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The [[Pikmin series|''Pikmin'' games]] take place over the course of several '''days'''. Dangerous creatures roam at nighttime, so exploration on the [[PNF-404|Pikmin planet]] only happens during the daytime, from 7 AM to 7 PM.<ref>Data inside <code>/user/Abe/time/time.ini</code>, in ''[[Pikmin 2]]''. The following three lines indicate the initial hour, final hour and day duration in seconds:<pre>{fp00} 4 7.000000 # ゲーム開始時刻
The [[Pikmin series|''Pikmin'' games]] take place over the course of several '''days'''. Dangerous creatures roam at nighttime, so exploration on the [[PNF-404|Pikmin planet]] only happens during the daytime, from 7 AM to 7 PM.<ref>Data inside <code>/user/Abe/time/time.ini</code>, in ''[[Pikmin 2]]''. The following three lines indicate the initial hour, final hour and day duration in seconds:<pre>{fp00} 4 7.000000 # ゲーム開始時刻
{fp01} 4 19.000000 # ゲーム終了時刻
{fp01} 4 19.000000 # ゲーム終了時刻
{fp02} 4 1560.000000 # 1日の時間秒)</pre></ref> In ''[[Pikmin (game)|Pikmin]]'', [[Captain Olimar]] has 30 days before his life-support systems fail and he's stranded on the planet permanently, and in the [[New Play Control! Pikmin|''New Play Control!'' version]], it's possible to go back and redo any day. In ''[[Pikmin 2]]'' there is no day limit. In ''[[Pikmin 3]]'' the number of days left is determined by how many bottles of [[fruit]] juice are left, and the player is also given the ability to restart from a previous day. A common [[Challenge run#Low-day|challenge run]] in the ''Pikmin'' games is to complete the game taking the least amount of days possible.
{fp02} 4 1560.000000 # 1日の時間秒)</pre></ref> The number of days spent on the planet is also important in some games: in {{p1}}, [[Captain Olimar]] has 30 days before his life-support systems fail and he's stranded on the planet permanently, and in {{p3}} the number of days left is determined by how many bottles of [[fruit]] juice are left. {{p2}} has no day limit, and in {{npcp1}} and ''Pikmin 3'', the player is given the ability to go back in time and retry from a certain day of their adventure. A common [[Challenge run#Low-day|challenge run]] in the ''Pikmin'' games is to complete the game taking the least amount of days possible.


The [[HUD#Sun Meter|Sun Meter]] at the top of the HUD indicates the amount of daylight left, so effectively, the time the player has left on the current day. A number on the top right corner indicates the current day. In real life, a game day lasts around 13 to 16 minutes, varying slightly per game. In [[Challenge Mode (Pikmin)#Time limits|''Pikmin'''s Challenge Mode]] though, every area has its own duration. As the day goes by, the lighting on the area changes much like it does on Earth, but enemy behavior and area layout remains constant all throughout.
The [[HUD#Sun Meter|Sun Meter]] at the top of the [[HUD]] indicates the amount of daylight left, so effectively, the time the player has left on the current day. A number on the top right corner indicates the current day. A ''Pikmin'' game day lasts around 13 to 16 real-life minutes, varying slightly per game. In [[Challenge Mode (Pikmin)#Time limits|''Pikmin'''s Challenge Mode]] though, every area has its own duration. As the day goes by, the lighting on the area changes much like it does on Earth, but enemy behavior and area layout remains constant all throughout.


Any objects that are moved from their original spot will remain in the new spot on any following day. When a smaller enemy is killed, it respawns in its original place on the very next day. This is not true for larger enemies like [[Red Bulborb]]s, which take more days to respawn. Some enemies only appear in certain days. Some of the most notable enemies with this characteristic are the [[Smoky Progg]], which disappears after day 14, the [[Ujadani]], that only appear every 30 days, and the [[Goolix]] and [[Mamuta]] on [[The Impact Site]], that appear in alternating days. For a list of all enemies that appear in exclusive days, please read the list of enemies on the corresponding [[area]] article.
Any important objects that are moved from their original spot will remain in the new spot on any following day. When a smaller enemy is killed, it respawns in its original place on the very next day. This is not true for larger enemies like [[Red Bulborb]]s, which take more days to respawn. Some enemies only appear in certain days. Some of the most notable enemies with this characteristic are the [[Smoky Progg]], which disappears after day 14, the [[Ujadani]], that only appear every 30 days, and the [[Goolix]] and [[Mamuta]] on [[The Impact Site]], that appear in alternating days. For a list of all enemies that appear in exclusive days, please read the list of enemies on the corresponding [[area]] article.


==Sunset==
==Sunset==
[[File:Clock.png|thumb|350px|The Sun Meter in each ''Pikmin'' game.]]
[[File:Clock.png|thumb|350px|The Sun Meter in each ''Pikmin'' game.]]
When the sunset arrives, all leaders and Pikmin must stop what they're doing, retreat into the Onions and ship, and spend the night in space, due to the fact that many predators become active at night.
When the sunset arrives, all leaders and Pikmin must stop what they are doing, retreat into the [[Onion]]s and ship, and spend the night in low-orbit, due to the fact that many predators become active at night.


===Phases===
===Phases===
====Countdown====
====Countdown====
Some minutes before the sun is down, the ship will warn that the player needs to gather their Pikmin. During this time, the [[music]] changes to a calmer remix. After some seconds (around 42 in ''Pikmin'', around 32 in ''Pikmin 2'') a countdown from 10 takes place. The time interval between two digits is around 3 seconds in the first two games, totaling for around 36 seconds in ''Pikmin'', and around 30 seconds in ''Pikmin 2'', until the countdown reaches 0. In ''Pikmin'', after the counter reaches 4, the player is no longer able to interact with the [[S.S. Dolphin]].
Some minutes before the sun is down, a message will appear on-screen warning the player that they need to gather their Pikmin. During this time, the [[music]] changes to a calmer remix. After some seconds (around 42 in ''Pikmin'', around 32 in ''Pikmin 2'') a countdown from 10 takes place. The time interval between two digits is around 3 seconds in the first two games, totaling for around 36 seconds in ''Pikmin'', and around 30 seconds in ''Pikmin 2'', until the countdown reaches 0. Interestingly, in ''Pikmin'', after the counter reaches 4, the player is no longer able to interact with the [[S.S. Dolphin]].


In ''Pikmin 3'', the warning instead comes two circles from sunset on the Meter. A large circle appears around the landing site, delimiting the safe area. There is a small counter that will go near the top of the screen, alerting the player of idle Pikmin. On the [[KopPad]], what types of Pikmin that are idle are displayed near the top of the map, along with how many. Pikmin icons will also appear larger, and the icons of those that are working or idle will also appear flashing on the KopPad.
In ''Pikmin 3'', the warning instead comes two circles from sunset on the Meter. A large circle appears around the landing site and any stray Onions, delimiting the safe areas. There is a small counter that will go near the top of the screen, alerting the player of the number of idle Pikmin. On the [[KopPad]], what types of Pikmin that are idle are displayed near the top of the map, along with how many. Pikmin icons will also appear larger on the [[radar]], and the icons of those that are in risk of being left behind will also appear flashing on the KopPad.


====Gathering====
====Gathering====
When the countdown finishes, two cinematic sequences take place. The first shows the leader [[dismiss]]ing and ordering every Pikmin to get on their Onions or ship. All Pikmin under the control of a leader and idle ones near the ship and Onions will climb safely into their respective Onion or ship. Any Pikmin that are buried will remain buried in the same spot, and can be [[pluck]]ed on another day. Any Pikmin that is near an Onion, but away from the landing site will still climb to their Onion, despite not being shown. After everyone is apparently gathered, the leader(s) climb on board of the ship.
When the countdown finishes, two [[Cutscene|cinematic sequences]] take place. The first scene starts with all conscious leaders and safe Pikmin walking up to the landing site. Safe Pikmin are all of those that are in any leader's party or those that are in the safe zones. The main leader then [[dismiss]]es and orders every Pikmin to get on their Onions or ship. Any Pikmin that is near an Onion, but away from the landing site will still climb to their Onion, despite not being shown. Any Pikmin that are buried will remain buried in the same spot, and can be [[pluck]]ed on another day. After everyone is apparently gathered, the leader(s) climb on board of the ship.


During this cinematic, a song plays that's a bit different between games. In ''Pikmin'', it's a bit slow, and has a part that repeats twice. The cutscene also takes a bit longer. In ''Pikmin 2'', there are 4 songs that can play during this cinematic:
During this cinematic, a song plays that's a bit different between games. In ''Pikmin'', it's a bit slow, and has a part that repeats twice. The cutscene is also notably long. In ''Pikmin 2'', there are 4 songs that can play during this cinematic:
*If the player obtained no [[treasure]], a simple and quiet remix of the main "end of day" theme plays.
*If the player obtained no [[treasure]], a simple and quiet remix of the main "end of day" theme plays.
*If the player has obtained some funds, the regular song takes place.
*If the player has obtained some funds, the regular song takes place.
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====Lift off====
====Lift off====
[[File:Spaceship Pikmin3.png|thumb|right|The [[S.S. Drake]] and the Onion lifting off in ''[[Pikmin 3]]''.]]
[[File:Spaceship Pikmin3.png|thumb|right|The [[S.S. Drake]] and the Onion lifting off in ''[[Pikmin 3]]''.]]
The second cinematic shows the ship preparing for lift off, while wild creatures draw near. If any Pikmin were left behind, they'll be shown running towards the ship in an attempt to be saved. However, it is too late, and the wandering enemies will quickly dispose of them. The ship then takes off, and the [[Menu#Sunset|stats for that day]] are shown. This is when the player may [[Saved game|save]] the game, and read the [[Olimar's voyage log|voyage log]] or [[mail]]. The following is a list of enemies that appear in each area in ''Pikmin'' and ''Pikmin 3'', given that in ''Pikmin 2'', the game picks randomly from the enemies that can appear in the area, with more Pikmin left behind resulting in more enemies:
The second cinematic shows the ship preparing for lift off, while wild creatures draw near. If any Pikmin were left behind, they'll be shown running towards the ship in an attempt to be saved. However, it is too late, and the wandering enemies will quickly dispose of them. The ship then takes off, and the [[Menu#Sunset|stats for that day]] are shown. This is when the player may [[Saved game|save]] the game, and read [[Olimar's voyage log]], [[mail]], or the [[Pikmin 3 voyage log|Koppaites' voyage log]]. The following is a list of enemies that appear in each area in ''Pikmin'' and ''Pikmin 3'', given that in ''Pikmin 2'', the game picks randomly from the enemies that can appear in the area, with more Pikmin left behind resulting in more enemies:


*[[The Impact Site]]: [[Red Bulborb]]s.
*[[The Impact Site]]: [[Red Bulborb]]s.
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*The European trophy description in ''[[Super Smash Bros. for Wii U]]'' [[mistake|incorrectly claims]] that Olimar uses the [[S.S. Dolphin]] during his Final Smash, when in reality, it is the [[Hocotate ship]].
*The European trophy description in ''[[Super Smash Bros. for Wii U]]'' [[mistake|incorrectly claims]] that Olimar uses the [[S.S. Dolphin]] during his Final Smash, when in reality, it is the [[Hocotate ship]].
*In ''Pikmin 2'', there is a small delay before the day time continues, when unpausing the game. By repeatedly pausing and unpausing, one can gain a slight bit of time.<ref>[https://www.youtube.com/watch?v=EmIbm4b68cM YouTube video demonstrating how it is possible to gain a small bit of time by continuously pausing and unpausing the game]</ref>
*In ''Pikmin 2'', there is a small delay before the day time continues, when unpausing the game. By repeatedly pausing and unpausing, one can gain a slight bit of time.<ref>[https://www.youtube.com/watch?v=EmIbm4b68cM YouTube video demonstrating how it is possible to gain a small bit of time by continuously pausing and unpausing the game]</ref>
==Names in other languages==
{{foreignname
|PorP=Dia
|PorPM=Day
|PorPN=Translation taken from the ''Pikmin'' instruction manual.
|notes=y
}}


==See also==
==See also==