipping a cutscene, throw at least three (3) Pikmin at the [[strawberry]]. You can skip it, but it'll make your adventures harder to advance unless you plan way ahead to ensure stable juice supply. ||
|-
| [[File:Badge 03 fruitfulendeavor.png|120px]] || Fruitful Endeavor || Story || {{transcript|Retrieve 20 fruits in Story mode.}} || Easy || Play until you have gathered 20 fruits. With good plannings, this should happen in no time. || This badge will be lost if the player leaves the day without saving.
|-
| [[File:Badge 04 fruitforce.png|120px]] || Fruit Force || Story || {{transcript|Retrieve 30 fruits in Story mode.}} || Medium || You will naturally obtain this after spending a reasonable amount of time gathering fruits, so long as you don't run out of juice. || This badge will be lost if the player leaves the day without saving. Additionally, how many fruits you have gathered will affect the ending narration, detailed [[Pikmin 3#Endings|here]].
|-
| [[File:Badge 05 fruitballad.png|120px]] || Fruit Ballad || Story || {{transcript|Retrieve a total of 66 fruits in Story mode.}} || Hard || This achievement will happen naturally after enough time playing through the entire game. Make use of your KopPad to scout for fruits, grow whatever types of Pikmin you desired, and plan ahead to ensure a minimum amount of causalities. || The number goes up the second the fruit is beamed up by the [[S.S. Drake]].
|-
| [[File:Badge 06 efficiencyexpert.png|120px]] || Efficiency Expert || Story || {{transcript|Collect 30 days' worth of juice.}} || Easy || You will naturally obtain this after spending a reasonable amount of time gathering fruits. ||
|-
| [[File:Badge 07 animalannotator.png|120px]] || Animal Annotator || Story || {{transcript|Log 10 Piklopedia entries.}} || Easy || This will come naturally after defeating at least 10 enemies, including the Female Sheargrubs, Pellet Posies, White Spectralid, Drawf Bulborb, Red Bulborb, Medusal Slurker, Skutterchuck, Fiery Blowhog, Yellow Wollywog, and Armored Mawdad, in the order you'll most likely encountered. ||
|-
| [[File:Badge 08 shutterbug.png|120px]] || Shutterbug || Story || {{transcript|Use the camera to take a photo.}} || Very Easy || After exploring the Garden of Hope, open up your KopPad and go to the Camera function (on the very right of the screen). Then take a photo of anything you want. You will earn this badge. || This badge will be lost if the player leaves the day without saving.
|-
| [[File:Badge 09 intelligentlife.png|120px]] || Intelligent Life? || Story || {{transcript|Retrieve 15 exploration notes.}} || Easy || A few of them are naturally encountered by reaching certain points in the game, while others, particularly the [[Secret File|secret notes]], are much harder to find. Your first 15 notes are often ones you would natually encountered, so you should have no problems reaching them. ||
|-
|}
[[credits]]

Revision as of 19:12, March 18, 2024


Lighting

Lighting is the arrangement or effect of objects that produce light, in order to depict a lit environment with depth and color. In video games, this specifically refers to any calculated light source that illuminates and shades 3D objects, as well as fog that obscures distant objects. In the Pikmin series, lighting is extremely important to achieving realistic-looking environments and objects, as the designers try to create as much realism in the Pikmin world as possible.

In this article:

  • "Light" is any object, seen or unseen, that illuminates an environment.
  • "Dynamic" lights are lights that move or cause visible highlights or reflections on objects, while
  • "Static" lights are lights that simply add brightness to an area without interacting with other objects.
  • "Shading" is the contrast of color on an object because one side of it is illuminated by a light.
  • "Shadows" are shapes of low light on a surface, created when an object stands in between light rays and that surface.
  • "Materials" are the compositions of objects that interact with light in different ways.

Light sources

Sunlight is the primary source of light in the Pikmin series, and plays an important role in conveying the passage of a day. When a day begins, the color and brightness of a landscape try to suggest morning. As the day progresses, the sun gets brighter and the environment more colorful, until late in the day when it begins setting and colors become more orange as in a sunset. Each game in the series has a unique way of handling sunlight and the shadows it casts, and as the games progress, this arrangement gets closer to simulating real sunlight.

Pikmin

The only dynamic light is sunlight, that shades all objects but does not actually calculate shadows. This light moves throughout the day, beginning foggy and bright in the morning, clear and at average brightness for the majority of the day, and fading to yellow to orange and finally to very little light as sunset approaches (except in The Forest Navel; sunlight is still present there but does not move or change color). All objects in an area have shading based on this light, but none of the scenery casts real moving shadows based on this light. To help players perceive Pikmin locations, up to 50 Pikmin will cast soft shadows that move throughout the day, even when there is no sunlight. In order to optimize processing power, shadows cast by Pikmin are not drawn if more than 51 Pikmin are on the field; instead, they will all have faint shadows directly underneath them. Enemies always have this sort of faint shadow, except for the Beady Long Legs. Environmental objects like plants never move on the map, so one large texture accounts for all their shadows. The exception is Pellet Posies, which cast soft dynamic shadows just like Pikmin.

All other forms of light, such as Common Glowcaps, the light beams coming from the Onions, and even the light around Captain Olimar in The Forest Navel, are static lights. They do not cast any shading or shadows on objects, but simply brighten the area around them to aid visibility or provide light effects, such as the powerful exhaust from the S.S. Dolphin.

Pikmin 2

Sunlight in Pikmin 2 behaves very similarly to that in the previous game, except the color of sunlight varies by area, and fog is generally less pronounced. Around noon, the brightness of the sunlight generally increases, and toward the end of the day it dramatically decreases and turns orange. Yet at any point in the day, when a leader approaches an incomplete cave from above ground, the lighting always mixes a very foggy green color to its current color. All objects are shaded by this sunlight, but most of them (including static objects) do not cast accurate shadows. Instead, most moving objects cast circular shadows directly beneath them, and those shadows never move. However, unlike the shadows in Pikmin, these circular shadows can actually dim other objects, and their simple shape allows many shadows to be rendered at once. Several objects have uniquely shaped shadows for specific reasons, such as:

Areas have background shadows that are large textures, just like in the previous game, and these shadows sway but do not effect shading in any way. However, now that plants either cast their own shadows or none at all, background shadows do not have to account for the locations of plants in the area, and can add more interest to the look of the environment.


The following article or section is in need of assistance from someone who plays Pikmin 2.
Particularly: Confirm if the Solar System truly has no effect on the final sublevel of Dream Den.

In caves, light is very limited, and sometimes completely absent beyond a certain distance, due to very dark distance fog. Objects are still shaded by some dynamic light to give them depth, but they are barely or not visible until a leader comes close enough with the static area light around them. This static light's radius, color, and brightness vary by sublevel, depending on what mood is being set. Once the Solar System is obtained, however, caves are always fully illuminated and everything is visible. Some sublevels behave this way anyway, such as metal or outdoor areas where backgrounds are visible, and the final sublevel of the Glutton's Kitchen. The Solar System does not affect the final sublevel of the Dream Den, and actually darkens the final sublevel of the Cavern of Chaos as explained here.

The Piklopedia in Pikmin 2 is unique in that it simulates a full continuous cycle of lighting including nighttime. During night lighting, ambient light is very dim and darkly blue. Objects still remain shaded and cast simple shadows, but generally colors are darker and duller. Once morning comes around sunlight gradually increases fog color advances from blue to purple back to a faint green, when sunlight finally brings the color balance back to its usual daylight look.

Pikmin 3

The Wii U can process a great deal more data about lighting 3D objects than the GameCube, and so Pikmin 3 presents a much more accurate representation of physical lighting. All objects in Pikmin 3 cast accurately shaped shadows, including the terrain itself. However, these shadows and lights do not follow the sun depicted in the sky; instead, shadows stay directly under objects for a majority of the day, so that object locations (particularly with airborne objects) can more easily be perceived. A new innovation Pikmin 3 brings is that background shadows, while they are still large textures, actually do affect the shading of other objects, even as they sway throughout the day. This minor detail greatly enhances the realistic look of the environment.

In caves, shadows are also directly under all objects. During rainy days, sunlight is generally darker, and rough surfaces have sharper highlights and smooth surfaces are glossy, to simulate wetness.

Although no other lights in the game than sunlight cast shadows, almost all other light sources are dynamic. Electrodes highlight cave surfaces, leaders' beacons and whistles dimly illuminate a radius around them, and most lighting effects (such as bomb rock explosions) throw accurate light onto other objects. Once again, all these effects give Pikmin 3 a photorealistic edge while still not seriously detracting from gameplay or visibility.

Materials

The Pikmin series's in-game objects are made real-world materials, or at least materials similar to those in real life. As such, they try to emulate the interactions with light real-world materials would have. Although these properties are more often faked than accurately calculated, materials allow players a sense of how in-game objects would feel, which gives them more thematic identity. Below is a list of material properties simulated in Pikmin materials, and some prominent examples.

Diffuse reflection

Diffuse surfaces have visibly or even microscopically rough imperfections, so that when light rays hit the surface, it bounce off in many directions instead of one, diffusing the illumination over a large area. Due to the limits of the GameCube's power, most organic objects in Pikmin and Pikmin 2 (such as Pikmin and most enemies) have a smooth, matte-like material that does not reflect light sharply. In Pikmin 3, materials meant to look rubbery, dirty, or skin-like will look diffuse.

Full area map test

High definition map of The Impact Site. This was made by taking screenshots using Dolphin's free camera mode, stitching them together with Hugin, and readjusting any details with GIMP.
S.S. Dolphin icon.png S.S. Dolphin
Red Pikmin icon.png Red Onion
Iridescent Flint Beetle icon.png Iridescent Flint Beetle (underground; day 2+)
A nectar weed icon, used to represent the object found in the games. Nectar weed (day 2+)
Pikmin (game) icon.png
Testing line break

Flowchart styles

Style 1
1-A ─ ┌→ 1-B ┐ → 1-C
└→ SS1
Style 2
1-A ─ ↱ 1-B ↳ 1-C
↳ SS1
Style 3
1-A → ↗ 1-B ↘ 1-C
↘ SS1
Style 4
→ 1-B
1-A → 1-C
→ SS1

Prima Guide section banners

(Pretend the P is the Prima logo.)

Proposal 1

Pikmin (game) icon.png

The following information comes from Prima Guides.

Proposal 2

Pikmin (game) icon.png

The following information is not found in any canon media, and comes from Prima Guides.

Proposal 3

Pikmin (game) icon.png

The following information can only be found in Prima Guides, so it counts as debatable canon.

Size chart

100 mm
Red Pikmin icon.png Red Bulborb icon.png
200 mm (with stem) 100 mm

Notes

Notes

Pikmin – enemy reel
This nocturnal hunter feeds mostly on small animals returning to their nests at night.
Pikmin 2 – Olimar's notes – GameCube version
This large organism has the familiar mandibles and cranial morphology of the grub-dog family, as well as the characteristic bulging eyes. As with most grub-dogs, the creature's cranium comprises half of its total length and girth. Showing a scarlet abdomen with white spots, this creature is primarily nocturnal, choosing to prey upon smaller creatures returning to their nests. Originally classified as the spotty bulborb, further research has reclassified this species as the red bulborb. Subspecies of varied colors have recently been discovered, but academics are divided into two rival camps over how to handle their classification.
Pikmin 2 – Olimar's notes – Wii version
This large organism has the familiar mandibles and cranial morphology of the grub-dog family, as well as the characteristic bulging eyes. As with most grub-dogs, the creature's cranium comprises half of its total length and girth. Showing a scarlet abdomen with white spots, this creature is primarily nocturnal, choosing to prey upon smaller creatures returning to their nests. Originally classified as the spotty bulborb, further research has reclassified this species as the red bulborb. Subspecies of varied colors have recently been discovered, but academics are divided into two rival camps over how to handle their classification.
Pikmin 2 – Louie's notes – GameCube US version
Plump specimens are best spit-roasted whole, stuffed with a lime and a slab of bacon. Baste frequently to ensure a magnificently moist haunch.
Pikmin 2 – Louie's notes – GameCube European version
Plump specimens are best spit-roasted whole, stuffed with a lime and a slab of bacon. Baste frequently to ensure a magnificently moist haunch.
Pikmin 2 – Louie's notes – Wii US version
Plump specimens are best spit-roasted whole, stuffed with a lime and a slab of bacon. Baste frequently to ensure a magnificently moist haunch.
Pikmin 2 – Louie's notes – Wii European version
Plump specimens are best spit-roasted whole, stuffed with a lime and a slab of bacon. Baste frequently to ensure a magnificently moist haunch.
Hey! Pikmin – logs
The S.S. Dolphin II said it sleeps during the day, but the one I met was awake. I pointed this out and the ship said, "I meant during the day on Hocotate." After defeating it, we found an object rich in Sparklium. It's possible that the creature considers such objects a delicacy.
Pikmin 3 Deluxe – Alph's comment
Structural flaws: eyestalks, back / Weight: 10 / Only a very confident designer would waive through issues like bright red warning coloration and a tendency to sleep in broad daylight. There's no way a frontal assault on this thing would work, so we have to get creative. I'm thinking we should hit its back hard while it sleeps, or maybe targeting those thin-looking eyestalks.
Pikmin 3 Deluxe – Brittany's comment
The white polka dots on red is quite a look. Something about it is familiar, but where- Ah. Right. It reminds me of the captain. Not the polka dots- I mean the way it snores as it naps in the sun.
Pikmin 3 Deluxe – Charlie's comment – US version
This red bruiser gobbles up Pikmin like candy. The standard approach is to attack from behind while it's still asleep. That may seem callous, but it would do the same to you if it could. Stow those feelings and strike!
Pikmin 3 Deluxe – Charlie's comment – European version
This red bruiser gobbles up Pikmin like candy. The standard approach is to attack from behind while it's still asleep. That may seem callous, but it would do the same to you if it could. Stow those feelings and strike!

Clickable sector map

Foaming LakeSerene StreamGlowing Bloom PondThe Shallow EndThe Keeper of the LakeTreacherous CurrentsSecret Spot 5Secret Spot 6Secret Spot 7Secret Spot 8Sparklium Springs#Verdant WaterfrontAmiiboPikmin ParkSector selection menuHey! Pikmin logsOptions menuSector 2, Verdant Waterfront, as seen from the area selection menu after having been 100% completed with no deaths.

Click an area on the image.

The Lonely TowerSteel Pipe ForestPollution PoolSpace of SilenceFlashes of FearDrenchnozzle DenSecret Spot 13Secret Spot 14Secret Spot 15Secret Spot 16Sparklium Springs#Ravaged RustworksAmiiboPikmin ParkSector selection menuHey! Pikmin logsOptions menuRavaged Rustworks as seen from the area selection menu, after having been 100% completed.

Click an area on the image.

Speeds

What In Pikmin 2
Standard leaf Pikmin running 120
Standard bud Pikmin running 140
Standard flower Pikmin running 170
Leaf Purple Pikmin running 96
Bud Purple Pikmin running 112
Flower Purple Pikmin running 136
Leaf White Pikmin running 144
Bud White Pikmin running 168
Flower White Pikmin running 204
Any spicy Pikmin running 190
Any Pikmin carrying a Cupid's Grenade in 2-Player Battle 120
Leader running without Rush Boots 160
Leader running with Rush Boots 205

Credit to asheevee_#0962. Where do I put this

Timeline

O Thing
/ \
Also thing O O Other thing

How to Obtain (Test Sample)

Icon Name Category In-game condition Difficulty How to obtain Notes
The "New Horizons" badge in Pikmin 3 Deluxe. New Horizons Story Clear the first day on PNF-404. Very Easy This should be your very first badge you obtain, simply by starting a new file and play through the first day.
The "Bearing Fruit" badge in Pikmin 3 Deluxe. Bearing Fruit Story Retrieve a fruit in Story mode. Very Easy Play through the Garden of Hope as normal. Then after playing/skipping a cutscene, throw at least three (3) Pikmin at the strawberry. You can skip it, but it'll make your adventures harder to advance unless you plan way ahead to ensure stable juice supply.
The "Fruitful Endeavor" badge in Pikmin 3 Deluxe. Fruitful Endeavor Story Retrieve 20 fruits in Story mode. Easy Play until you have gathered 20 fruits. With good plannings, this should happen in no time. This badge will be lost if the player leaves the day without saving.
The "Fruit Force" badge in Pikmin 3 Deluxe. Fruit Force Story Retrieve 30 fruits in Story mode. Medium You will naturally obtain this after spending a reasonable amount of time gathering fruits, so long as you don't run out of juice. This badge will be lost if the player leaves the day without saving. Additionally, how many fruits you have gathered will affect the ending narration, detailed here.
The "Fruit Ballad" badge in Pikmin 3 Deluxe. Fruit Ballad Story Retrieve a total of 66 fruits in Story mode. Hard This achievement will happen naturally after enough time playing through the entire game. Make use of your KopPad to scout for fruits, grow whatever types of Pikmin you desired, and plan ahead to ensure a minimum amount of causalities. The number goes up the second the fruit is beamed up by the S.S. Drake.
The "Efficiency Expert" badge in Pikmin 3 Deluxe. Efficiency Expert Story Collect 30 days' worth of juice. Easy You will naturally obtain this after spending a reasonable amount of time gathering fruits.
The "Animal Annotator" badge in Pikmin 3 Deluxe. Animal Annotator Story Log 10 Piklopedia entries. Easy This will come naturally after defeating at least 10 enemies, including the Female Sheargrubs, Pellet Posies, White Spectralid, Drawf Bulborb, Red Bulborb, Medusal Slurker, Skutterchuck, Fiery Blowhog, Yellow Wollywog, and Armored Mawdad, in the order you'll most likely encountered.
The "Shutterbug" badge in Pikmin 3 Deluxe. Shutterbug Story Use the camera to take a photo. Very Easy After exploring the Garden of Hope, open up your KopPad and go to the Camera function (on the very right of the screen). Then take a photo of anything you want. You will earn this badge. This badge will be lost if the player leaves the day without saving.
The "Intelligent Life?" badge in Pikmin 3 Deluxe. Intelligent Life? Story Retrieve 15 exploration notes. Easy A few of them are naturally encountered by reaching certain points in the game, while others, particularly the secret notes, are much harder to find. Your first 15 notes are often ones you would natually encountered, so you should have no problems reaching them.






credits