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Controls

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Revision as of 13:42, October 11, 2014 by PikFan23 (talk | contribs) (→‎Button-mashing: leaders can't be held by LSJs)
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The leaf texture used in Pikmin 2's Challenge Mode menu. (Used on Pikipedia in the {{stub}} template.)

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The Pikmin games have a variety of controls used to control the game's menus, leaders, camera and gameplay mechanics. These controls come in the form of button presses and releases, analog stick tilts, Wii Remote pointer movements and touchscreen touches.

For the GameCube games, there are two button combinations that replace the need to interact with the physical console itself: one resets the game without pressing the button on the console, and the other resets the controller's neutral position, without needing to unplug and replug it. The former can be achieved by holding X + B + Start for a few seconds. For the latter, the player must hold X + Y + Start, for three seconds, without touching Stick, C, L or R. This is because when the console is booted, or the controller's neutral position is reset, the position of the sticks and the analog shoulder buttons is considered to be the default. If, for instance, the Control Stick is held to the right when the default position is being registered, then the game will assume that the Stick is being held left, if the player releases the Control Stick.

Button-mashing

The term button-mashing is used when a player rapidly presses buttons or tilts sticks on the controller, without any discernible pattern. The point of doing this varies between games and scenarios, but in the Pikmin games, one may have to button-mash in certain situations in order to achieve a goal. The following situations require the player to button-mash:

  • When the current leader is being attacked by an opposing Pikmin, twirling the main analog stick allows the leader to shake them off; they'll remained latched until the stick is twirled for long enough. In Pikmin and New Play Control! Pikmin, actual buttons can also be pressed rapidly to shake off Mushroom Pikmin.
  • When the leader is being held by a Greater Spotted Jellyfloat, Swooping Snitchbug or Bumbling Snitchbug, the player can rotate the main stick to break free. If they do not do it in time, they subject the captain to damage.
  • In Pikmin 3, when a leader is thrown to the ground, the player can mash directions on LStick / Stick – such as twirling – to make them get up. The leader will only get up after the stick has been twirled around enough.

In a sense, it could be said that the games prior to Pikmin 3 require the player to mash A / A to continuously pluck Pikmin, but this is only partially true: the player needs only to press the button during a pluck animation, in order to assure that the next Pikmin will also be automatically plucked. In addition, mashing the throw button is required in order to throw Pikmin in quick succession.

If the player is not interested in a cutscene's dialog, the fastest way to advance it is by mashing the A / A / A and B / B / B buttons. If the game in question allows using the "B" button to both advance the text and auto-fill the letters, then that button may be mashed alone.

In-game controls

The following is a list of controls for when the player is controlling a leader on an area or cave, for each game.

Pikmin

The first title in the franchise is played on the GameCube, and hence, with the GameCube controller. The New Play Control! Pikmin version is played using the Wii Remote and the Nunchuk.

GameCube Wii Action
A A
  • While commanding Pikmin: Pick a Pikmin up. When the button is released, Olimar throws the Pikmin.
  • When by a sprout: Pluck the Pikmin sprout out of the ground.
  • Without any Pikmin: Punch.
  • When under an Onion: Open its menu.
B B Whistle. Holding it down longer increases the range. Any Pikmin caught in the whistle will come to the leader's command.
Stick Stick Move in the direction it is held. If a Pikmin is touched while running, it will join the leader. The leaders run as fast as a flower Red/Blue/Yellow Pikmin.
Stick Wiimote Move the cursor.
C Paddown Move Pikmin group. They will go to a task if they bump into an object and they will no longer be on the party. In the New Play Control! version, the Pikmin will go to wherever the cursor is, when the button is held down.
Y Wiimote Plus.png Open the radar. The L / Padleft and R / Padright buttons switch between menus.
X C Dismiss all Pikmin into groups of their type.
Paddown Wiimote 2.png Lie down.
N/A B While holding a Pikmin, swap it for one of a different type.
N/A Paddown When holding a Pikmin, swap it for a leaf, bud, or flower Pikmin of the same type. Also causes the group move effect on the cursor, but the group does not move.
L Z
  • Press: Point the camera towards the cursor on the GameCube, point the camera to where the leader is facing on the Wii.
  • Lightly tap and hold: Used with Stick / Stick to rotate the camera (fully held in the New Play Control! version).
R Padleftright Switch to a closer or farther away camera angle.
Z Padup Switch to a top view and then back to an angled view.
Start Wiimote Minus.png Pause and continue the game.

Pikmin 2

The sequel retains many of the controls from the first game, but with some additions and changes. Like the first game, the original GameCube version is played using a GameCube controller, while the New Play Control! Pikmin 2 version is played with the Wii Remote.

GameCube Wii Action
A A
  • While commanding Pikmin: Pick a Pikmin up. When the button is released, the leader throws the Pikmin.
  • When by a sprout: Pluck the Pikmin sprout out of the ground.
  • Without any Pikmin: Punch. If the Rocket Fist has been collected, pressing the button quickly three times will do a more powerful punch.
  • When under an Onion: Open its menu.
B B Whistle. Holding it down longer increases the range. Any Pikmin caught in the whistle will come to the leader's command. The Mega Tweeter increases the range of the whistle by 1.5 times. If the Pluckaphone has been collected, any sprouts will come out, too.
Stick Stick Move in the direction it is held. If a Pikmin is touched while running, it will join the leader. The leaders run as fast as a flower Red/Blue/Yellow Pikmin, and with the Rush Boots, as fast as a flower White Pikmin.
Stick Wiimote Move the cursor.
C Paddown Move Pikmin group. They will go to a task if they bump into an object and they will no longer be on the party. In the New Play Control! version, the Pikmin will go to wherever the cursor is, when the button is held down.
Y Wiimote Minus.png Switch leaders.
X C Dismiss all Pikmin into groups of their type. When held, lie down if the Five-man Napsack has been obtained.
Padup Wiimote 1.png When not holding a Pikmin, use an Ultra-Bitter Spray. This is obtained from 10 purple berries.
Paddown Wiimote 2.png When not holding a Pikmin, use an Ultra-spicy spray. This is obtained from 10 red berries.
Padupdown Paddown When holding a Pikmin, swap it for a leaf, bud, or flower Pikmin of the same type.
Padleftright B While holding a Pikmin, swap it for one of a different type.
L Z
  • Press: Point the camera towards the cursor on the GameCube, point the camera to where the leader is facing on the Wii.
  • Lightly tap and hold: Used with Stick / Stick to rotate the camera (fully held in the New Play Control! version).
R Padleftright
  • Press: Switch to a closer or farther away camera angle.
  • Press and hold: Switch to a ground-level angle.
Z Padup Switch to a top view and then back to an angled view.
Start Wiimote Plus.png Pause and continue the game. The L / Padleft and R / Padright buttons switch between menus.

Pikmin 3

Pikmin 3 allows for four ways to control the game. The player can use the the GamePad's buttons, the Wii Remote + Nunchuk, the Wii U Pro Controller, or, as of version 2.0.0, the GamePad's touchscreen.

Controllers

GamePad Wii Remote Pro Controller Action
ZR B PCZR Whistle.
A A PCA
  • While commanding Pikmin: Pick a Pikmin up. When the button is released, the leader throws the Pikmin.
  • When by a sprout: Pluck the Pikmin sprout out of the ground.
  • Without any Pikmin: Punch.
  • When under an Onion: Open its menu.

Touchscreen

There are two ways to play with the touchscreen in Pikmin 3. The game can be played with the GamePad and a TV, or on the GamePad alone. The controls are different depending on the screens.

For the GamePad screen alone, the controls are as follows:

GamePad Action
L When the screen is touched while the button is pressed, that zone is whistled.
ZL Center the camera behind the leader.

Specific controls

This section details controls for specific scenarios that can be encountered while playing.

General menus

The controls for the menus are simple, allowing the player to highlight an option, change its values, or activate it. In general, the controls are as follows:

  • To highlight a different option, the D-Pad or main Analog Stick of the controller is used, normally up and down.
  • To change the value of a highlighted option, the D-Pad or main Analog Stick of the controller is used, normally left and right.
  • To confirm the option, if applicable, the punch button is used.
  • To cancel, if applicable, the whistle button is used.

Onions

In the first two games and the New Play Control! remakes, the Onion menu allows the player to withdraw or save Pikmin using a simple control interface.

  • Pressing up or down on the D-Pad or main Analog Stick of the controller allows the player to change the amount of Pikmin of that type in the party. Missing or excessive Pikmin will be automatically withdrawn or stored accordingly. Up increases the amount of Pikmin in the Onion, while down increases the amount in the group.
  • Pressing the punch button confirms the choice.
  • Pressing the whistle button cancels.

Area selection

The area selection screen in the first two games has some specific options and controls.

GameCube Wii Action
Stick Stick Change selected area or Voyage Log entry. In Pikmin 2 for the GameCube, Pad can also be used.
A A Open a menu asking if the player wishes to enter the area. On Olimar's Voyage Log, it opens the selected journal.
B B Close Olimar's Voyage Log in Pikmin. This button also allows canceling the area choice, if the ship's animation hasn't been completed yet.
Start Wiimote Plus.png Open a menu that allows the player to continue or return to the title screen.
Y Wiimote Plus.png In Pikmin, toggle between the area selection and Olimar's Voyage Log.
L Padleft Open the Piklopedia in Pikmin 2.
R Padright Open the Treasure Hoard in Pikmin 2.
N/A Wiimote Minus.png In Pikmin 2, it makes the Wii Remote's speaker sound a "boing" sound effect, the same that can be heard when an invalid Pikmin number is attempted on an Onion's menu.

Piklopedia and Treasure Hoard

On the Piklopedia and Treasure Hoard, there are a few specific actions that can be performed.

GameCube Wii Action
A A Show the current entry. Throw pikpik carrots on the Piklopedia.
B B Open a menu asking if the player wishes to remain on the Piklopedia / Treasure Hoard or if they went to return to the area selection screen. If showing an entry, it returns to the list.
Stick Stick Change entry. If showing an entry, it pans the camera with the stick's direction.
L / R Padleftright Switch from the Piklopedia to the Treasure Hoard and vice-versa.
Padupdown Padupdown If showing an entry, it zooms in or out.
C Z + Stick If showing an entry, it rotates the camera around it.
X Wiimote Plus.png Open Olimar's Notes.
Y Wiimote Minus.png Open Sales Pitch or Louie's Notes.
Z Wiimote 1.png Deploy an Ultra-Bitter Spray on the Piklopedia.

Bomb-rocks

Main article: Bomb-rock#Controlling.

Due to the actions that can be performed by Pikmin carrying bomb-rocks, some special notes need to be taken into consideration in order to not have a bomb-rock explode accidentally.

When a bomb-rock Yellow Pikmin is thrown, it becomes in a standby state. By whistling this Pikmin, it drops its bomb-rock, which begins its detonation timer. In order to safely retrieve the Pikmin without detonating the bomb-rock, the Pikmin must be touched by the leader. Dismissed Pikmin that have not been thrown will always keep their bomb-rock when returning to the party. Finally, any bomb-rock-carrying Yellow Pikmin that is told to go into an Onion will drop the bomb-rock safely by one of the Onion's legs.

Radar

Main article: Radar.

A few buttons control the radar. These allows the player to pan it and zoom it.

Pikmin 2 title screen

Main article: Easter eggs#Title screen secrets.

Some easter eggs exist on the title screen for Pikmin 2 and the New Play Control! remake. These allow the player to change the words the Pikmin spell out, and allows the spawn and control of an enemy.

Controller diagram

In the first game, if the radar is opened, R / Padright can be used to flip to a different page, containing an illustration that maps the different buttons on the controller to the corresponding actions. This can be used should the player forget the controls.

See also