New Play Control! Pikmin: Difference between revisions

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*[[Yellow Pikmin]] holding [[bomb-rock]]s no longer drop them when whistled to. In addition, they will automatically try to run out of range of a planted bomb-rock's explosion or throw it at an enemy.
*[[Yellow Pikmin]] holding [[bomb-rock]]s no longer drop them when whistled to. In addition, they will automatically try to run out of range of a planted bomb-rock's explosion or throw it at an enemy.
*When [[Mushroom Pikmin]] attack [[Captain Olimar]], they pause between each hit, while in the original, they would attack over and over.
*When [[Mushroom Pikmin]] attack [[Captain Olimar]], they pause between each hit, while in the original, they would attack over and over.
*[[Pikmin family|Pikmin]] last longer when on [[fire]] or [[Water|drowning]], matching their much more resistant nature from ''Pikmin 2'' onward.
*[[Pikmin family|Pikmin]] last longer when on [[fire]] or [[Water|drowning]], matching their much more resistant nature in ''Pikmin 2''.
*The player can press {{button|wii|b}} to cycle through the types of Pikmin they are holding and {{button|wii|padd}} to cycle through [[maturity]], a feature which was first introduced in the [[GameCube]] version of ''[[Pikmin 2]]''.
*The player can press {{button|wii|b}} to cycle through the types of Pikmin they are holding and {{button|wii|padd}} to cycle through [[maturity]], a feature which was first introduced in the [[GameCube]] version of ''[[Pikmin 2]]''.
*Cutscenes can be skipped, similar to the European localization of the original game.
*Cutscenes can be skipped, similar to the European localization of the original game.
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**The cursor is composed of a large pointed ring and a smaller segmented spinning ring inside. The large ring follows the Wii Remote's pointer, and the segmented ring cannot go past a small range around the leader; this is the location Pikmin land on when [[throw]]n.
**The cursor is composed of a large pointed ring and a smaller segmented spinning ring inside. The large ring follows the Wii Remote's pointer, and the segmented ring cannot go past a small range around the leader; this is the location Pikmin land on when [[throw]]n.
**Parts of the cursor located on uneven terrain become gray.
**Parts of the cursor located on uneven terrain become gray.
**A faint trail follows the cursor.
**A faint trail also follows the cursor.
*When Pikmin are being issued to [[swarm]], some arrows will appear between the leader and the [[HUD#Cursor|cursor]]; the latter will also flash yellow.
*When Pikmin are being issued to [[swarm]], some arrows will appear between the leader and the [[HUD#Cursor|cursor]]; the latter will also flash yellow.
*When Olimar is behind the level geometry or an object from the [[camera]]'s perspective, his silhouette will be drawn in red to indicate his position. Pikmin do not have these silhouettes.
*When Olimar is behind the level geometry or an object from the [[camera]]'s perspective, his silhouette will be drawn in red to indicate his position. Pikmin do not have these silhouettes.
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*The main "bodies" of the Pikmin's souls are now tinted to match their type, similar, to how Pikmin souls look in ''Pikmin 2''. The light blue glow and trails Pikmin souls leave behind are unchanged.
*The main "bodies" of the Pikmin's souls are now tinted to match their type, similar, to how Pikmin souls look in ''Pikmin 2''. The light blue glow and trails Pikmin souls leave behind are unchanged.
*Some bubbles are fused together into one such as the ones that say "Best 5", "Challenge", "Ship Parts", "Pikmin Population", and "Final Analysis". In addition, the text on the [[Challenge Mode menu]] that says "It's the single day challenge mode!" is all in a single line as opposed to two.
*Some bubbles are fused together into one such as the ones that say "Best 5", "Challenge", "Ship Parts", "Pikmin Population", and "Final Analysis". In addition, the text on the [[Challenge Mode menu]] that says "It's the single day challenge mode!" is all in a single line as opposed to two.
*The [[credits]] play differently; instead of going from the bottom of the screen to the top, they "roll" across the surface of the planet. Meteors will also occasionally pass the screen in the background.
*The [[credits]] play differently
**Instead of going from the bottom of the screen to the top, they "roll" across the surface of the planet.
**Meteors will also occasionally pass the screen in the background.
*The [[enemy reel]] is presented differently. It plays as usual, but around the edges of the screen, five-petaled flowers are falling, in addition to what looks like snowflakes towards the end of the enemy reel.
*The [[enemy reel]] is presented differently. It plays as usual, but around the edges of the screen, five-petaled flowers are falling, in addition to what looks like snowflakes towards the end of the enemy reel.
*Some fonts and text boxes have been cleaned up, most notably on the [[area selection menu]].
*Some fonts and text boxes have been cleaned up, most notably on the [[area selection menu]].
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*Some sound effects are played by the Wii Remote speaker: [[whistle]], [[dismiss]] sound, the [[swarm]]ing theme, [[punch]]es, the elastic noise when stretching a buried Pikmin to [[pluck]] it, the sounds played when panning and zooming the [[radar]], the whistle when under an [[Onion]], the sound that plays when toggling the held Pikmin type, the noise that plays when damage is taken, the "low [[health]]" beeps, and the jingle that plays when a task is complete.
*Some sound effects are played by the Wii Remote speaker: [[whistle]], [[dismiss]] sound, the [[swarm]]ing theme, [[punch]]es, the elastic noise when stretching a buried Pikmin to [[pluck]] it, the sounds played when panning and zooming the [[radar]], the whistle when under an [[Onion]], the sound that plays when toggling the held Pikmin type, the noise that plays when damage is taken, the "low [[health]]" beeps, and the jingle that plays when a task is complete.
**In addition, some entirely new sound effects also play from the speaker: two sound effects play when opening and closing [[menu]]s, like the radar or the Onion's menu, and a sound effect that plays when a Pikmin is grabbed onto.
**In addition, some entirely new sound effects also play from the speaker: two sound effects play when opening and closing [[menu]]s, like the radar or the Onion's menu, and a sound effect that plays when a Pikmin is grabbed onto.
*Some enemy sound effects are different, notably more "squeaky". This is because they have the wrong sample rate, making them play sped up around 6 times. The European and Korean releases fix most of these problems, which was later carried over to the [[Pikmin 1 (Nintendo Switch)|Nintendo Switch port of the game]] in all regions.
*Some enemy sound effects are different, notably more "squeaky". This is because they have the wrong sample rate, making them play sped up around 6 times. The European and Korean releases fix most of these problems, which were later carried over to the [[Pikmin 1 (Nintendo Switch)|Nintendo Switch port of the game]].
** Almost all Red Bulborb, Dwarf Red Bulborb, Wollywog, and Yellow Wollywog sounds are sped up.
** Almost all Red Bulborb, Dwarf Red Bulborb, Wollywog, and Yellow Wollywog sounds are sped up.
** With the European and Korean versions, Red Bulborb and Dwarf Red Bulborb sounds are working properly, and Wollywogs and Yellow Wollywogs have all sounds corrected except for the death animation thud.
** With the European and Korean versions, Red Bulborb and Dwarf Red Bulborb sounds are working properly, and Wollywogs and Yellow Wollywogs have all sounds corrected except for the death animation thud.
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