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==Framerate==
==Framerate==
The ''Pikmin'' games contain complex areas and several objects, more notably, the [[Pikmin family|Pikmin]] themselves, with [[Pikmin limit|100]] of them being able to stay on-screen at once. In order for the console to process the world's logic and render all of its elements at a steady speed, it cannot render at a large framerate. {{p1}}, {{p2}}, and {{p3}} run at 30 frames per second. The exception to this is the European [[region|version]] of ''Pikmin'', which runs at 25. Other than that, the [[main menu]]s of the first two games, and the [[options menu]], [[high scores menu]], [[bonuses menu]], and [[area selection menu]] in ''Pikmin 2'' all run at twice the framerate of the normal game.
The ''Pikmin'' games contain complex areas and several objects, more notably, the [[Pikmin family|Pikmin]] themselves, with [[Pikmin limit|100]] of them being able to stay on-screen at once. In order for the console to process the world's logic and render all of its elements at a steady speed, it cannot render at a large framerate. {{p1}}, {{p2}}, and {{p3}} run at 30 frames per second. The exception to this is the European [[region|version]] of ''Pikmin'' and ''Pikmin 2'' due to the need of supporting the PAL 50 Hz frequency: the former supports 60hz only in the [[New Play Control! Pikmin|New Play Control version]], and playing the game at 50 Hz makes the gameplay slower by approximately 16.7% in order to run at 25 frames per second. ''Pikmin 2'' instead supports 60 Hz in both versions, and while on 50 Hz the game still runs at 25 frames per second the gameplay isn't slower. Other than that, the [[main menu]]s of the first two games, and the [[options menu]], [[high scores menu]], [[bonuses menu]], and [[area selection menu]] in ''Pikmin 2'' all run at twice the framerate of the normal game.


Should the console have to process a large amount of instructions, it may fail to do all of them in a single frame, needing to extend the duration of the frame until everything is concluded. If this happens over a large amount of time, it can be noticed by the player. An example would be the landing sequence in ''Pikmin 3'', which oftentimes slows down the [[cutscene]] visibly, but not in a way that negatively impacts gameplay.
Should the console have to process a large amount of instructions, it may fail to do all of them in a single frame, needing to extend the duration of the frame until everything is concluded. If this happens over a large amount of time, it can be noticed by the player. An example would be the landing sequence in ''Pikmin 3'', which oftentimes slows down the [[cutscene]] visibly, but not in a way that negatively impacts gameplay.