Pikmin
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Easter egg

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This article is about secrets in the games. For other uses of egg, see Egg (disambiguation).

Easter eggs are specially hidden secrets that have been put inside the games on purpose. Normally, these do not affect gameplay and are just for entertainment. This page will also include smaller secrets that do not exactly qualify as Easter eggs. At times, references to other series are considered Easter eggs as well, but those are not presented on this page for the sake of organization, and are instead listed on the Reference article.

Pikmin[edit]

Fireworks[edit]

"Fireworks" redirects here. For the fireworks cone treasure, see Boom Cone.

When GCN Dpaddown.png / Wiimote 2.png is held down, Olimar will lie down on the floor. Nearby Pikmin will then pick him up, and take him to one of the Onions. When he's sucked in, he will hit the bottom of the Onion, and a light will appear from the large flower on the vessel. It will rise into the air, and explode into a burst of light, similar to fireworks.[1] Nothing else happens.

This feature was removed in Pikmin 2, but the leaders can still lie down and be carried after obtaining the Napsack. It is possible to wake up while being beamed up, at which point Olimar will still hit the Onion, but no fireworks will come out.

[edit]

The game will play a small jingle to accompany the Nintendo logo. One of four jingles with varying levels of rarity[2] can be heard:

  • 96.118% chance - A Pikmin pronouncing "Pikmin".

  • 1.563% chance - A Pikmin sighing. Same sound as when a Pikmin tries to grab onto an object to carry it, but gives up.

  • 0.759% chance - A deep voice saying something indiscernible.

Interestingly, while these jingles are random in nature, they are actually decided directly from the console's real-time clock value, instead of using the game's usual random number generator.

Pikmin 2[edit]

Singing[edit]

If the player's leader has Pikmin in his group, and is walking around, there is a high chance the Pikmin will sing or hum something.

  • Ai no Uta: If the current leader has 20 of each of the five main types with him, they will sing the notes for the first line of the theme song that was used in the Japanese commercials for the first game: Ai no Uta.
  • Title theme: If there are no treasures left in the current area or sublevel, the Pikmin will sing the first six notes of the game's leitmotif, played on the title screen. This also happens in Challenge Mode.
  • Simple hum: If there are treasures left in the current area or sublevel, they will sing a simple three-note song. Again, this also happens in Challenge Mode.

Title screen secrets[edit]

A Bulborb roaming around in the title screen.

On the title screen, some buttons perform certain actions:

  • GCN L.png / Wiimote Plus.png: makes the Pikmin forming the title disperse and reform the letters "PIKMIN 2". This is possible even if "PIKMIN 2" is already spelled out. It also makes the beetle or Bulborb leave, if they're on-screen.
  • GCN R.png / Wiimote Minus.png: same as L, but they spell out "Nintendo". Note that there are no White Pikmin or Purple Pikmin in this formation (identifiable by their pink flowers).
  • GCN Y.png / Wiimote 2.png: spawns an Iridescent Flint Beetle. The Pikmin will chase after it, but nothing happens to it.
  • GCN X.png / Wiimote 1.png: spawns a Red Bulborb. It will make the Pikmin on the screen run around in panic. It'll bite twice and run away, unless it's manually controlled.
  • GCN Cup.png / Wiimote Dpad up.png: moves the Beetle/Bulborb forwards. It can't go over the borders of the screen.
  • GCN Cleftright.png / Wiimote Dpad leftright.png: turns the Beetle/Bulborb left/right.
  • GCN Z.png / Nunchuk Z.png: makes the Bulborb bite. Pikmin eaten will be gone until the title screen is refreshed.
  • Wiimote 1.png + Wiimote 2.png: exclusively in the Japanese version of New Play Control! Pikmin 2, holding these buttons down when attraction mode begins will force the game to pick the Tane no Uta attraction mode video.

It is notable that the title Bulborb does not function quite how one does in-game, in that the Pikmin do not try to attack it at all, and that it can eat White Pikmin without being poisoned.

Ujadani[edit]

Main article: Ujadani.

The Ujadani are small insects that can only be found on specific days in specific locations in the Wistful Wild, making them a very rare encounter. They can be found on days 31, 61, and so on.

Totaka's song[edit]

There are two known places where Totaka's song can play in Pikmin 2. The song is a small jingle hidden by composer Kazumi Totaka himself in some games he's worked on, like Mario Paint.

  1. When in the treasure tally screen of a cave, if the player collected all treasures, and thus, has completed the cave, a small jingle will play, a message will appear, and confetti will drop. After waiting in this state for 3 minutes and 50 seconds, Totaka's song will start playing. A video of it can be found here. It should be noted that this does not occur in the New Play Control! version.
  2. When the player is about to enter a sublevel in a cave, if the game cannot be saved, a screen will show up warning the player that it could not save, to the tone of some ambient bells. After waiting here for 3 minutes and 45 seconds, Totaka's song will start playing. A video can be seen here. Because the Wii remake does not use memory cards and is always able to save the game, this Easter egg cannot be triggered in that version of Pikmin 2.

Pikmin 3[edit]

Hidden murals[edit]

An example of one of the hidden murals.
Main article: Hidden mural.

In certain Pikmin 3 areas, one can find small, well hidden murals that portray Pikmin. There are ones that show just a Pikmin by itself, and others that show Pikmin near their specialty, such as Red Pikmin near fire, or Rock Pikmin breaking a crystal nodule. Though in Pikmin 3 they are merely Easter eggs, in Pikmin 3 Deluxe they are acknowledged in-game, and photos of them are required for some badges.

Koppaite text[edit]

Main article: Koppaite text.

Scattered throughout the game are several instances of text written in a language that can only be assumed to be Koppaite. These messages are written in English, and their purpose varies, but are kept a secret to most players, since they are impossible to decode unless the player knows the cypher. Each character in the Koppaite language actually matches up with one or two Latin letters, which is what makes decoding possible.

Singing[edit]

In some circumstances, the leaders or Pikmin can sing or hum a small theme:

  • If Alph, Brittany, and Charlie are walking together with no Pikmin, they will begin to sing the motif often played throughout the game, such as when landing in a new area. The lyrics consist entirely of the word "Koppai".
  • If the leaders have 20 of each Pikmin type out and are walking, the Pikmin will start to sing the theme song. This is directly referred to by Olimar in one of his additional logs in Pikmin 3 Deluxe.
  • If the player has every Pikmin type and has 100 of one type out, the Pikmin will attempt to sing the theme song, but they will sing in discord.
  • If 20 idle Pikmin of one type are left alone for long enough, they will sing along with the area music.

Pikmin Bloom[edit]

Pikmin viewer animations[edit]

In the Pikmin viewer menu, by selecting a Pikmin and swiping up so its information page takes up most of the screen, the 3D model of the Pikmin at the top can be interacted with. By swiping left and right on the Pikmin, it can be rotated, and rotating it too fast will make it make a sound effect. By tapping the Pikmin, it will do a special animation. This animation depends on the type of Pikmin, and some types of Decor Pikmin have special animations that replace the usual one for that type, and often vary slightly between Pikmin types. Here is a list of standard animations for each Pikmin type:

  • Red Pikmin: Jumps and waves its left hand.
  • Yellow Pikmin: Leans forward and stretches backward with its eyes closed.
  • Blue Pikmin: Does a quick upward stretch with its eyes closed.
  • Purple Pikmin: Stamps its right foot on the ground.
  • White Pikmin: Leans forward and shakes its head from side to side.
  • Winged Pikmin: Flies in a vertical loop and shakes its head.
  • Rock Pikmin: Stamps its right foot on the ground, faster than the Purple Pikmin.

Here is a list of special animations performed by certain Decor Pikmin types:

  • Restaurant Decor Pikmin icon in Pikmin Bloom. Restaurant: Looks up at its chef hat and holds its head.
  • Café Decor Pikmin icon in Pikmin Bloom. Café: Quickly hides in its cup.
  • Sweetshop Decor Pikmin icon in Pikmin Bloom. Sweetshop: Spins around like a ballet dancer.
  • Movie theater Decor Pikmin icon in Pikmin Bloom. Movie Theater: A piece of popcorn falls off and the Pikmin picks it up again.
  • Pharmacy Decor Pikmin icon in Pikmin Bloom. Pharmacy: Swings its tool out as a weapon.
  • Waterside Decor Pikmin icon in Pikmin Bloom. Waterside: Lifts up the fishing lure behind its back.
  • Post office Decor Pikmin icon in Pikmin Bloom. Post Office: Turns around to show off each of the stamps.
  • Mini-mart Decor Pikmin icon in Pikmin Bloom. Mini-mart: Shakes the bottle cap around.

The Purple Pikmin and Winged Pikmin standard animations are based on the ones in their introduction cutscenes in Pikmin 2 and Pikmin 3 respectively.

See also[edit]

References[edit]

  1. ^ YouTube video showing the fireworks Easter egg
  2. ^ Found by researching the function [Jac_SceneSetup] in USA v1.01. Logic starts at address 0x80019c58.