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===''Hey! Pikmin''===
===''Hey! Pikmin''===
Areas in ''Hey! Pikmin'' are much smaller, and grouped into sectors. Each area has a level code that indicates its sector and its placement within the sector. Areas with an "E" in the code are [[boss]] areas; areas with an "X" in the level code are [[Secret exit|secret]] areas. The last sector only has 1 area, which is a boss area. Sectors also contain [[Secret Spot]]s and [[Sparklium Spring]]s.
Areas in ''Hey! Pikmin'' are much smaller, and grouped into sectors. Each area has a level code that indicates its sector and its placement within the sector. Areas with an "E" in the code are [[boss]] areas; areas with an "X" in the level code are [[Secret exit|secret]] areas. The last sector only has 1 area, which is a boss area. Sectors also contain [[Secret Spot]]s and [[Sparklium Spring]]s.
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In {{p3}}, unlocking each area is tied to collecting a specific item. The [[Garden of Hope]] is unlocked by finding the [[S.S. Drake]] and completing [[day 1]], the [[Distant Tundra]] is unlocked by collecting the [[Data Glutton]], the [[Twilight River]] is unlocked by collecting the [[Folded Data Glutton]], and the [[Formidable Oak]] is unlocked by collecting [[Louie]] for the second time. (To note is that although the [[Tropical Wilds]] is unlocked from the start, it cannot be landed in after day 1 before rescuing [[Brittany]].)
In {{p3}}, unlocking each area is tied to collecting a specific item. The [[Garden of Hope]] is unlocked by finding the [[S.S. Drake]] and completing [[day 1]], the [[Distant Tundra]] is unlocked by collecting the [[Data Glutton]], the [[Twilight River]] is unlocked by collecting the [[Folded Data Glutton]], and the [[Formidable Oak]] is unlocked by collecting [[Louie]] for the second time. (To note is that although the [[Tropical Wilds]] is unlocked from the start, it cannot be landed in after day 1 before rescuing [[Brittany]].)


In {{p4}}, areas are unlocked by collecting a certain amount of [[Sparklium]]. The [[Sun-Speckled Terrace]], [[Blossoming Arcadia]], and [[Serene Shores]] are unlocked by collecting {{sparklium|p4|300}}, {{sparklium|p4|1,500}} and {{sparklium|p4|4,000}} respectively. The three remaining areas of the game require an additional condition to be unlocked: the [[Hero's Hideaway]] requires {{sparklium|p4|7,000}} and rescuing [[Bernard]] to be unlocked, the [[Giant's Hearth]] requires {{sparklium|p4|11,000}} and rescuing [[Olimar]] to be unlocked, and the [[Primordial Thicket]] requires {{sparklium|p4|13,000}} and rescuing [[Yorke]] and [[Don Bergman]] to be unlocked. Unlocking areas in [[Olimar's Shipwreck Tale]] requires collecting a specific amount of [[ship part]]s: 2 for the Blossoming Arcadia, 8 for the Serene Shores, and 23 for the Hero's Hideaway.
In {{p4}}, areas are unlocked by collecting a certain amount of [[Sparklium]]. The [[Sun-Speckled Terrace]], [[Blossoming Arcadia]], and [[Serene Shores]] are unlocked by collecting {{sparklium|p4|300}}, {{sparklium|p4|1,500}} and {{sparklium|p4|4,000}} respectively.
The Three remaining areas of the game require an additional condition to be unlocked, the [[Hero's Hideaway]] requires {{sparklium|p4|7,000}} and rescuing [[Bernard]] to be unlocked, the [[Giant's Hearth]] requires {{sparklium|p4|11,000}} and rescuing [[Olimar]] to be unlocked, and the [[Primordial Thicket]] requires {{sparklium|p4|13,000}} and rescuing [[Yorke]] and [[Don Bergman]] to be unlocked.
Unlocking areas in [[Olimar's Shipwreck Tale]] is identical to how they're unlocked in ''Pikmin'', requiring ship parts to be unlocked. The number of parts required to access each area is 2 for the Blossoming Arcadia, 8 for the Serene Shores, and 23 for the Hero's Hideaway.


In {{hp}}, areas are unlocked by completing the previous area. Some areas have a [[secret exit]] which unlocks a different area to the standard exit, but both the standard next area and the secret next area will lead to the same area after that. Sectors are unlocked by completing the [[boss]] area in the previous sector, except for the [[The Final Stretch|final sector]], which additionally requires collecting {{sparklium|hp|30,000}}.
In {{hp}}, areas are unlocked by completing the previous area. Some areas have a [[secret exit]] which unlocks a different area to the standard exit, but both the standard next area and the secret next area will lead to the same area after that. Sectors are unlocked by completing the [[boss]] area in the previous sector, except for the [[The Final Stretch|final sector]], which additionally requires collecting {{sparklium|hp|30,000}}.
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{{clear}}
{{clear}}
==Base==
==Base==
[[File:P4 Landing Site.jpg|thumb|The player, ready to make the Rugged Scaffold base their current base.]]
[[File:P4 Landing Site.jpg|thumb|The player, ready to make the Rugged Scaffold base their current base.]]
In ''Pikmin 4'', each area has multiple '''bases''' for the ship and the [[Onion]] to land in. A base is marked with several glowing pink rocks on the floor making up the shape of two rings, one where the [[S.S. Beagle]] or [[S.S. Dolphin]] sits, and one where the Onion goes. Each base is given a name and a number based on the landmarks around it, though these are fixed, meaning the number doesn't reflect the order in which players find bases. When landing on the area for the first time, the player will always arrive at base #1. As the player comes across new bases, they get added to the list of unlocked bases for that area. Some bases are blocked off by something, usually an [[enemy]], which needs to be cleared before that base can be unlocked. Despite having multiple bases meaning the player has multiple spots to land in, the game will force the player to land at the most-recently used base for that area at the start of each [[day]].
In ''Pikmin 4'', each area has multiple '''bases''' for the ship and the [[Onion]] to land in. A base is marked with several glowing pink rocks on the floor making up the shape of two rings, one where the [[S.S. Beagle]] or [[S.S. Dolphin]] sits, and one where the Onion goes. Each base is given a name and a number based on the landmarks around it, though these are fixed, meaning the number doesn't reflect the order in which players find bases. When landing on the area for the first time, the player will always arrive at base #1. As the player comes across new bases, they get added to the list of unlocked bases for that area. Some bases are blocked off by something, usually an [[enemy]], which needs to be cleared before that base can be unlocked. Despite having multiple bases meaning the player has multiple spots to land in, the game will force the player to land at the most-recently used base for that area at the start of each [[day]].


To select a different base as the one that the ship and Onion should currently use, the player needs to go up to an unused base and press {{button|switch|a|switch|facer}}. This will make the screen fade to and from black, and when the scene returns, the ship and Onion will be just about finished with landing in the new base. Any Pikmin or [[leader]] near the Onion or ship will be instantly transported inside the ship towards the new spot. Any Pikmin that were busy [[carry]]ing things will readjust their trajectory towards the new base after a second.
To select a different base as the one that the ship and Onion should currently use, the player needs to go up to an unused base and press {{button|switch|a}}. This will make the screen fade to and from black, and when the scene returns, the ship and Onion will be just about finished with landing in the new base. Any Pikmin near the Onion or ship will be instantly transported inside the ship towards the new spot. Any Pikmin that were busy [[carry]]ing things will readjust their trajectory towards the new base after a second.


Unlocking a base also allows it to be used in a [[night expedition]], provided there is an available night expedition at that base. Some larger [[cave]] sublevels and the [[Hefty Haulway]] [[Dandori Challenge]] also have multiple bases, though these are only marked with a single ring for the ship, since the Onion does not go underground. The [[Rescue Command Post]]'s bases are unique in that the player cannot change them, and they are not marked, despite being recognized independently in the [[radar]]. The rocks of bases that have not been unlocked are a dim red, and they turn bright pink when unlocked.
Unlocking a base also allows it to be used in a [[night expedition]], provided there is an available night expedition at that base. Some larger [[cave]] sublevels and the [[Hefty Haulway]] [[Dandori Challenge]] also have multiple bases, though these are only marked with a single ring for the ship, since the Onion does not go underground. The [[Rescue Command Post]]'s bases are unique in that the player cannot change them, and they are not marked, despite being recognized independently in the [[radar]]. The rocks of bases that have not been unlocked are a dim red, and they turn bright pink when unlocked.


==Segment==
==Segment==
In ''Pikmin 3'', areas are split into multiple segments. When a leader, Pikmin, or an object carried by Pikmin touch an invisible portal,<ref>In the game files, the object's data is in <code>/content/CMCmn/object/portal.szs</code>.</ref> they are transported to the equivalent portal, in another segment of the area. For the most part, these segments separate the outdoors parts of an area from the tunnels and small caverns that can be explored, though some segments also exist for small enclosures, interesting plateaus, or corridors leading into [[boss]] arenas, among other things. The act of being transported in a portal saves the player some otherwise uninteresting travel time, but besides that, segmenting the area allows the game to only focus on the segment the player or Pikmin are on, and can save on processing and rendering segments that are irrelevant. Via the use of [[Glitches in Pikmin 3|glitches]], one can make the game show parts of a segment that aren't loaded entirely, or are missing geometry.
In ''Pikmin 3'', areas are split into multiple segments. When a leader, Pikmin, or an object carried by Pikmin touch a portal,<ref>In the game files, the object's data is in <code>/content/CMCmn/object/portal.szs</code>.</ref> they are transported to the equivalent portal, in another segment of the area. For the most part, these segments separate the outdoors parts of an area from the tunnels and small caverns that can be explored, though some segments also exist for small enclosures, interesting plateaus, or corridors leading into [[boss]] arenas, among other things. The act of being transported in a portal saves the player some otherwise uninteresting travel time, but besides that, segmenting the area allows the game to only focus on the segment the player or Pikmin are on, and can save on processing and rendering segments that are irrelevant. Via the use of [[Glitches in Pikmin 3|glitches]], one can make the game show parts of a segment that aren't loaded entirely, or are missing geometry.


When the player's active leader goes through a portal, the screen goes through an {{w|iris shot|iris out}} transition, and then an iris in transition in the new segment. The camera's behavior after this depends on a few circumstances, as explained [[Camera#Segment transitions|here]]. This transition does not happen for other things that go through portals, and instead they simply appear at the destination instantly. The player can find where a portal leads by checking the [[radar]] &ndash; in the Wii U version of ''Pikmin 3'', they can even tap on the portal's icon on the GamePad to pan the radar towards the equivalent portal. In reality, to make sure the player doesn't get transported back and forth endlessly, the destination of a portal is usually somewhere in front of the equivalent portal. In modes with a timer, transitioning through a portal also stops the timer momentarily, as explained [[Glitches in Pikmin 3#Paused timer|here]].
When the player's active leader goes through a portal, the screen goes through an {{w|iris shot|iris out}} transition, and then an iris in transition in the new segment. The camera's behavior after this depends on a few circumstances, as explained [[Camera#Segment transitions|here]]. This transition does not happen for other things that go through portals, and instead they simply appear at the destination instantly. The player can find where a portal leads by checking the [[radar]] &ndash; in the Wii U version of ''Pikmin 3'', they can even tap on the portal's icon on the GamePad to pan the radar towards the equivalent portal. In reality, to make sure the player doesn't get transported back and forth endlessly, the destination of a portal is usually somewhere in front of the equivalent portal. In modes with a timer, transitioning through a portal also stops the timer momentarily, as explained [[Glitches in Pikmin 3#Paused timer|here]].
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In {{hp}}, the player can find a fairly large variety of environments. Each sector of the game features a unique environment, which serves to set the ambience. However, some areas vary from the atmosphere of the sector where they're located.
In {{hp}}, the player can find a fairly large variety of environments. Each sector of the game features a unique environment, which serves to set the ambience. However, some areas vary from the atmosphere of the sector where they're located.


*[[Brilliant Garden]]: The first sector of the game has rather common terrain, made of grass and foliage.
*[[Brilliant Garden]] : The first sector of the game has rather common terrain, made of grass and foliage.
*[[Verdant Waterfront]]: This sector mainly focuses on water environments, such as lakes, as well as all the plant-life terrain found around lakes.
*[[Verdant Waterfront]] : This sector mainly focuses on water environments, such as lakes, as well as all the plant-life terrain found around lakes.
*[[Sparkling Labyrinth]]: A rocky sector, with terrain made of rocks and crystals.
*[[Sparkling Labyrinth]] : A rocky sector, with terrain made of rocks and crystals.
*[[Ravaged Rustworks]]: This sector features human-made materials, such as metal pipes and tubes.
*[[Ravaged Rustworks]] : This sector features human-made materials, such as metal pipes and tubes.
*[[Leafswirl Lagoon]]: The environment of this sector is pretty focused on autumn, with the terrain being mostly dead leaves and dirt.
*[[Leafswirl Lagoon]] : The environment of this sector is pretty focused on autumn, with the terrain being mostly dead leaves and dirt.
*[[Sweltering Parchlands]]: This sector is mostly themed around fire, so the terrain consists of dirt, coal, and burned vegetation.
*[[Sweltering Parchlands]] : This sector is mostly themed around fire, so the terrain consists of dirt, coal, and burned vegetation.
*[[Snowfall Field]]: The exact opposite of the previous sector; this time, snow makes up most of the terrain, and this area symbolizes winter.
*[[Snowfall Field]] : The exact opposite of the previous sector; this time, snow makes up most of the terrain, and this area symbolizes winter.
*[[Lushlife Murk]] and [[The Final Stretch]]: The last areas are focused on poisoned environments; the terrain usually consists of barren dirt and rock.
*[[Lushlife Murk]] and [[The Final Stretch]] : The last areas are focused on poisoned environments; the terrain usually consists of barren dirt and rock.


==Relations==
==Relations==

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