Cave: Difference between revisions

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(Corrections about Pikmin 4 caves at sunset.)
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Caves in both games are composed differently, with sublevels in ''Pikmin 2'' being [[Pikmin 2 cave generation|generated randomly]] each time, but following a specific layout scheme, while sublevels in ''Pikmin 4'' are fixed and focus more on puzzle-solving. The two games also have other minute differences in the way caves work.
Caves in both games are composed differently, with sublevels in ''Pikmin 2'' being [[Pikmin 2 cave generation|generated randomly]] each time, but following a specific layout scheme, while sublevels in ''Pikmin 4'' are fixed and focus more on puzzle-solving. The two games also have other minute differences in the way caves work.


Caves are entered though [[#Hole|holes]] in the areas. Similarly, somewhere in the cave is a way to [[#Exiting caves|exit it]], allowing the player to safely return to the surface with all of their collected objects.
Caves are entered through [[#Hole|holes]] in the areas. Similarly, somewhere in the cave is a way to [[#Exiting caves|exit it]], allowing the player to safely return to the surface with all of their collected objects.


In ''Pikmin 2'', stages in [[Challenge Mode (Pikmin 2)|Challenge Mode]] and [[2-Player Battle]] also take place in caves, but this article focuses on the caves in [[Story Mode]], which includes [[Dandori Challenge]] and [[Dandori Battle]] stages. The other {{pg}} do not have caves per se, but have underground locations regardless. {{p1}} has [[The Forest Navel]], {{p3}} has underground sections within its main areas, and {{hp}} has some cave-themed levels.
In ''Pikmin 2'', stages in [[Challenge Mode (Pikmin 2)|Challenge Mode]] and [[2-Player Battle]] also take place in caves, but this article focuses on the caves in [[Story Mode]], which includes [[Dandori Challenge]] and [[Dandori Battle]] stages. The other {{pg}} do not have caves per se, but have underground locations regardless. {{p1}} has [[The Forest Navel]], {{p3}} has underground sections within its main areas, and {{hp}} has some cave-themed levels.
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== List of caves ==
== List of caves ==
=== ''Pikmin 2'' ===
=== ''Pikmin 2'' ===
{| style="width: 100%;"
{| class="responsive-col" style="width:100%"
| style="width: 25%; vertical-align: top;" |
| style="width: 25%; vertical-align: top;" |
;[[Valley of Repose]]:
;[[Valley of Repose]]:
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=== ''Pikmin 4'' ===
=== ''Pikmin 4'' ===
{| style="width: 100%;"
{| class="responsive-col" style="width:100%"
| style="width: 25%; vertical-align: top;" |
| style="width: 25%; vertical-align: top;" |
;[[Rescue Command Post]]:
;[[Rescue Command Post]]:
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* [[Industrial Maze]]
* [[Industrial Maze]]
* [[Hectic Hollows]]
* [[Hectic Hollows]]
| style="width: 25%; vertical-align: top;" |
;[[Blossoming Arcadia]]:
* [[Drafty Gallery]]
* [[Secluded Courtyard]]
* [[Sightless Passage]]
* [[Kingdom of Beasts]]
| style="width: 25%; vertical-align: top;" |
;[[Serene Shores]]:
* [[Seafloor Resort]]
* [[Subzero Sauna]]
* [[Below-Grade Discotheque]]
* [[Engulfed Castle]]
|-
| style="width: 25%; vertical-align: top;" |
;[[Hero's Hideaway]]:
* [[Doppelgänger's Den]]
* [[Frozen Inferno]]
* [[Plunder Palace]]
| style="width: 25%; vertical-align: top;" |
;[[Giant's Hearth]]:
* [[Ultimate Testing Range]]
* [[Dream Home]]
* [[Cradle of the Beast]]
| style="width: 25%; vertical-align: top;" |
;[[Primordial Thicket]]:
* [[The Mud Pit]]
* [[Subterranean Swarm]]
* [[Cavern for a King]]
|-
|}
==== Dandori Caves ====
{| class="responsive-col" style="width:100%"
| style="width: 25%; vertical-align: top;" |
;[[Dandori Challenge]]:
* [[Dandori Day Care]]
* [[Dandori Day Care]]
* [[Hotshock Canyon]]
* [[Rockaway Cellars]]
* [[Test Tubs]]
* [[Ice-Cross Course]]
* [[Hefty Haulway]]
* [[Strategic Freezeway]]
* [[Aerial Incinerator]]
* [[Planning Pools]]
* [[Toggle Training]]
* [[Cliff-Hanger's Hold]]
* [[Oasis of Order]]
* [[Trial of the Sage Leaf]]
| style="width: 25%; vertical-align: top;" |
;[[Dandori Battle]]:
* [[Trial Run]]
* [[Trial Run]]
* [[Battle in a Box]]
* [[Dandori Castle]]
* [[Leafy Showdown]]
* [[Hot Sandy Duel]]
* [[Final Battle]]
|}
|}


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Every time a sublevel is entered the game is [[Saved game|saved]], so if the player turns the game off and then back on again, they will start in the same sublevel. In the case of ''Pikmin 2'', the sublevel will be generated randomly again.
Every time a sublevel is entered the game is [[Saved game|saved]], so if the player turns the game off and then back on again, they will start in the same sublevel. In the case of ''Pikmin 2'', the sublevel will be generated randomly again.


While sublevels in ''Pikmin 2'' are fairly generic, they can be roughly categorized into three types:
Sublevels in ''Pikmin 2'' can generally be categorized into 3 types, those being:


* '''Normal levels''' usually have a few harmful enemies, and sometimes don't have any treasure.
* '''Normal levels''' usually have a few harmful enemies, and sometimes don't have any treasure.
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* '''Boss levels''' contain one or more large [[boss]]es, are usually the final level of a cave. The only cave without a boss level is the [[Emergence Cave]], and the one with the most is the [[Hole of Heroes]]. When the boss is defeated, it often drops an [[upgrade]] for the [[leader]]s' space suits or ship.
* '''Boss levels''' contain one or more large [[boss]]es, are usually the final level of a cave. The only cave without a boss level is the [[Emergence Cave]], and the one with the most is the [[Hole of Heroes]]. When the boss is defeated, it often drops an [[upgrade]] for the [[leader]]s' space suits or ship.


In ''Pikmin 4'', sublevels are also simplistic for the most part, but their layout and objects are placed with purpose as to provide the players with a curated challenge, usually in the form of a puzzle or some tricky exploration. Some bits of the layout are references to or outright reworkings of [[cave units]] originally from ''Pikmin 2'', such as <code>room_hitode4x4_3_metal</code> and <code>room_dan4x4i_3_conc</code>.
''Pikmin 4'' has a greater emphasis on puzzles and exploration, with all sublevels having fixed layouts, compared to ''Pikmin 2''{{'s}} random generation on most of its sublevels. Some sections of some layouts are references to or outright reworkings of [[cave unit]]s originally from ''Pikmin 2'', such as <code>room_hitode4x4_3_metal</code> and <code>room_dan4x4i_3_conc</code>.


=== Final floor ===
=== Final floor ===
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In ''Pikmin 2'', the deepest sublevel of every cave receives special attention by the game and is known as the '''final floor''', or the '''final level''' in the European [[region]] of the [[New Play Control! Pikmin 2|''New Play Control!'' version]]. As the player drops into it, the game announces this by playing a distinct jingle, along with displaying the words "FINAL FLOOR!" or "FINAL LEVEL!" in large, yellow letters, before the player regains control. Additionally, on the [[HUD]], the word "SUBLEVEL" in the top-right corner is replaced with the words "FINAL FLOOR" or "FINAL LEVEL" in yellow.
In ''Pikmin 2'', the deepest sublevel of every cave receives special attention by the game and is known as the '''final floor''', or the '''final level''' in the European [[region]] of the [[New Play Control! Pikmin 2|''New Play Control!'' version]]. As the player drops into it, the game announces this by playing a distinct jingle, along with displaying the words "FINAL FLOOR!" or "FINAL LEVEL!" in large, yellow letters, before the player regains control. Additionally, on the [[HUD]], the word "SUBLEVEL" in the top-right corner is replaced with the words "FINAL FLOOR" or "FINAL LEVEL" in yellow.
In ''Pikmin 4'', there is far less attention drawn, simply displaying "FINAL SUBLEVEL" in place of the number as it fades away. For caves with only 1 sublevel ([[Burrow of Beginnings]], [[Last-Frost Cavern]], [[Dream Home]]), the distinction does not appear at all.


{{clear}}
{{clear}}
== Hole ==
== Hole ==
[[File:Cave.png|thumb|The hole used to go down to the next sublevel. These look the same as entrances to caves above ground.]]
[[File:P4 unavailable cave exit.jpg|thumb|The exit of a cave that has not been completed yet in ''Pikmin 4''. Notice how it lacks a lid.]]
To enter a cave, the player must get close to a hole and press the [[throw]] button. To go from one sublevel to the next, the same must be done to a similar hole within the sublevel.
To enter a cave, the player must get close to a hole and press the [[throw]] button. To go from one sublevel to the next, the same must be done to a similar hole within the sublevel.


In ''Pikmin 2'', the holes are round, rocky mounds, with a small hole in them. On the cave entrance hole, if the cave has not been [[#Cave completion|completed]], wisps of steam will come out, and the screen will become foggy when the hole is approached. In contrast, if it has been completed, a simple red flag will be placed near the entrance. Inside a cave, the hole to a next sublevel will always contain steam, but will not fog the screen.
In ''Pikmin 2'', the holes are round, rocky mounds, with a small hole in them. On the cave entrance hole, if the cave has not been [[#Cave completion|completed]], wisps of steam will come out, and the screen will become foggy when the hole is approached. In contrast, if it has been completed, a simple red flag will be placed near the entrance. Inside a cave, the hole to a next sublevel will always contain steam, but will not fog the screen.


In ''Pikmin 4'', the holes are black tubes with colored lids &ndash; cyan for normal caves, gray for [[Dandori Challenge]]s, and orange for [[Dandori Battle]]s. They are actually Japanese {{w|curb boxes}}, which are plastic tubes that house valves. After completing that cave, a flag appears in the color of the player's spacesuit with the [[Rescue Corps]] logo. When completing [[Burrow of Beginnings]] for the first time, [[Collin]] can be seen placing one such flag down in a cutscene. In addition, some caves have multiple holes. Entering from either one is exactly the same, but when the cave is exited through an air vent the player will come out from a specific hole, usually one that allows them to access locations in the area they couldn't before.
In ''Pikmin 4'', the holes are black tubes with colored lids &ndash; cyan for normal caves, gray for [[Dandori Challenge]]s, and orange for [[Dandori Battle]]s. They are actually Japanese {{w|curb box}}es, which are plastic tubes that house valves. After completing that cave, a flag appears in the color of the player's spacesuit with the [[Rescue Corps]] logo. When completing [[Burrow of Beginnings]] for the first time, [[Collin]] can be seen placing one such flag down in a cutscene. In addition, some caves have multiple holes, where the player will enter in one side and exit on the other such as the [[Aquiferous Summit]] and the [[Engulfed Castle]]. Entering the "exit" side of the cave from the surface will slightly change the layout to allow the sublevels to be cleared in reverse order, with an air vent that takes the player back to the "entrance" hole on the first sublevel. Exiting a cave from the [[pause menu]] will take the player back to the hole they entered from.


{{clear}}
{{clear}}
== Mechanics ==
== Mechanics ==
=== Passage of time ===
=== Passage of time ===
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In ''Pikmin 4'', time does pass while underground, but only at a sixth of its normal speed. If the overworld time reaches the [[sunset]] countdown while the player is exploring a cave, nothing will happen and the player will be free to continue inside the cave for as long as they want, but as soon as they leave the cave the sunset countdown will begin. Caves also cannot be entered during the sunset countdown.
In ''Pikmin 4'', time does pass while underground, but only at a sixth of its normal speed. If the overworld time reaches the [[sunset]] countdown while the player is exploring a cave, nothing will happen and the player will be free to continue inside the cave for as long as they want, but as soon as they leave the cave the sunset countdown will begin. Caves also cannot be entered during the sunset countdown.


=== Object respawning ===
=== Object spawning ===
Most objects respawn between visits to the same cave, including [[enemies]]. In ''Pikmin 2'', enemies always respawn, and in ''Pikmin 4'' they only respawn if the player has reached 100% completion of the cave. [[Treasures]] will not reappear once collected, and some Candypop Buds that have a [[Candypop family#Maximum Pikmin requirement|maximum Pikmin requirement]] will also not show up.
Some objects respawn between visits to the same cave, including [[enemies]]. The rules are as follows:
 
{| class="wikitable"
! rowspan="2" | Object
! colspan="2" | Respawns
|-
! {{p2}}
! {{p4}}
|-
| [[Treasure]]s
| Never
| Never
|-
| [[Enemies]]
| Always
| If cave is 100% complete
|-
| [[Obstacles]]
| Always
| Never
|}
 
[[Treasures]] will not reappear once collected, unless the way the player [[#Exiting caves|exits the cave]] puts them back. Some Candypop Buds that have a [[Candypop family#Maximum Pikmin requirement|maximum Pikmin requirement]] will also not show up.
 
In ''Pikmin 4'', wild Pikmin, enemy corpses, treasures, and so on will remain in the same state the player left the cave in for a few days, position included, until the cave is completed, at which point the standard rules for respawning everything from scratch described above apply.


=== Entering caves ===
=== Entering caves ===
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Unlike entering a cave, leaders and Oatchi will not regain any [[health]] when a deeper sublevel is entered. In ''Pikmin 4'' certain sublevels will force Oatchi to fall in a spot far away from the rest of the crew, which usually results in the player having to solve some problem in the sublevel to reunite everyone.
Unlike entering a cave, leaders and Oatchi will not regain any [[health]] when a deeper sublevel is entered. In ''Pikmin 4'' certain sublevels will force Oatchi to fall in a spot far away from the rest of the crew, which usually results in the player having to solve some problem in the sublevel to reunite everyone.
=== Exiting sublevels ===
When the player chooses to exit the current sublevel, all non-[[sprout]] Pikmin, all conscious leaders, and Oatchi will automatically join the group and jump together, regardless of distance.
As explained [[#Pikmin management|below]], when a sublevel is exited, if there are any unplucked sprouts, the game will notify the player about this and ask them if they wish to continue. The same happens if there are any uncollected [[Onion]]s, [[Flarlic]], or [[castaway]]s.


=== Exiting caves ===
=== Exiting caves ===
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* In ''Pikmin 4'', the player's character and Oatchi lose all their health.
* In ''Pikmin 4'', the player's character and Oatchi lose all their health.


Losing all Pikmin in ''Pikmin 4'' simply results in a cutscene, a reminder to rewind time, and the possibility of continuing exploration regardless.
Losing all Pikmin (or all Pikmin of a single type) in ''Pikmin 4'' simply results in a cutscene, a reminder to rewind time, and the possibility of continuing exploration regardless.


==== Manual abortion ====
==== Manual abortion ====
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In ''Pikmin 2'', the [[Pikmin limit]] is respected even inside caves, while in ''Pikmin 4'' the player can have as many Pikmin as they want inside the cave, and even from more than 3 types, though the Pikmin they can bring in from the surface must still respect those two limits. Also in ''Pikmin 4'', if the cave is exited with surplus Pikmin, any extras will simply be brought to the Onion when the player chooses what Pikmin types to take with them once they land.
In ''Pikmin 2'', the [[Pikmin limit]] is respected even inside caves, while in ''Pikmin 4'' the player can have as many Pikmin as they want inside the cave, and even from more than 3 types, though the Pikmin they can bring in from the surface must still respect those two limits. Also in ''Pikmin 4'', if the cave is exited with surplus Pikmin, any extras will simply be brought to the Onion when the player chooses what Pikmin types to take with them once they land.


When exiting the current sublevel, [[sprout]]s will remain behind and be lost forever; the game will even show a confirmation dialog about this if that is the case. Oddly, in ''Pikmin 4'', the game will not consider these Pikmin as dead within the [[Status Report]] screen.
If any Pikmin happen to be currently [[sprout|buried]], attempting to leave a sublevel will prompt the game to warn you about abandoning the sprouts, showing a confirmation dialogue. What happens when a sprout is left behind a sprout works differently in the two games: While sprouts left behind are permanently lost in both games, they are only considered to be actual deaths in ''Pikmin 2''; in ''Pikmin 4'', they will not be considered as casualties in the [[Tablet#Status Report|Status Report]] screen.


=== Completion ===
=== Completion ===
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In ''Pikmin 2'', a cave is considered "complete" if all treasures within it have been collected.
In ''Pikmin 2'', a cave is considered "complete" if all treasures within it have been collected.


In ''Pikmin 4'', a completed cave's icon on the [[radar]] will show a hole with the lid open and a small golden flag next to it, while uncompleted caves show a closed lid.
In ''Pikmin 4'', a cave is considered "complete" if all treasures and castaways within it have been collected. A completed cave's icon on the [[radar]] will show a hole with the lid open and a small golden flag next to it, while uncompleted caves show a closed lid.


=== Cave generation ===
=== Cave generation ===
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* [[Glitches in Pikmin 2#Fake Pikmin extinction|Fake Pikmin extinction]]: By entering a cave and [[dismiss]]ing at the same time, the game will let the player enter the cave with no Pikmin. It then instantly announces a Pikmin extinction.
* [[Glitches in Pikmin 2#Fake Pikmin extinction|Fake Pikmin extinction]]: By entering a cave and [[dismiss]]ing at the same time, the game will let the player enter the cave with no Pikmin. It then instantly announces a Pikmin extinction.
* There is a glitch that can happen when proceeding to the next sublevel. In the animation where everybody jumps into the hole, some Pikmin may appear [[idle]] and won't jump in. Thankfully, these Pikmin that don't jump in will appear on the next sublevel.
* There is a glitch that can happen when proceeding to the next sublevel. In the animation where everybody jumps into the hole, some Pikmin may appear [[idle]] and won't jump in. Thankfully, these Pikmin that don't jump in will appear on the next sublevel.
== Caves in ''Pikmin 4''==
Four distinct types of cave floors can be seen in the February and June trailers: one that looks like a standard dirt cave, another that's themed around metal and seems to take place inside of a shed, one with a muddy floor and brick walls, one taking place over metal platforms in a dark void, one taking place in an enclosed area with blue tiles on the walls and floor, and one that appears to take place inside what is presumably either a display terrarium in an aquarium/a pet store or a science museum's water table. Notable content that can be seen includes:
* Dirt cave:
** Muddy floors.
** Dirt walls.
** Tiny fungi.
** Dead leaves scattered about.
* Shed:
** Metal rings and dirt on the floor.
** An LED {{w|dot matrix}} display, showing a number. All trailer footage just shows the number "01".
** In the cave's background, what is either the sunlight shining from the slits on the door of the shed, or some {{w|fluorescent lamps}} that are on.
** Support beams in the background, possibly made of wood.
* Brick cave:
** Muddy floor.
** Brick walls.
** Green mold.
* Display area:
** Sandy floors.
** Rocks and fake plants.
** Lit up by lamps.
** A wall with an ocean painted on it.
** Glass walls.
** Fake logs with what appears to be {{w|astroturf}} on top of them.
** In the background, cylindrical aquariums built into pillars can be seen, along with blurry visages of soda fountains behind them. What appears to be a blurry exit sign and a vending machine can also be briefly seen.
<gallery>
Pikmin 4 oatchi sniffing 2.jpg|Dirt cave.
Pikmin 4 arachnorb.jpg|Shed.
Pikmin 4 Empress Bulblax Behind.png|Brick cave.
P4 Display Area Cave.png|Display area.
</gallery>


== Gallery ==
== Gallery ==
<gallery>
<gallery>
Emergence Cave Location.png|A completed cave.
Emergence Cave Location.png|A completed cave.
Cave.png|The hole used to go down to the next sublevel in ''Pikmin 2''. These look the same as entrances to caves above ground.
</gallery>
</gallery>


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|Ger=Höhle
|Ger=Höhle
|GerM=Cave
|GerM=Cave
|Ita=Caverna/Grotta
|Ita=Caverna (''Pikmin 2'')<br>Cava (''Pikmin 4'')
|ItaM=Cave
|ItaM=Cave
|ItaI=Cava
|Spa=Cueva
|Spa=Cueva
|SpaM=Cave
|SpaM=Cave
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|'''Final floor'''
|'''Final floor'''
{{Foreignname
{{Foreignname
|Jap=Final Floor
|Jap=最終階
|JapM=-
|JapR=Saishū-kai
|JapM=Last Floor
|Fra=Dernier Niveau
|Fra=Dernier Niveau
|FraM=Last Level
|FraM=Last Level
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