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Controls

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The leaf texture used in Pikmin 2's Challenge Mode menu. (Used on Pikipedia in the {{stub}} template.)

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This article is about controls of the Pikmin games. For the data file category, see Controls (Exploration Notes).

The Pikmin games have a variety of controls used to control the game's menus, leaders, camera and gameplay mechanics. These controls come in the form of button presses and releases, analog stick tilts, Wii Remote pointer movements and touchscreen touches.

For the GameCube games, there are two button combinations that replace the need to interact with the physical console itself: one resets the game without pressing the button on the console, and the other resets the controller's neutral position, without needing to unplug and replug it. The former can be achieved by holding GCN X.png + GCN B.png + GCN Start.png for a few seconds. For the latter, the player must hold GCN X.png + GCN Y.png + GCN Start.png, for three seconds, without touching GCN Stick.png, GCN C.png, GCN L.png or GCN R.png. This is because when the console is booted, or the controller's neutral position is reset, the position of the sticks and the analog shoulder buttons is considered to be the default. If, for instance, the Control Stick is held to the right when the default position is being registered, then the game will assume that the Stick is being held left, if the player releases the Control Stick.

Button-mashing

The term button-mashing is used when a player rapidly presses buttons or tilts sticks on the controller, without any discernible pattern. The point of doing this varies between games and scenarios, but in the Pikmin games, one may have to button-mash in certain situations in order to achieve a goal. The following situations require the player to button-mash:

  • When the current leader is being attacked by an opposing Pikmin, twirling the main analog stick allows the leader to shake them off; they'll remained latched until the stick is twirled for long enough. In Pikmin and New Play Control! Pikmin, actual buttons can also be pressed rapidly to shake off Mushroom Pikmin.
  • When the leader is being held by a Greater Spotted Jellyfloat, Swooping Snitchbug or Bumbling Snitchbug, the player can rotate the main stick to break free. If they do not do it in time, they subject the leader to damage.
  • In Pikmin 3, when a leader is thrown to the ground, the player can mash directions on WiiU LStick.png / Nunchuck Annalogstick.png – such as twirling – to make them get up. The player can also shake the Nunchuk to make them get up (usually easier and faster). The leader will get up by themselves eventually, however.

In a sense, it could be said that the games prior to Pikmin 3 require the player to mash GCN A.png / Wiimote A.png to continuously pluck Pikmin, but this is only partially true: the player needs only to press the button during a pluck animation, in order to assure that the next Pikmin will also be automatically plucked. In addition, mashing the throw button is required in order to throw Pikmin in quick succession.

If the player is not interested in a cutscene's dialog, the fastest way to advance it is by mashing the GCN A.png / Wiimote A.png / WiiU A.png and GCN B.png / Wiimote B.png / WiiU B.png buttons. If the game in question allows using the "B" button to both advance the text and auto-fill the letters, then that button may be mashed alone.

In-game controls

The following is a list of controls for when the player is controlling a leader on an area or cave, for each game.

Pikmin

The first title in the franchise is played on the GameCube, and hence, with the GameCube controller. The New Play Control! Pikmin version is played using the Wii Remote and the Nunchuk.

GameCube Wii Action
GCN A.png Wiimote A.png
  • While commanding Pikmin: Pick a Pikmin up. When the button is released, Olimar throws the Pikmin.
  • When by a sprout: Pluck the Pikmin sprout out of the ground.
  • Without any Pikmin: Punch.
  • When under an Onion: Open its menu.
GCN B.png Wiimote B.png Whistle. Holding it down longer increases the range. Any Pikmin caught in the whistle will come to the leader's command.
GCN Stick.png
(Fully held)
Nunchuck Annalogstick.png Move in the direction it is held. If a Pikmin is touched while running, it will join the leader. The leader runs as fast as a flower Red/Blue/Yellow Pikmin.
GCN Stick.png
(Lightly or fully held)
Wiimote Icon.png Move the cursor.
GCN C.png Wiimote Dpad down.png Swarm. They will go to a task if they bump into an object and they will no longer be on the party. In the New Play Control! version, the Pikmin will go to wherever the cursor is, when the button is held down.
GCN Y.png Wiimote Plus.png Open the radar. The GCN L.png / Wiimote Dpad left.png and GCN R.png / Wiimote Dpad right.png buttons switch between menus.
GCN X.png Nunchuck C.png Dismiss all Pikmin into groups of their type.
GCN Dpaddown.png Wiimote 2.png Lie down.
N/A Wiimote B.png While holding a Pikmin, swap it for one of a different type.
N/A Wiimote Dpad down.png When holding a Pikmin, swap it for one of a different maturity in the same type. Also causes the swarm effect on the cursor, but the group does not move.
GCN L.png Nunchuk Z.png
  • Press: Point the camera towards the cursor on the GameCube, point the camera to where the leader is facing on the Wii.
  • Lightly tap and hold: Used with GCN Stick.png / Nunchuck Annalogstick.png to rotate the camera (fully held in the New Play Control! version).
GCN R.png Wiimote Dpad leftright.png Switch to a closer or farther away camera angle.
GCN Z.png Wiimote Dpad up.png Switch to a top view and then back to an angled view.
GCN Start.png Wiimote Minus.png Pause and continue the game.

Pikmin 2

The sequel retains many of the controls from the first game, but with some additions and changes. Like the first game, the original GameCube version is played using a GameCube controller, while the New Play Control! Pikmin 2 version is played with the Wii Remote.

GameCube Wii Action
GCN A.png Wiimote A.png
  • While commanding Pikmin: Pick a Pikmin up. When the button is released, the leader throws the Pikmin.
  • When by a sprout: Pluck the Pikmin sprout out of the ground.
  • Without any Pikmin: Punch. If the Rocket Fist has been collected, pressing the button quickly three times will do a more powerful punch.
  • When under an Onion: Open its menu.
GCN B.png Wiimote B.png Whistle. Holding it down longer increases the range. Any Pikmin caught in the whistle will come to the leader's command. The Mega Tweeter increases the range of the whistle by 1.5 times. If the Pluckaphone has been collected, any sprouts will come out, too.
GCN Stick.png
(Fully held)
Nunchuck Annalogstick.png Move in the direction it is held. If a Pikmin is touched while running, it will join the leader. The leaders run as fast as a flower Red/Blue/Yellow Pikmin, and with the Rush Boots, as fast as a flower White Pikmin.
GCN Stick.png
(Lightly or fully held)
Wiimote Icon.png Move the cursor.
GCN C.png Wiimote Dpad down.png Swarm. They will go to a task if they bump into an object and they will no longer be on the party. In the New Play Control! version, the Pikmin will go to wherever the cursor is, when the button is held down.
GCN Y.png Wiimote Minus.png Switch leaders.
GCN X.png Nunchuck C.png Dismiss all Pikmin into groups of their type. When held, lie down if the Five-man Napsack has been obtained.
GCN Dpadup.png Wiimote 1.png When not holding a Pikmin, use an ultra-bitter spray.
GCN Dpaddown.png Wiimote 2.png When not holding a Pikmin, use an ultra-spicy spray. Won't take effect if there are no Pikmin in the party.
GCN Dpadupdown.png Wiimote Dpad down.png When holding a Pikmin, swap it for one of a different maturity in the same type.
GCN Dpadleftright.png Wiimote B.png While holding a Pikmin, swap it for one of a different type.
GCN L.png Nunchuk Z.png
  • Press: Point the camera towards the cursor on the GameCube, point the camera to where the leader is facing on the Wii.
  • Lightly tap and hold: Used with GCN Stick.png / Nunchuck Annalogstick.png to rotate the camera (fully held in the New Play Control! version).
GCN R.png Wiimote Dpad leftright.png
  • Press: Switch to a closer or farther away camera angle.
  • Press and hold: Switch to a ground-level angle.
GCN Z.png Wiimote Dpad up.png Switch to a top view and then back to an angled view.
GCN Start.png Wiimote Plus.png Pause and continue the game. The GCN L.png / Wiimote Dpad left.png and GCN R.png / Wiimote Dpad right.png buttons switch between menus.

Pikmin 3

Pikmin 3 allows for four ways to control the game. The player can use the the GamePad's buttons, the Wii Remote + Nunchuk, the Wii U Pro Controller, or, as of version 2.0.0, the GamePad's touchscreen; the latter is known as "Stylus Mode". The Wii Classic Controller is not supported. When the player uses a control from a controller different from the one they're currently using, a message will appear on-screen saying the main controller has changed, and the player is then allowed to use that controller from there on out. The exception to this is WiiU Minus.png.

In addition, the player can toggle Off-TV Play with WiiU Minus.png. While Off-TV Play mode is on, the TV screen will display some Pikmin moving from right to left on a black screen, with the message "Look at the GamePad." on the bottom. Given that with Off-TV Play off, the player uses the TV screen as the main gameplay view-port and the GamePad as the radar, the player will need to use WiiU Paddown.png to toggle between gameplay view and radar view, if Off-TV Play is on.

If the player wishes to play with the Wii Remote and Off-TV Play, they must point the Wii Remote at the GamePad, as opposed to the Sensor Bar.

Controllers

GamePad Wii Remote Pro Controller Action
WiiU A.png / WiiU X.png Wiimote A.png WiiU A.png
  • While commanding Pikmin: Pick a Pikmin up. When the button is released, the leader throws the Pikmin.
  • When by a sprout: Pluck the Pikmin sprout out of the ground.
  • Without any Pikmin and near a punchable target: Punch.
  • When under an Onion: Open its menu.
WiiU ZR.png Wiimote B.png WiiUPC ZR.png Whistle.
WiiU LStick.png
(Fully held)
Nunchuck Annalogstick.png WiiU LStick.png
(Fully held)
Move in the direction it is held. If a Pikmin is touched while running, it will join the leader. The leaders run a bit slower than flower Pikmin. With the Wii Remote, the camera will automatically rotate to make it easier to navigate.
WiiU LStick.png
(Lightly or fully held)
Wiimote Icon.png WiiU LStick.png
(Lightly or fully held)
Move the cursor.
WiiU ZL.png Nunchuk Z.png WiiUPC ZL.png If the cursor is on a target, toggles lock-on. Otherwise, press to make the camera face the cursor, and, if not using the Wii Remote, hold to lock the cursor on the spot.
WiiU L.png Nunchuck C.png WiiUPC L.png Change which Pikmin type (or leader) will be thrown next.
WiiU R.png N/A WiiUPC R.png If locked-on, places the cursor on the object and keeps it there while it's held. Otherwise, allows moving the cursor without moving the leader, while it's held.
WiiU LStickclick.png N/A WiiU LStickclick.png Places the cursor on top of the leader.
WiiU Y.png Wiimote Minus.png WiiU Y.png Switch leader. It won't work if the other leader(s) is/are on the current one's party.
WiiU B.png / GamePad shake.png Nunchuk shake.png WiiU B.png While locked-on, charge. Otherwise, dismiss.
WiiU RStick.png N/A WiiU RStick.png Rotate the camera horizontally.
WiiU Plus.png Wiimote Plus.png WiiU Plus.png
  • In-game: Pause and bring up the pause menu. Press again to unpause.
  • On a cutscene: Skip the cutscene, if possible.
WiiU Minus.png N/A N/A Toggle Off-TV Play.
WiiU Padup.png Wiimote Dpad up.png WiiU Padup.png Use an ultra-spicy spray. Won't take effect if there are no Pikmin in the party.
WiiU Padleftright.png Wiimote Dpad leftright.png WiiU Padleftright.png Dodge left or right, if the Dodge Whistle has been obtained.
WiiU Paddown.png Wiimote Dpad down.png WiiU Paddown.png If Off-TV Play is on, toggle between showing the gameplay or the radar. If it's switching to the radar, the gameplay is instantly paused. In Bingo Battle, press to use the current power.

Stylus Mode

With Stylus Mode, the player does the majority of the important actions by pressing on the touchscreen. If both Off-TV Play and Stylus Mode are enabled, the controls are exactly the same, and the same touchscreen spot maps to exactly the same game world location in both modes. To use an ultra-spicy spray, dismiss/charge, open the KopPad's apps, or switch leaders, the corresponding buttons on the left side of the touchscreen must be tapped.

GamePad Action
WiiU L.png
  • At any time: Hold to enable whistling. If you tap or hold on the touch screen, you can whistle with WiiU L.png held.
  • While commanding Pikmin: Tap to change which Pikmin type (or leader) will be thrown next. Won't take effect if you whistled after pressing.
  • When by a sprout: Release to pluck the Pikmin sprout out of the ground. Won't take effect if you whistled after pressing.
  • Without any Pikmin and near a punchable target: Release to punch. Won't take effect if you whistled after pressing.
  • When under an Onion: Release to open its menu. Won't take effect if you whistled after pressing.
WiiU ZL.png
  • Under normal circumstances: Center the camera behind the leader.
  • While plucking or under the command of Go Here!: cancel.
WiiU LStick.png Move in the direction it is held. If a Pikmin is touched while running, it will join the leader. The leaders run a bit slower than flower Pikmin. The camera will automatically rotate to make it easier to navigate.
WiiU Stylus.png Tap or hold to move the cursor to where the Stylus is. Move the cursor near the left and right borders of the screen to make the camera rotate horizontally. Tap the stylus on a location to throw Pikmin (or leaders) there, if you have any on the party. If the touchscreen is depressed and WiiU L.png is held, whistles towards the touched location. Tap the icons on the left portion of the screen to use an ultra-spicy spray, dismiss/charge, use the KopPad's apps, or switch leaders.
WiiU ZR.png If the cursor is on a target, toggles lock-on. Otherwise, press to make the camera face the same way the leader is facing.
WiiU Padup.png Change which Pikmin type (or leader) will be thrown next.
WiiU Padleftright.png Dodge left or right, if the Dodge Whistle has been obtained.
WiiU Paddown.png Switch leader. It won't work if the other leader(s) is/are on the current one's party.
WiiU Plus.png
  • In-game: Pause and bring up the pause menu. Press again to unpause.
  • On a cutscene: Skip the cutscene, if possible.
WiiU Minus.png Toggle Off-TV Play.

Hey! Pikmin

The following article or section is in need of assistance from someone who plays Hey! Pikmin.
Particularly: Do the New 3DS-exclusive controls do anything? Regardless, mention that information here.

Button Action
3DS Stick.png left / 3DS Pad.png left / 3DS Y.png Move Captain Olimar to the left.
3DS Stick.png right / 3DS Pad.png right / 3DS A.png Move Captain Olimar to the right.
3DS Stick.png up / 3DS Pad.png up / 3DS X.png Move Captain Olimar up when swimming or climbing a vine. Enter a doorway. Bounce up when carried by Winged Pikmin.
3DS Stick.png down / 3DS Pad.png down / 3DS B.png Move Captain Olimar down when swimming or climbing a vine. Fall faster when carried by Winged Pikmin. Close the jetpack.
3DS L.png / 3DS R.png Toggle the radar.
3DS Start.png / 3DS Select.png Pause or continue the game.
Stylus icon for the Nintendo 3DS. Custom-made in Inkscape, based on a photo of the stylus. Throw Pikmin at the tapped spot. Used to tap on the Pikmin type, jetpack, or whistle buttons. Advance dialog.

Specific controls

The following article or section is in need of assistance from someone who plays Pikmin 3.

This section details controls for specific scenarios that can be encountered while playing.

General menus

The controls for the menus are simple, allowing the player to highlight an option, change its values, or activate it. In general, the controls are as follows:

  • To highlight a different option, the D-Pad or main Analog Stick of the controller is used, normally up and down.
  • To change the value of a highlighted option, the D-Pad or main Analog Stick of the controller is used, normally left and right.
  • To confirm the option, if applicable, the punch button is used.
  • To cancel, if applicable, the whistle button is used.

Onions

In the first two games and the New Play Control! remakes, the Onion menu allows the player to withdraw or save Pikmin using a simple control interface.

  • Pressing up or down on the D-Pad or main Analog Stick of the controller allows the player to change the amount of Pikmin of that type in the party. Missing or excessive Pikmin will be automatically withdrawn or stored accordingly. Up increases the amount of Pikmin in the Onion, while down increases the amount in the group.
  • Pressing the punch button confirms the choice.
  • Pressing the whistle button cancels.

Area selection

The area selection screen in the first two games has some specific options and controls.

GameCube Wii Action
GCN Stick.png Nunchuck Annalogstick.png Change selected area or voyage log entry. In Pikmin 2 for the GameCube, GCN Dpad.png can also be used.
GCN A.png Wiimote A.png Open a menu asking if the player wishes to enter the area. On Olimar's voyage log, it opens the selected journal.
GCN B.png Wiimote B.png Close Olimar's voyage log in Pikmin. This button also allows canceling the area choice, if the ship's animation hasn't been completed yet.
GCN Start.png Wiimote Plus.png Open a menu that allows the player to continue or return to the title screen.
GCN Y.png Wiimote Plus.png In Pikmin, toggle between the area selection and Olimar's voyage log.
GCN L.png Wiimote Dpad left.png Open the Piklopedia in Pikmin 2.
GCN R.png Wiimote Dpad right.png Open the Treasure Hoard in Pikmin 2.
N/A Wiimote Minus.png In Pikmin 2, it makes the Wii Remote's speaker sound a "boing" sound effect, the same that can be heard when an invalid Pikmin number is attempted on an Onion's menu.

Piklopedia and Treasure Hoard

On the Piklopedia and Treasure Hoard, there are a few specific actions that can be performed.

GameCube Wii Action
GCN A.png Wiimote A.png Shows an entry up-close. In the Piklopedia, also throw pikpik carrots.
GCN B.png Wiimote B.png Open a menu asking if the player wishes to remain on the mode or if they went to return to the area selection screen. If up-close on an entry, it returns to the list.
GCN Stick.png Nunchuck Annalogstick.png Change entry. If up-close on one, it pans the camera.
GCN L.png / GCN R.png Wiimote Dpad leftright.png Switch from the Piklopedia to the Treasure Hoard and vice-versa.
GCN Dpadupdown.png Wiimote Dpad updown.png If up-close on an entry, it zooms in or out.
GCN C.png Nunchuk Z.png + Nunchuck Annalogstick.png If up-close on an entry, it rotates the camera around it.
GCN X.png Wiimote Plus.png Open Olimar's journal or Olimar's notes.
GCN Y.png Wiimote Minus.png Open the sales pitch or Louie's notes.
GCN Z.png Wiimote 1.png Deploy an ultra-bitter spray on the Piklopedia.

Bomb rocks

Main article: Bomb rock.

In Pikmin, due to the actions that can be performed by Pikmin carrying bomb rocks, some special notes need to be taken into consideration in order to not have a bomb-rock explode accidentally.

When a bomb rock Yellow Pikmin is thrown, it becomes in a standby state. By whistling this Pikmin, it drops its bomb rock, which begins its detonation timer. In order to safely retrieve the Pikmin without detonating the bomb rock, the Pikmin must be touched by the leader. Dismissed Pikmin that have not been thrown will always keep their bomb rock when returning to the party. Finally, any bomb rock-carrying Yellow Pikmin that is told to go into an Onion will drop the bomb rock safely by one of the Onion's legs.

Radar

Main article: Radar.

A few buttons control the radar. These allows the player to pan it and zoom it.

Pikmin 2 title screen

Main article: Title screen secrets.

Some easter eggs exist on the title screen for Pikmin 2 and the New Play Control! remake. These allow the player to change the words the Pikmin spell out, and allows the spawn and control of an enemy.

Controller diagram

In the first game, if the radar is opened, GCN R.png / Wiimote Dpad right.png can be used to flip to a different page, containing an illustration that maps the different buttons on the controller to the corresponding actions. This can be used should the player forget the controls.

Trivia

  • Interestingly, after switching leaders in Pikmin 3, there is a small delay until the player can switch again. This delay can be bypassed with Stylus mode and the touchscreen buttons.

See also