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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.

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.

Pikmin 3 Deluxe

Pikmin 3 Deluxe changes many of the controls from Pikmin 3 due to factors like the differences between the Wii U and Switch (such as the lack of a second screen), changes to mechanics such as charging, and utilization of the Switch's gyroscope.

It is possible to play the game with 2 combined Joy-Con or a single Joy-Con. When playing with 2 players, both players must use the same control scheme. It is not possible to use a sideways Joy-Con in 1-player gameplay.

The game features three cursor control styles: stick-only, stick and gyro, and gyro-only. These control modes are set in the pause menu. The gyro-only cursor control cannot be used with a sideways Joy-Con, and the game will instead pick stick and gyro controls.

  • With stick-only controls, moving Icon for the Left Stick on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. lightly controls the cursor, and moving fully controls both the leader and cursor. By tilting the stick lightly, the cursor can go past its standard range; when it does, it turns cyan. Pikmin can be thrown farther than normal this way, but only roughly until the midway point between the maximum standard range and the maximum "light tilt" range. The whistle always comes from where the cursor is. Moving the stick fully if the cursor was past the standard range will return it to standard range. In this mode, rotating the camera will keep the cursor in place. Unlike Pikmin 3, the cursor is based on the area's geometry. For instance, if the player is overlooking a cliff and has the cursor on the edge, holding up will make the cursor move forward in the area and dip down the edge, despite the fact that doing this moved the cursor down on the screen.
  • With stick and gyro controls, Icon for the Left Stick on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. controls the leader when fully held, but also controls the cursor regardless of how much it is tilted. Tilting the controller will also move the cursor. In reality, there is an imaginary "anchor" that is controlled by Icon for the Left Stick on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0., and tilting the controller allows the cursor to offset around this point, up to a fixed radius around the point. For unknown reasons, in certain scenarios the cursor will behave erratically – if the gyro offset is at a given angle, and the anchor moves to that same side compared to the leader, the offset will cause the cursor to very quickly jump to the leader.[1] Icon for the ZL Button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. and Icon for the ZR Button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. both reset the cursor's position and gyro offset. With this mode, locking-on will place the cursor on the target, but it can then be offset by tilting the controller. In this mode, rotating the camera will keep the cursor in place, but any gyro offset will change to match the camera's orientation, albeit with erratic results as the camera rotates.[2] If the cursor is moved with the stick, it follows the same area-movement rules as the stick-only control scheme, but moving with the gyro controls moves the cursor on the screen, like with gyro-only controls.
  • With gyro-only controls, Icon for the Left Stick on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. only controls the leader, and only when fully held. Instead, tilting the controller moves the cursor around the screen. It can move to any position on-screen, and cannot go past it. Pressing Icon for the R button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. in this mode changes it to centering the cursor instead of changing the standby Pikmin to the next one; Icon for the L button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. now changes to the next standby Pikmin. In this mode, rotating the camera will keep the cursor in the same screen location.
Combined Joy-Cons or Pro Controller Sideways Joy-Con Action
Icon for the A button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. Icon for the right face button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper,
  • While commanding Pikmin: Pick a Pikmin up. When the button is released, the leader throws the Pikmin.
  • While commanding Pikmin while locked-on: Hold to throw Pikmin automatically.
  • 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.
  • When near the Drake: Activate the Drake's whistle, calling all Pikmin in the field back to the Onion.
Icon for the B button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. Icon for the bottom face button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper,
Icon for the Y Button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. Icon for the left face button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, Hold to display the action menu. Actions are performed when the menu is up and Icon for the Left Stick on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. is tilted.
Icon for the X Button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. Icon for the top face button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, Charge.
Icon for the Left Stick on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0.
fully held
Icon for the Left Stick on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0.
fully held
  • Ordinarily: Move in the direction it is held.
  • While the action menu is displayed: Select an action.
Icon for the Left Stick on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0.
lightly or fully held
Icon for the Left Stick on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0.
lightly or fully held
  • With stick-only cursor controls: Move the cursor.
  • With stick and gyro cursor controls: Move the cursor's main location.
  • With gyro-only cursor controls: No effect.
Icon for the ZL Button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. Icon for the Left Stick click on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. / Icon for the Right Stick click on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. Make the camera face the direction the current leader is facing.
Icon for the ZR Button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. Icon for the SR Button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0.
  • If a lock-on target is available: Lock-on.
  • If locked-on with no more targets: Cancel lock-on.
Icon for the L button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. Icon for the SL Button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. Cycle which Pikmin type (or leader) will be thrown next, picking the one to the right.
Icon for the R button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. N/A
  • With stick-only cursor controls: Change which Pikmin type (or leader) will be thrown next, picking the one to the left.
  • With stick and gyro cursor controls: Change which Pikmin type (or leader) will be thrown next, picking the one to the left.
  • With gyro-only cursor controls: Place the cursor on top of the current leader.
Icon for the Right Stick on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0.
left or right
N/A Rotate the camera horizontally.
Icon for the Right Stick on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0.
up or down
N/A Zoom in/out on the mini radar.
Icon for the Right Stick click on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. Icon for the L button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. / Icon for the R button on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0.
  • Ordinarily: No effect.
  • In Bingo Battle: Make the camera face north, and for a few seconds, show a blinking arrow pointing to the player's Onion.
  • In other game modes, with sideways Joy-Con: Make the camera face the direction the current leader is facing.
Custom-made icon for the + Button on the Nintendo Switch. Custom-made icon for the + Button on the Nintendo Switch.
(right Joy-Con only)
  • In-game: Pause and bring up the pause menu. Press again to unpause.
  • On a cutscene: Skip the cutscene, if possible.
Custom-made icon for the - Button on the Nintendo Switch. Custom-made icon for the - Button on the Nintendo Switch.
(left Joy-Con only)
Open the radar.
Icon for the Directional Buttons on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. / Icon for the + Control Pad on the Nintendo Switch Pro Controller. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0.
left or right
N/A Dodge left or right, if the Dodge Whistle has been obtained.
Icon for the Directional Buttons on the Nintendo Switch. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0. / Icon for the + Control Pad on the Nintendo Switch Pro Controller. Edited version of the icon by ARMS Institute user PleasePleasePepper, released under CC-BY-SA 4.0.
up
N/A Displays the hint system if hints are enabled.
Move the right Joy-Con / Move the Pro Controller Move the Joy-Con
  • With stick-only cursor controls: No effect.
  • With stick and gyro cursor controls: Move the cursor.
  • With gyro-only cursor controls: Move the cursor.

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.

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.

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.

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 Deluxe, the player may also shake the controller itself.
  • 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 Pikmin 3 Deluxe, they get up by themselves right away.

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.

Controller diagram

Pikmin, New Play Control! Pikmin, and Pikmin 3 Deluxe contain diagrams of the controller with labels on what each button does during gameplay. In Pikmin and its remake, a diagram is found in Olimar's monitor, and in Pikmin 3 Deluxe, diagrams of the different control styles are found in the Control Guide in the pause menu. These can be used should the player forget the controls.

Movement and analog stick drift

After the release of Pikmin 3 Deluxe, there have been reports[3][4][5][6][7][8][9][10][11] of players being unable to move the leader, sometimes in specific angles only. This is because in order to move a leader, one must tilt the analog stick fully, since tilting it partially will only move the cursor (or do nothing, if the player is using gyro cursor controls exclusively), and given that some Joy-Cons and Pro Controllers suffer from analog stick drifting and incorrect range detection[12], players suffering from this hardware problem will find themselves unable to move leaders effectively until the affected controllers are repaired.

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

References

  1. ^ Twitter video on Twitter, published on October 17th, 2020, retrieved on December 1st, 2020
  2. ^ Twitter video on Twitter, published on October 17th, 2020, retrieved on December 1st, 2020
  3. ^ For Pikmin 3 deluxe on the switch, Movement gets stuck when going straight forward. Makes game near unplayable at times and i hate freezing and losing pikmin because I can’t move. Anyone else having this problem? on Reddit, published on October 31st, 2020, retrieved on December 1st, 2020
  4. ^ Pikmin 3 Deluxe issue on Reddit, published on November 1st, 2020, retrieved on December 1st, 2020
  5. ^ Pikmin 3: Deluxe unplayable with joycon controller? Can't walk down on Reddit, published on November 3rd, 2020, retrieved on December 1st, 2020
  6. ^ Walking broken in Deluxe? (Pro controller) on Reddit, published on October 30th, 2020, retrieved on December 1st, 2020
  7. ^ Issue with Control Sticks- Massive Dead Zones on Reddit, published on November 3rd, 2020, retrieved on December 1st, 2020
  8. ^ Weird movement issues on Reddit, published on October 31st, 2020, retrieved on December 1st, 2020
  9. ^ Are you guys getting the bug where the captain randomly stops moving? on Reddit, published on November 5th, 2020, retrieved on December 1st, 2020
  10. ^ Controls on Reddit, published on November 3rd, 2020, retrieved on December 1st, 2020
  11. ^ Pikmin 3 Deluxe Stop Moving Bug on Reddit, published on November 5th, 2020, retrieved on December 1st, 2020
  12. ^ Nintendo Responds To Sufferers Of Joy-Con Drift on Kotaku, published on July 22nd, 2019, retrieved on December 1st, 2020