Hey! Pikmin: Difference between revisions

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Some misc. info.
(Some misc. info.)
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Unlike the previous ''Pikmin'' games, which were 3D real-time strategy games, this one is a 2.5D side-scroller. Players control [[Captain Olimar]], who in turn controls a group of Pikmin, which can be thrown at enemies to battle them, at [[obstacle]]s to clear them, or at [[treasure]]s to [[carry]] them. Treasures and certain collectables are worth some amount of "Sparklium", and the idea is to collect as much Sparklium as possible before reaching the level's goal.
Unlike the previous ''Pikmin'' games, which were 3D real-time strategy games, this one is a 2.5D side-scroller. Players control [[Captain Olimar]], who in turn controls a group of Pikmin, which can be thrown at enemies to battle them, at [[obstacle]]s to clear them, or at [[treasure]]s to [[carry]] them. Treasures and certain collectables are worth some amount of "Sparklium", and the idea is to collect as much Sparklium as possible before reaching the level's goal.


Gameplay happens on the bottom screen, although both screens show the action. The player controls Olimar left or right on the ground and also vertically when climbing a vine or underwater. Small ledges can be climbed up by simply walking in their direction. Captain Olimar can also deploy his jetpack, which makes him dismiss the Pikmin temporarily, raises him off the ground, and allows the player to control him in midair left or right. Olimar can only stay afloat for a limited amount of time, though; this limit gets reset when Olimar lands again. The jetpack will be put away automatically if Olimar bumps against a ceiling.
Gameplay happens on the bottom screen, although both screens show the action. The player controls Olimar left or right on the ground and also vertically when climbing a vine or underwater. Small ledges can be climbed up by simply walking in their direction. Long drops down will cause him to start teetering at the edge if the player pushes against the edge. Letting go off that direction and pressing again will bypass this teetering and force Captain Olimar to fall down. This can be used to fall into the [[pit]]. Captain Olimar can also deploy his jetpack, which makes him dismiss the Pikmin temporarily, raises him off the ground, and allows the player to control him in midair left or right. Olimar can only stay afloat for a limited amount of time, though; this limit gets reset when Olimar lands again. The jetpack will be put away automatically if Olimar bumps against a ceiling.


The player can [[whistle]] [[Pikmin family|Pikmin]] from anywhere on the screen, which makes them run to Olimar's side, although worker Pikmin will continue working. When the whistle is used, a voice going "Hey!" can be heard, although it doesn't seem to match Captain Olimar's, and the whistle itself is only used a split-second after the voice. Given unknown circumstances, the whistle will sound higher pitched. This might happen when Pikmin in danger are whistled. Once in Olimar's group, they can be [[throw]]n by him in the direction the player taps. Unlike the main ''Pikmin'' games, the Pikmin cannot be told to idle as normally – throwing a Pikmin away to an enemy or no task in particular will just make the Pikmin walk back to Olimar. This casual walk can be ordered into a run by simply whistling. Using the jetpack will however dismiss the Pikmin on the spot, until they are called back. Entering a doorway while some Pikmin are busy carrying or fighting will also leave them idling, although they can still hold on to whatever item they are holding.
The player can [[whistle]] [[Pikmin family|Pikmin]] from anywhere on the screen, which makes them run to Olimar's side, although worker Pikmin will continue working. When the whistle is used, a voice going "Hey!" can be heard, although it doesn't seem to match Captain Olimar's, and the whistle itself is only used a split-second after the voice. Given unknown circumstances, the whistle will sound higher pitched. This might happen when Pikmin in danger are whistled. Once in Olimar's group, they can be [[throw]]n by him in the direction the player taps. Unlike the main ''Pikmin'' games, the Pikmin cannot be told to idle as normally – throwing a Pikmin away to an enemy or no task in particular will just make the Pikmin walk back to Olimar. This casual walk can be ordered into a run by simply whistling. Using the jetpack will however dismiss the Pikmin on the spot, until they are called back. Entering a doorway while some Pikmin are busy carrying or fighting will also leave them idling, although they can still hold on to whatever item they are holding.
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The pod awaits for Captain Olimar at the end of the stage, who, after a triumphant pose, gets beamed up inside the pod. In some stages, the Pikmin with Olimar also get beamed up, like 1-A, but in others, like the tutorial stage, they stay behind. If all treasures in the stage are collected, the results screen at the end will say "Treasures Found!", but if not, it'll say "Area Explored!"
The pod awaits for Captain Olimar at the end of the stage, who, after a triumphant pose, gets beamed up inside the pod. In some stages, the Pikmin with Olimar also get beamed up, like 1-A, but in others, like the tutorial stage, they stay behind. If all treasures in the stage are collected, the results screen at the end will say "Treasures Found!", but if not, it'll say "Area Explored!"


Carriable objects no longer have extra carrying slots. Once the minimum Pikmin strength is met, the object begins moving, and no more Pikmin can be added. Pikmin will carry objects down ledges, but the fall is too great, they might refuse. If they have nowhere to go, they simply shuffle back and forth, like in the main games. Pikmin that are carrying cannot be whistled, even if they are stuck, but Pikmin that are holding on to an object without taking it anywhere can be whistled.
Carriable objects no longer have extra carrying slots. Once the minimum Pikmin strength is met, the object begins moving, and no more Pikmin can be added. Pikmin will carry objects down ledges, but if the fall is too great, they might refuse. If they have nowhere to go, they simply shuffle back and forth, like in the main games. Pikmin that are carrying cannot be whistled, even if they are stuck, but Pikmin that are holding on to an object without taking it anywhere can be whistled. If Pikmin are carrying something, whether they can move it or not, but Olimar walks away from them, they will eventually drop the object and start running after the captain. Carrier Pikmin trying to take an item to Olimar may turn back if they bump against a ledge down or a bridge, even if built.


==Plot==
==Plot==
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====1-A====
====1-A====
Sector 1, Area A is titled "First Expedition".{{cite youtube|v5WcuzlsAJY|of Nintendo Summer of Play demo's first stage}} It takes place in a lush garden. It starts off with Olimar gathering some Pikmin, and using them to carry [[bridge fragment]]s to build a bridge, in order to climb a small hill. The first enemy encountered is the small [[Breadbug]] lookalike. After that come some large Sparklium flowers, some Pikmin and seeds being carried by green flying enemies, and the first treasure of the stage, the Loop of Beginnings, which is in fact a ring with a pearl.
Sector 1, Area A is titled "First Expedition".{{cite youtube|v5WcuzlsAJY|of Nintendo Summer of Play demo's first stage}} It takes place in a lush garden. It starts off with Olimar gathering some Pikmin, and using them to carry [[bridge fragment]]s to build a bridge, in order to climb a small hill. The first enemy encountered is the small [[Breadbug]] lookalike. Getting close prompts the pod to talk about how it looks dangerous, but killing it before getting too close can skip this dialog. After that come some large Sparklium flowers, some Pikmin and seeds being carried by green flying enemies, and the first treasure of the stage, the Loop of Beginnings, which is in fact a ring with a pearl.


After some more bridge fragments, Olimar encounters some Pikmin itching to get past a chasm, with a gardening trowel on the side Olimar is on. Some Pikmin can be thrown at it to tip it over, and make a bridge to the other side. On the other side is the unnamed yellow bird enemy. To the right of this fight is a segment with a hole in the wall. At this point, the pod informs Olimar that he can enter the hole using his jetpack, which unlocks the ability to use it. The hole leads to an isolated room with a heart and the second treasure (that can only be reached with the jetpack), the Hypno Pendulum, a blue yo-yo. Back on the main path, there is another yellow bird, some flying green enemies, and the third and final treasure, the Song Sewer, a harmonica.
After some more bridge fragments, Olimar encounters some Pikmin itching to get past a chasm, with a gardening trowel on the side Olimar is on. Some Pikmin can be thrown at it to tip it over, and make a bridge to the other side. On the other side is the unnamed yellow bird enemy. To the right of this fight is a segment with a hole in the wall. At this point, the pod informs Olimar that he can enter the hole using his jetpack, which unlocks the ability to use it. The hole leads to an isolated room with a heart and the second treasure (that can only be reached with the jetpack), the Hypno Pendulum, a blue yo-yo. Back on the main path, there is another yellow bird, some flying green enemies, and the third and final treasure, the Song Sewer, a harmonica.
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====Unnamed yellow bird-like creature====
====Unnamed yellow bird-like creature====
[[File:UE Bird.png|thumb|right|An unknown yellow bird-like [[enemy]].]]
[[File:UE Bird.png|thumb|right|An unknown yellow bird-like [[enemy]].]]
An unknown yellow bird-like creature can be seen advancing towards Olimar during the Nintendo Direct footage, and is featured in the demo. The creature exhibits the general body shape of a grub dog, with a large pink finch-like beak and big eyes on the side of its head. Similar to the kiwi bird, this creature has no visible wings and seems to be exclusively terrestrial. After being thrown at with [[Red Pikmin]], the creature flinches while its walking speed slows down until it finally dies. If a Pikmin is thrown on top of the creature, the Pikmin will repeatedly jump on it until the creature dies. Upon death, 2 Sparklium seeds are released. It can sometimes come out of burrows inside a wall, and clucks when turning around. Its Japanese name is {{j|マッキー|Makkī}}.
An unknown yellow bird-like creature can be seen advancing towards Olimar during the Nintendo Direct footage, and is featured in the demo. The creature exhibits the general body shape of a grub dog, with a large pink finch-like beak and big eyes on the side of its head. Similar to the kiwi bird, this creature has no visible wings and seems to be exclusively terrestrial. After being thrown at with [[Red Pikmin]], the creature flinches while its walking speed slows down until it finally dies. If a Pikmin is thrown on top of the creature, the Pikmin will repeatedly jump on it until the creature dies. Upon death, 2 Sparklium seeds are released. It can sometimes come out of burrows inside a wall, and clucks when turning around. Its Japanese name is {{j|マッキー|Makkī}}. Oddly, it is possible to fly over it using the jetpack, without getting hurt.


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