Radar: Difference between revisions

1,173 bytes added ,  3 years ago
Updated for P3D and general cleanup.
(Corrected the controls.)
(Updated for P3D and general cleanup.)
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The buttons needed to access the radar, pan it and zoom it vary from game to game:
The buttons needed to access the radar, pan it and zoom it vary from game to game:
{|class="wikitable"
{|class="wikitable"
!Game !! style="width:64px" | Open !! style="width:64px" | Pan !! style="width:64px" | Zoom
!Game !! style="width:64px" | Open !! style="width:96px" | Pan !! style="width:96px" | Zoom
|-
|-
! {{p1}}
! {{p1}}
| align="center"|{{button|gc|y|size=x24px}} || rowspan="2" align="center"| {{button|gc|stick|size=x24px}} || rowspan="2" align="center"| {{button|gc|c|size=x24px}}
| align="center"|{{button|gc|y|size=x24px}}
| rowspan="2" align="center"| {{button|gc|stick|size=x24px}}
| rowspan="2" align="center"| {{button|gc|c|size=x24px}}
|-
|-
! {{p2}}
! {{p2}}
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|-
|-
! ''[[New Play Control!]]'' games
! ''[[New Play Control!]]'' games
| align="center"|{{button|wii|+|size=x24px}} || align="center"|{{button|wii|stick|size=x24px}} || align="center"|{{button|wii|padd|size=x24px}}
| align="center"|{{button|wii|+|size=x24px}}
| align="center"|{{button|wii|stick|size=x24px}}
| align="center"|{{button|wii|padd|size=x24px}}
|-
|-
! {{p3}}
! {{p3}}
| align="center"|{{button|wiiu|-|size=x24px}}
| align="center"|{{button|wiiu|-|size=x24px}}
| align="center"|{{button|wiiu|stylus|size=x24px}}
| align="center"|{{button|wiiu|stylus|size=x24px}}
| Can't zoom
| align="center"|Can't zoom
|-
|-
! {{p3d}}
! {{p3d}}
| align="center"|{{button|switch|-|size=x24px}}
| align="center"|{{button|switch|-|size=x24px}}
| align="center"|{{button|switch|lstick|size=x24px}}
| align="center"|{{button|switch|lstick|size=x24px}}<br>{{button|switch|lstickclick}} to speed up
| align="center"|{{button|switch|rstick|size=x24px}}
| align="center"|{{button|switch|rstick|size=x24px}}
|-
|-
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In the first two games and their remakes, the screen that contains the radar also enumerates how many Pikmin are with the current leader, of each type, how many Pikmin there are in the Onions, of each type, and how many Pikmin are roaming through the area, of all types. In addition, the screen also shows the total number of ship parts obtained, in ''Pikmin''.
In the first two games and their remakes, the screen that contains the radar also enumerates how many Pikmin are with the current leader, of each type, how many Pikmin there are in the Onions, of each type, and how many Pikmin are roaming through the area, of all types. In addition, the screen also shows the total number of ship parts obtained, in ''Pikmin''.


The radar is disabled during [[Challenge Mode (disambiguation)|Challenge Mode]], but not [[Mission Mode]], and is completely disabled from any 2-player game mode.
The radar is disabled during [[Challenge Mode (disambiguation)|Challenge Mode]], but not [[Mission Mode]]. It is completely disabled in any 2-player game mode, except for {{p3d}}.


==Appearance==
== Functionality ==
===In ''Pikmin'' and ''Pikmin 2''===
== In ''Pikmin 3'' ==
In the first two games, the radar shows a monochromatic representation of the [[area]]'s terrain, only really highlighting the walls and water. Some icons point out the location of [[ship part]]s, [[treasure]]s, [[Onion]]s, and a few other things. In ''Pikmin 3'', it provides a map of the area, stylized so that water, terrain, structures, and boundary walls are high-contrast and easy to distinguish. It has a static level of zoom, and by default, the map is centered on the active leader.
The radar is the default app on the [[KopPad]], and if [[Off-TV Play]] is off, the map will follow the current leader as they move.
 
===In ''Pikmin 3''===
The radar in ''Pikmin 3'' received a massive upgrade compared to the radar in previous games of the series. It is the default app on the [[KopPad]], and if [[Off-TV Play]] is off, the map will follow the current leader as they move.


Touching the GamePad in this state will pause gameplay, if it is not already paused. With Off-TV Play disabled, the [[camera]] on the TV screen will also move upwards and point down in a birds-eye view. The player can drag their finger or stylus on the touchscreen in order to pan around; the TV screen camera will also pan accordingly. Effectively, this feature allows the player to view all around the area from a birds-eye view, either with the stylized KopPad map, or from the actual in-game camera.
Touching the GamePad in this state will pause gameplay, if it is not already paused. With Off-TV Play disabled, the [[camera]] on the TV screen will also move upwards and point down in a birds-eye view. The player can drag their finger or stylus on the touchscreen in order to pan around; the TV screen camera will also pan accordingly. Effectively, this feature allows the player to view all around the area from a birds-eye view, either with the stylized KopPad map, or from the actual in-game camera.
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If Off-TV Play is on and the player has the screen showing the KopPad, attempting to disable Off-TV Play with {{button|wiiu|-}} will merely show a message saying that it is impossible to switch. Several bits of decorative [[Koppaite text]] can also be found next to icons and buttons.
If Off-TV Play is on and the player has the screen showing the KopPad, attempting to disable Off-TV Play with {{button|wiiu|-}} will merely show a message saying that it is impossible to switch. Several bits of decorative [[Koppaite text]] can also be found next to icons and buttons.


====In ''Pikmin 3 Deluxe''====
== In ''Pikmin 3 Deluxe'' ==
The radar in {{p3d}} is mostly the same as it was in {{p3}}, but some changes exist:
The radar in {{p3d}} must be opened up with {{button|switch|-}}. Since there is no GamePad like in ''Pikmin 3'', the player cannot follow the radar as they play on a different screen, and opening the radar pauses gameplay. Likewise, it is not possible to unpause gameplay while keeping the radar's functionalities open &ndash; the icon that would do this still exists in the radar in this game, but is not a button that can be pressed.
* The radar can be zoomed in and out, and at the top, the current [[Story Mode]] objective will be shown.
* The entire area is visible, though transparent; visited portions become normal.
* There is no way to view the area from a top-down view, since that was limited to the television screen with [[Off-TV Play]] off.
* There is no way to unpause the gameplay while keeping the radar in-view.
* [[Enemy]] locations are visible in explored parts of the area.


[[File: P3DX Prerelease Garden of Hope Dirt.jpg|thumb|right|250px|A gameplay scene with the minimap visible.]]
The full map of the area is available right from the start, but like in ''Pikmin 3'', there is a {{w|Fog of war#Simulations and games|fog of war}} effect, and it works in the same way, The only difference being that unvisited portions are simply more transparent, but still visible.
In addition, the radar is visible during gameplay, in the form of a circular minimap in the lower right corner of the screen. The map in this view is quite different from the standard view, being much more in the style of {{p}} and {{p2}}. Terrain is shown in dark blue, [[water]] is shown in light blue, and [[out of bounds]] terrain is shown in black. Walls are shown as light blue lines. [[Fruit]], [[leader]]s, [[Pikmin family|Pikmin]], [[obstacle]]s, the [[S.S. Drake]], and the current signal (if there is one) are shown as icons on the map, or around the edge if they are outside the range of the minimap.
 
Like in ''Pikmin 3'', entering the sunset stage will make the top toggle between the message "Pikmin in Danger" and an overview of how many Pikmin there are in danger of being left behind. When outside of the sunset stage, that portion will instead present the current [[Story Mode]] objective.
 
[[Enemy]] locations are visible in explored parts of the area.


===In ''Hey! Pikmin''===
=== In ''Hey! Pikmin'' ===
In {{hp}}, the radar is not present at the beginning of the game but is rewarded to the player once 2,000 [[Sparklium]] has been collected. The radar can be toggled by pressing {{button|3ds|l}}/{{button|3ds|r}}.  
In {{hp}}, the radar is not present at the beginning of the game but is rewarded to the player once 2,000 [[Sparklium]] has been collected. The radar can be toggled by pressing {{button|3ds|l}}/{{button|3ds|r}}.


Initially, the radar only shows the explored parts of the current [[area]]. Once that area is completed (regardless of whether the player got all [[treasure]]s), its entire map is revealed for subsequent times the player enters the area. Boss areas do not have the radar function.
Initially, the radar only shows the explored parts of the current [[area]]. Once that area is completed (regardless of whether the player got all [[treasure]]s), its entire map is revealed for subsequent times the player enters the area. Boss areas do not have the radar function.
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{{todo|Get images of these symbols and add them to the main legend table.}}
{{todo|Get images of these symbols and add them to the main legend table.}}


==Go Here!==
== Appearance ==
In ''Pikmin 3'', players have the ability to tell leaders (and their army of [[Pikmin family|Pikmin]]) to go to a specific spot on the map automatically, so that they may do something else with a different leader. In order to use the Go Here! functionality, the player must first collect the [[Data File]] located on the other side of the [[crystal wall]] at the [[Garden of Hope]]'s landing site.
In the first two games, the radar shows a monochromatic representation of the [[area]]'s terrain, only really highlighting the walls and water. Some icons point out the location of [[ship part]]s, [[treasure]]s, [[Onion]]s, and a few other things.
 
In ''Pikmin 3'', it provides a map of the area, stylized so that water, terrain, structures, and boundary walls are high-contrast and easy to distinguish, but textured to be similar to the actual terrain. There are several icons for all sorts of important objects.


===Choosing a destination===
== Go Here! ==
With the gameplay paused, a [[File:GoHerePyramid.png|16px]] appears on the center of the map app. When the map is panned, the pyramid stays on the center, and hence, follows the panning. As the shape moves, a set of arrows originating from the current leader mark a trail from the leader's icon on the map to the spot the pointer is at. After a small delay, a button with the leader's icon and the words "Go Here!" will appear in a non-obstructive location of the screen. Tapping this button will make the leader take the path shown towards the target location. There are scenarios in which it is not possible to use the Go Here! command, as detailed below.
In ''Pikmin 3'', players have the ability to tell leaders (and their army of [[Pikmin family|Pikmin]]) to go to a specific spot on the map automatically, so that they may do something else with a different leader. In order to use the Go Here! functionality, the player must first collect the [[data file]] located on the other side of the [[crystal wall]] at the [[Garden of Hope]]'s landing site in ''Pikmin 3'', or free Brittany in ''Pikmin 3 Deluxe''.


===Path algorithm===
=== Choosing a destination ===
With the gameplay paused and the radar open, a [[File:GoHerePyramid.png|16px]] appears on the center of the map app. When the map is panned, the pyramid stays on the center, and hence, follows the panning. As the shape moves, a set of arrows originating from the current leader mark a trail from the leader's icon on the map to the spot the pointer is at. After a small delay, a prompt with the leader's icon and the words "Go Here!" will appear in a non-obstructive location of the screen. Tapping this button in ''Pikmin 3'', or pressing {{button|switch|a}} in ''Pikmin 3 Deluxe'' will make the leader take the path shown towards the target location. In the case of ''Pikmin 3 Deluxe'', {{button|switch|a}} can be pressed before this prompt appears. There are scenarios in which it is not possible to use the Go Here! command, as detailed below.
 
=== Path algorithm ===
The planned path is always the shortest one required in order to reach the destination. This path-finding system also takes into account insurmountable [[obstacles]] and water, disallowing the travel if the player tries to enter a body of water with non-[[Blue Pikmin|Blue]] or non-[[Winged Pikmin]] in their party. [[Hazard]]s and [[Enemy|enemies]] are ignored when deciding the path, but uncharted terrain is considered and not allowed. If the player places the destination point in an uncharted or invalid location (like a body of water, as stated above), the pyramid marker will turn pink, and the "Go Here!" button will be grayed out. If the path to a certain location is blocked off by an uncleared obstacle or any other feature that can't be overcome, the shown path will still trace to the point of the obstacle, where it then displays a pink &#x274c; sign, and the rest of the path with pink arrows, meaning the leader can only reach the point marked by the &#x274c; sign. To note is that the Go Here! feature will not work while the leader is [[pluck]]ing, [[dodging]], [[spray]]ing, in pain from being hurt, lying down on the ground (for instance, from getting [[electricity|zapped]]), captured by an [[enemy]], on top of a [[lily pad]], and strangely, on the first two ledges in the Tropical Wilds where the [[Armored Cannon Larva]] is.
The planned path is always the shortest one required in order to reach the destination. This path-finding system also takes into account insurmountable [[obstacles]] and water, disallowing the travel if the player tries to enter a body of water with non-[[Blue Pikmin|Blue]] or non-[[Winged Pikmin]] in their party. [[Hazard]]s and [[Enemy|enemies]] are ignored when deciding the path, but uncharted terrain is considered and not allowed. If the player places the destination point in an uncharted or invalid location (like a body of water, as stated above), the pyramid marker will turn pink, and the "Go Here!" button will be grayed out. If the path to a certain location is blocked off by an uncleared obstacle or any other feature that can't be overcome, the shown path will still trace to the point of the obstacle, where it then displays a pink &#x274c; sign, and the rest of the path with pink arrows, meaning the leader can only reach the point marked by the &#x274c; sign. To note is that the Go Here! feature will not work while the leader is [[pluck]]ing, [[dodging]], [[spray]]ing, in pain from being hurt, lying down on the ground (for instance, from getting [[electricity|zapped]]), captured by an [[enemy]], on top of a [[lily pad]], and strangely, on the first two ledges in the Tropical Wilds where the [[Armored Cannon Larva]] is.


===Leader movement===
=== Leader movement ===
If the leader reaches their destination successfully, a dialog message will appear on-screen with their icon, and a message stating that they reached their target spot. If not, they'll explain why the path didn't work. They'll also give up if they get stuck on something for a few seconds, like a wall or enemy carcass. If the leader is [[Health|damaged]] during their walk, they will cancel their task altogether.
If the leader reaches their destination successfully, a dialog message will appear on-screen with their icon, and a message stating that they reached their target spot. If not, they'll explain why the path didn't work. They'll also give up if they get stuck on something for a few seconds, like a wall or enemy carcass. If the leader is [[Health|damaged]] during their walk, they will cancel their task altogether.


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Leaders under the Go Here! function move at a speed slower than manual running, and the exact speed depends on what Pikmin are on their group. In order to make sure no Pikmin lags behind, the leaders walk at the same pace as the slowest Pikmin in the group (given that [[Maturity|leaf]] Pikmin are at the slowest maturity, and that [[Purple Pikmin]] are slower than other Pikmin types). However, they have a maximum speed cap that stops them from going faster than what a player-controlled leader would run. This speed controlling mechanic has the pro of allowing any Pikmin to follow the leader without fear of lagging behind, but also the con of being slower than if the player were to take the leader there on their own. If a leader's destination ends in a buried Pikmin, they will automatically begin [[pluck]]ing just after saying the arrival message.
Leaders under the Go Here! function move at a speed slower than manual running, and the exact speed depends on what Pikmin are on their group. In order to make sure no Pikmin lags behind, the leaders walk at the same pace as the slowest Pikmin in the group (given that [[Maturity|leaf]] Pikmin are at the slowest maturity, and that [[Purple Pikmin]] are slower than other Pikmin types). However, they have a maximum speed cap that stops them from going faster than what a player-controlled leader would run. This speed controlling mechanic has the pro of allowing any Pikmin to follow the leader without fear of lagging behind, but also the con of being slower than if the player were to take the leader there on their own. If a leader's destination ends in a buried Pikmin, they will automatically begin [[pluck]]ing just after saying the arrival message.


==Legend==
== Mini radar ==
[[File: P3DX Prerelease Garden of Hope Dirt.jpg|thumb|right|250px|A gameplay scene with the minimap visible.]]
In {{p3d}} exclusively, there is a small version of the radar visible during gameplay, in the form of a circular minimap in the lower right corner of the screen. The map in this view is quite different from the standard view, being much more in the style of {{p}} and {{p2}}. Terrain is shown in dark blue, [[water]] is shown in light blue, and [[out of bounds]] terrain is shown in black. Walls are shown as light blue lines. [[Fruit]], [[leader]]s, [[Pikmin family|Pikmin]], [[obstacle]]s, the [[S.S. Drake]], and the current signal (if there is one) are shown as icons on the map, or around the edge if they are outside the range of the mini radar.
 
This mini radar only exists in [[Story Mode]]. When playing with two players, each player's screen gets its own radar. The mini radar can be zoomed in and out slightly, between two levels of zoom, by tilting {{button|switch|rstick}} up or down.
 
== Legend ==
{{game help|p3d}}
The radar can show the following icons:
The radar can show the following icons:


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In ''Pikmin 3'', multi-part fruits also have different icons, and grapes have icons that represent different levels of individual grape collection. Upon collecting 10 different types of fruit, the Fruit Finder will be unlocked. Fruits will be then shown on the KopPad whether the area has been discovered yet or not.
In ''Pikmin 3'', multi-part fruits also have different icons, and grapes have icons that represent different levels of individual grape collection. Upon collecting 10 different types of fruit, the Fruit Finder will be unlocked. Fruits will be then shown on the KopPad whether the area has been discovered yet or not.


==Map textures==
== Map textures ==
These are the textures used by the games to represent the areas on the radar.
These are the textures used by the games to represent the areas on the radar.


For the first two games, these are the raw textures, without any tinting or resizing applied. They do have some empty space for in-game icon alignment purposes, but the following images have that space cropped for convenience. In all textures up corresponds to the North, except for The Final Trial one, in which the opposite is true.
For the first two games, these are the raw textures, without any tinting or resizing applied. They do have some empty space for in-game icon alignment purposes, but the following images have that space cropped for convenience. In all textures up corresponds to the North, except for The Final Trial one, in which the opposite is true.


For ''Pikmin 3'', each "room" has its own texture, and on the following images, the textures were aligned by hand, and when justified, cropped (with a fade-in effect).
For ''Pikmin 3'', each "room" has its own texture, and in the following images, the textures were aligned by hand, and when justified, cropped (with a fade-in effect).


===''Pikmin''===
=== ''Pikmin'' ===
<gallery>
<gallery>
IS texture.png|[[The Impact Site]].
IS texture.png|[[The Impact Site]].
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</gallery>
</gallery>


===''Pikmin 2''===
=== ''Pikmin 2'' ===
<gallery>
<gallery>
VoR texture.png|[[Valley of Repose]].
VoR texture.png|[[Valley of Repose]].
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</gallery>
</gallery>


====Cave sublevels====
==== Cave sublevels ====
{{todo|Add all radar map textures of cave sublevels that never change.}}
{{todo|Add all radar map textures of cave sublevels that never change.}}
<gallery>
<gallery>
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</gallery>
</gallery>


===''Pikmin 3''===
=== ''Pikmin 3'' ===
<gallery>
<gallery>
Tropical Wilds map.png|[[Tropical Wilds]].
Tropical Wilds map.png|[[Tropical Wilds]].
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</gallery>
</gallery>


==Oddities==
== Oddities ==
===''Pikmin 2'' manual===
=== ''Pikmin 2'' manual ===
{{todo|Get info for the Japanese instruction manuals.}}
{{todo|Get info for the Japanese instruction manuals.}}
The instruction manuals for ''Pikmin 2'' and ''New Play Control! Pikmin 2'' have a section explaining how the radar works, and in most versions, a legend of its symbols. The legend for the dots that represent the Pikmin is different between all types of manual, and all of them have some quirks to point out.
The instruction manuals for ''Pikmin 2'' and ''New Play Control! Pikmin 2'' have a section explaining how the radar works, and in most versions, a legend of its symbols. The legend for the dots that represent the Pikmin is different between all types of manual, and all of them have some quirks to point out.
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</gallery>
</gallery>


===''Pikmin 3'' radar===
=== ''Pikmin 3'' radar ===
The radar in ''Pikmin 3'' has a number of peculiarities and [[mistake]]s to it.
The radar in ''Pikmin 3'' has a number of peculiarities and [[mistake]]s to it.


With [[Off-TV Play]] disabled, if the map app's orientation is set to be the same as the camera's angle, there is a desynchronization between the angle shown on the KopPad and the TV screen's angle, on certain places. This can make it quite difficult to pan while looking at the TV screen. The following locations are affected, and the angles provided here are estimates:
With [[Off-TV Play]] disabled, if the map app's orientation is set to be the same as the camera's angle, there is a desynchronization between the angle shown on the KopPad and the TV screen's angle, on certain places. This can make it quite difficult to pan while looking at the TV screen. The following locations are affected, and the angles provided here are estimates:
*The cave with the [[Velvety Dreamdrop]] on the [[Tropical Wilds]] has a 45&deg; difference.
* The cave with the [[Velvety Dreamdrop]] on the [[Tropical Wilds]] has a 45&deg; difference.
*The [[Calcified Crushblat]]'s arena has a 100&deg; difference.
* The [[Calcified Crushblat]]'s arena has a 100&deg; difference.
*Charlie's landing site on the [[Distant Tundra]] has a 90&deg; difference.
* Charlie's landing site on the [[Distant Tundra]] has a 90&deg; difference.
*The log leading up to the [[Vehemoth Phosbat]] arena has a 15&deg; difference.
* The log leading up to the [[Vehemoth Phosbat]] arena has a 15&deg; difference.
*The first section of the Vehemoth Phosbat's arena has a 100&deg; difference.
* The first section of the Vehemoth Phosbat's arena has a 100&deg; difference.
*The actual arena itself has a 45&deg; difference.
* The actual arena itself has a 45&deg; difference.
*The [[Shaggy Long Legs]]' arena on the Distant Tundra has a 15&deg; difference.
* The [[Shaggy Long Legs]]' arena on the Distant Tundra has a 15&deg; difference.
*The top of the [[Formidable Oak]], still on the outside, has a 45&deg; difference.
* The top of the [[Formidable Oak]], still on the outside, has a 45&deg; difference.
*Inside the Formidable Oak, the corridor area has a 45&deg; difference, and the large section after has a 90&deg; difference; the dark pond area is unaffected.
* Inside the Formidable Oak, the corridor area has a 45&deg; difference, and the large section after has a 90&deg; difference; the dark pond area is unaffected.


Other oddities exist with the TV screen:
Other oddities exist with the TV screen:
*By sliding the map on top of the [[Scornet Maestro]]'s arena, toggling between the arena and the pathway leading up to it, and looking at the TV screen, one can notice that the "railing" on the pathway is considerably more simplistic and less detailed if the camera is focusing on the arena &ndash; notably, it's lacking the red leaves.
* By sliding the map on top of the [[Scornet Maestro]]'s arena, toggling between the arena and the pathway leading up to it, and looking at the TV screen, one can notice that the "railing" on the pathway is considerably more simplistic and less detailed if the camera is focusing on the arena &ndash; notably, it's lacking the red leaves.
*If the player has a [[saved game]] that includes a day after the Scornet Maestro has been defeated, and then returns to a day where they have not yet visited the arena, the camera will reveal the boss [[Glitches in Pikmin 3#T-pose Scornet Maestro|high up in the center of the arena]], in a T-pose. This is because the model is being used as a placeholder for the cutscene that triggers once the player goes to the top of the tree.
* If the player has a [[saved game]] that includes a day after the Scornet Maestro has been defeated, and then returns to a day where they have not yet visited the arena, the camera will reveal the boss [[Glitches in Pikmin 3#T-pose Scornet Maestro|high up in the center of the arena]], in a T-pose. This is because the model is being used as a placeholder for the cutscene that triggers once the player goes to the top of the tree.
*In a day after the [[Quaggled Mireclops]]'s defeat, if the player starts the day and pans the radar to the boss's corpse, they might be able to see [[Pellet#Other colors|pellets of other colors]] on the TV screen.
* In a day after the [[Quaggled Mireclops]]'s defeat, if the player starts the day and pans the radar to the boss's corpse, they might be able to see [[Pellet#Other colors|pellets of other colors]] on the TV screen.


==Gallery==
== Gallery ==
{{image|Images from ''Pikmin 3 Deluxe''.}}
<gallery>
<gallery>
Pikmin radar.png|The radar in ''Pikmin''.
Pikmin radar.png|The radar in ''Pikmin''.
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</gallery>
</gallery>


==Names in other languages==
== Names in other languages ==
{|
{|
|- style="vertical-align:top"
|- style="vertical-align:top"
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}}
}}
|
|
''Radar Map (Hey Pikmin)''
''Radar Map (''Hey! Pikmin'')''
{{foreignname
{{foreignname
|Jap=レーダーマップ
|Jap=レーダーマップ
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}}
}}


==See also==
== See also ==
*[[KopPad]]
*[[KopPad]]
*[[Area]]
*[[Area]]