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When activated, Olimar jumps upwards, around his height, the backpack's thrusters start, and he begins floating in place. From this point, it is possible to move left and right without changing altitude. A gauge will appear above Olimar, indicating how much time he has left for this flight. It lasts 2.5 seconds in its initial state, 5 seconds after the first upgrade (at {{sparklium|hp|14,000}}, and 8 seconds on the second upgrade (at {{sparklium|hp|22,000}}). If the time runs out, or if the player deactivates the jetpack, Olimar will fall straight down. After landing, the timer resets, and the jetpack can be used again as needed.
When activated, Olimar jumps upwards, around his height, the backpack's thrusters start, and he begins floating in place. From this point, it is possible to move left and right without changing altitude. A gauge will appear above Olimar, indicating how much time he has left for this flight. It lasts 2.5 seconds in its initial state, 5 seconds after the first upgrade (at {{sparklium|hp|14,000}}, and 8 seconds on the second upgrade (at {{sparklium|hp|22,000}}). If the time runs out, or if the player deactivates the jetpack, Olimar will fall straight down. After landing, the timer resets, and the jetpack can be used again as needed.


If Olimar bangs against a low ceiling during the jump up, that means that there isn't enough room, and the jetpack isn't activated. Some ceilings that aren't very low will still work (like the starting point on [[Secret Spot 29]], for instance). It will also fail if the player tries to use it while on a floor that's rising up. When Olimar falls down and lands, he goes through an animation where he bounces on the ground a bit. During this somewhat lengthy animation, the player cannot move him. However, if the player enters a door, lands on water, or uses the [[whistle]], the animation can be canceled, and the player can take control much sooner. In addition, if the player grabs a [[vine]] during flight, or flies into a slope going uphill, there is no landing with a "thud", so the animation doesn't even happen in the first place. Finally, when jumping up to reach a go-through platform above, if the platform is at the right height, Olimar will make the jump, and at the peak, instantly go into the standing stance, completely skipping any landing animation.
If Olimar bangs against a ceiling during the jump up, that means that there isn't enough room, and the jetpack isn't activated. It will also fail if the player tries to use it while on a floor that's rising up. When Olimar falls down and lands, he goes through an animation where he bounces on the ground a bit. During this somewhat lengthy animation, the player cannot move him. However, if the player enters a door, lands on water, or uses the [[whistle]], the animation can be canceled, and the player can take control much sooner. In addition, if the player grabs a [[vine]] during flight, or flies into a slope going uphill, there is no landing with a "thud", so the animation doesn't even happen in the first place. Finally, when jumping up to reach a go-through platform above, if the platform is at the right height, Olimar will make the jump, and at the peak, instantly go into the standing stance, completely skipping any landing animation.


The jetpack cannot be used [[Water|underwater]], in the air, while being carried by [[Winged Pikmin]], or while [[Over Wintry Mountains|riding on a bottle cap]].
The jetpack cannot be used [[Water|underwater]], in the air, while being carried by [[Winged Pikmin]], or while [[Over Wintry Mountains|riding on a bottle cap]].

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