Area: Difference between revisions

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Added a section on bases.
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==Features==
==Features==
[[File:Mezame snap.jpg|thumb|left|200px|A map of the Awakening Wood, an area in ''Pikmin 2''.]]
[[File:Mezame snap.jpg|thumb|left|200px|A map of the Awakening Wood, an area in ''Pikmin 2''.]]
In the main games of the ''Pikmin'' series, areas have consistent features in their design. They have a landing site where the [[Onion]](s) and [[Ship (disambiguation)|ship]] land at the beginning of the day, and these are usually connected in several directions to spaces nearby. Most spaces center around a certain enemy or theme. There are often [[obstacle]]s between spaces that may increase the time it takes to get there or to restrict access to it until a certain [[Pikmin family|Pikmin type]] is unlocked. There are also some spaces that function more as corridors between other spaces. There are often large loops in areas that provide multiple ways to access a part of the area. In ''Pikmin 3'', areas are divided into separated [[segment]]s, with special connections that teleport leaders and Pikmin between them.
In the main games of the ''Pikmin'' series, areas have consistent features in their design. They have a landing site where the [[Onion]](s) and [[Ship (disambiguation)|ship]] land at the beginning of the day, and these are usually connected in several directions to spaces nearby. Most spaces center around a certain enemy or theme. There are often [[obstacle]]s between spaces that may increase the time it takes to get there or to restrict access to it until a certain [[Pikmin family|Pikmin type]] is unlocked. There are also some spaces that function more as corridors between other spaces. There are often large loops in areas that provide multiple ways to access a part of the area. In ''Pikmin 3'', areas are divided into separated [[#Segment|segment]]s, with special connections that teleport leaders and Pikmin between them. In ''Pikmin 4'', the aforementioned landing site takes on the form of multiple [[#Base|bases]] per area.


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==Base==
[[File:P4 Landing Site.jpg|thumb|The player, ready to make the Rugged Scaffold base their current base.]]
In ''Pikmin 4'', each area has multiple '''bases''' for the ship and the [[Onion]] to land in. A base is marked with several glowing pink rocks on the floor making up the shape of two rings, one where the [[S.S. Beagle]] or [[S.S. Dolphin]] sits, and one where the Onion goes. Each base is given a name and a number based on the landmarks around it, though these are fixed, meaning the number doesn't reflect the order in which players find bases. When landing on the area for the first time, the player will always arrive at base #1. As the player comes across new bases, they get added to the list of unlocked bases for that area. Some bases are blocked off by something, usually an [[enemy]], which needs to be cleared before that base can be unlocked. Despite having multiple bases meaning the player has multiple spots to land in, the game will force the player to land at the most-recently used base for that area at the start of each [[day]].
To select a different base as the one that the ship and Onion should currently use, the player needs to go up to an unused base and press {{button|switch|a}}. This will make the screen fade to and from black, and when the scene returns, the ship and Onion will be just about finished with landing in the new base. Any Pikmin near the Onion or ship will be instantly transported inside the ship towards the new spot. Any Pikmin that were busy [[carry]]ing things will readjust their trajectory towards the new base after a second.
Unlocking a base also allows it to be used in a [[night expedition]], provided there is an available night expedition at that base. Some larger [[cave]] sublevels also have bases, though these are only marked with a single ring for the ship, since the Onion does not go underground.
==Segment==
==Segment==
In ''Pikmin 3'', areas are split into multiple segments. When a leader, Pikmin, or an object carried by Pikmin touch a portal<ref>In the game files, the object's data is in <code>/content/CMCmn/object/portal.szs</code>.</ref>, they are transported to the equivalent portal, in another segment of the area. For the most part, these segments separate the outdoors parts of an area from the tunnels and small caverns that can be explored, though some segments also exist for small enclosures, interesting plateaus, or corridors leading into [[boss]] arenas, among other things. The act of being transported in a portal saves the player some otherwise uninteresting travel time, but besides that, segmenting the area allows the game to only focus on the segment the player or Pikmin are on, and can save on processing and rendering segments that are irrelevant. Via the use of [[Glitches in Pikmin 3|glitches]], one can make the game show parts of a segment that aren't loaded entirely, or are missing geometry.
In ''Pikmin 3'', areas are split into multiple segments. When a leader, Pikmin, or an object carried by Pikmin touch a portal<ref>In the game files, the object's data is in <code>/content/CMCmn/object/portal.szs</code>.</ref>, they are transported to the equivalent portal, in another segment of the area. For the most part, these segments separate the outdoors parts of an area from the tunnels and small caverns that can be explored, though some segments also exist for small enclosures, interesting plateaus, or corridors leading into [[boss]] arenas, among other things. The act of being transported in a portal saves the player some otherwise uninteresting travel time, but besides that, segmenting the area allows the game to only focus on the segment the player or Pikmin are on, and can save on processing and rendering segments that are irrelevant. Via the use of [[Glitches in Pikmin 3|glitches]], one can make the game show parts of a segment that aren't loaded entirely, or are missing geometry.