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(Restructured the Hey! Pikmin area table to use 2 columns to save space.) |
(Changes to the introduction, features section, and see also section.) |
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{{game icons|p=y|p2=y|p3=y|hp=y}} | {{game icons|p=y|p2=y|p3=y|hp=y}} | ||
[[File:Overworld.JPG|thumb|250px|right|The area selection screen in {{npcp1}}.]] | [[File:Overworld.JPG|thumb|250px|right|The area selection screen in {{npcp1}}.]] | ||
'''Areas''' are the main explorable locations in the {{pg}}. Each game in the series has a set of areas that can be visited, and these areas provide a range of environments to grow [[Pikmin family|Pikmin]], fight [[Enemy|enemies]], and collect [[:Category:Collectibles|items]]. | '''Areas''' are the main explorable locations in the {{pg}}. Each game in the series has a set of areas that can be visited, and these areas provide a range of environments to grow [[Pikmin family|Pikmin]], fight [[Enemy|enemies]], and collect [[:Category:Collectibles|items]]. Each game features an [[area selection menu]] for selecting which area to land in from the areas unlocked. In the main games, this menu is shown at the beginning of each [[day]], and it is not possible to change the area one is exploring during a day. | ||
In each game, the [[leader]]s will only be able to access a single area initially, but over the course of the game, more areas will be unlocked. For instance, to access to the [[Perplexing Pool]] in ''Pikmin 2'', a specific treasure, the [[Geographic Projection]], must be collected. Gaining access to new areas is a major form of progression through the games. | In each game, the [[leader]]s will only be able to access a single area initially, but over the course of the game, more areas will be unlocked. For instance, to access to the [[Perplexing Pool]] in ''Pikmin 2'', a specific treasure, the [[Geographic Projection]], must be collected. Gaining access to new areas is a major form of progression through the games. | ||
Areas function differently in each game in the series. | Areas function differently in each game in the series. In the main games, areas are 3D environments with various rooms and corridors connected non-linearly, while in {{hp}}, areas are linear standalone levels, and are organized into groups called '''sectors''', of which there are 9. The items that are collected in areas vary by game as well. In {{p1}}, [[ship part]]s are scattered around the 5 areas. In {{p2}}, each of the 4 areas contains 3 or 4 entrances to [[cave]]s, which contain most of the [[treasure]]s needed to complete the game. In {{p3}}, 4 of the 5 areas contain [[fruit]], while the last area is a standalone challenge. {{TOC right}} | ||
==List== | ==List== | ||
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===''Hey! Pikmin''=== | ===''Hey! Pikmin''=== | ||
Areas in ''Hey! Pikmin'' are much smaller, and grouped into sectors. Each area has a level code that indicates its sector and its placement within the sector. Areas with an "E" in the code are [[boss]] areas; areas with an "X" in the level code are [[Secret exit|secret]] areas. The last sector only has 1 area, which is a boss area. | Areas in ''Hey! Pikmin'' are much smaller, and grouped into sectors. Each area has a level code that indicates its sector and its placement within the sector. Areas with an "E" in the code are [[boss]] areas; areas with an "X" in the level code are [[Secret exit|secret]] areas. The last sector only has 1 area, which is a boss area. Sectors also contain [[Secret Spot]]s and [[Sparklium Spring]]s. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Sector | !Sector | ||
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==Features== | ==Features== | ||
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'', | 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 segments, with special connections that teleport leaders and Pikmin between them. | ||
==Terrain== | ==Terrain== | ||
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*[[PNF-404]] | *[[PNF-404]] | ||
*[[Cave]] | *[[Cave]] | ||
*[[ | *[[Pikmin Park]] | ||
==References== | ==References== |