Forum:Pikmin needs 19 free blocks. A conspiracy?

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This has puzzled me since I bought the game. Pikmin (1) requires 19 free blocks in the memory card to save data to. Ok, fine and dandy. When I bought Pikmin, I had no idea how the game would be like, what it would use, how it would work, so I supposed it saved a lot of stuff. Thus, I ignored the 19 block question while I played it. After some months of happily playing, I recalled the large amount of blocks needed. Back then, it seemed like a normal number for such a game, but now, I think it takes WAY more blocks than it needs to. What does Pikmin need to save?

  • A bitwise variable, containing currently saved pieces.
  • 28 variables, containing which Log text has been entered in which day.
  • 9 variables, to control how many Pikmin Olimar has. (Red leaf; Red bud; Red flower; Yellow leaf; Yellow bud; Yellow flower; Blue leaf; Blue bud; Blue flower).
  • Some variables to store which enemies have been killed in which days.
  • Some variables to store progress on bridges, gates, etc.
  • Around 4 variables for the options.
  • Misc variables (example: Last visited location)

Now, all these should take around 6 blocks, 10 max. The variable than controls the pieces saved is quite minimal. With the addition to the 9 variables that control how many Pikmin Olimar has, it should reach around 1 block. With the 28 for the Log, around 2 blocks. Enemies killed, 3 blocks; progress, around 5 blocks reached and the rest should reach 6. So what's the deal with 19 blocks then? Are we having our space wasted? Or are there some variables that I'm missing? Anyway, just for comparison purposes, let's see Super Smash Bros Melee. This game needs 11 blocks, and it saves:

  • A bitwise variable with the unlocked fighters.
  • Another with the stages.
  • Another with the modes.
  • A huge one for the 100+ special bonuses gained.
  • 625 variables for the damage each character did to each (in that 25*25 grid in the Data screen).
  • 625 variables for the KOs each char gave to each.
  • 25 variables for the SDs on each.
  • 25 variables for the damage each gave.
  • 25 variables for the hit percentage.
  • 25 variables, 25 variables, 25 variables... It saves a lot of things for each individual character.
  • A large bitwise to save the last used Item Switch scheme.
  • 290 variables to determine how many of which trophies the player has.
  • Around 15 variables for the options.
  • Around 30 variables for the random statistics (example: time spent in Single Player).
  • 20 string variables for the player names (I think it supports 20 max.).
  • Around 30 variables for the records of stuff the player unlocked.
  • Consequent date and time for the above.
  • Etc...

So I ask you now: Pikmin needs 19 blocks to save some stuff, and SSBM needs 11 blocks to save a lot of specific stuff. WHAT GIVES? What I think is that maybe Nintendo had the option to have data recorded for each individual day, like in the NPC Wii Version, but didn't create the access to the other days. Or maybe, Nintendo used one set of variables for EACH Pikmin. This is seriously unneeded. For example: 29 Blue leaf Pikmin are ALL the same. They don't need individual characteristics. And if they do, what are they? Sorry for the long text but... TL;DR: Pikmin needs 19 blocks where it should need ~6 blocks. SSBM (11 blocks) saves a lot and Pikmin saves little. (Also, for reading convenience, I'm adding a line to the bottom of this huge hunk of text, so your replies can be seen better.) {EspyoT} 14:23, October 8, 2009 (UTC)