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{{game icons|p=y|p2=y|p3 | {{game icons|p=y|p2=y|p3=y|hp=y}} | ||
[[File:Carrying.jpg|thumb|250px|In ''Pikmin 2'', a [[Fiery Blowhog]] requires the strength of seven Pikmin to lift it. Here, there are eight [[Yellow Pikmin]] carrying it.]] | [[File:Carrying.jpg|thumb|250px|In ''Pikmin 2'', a [[Fiery Blowhog]] requires the strength of seven Pikmin to lift it. Here, there are eight [[Yellow Pikmin]] carrying it.]] | ||
In the [[Pikmin series|''Pikmin'' games]], [[Pikmin family|Pikmin]] are able to '''carry''' objects or living beings towards a destination. When ordered to handle with an object that can be carried, a Pikmin will grab on to it. Further Pikmin can be issued to carry the same thing, at which point they'll grab a free spot on the object's perimeter to help carry. If it's too heavy, the Pikmin will just stand in place, periodically trying to pull it up, but once enough Pikmin grab onto the object, they will be able to carry it away. | |||
In the [[Pikmin series|''Pikmin'' games]], [[Pikmin family|Pikmin]] are able to '''carry''' | |||
While an object is being carried, idle Pikmin nearby will attempt to help the carriers, if there is enough space around the object. If there is enough space for the new Pikmin, it will attempt to go the spot, and when it gets close, it will join them and the overall carrying speed will change accordingly. In the first two games, the carriers briefly halt in order for the new Pikmin to join them, but in ''Pikmin 3'', adding and subtracting Pikmin fluently changes the carrying velocity. If a Pikmin cannot join carrying for a few seconds, it will sigh and become idle. If there are no free spots to begin with, the Pikmin will just remain idle, or attempt to work on a different task. | |||
When called, the Pikmin will let go of the object and come to the [[leader]]'s side. If only some of the Pikmin are called, and the remaining Pikmin aren't enough to carry the object, they'll drop it and return to struggling to pick it up. | |||
Besides the Pikmin, other creatures can carry things around too: | Besides the Pikmin, other creatures can carry things around too: | ||
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*[[Careening Dirigibug]]s can carry and throw the [[bomb rock]]s they create. | *[[Careening Dirigibug]]s can carry and throw the [[bomb rock]]s they create. | ||
*[[Honeywisp]]s can carry [[egg]]s, which they release upon defeat. | *[[Honeywisp]]s can carry [[egg]]s, which they release upon defeat. | ||
*Leaders can carry Pikmin (when they hold them before [[throw]]ing them), and on [[Hostile Territory]], [[bomb rock]]s | *Leaders can carry Pikmin (when they hold them before [[throw]]ing them), and on [[Hostile Territory]], [[bomb rock]]s. | ||
*[[Skutterchuck]]s can carry, toss, and drop [[crystal nodule]]s | *[[Skutterchuck]]s can carry, toss, and drop [[crystal nodule]]s. | ||
*Some [[jellyfloat family]] and [[umbloda family]] members can carry Pikmin or leaders inside of them. | *Some [[jellyfloat family]] and [[umbloda family]] members can carry Pikmin or leaders inside of them. | ||
In the first two games, the Pikmin gather around the object as if its perimeter is always a circle. Most objects have a circular radius, but for some objects that do not, such as the [[Love Tester]], some Pikmin will be seen clearly holding on to nothing. In the third ''Pikmin'' game, this aspect was polished, and all carrier Pikmin now grab on to the object. | |||
==Destination== | ==Destination== | ||
Depending on what is being carried, the Pikmin can either take it to the ship (or [[Hocotate ship#Research Pod|Pod]]) or an [[Onion]]. The Pikmin will follow one of several set paths – normally the shortest, unless it's unavailable – toward the destination. If the only path is blocked by a [[gate]] or a gap with a missing [[bridge]], the Pikmin will start walking in a circle in front of the obstacle, waiting for it to be cleared.{{cite quote|The Pikmin that are carrying our spoils seem to be milling about in one place with their loads. It appears that their path back to the Onion is blocked, and faced with what seems to be an insurmountable obstacle, they have lost their focus. This is unacceptable. I will have to determine what is blocking their way and do what I can to resolve the problem.|Captain Olimar|a [[Olimar's monologues in Pikmin 1|monolog]]}} Interestingly, this also happens if a non-[[Winged Pikmin]] tries to take a pink pellet away from the Winged Onion's base, possibly as a way to prevent the player from getting rid of a helpful Winged Pikmin growing tool. Any Pikmin will be able to carry the pellet like normal after the Winged Onion merges with the Master Onion, however. | |||
===Onions=== | ===Onions=== | ||
When carrying objects that will be deposited in an Onion, the destination Onion is calculated based on the Pikmin carrying it. The Onion will match the type of the Pikmin type that makes up the majority of the carriers. If the number is a tie, the type will be decided [[Randomness|random]]ly between the tying types. | |||
When carrying objects that will be deposited in an | |||
[[White Pikmin]] and [[Purple Pikmin]] don't count for the calculation. As such, only the other Pikmin types can have an influence on the chosen Onion. If only White or Purple Pikmin are carrying it, a random Onion will be chosen (out of all Onions available at that point). | |||
When a random Onion needs to be picked, it'll be decided every time a tie is generated. In other words, if a tie-breaking Pikmin is added, the type will be the one matching the new majority. If a Pikmin that doesn't break the tie is added, the destination will not change. Hence, the only way to change the type the game picked is by breaking a tie and then creating a new one, or by calling all Pikmin to the leader's side and ordering them to carry it again, which is the same thing. | When a random Onion needs to be picked, it'll be decided every time a tie is generated. In other words, if a tie-breaking Pikmin is added, the type will be the one matching the new majority. If a Pikmin that doesn't break the tie is added, the destination will not change. Hence, the only way to change the type the game picked is by breaking a tie and then creating a new one, or by calling all Pikmin to the leader's side and ordering them to carry it again, which is the same thing. | ||
Despite ''Pikmin 3'' having only a single Onion | Despite ''Pikmin 3'' having only a single Onion, the same rules apply, except the "chosen Onion" just means the Pikmin type of the seeds that come out. | ||
====Examples==== | ====Examples==== | ||
The first columns indicate the number of Pikmin of each type that is carrying the object. | The first columns indicate the number of Pikmin of each type that is carrying the object. | ||
{|class="wikitable" | {|class="wikitable" | ||
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|style="color:#A0A0A0;"|20 | |style="color:#A0A0A0;"|20 | ||
|'''Random between available Onions''' | |'''Random between available Onions''' | ||
|} | |} | ||
==Small objects== | ==Small objects== | ||
{{todo|Figure out if these objects have a different carrying speed.}} | {{todo|Figure out if these objects have a different carrying speed.}} | ||
Starting in ''Pikmin 2'', some objects have a maximum number of carriers of 1. The carrying numbers don't appear above these items in ''Pikmin 2'' ( | Starting in ''Pikmin 2'', some objects have a maximum number of carriers of 1. The carrying numbers don't appear above these items in ''Pikmin 2'' (contrast '1' pellets), and as such only one Pikmin may carry these items at a time. Items that come from a pile in ''Pikmin 3'' also lack numbers, due to the different way in which they are carried. | ||
{{columns|0| | {{columns|0| | ||
*Corpses from the following | *Corpses from the following enemies: | ||
**[[ | **Members of the [[Mandiblard family]]. | ||
**All [[Flitterbie family|Spectralid]]s. | **All [[Flitterbie family|Spectralid]]s. | ||
** | **[[Skitter Leaf|Skitter Leaves]] and [[Desiccated Skitter Leaf|Desiccated Skitter Leaves]]. | ||
**[[Mitite]]s. | **[[Mitite]]s. | ||
**[[Ravenous Whiskerpillar]]s. | **[[Ravenous Whiskerpillar]]s. | ||
**[[ | **[[Wogpole]]s. | ||
**[[Scornet]]s. | **[[Scornet]]s. | ||
| | | | ||
*The following | *The following treasures: | ||
**[[Arboreal Frippery]]. | **[[Arboreal Frippery]]. | ||
**[[Science Project]]. | **[[Science Project]]. | ||
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*Individual grapes from [[Dawn Pustules]] and [[Dusk Pustules]]. | *Individual grapes from [[Dawn Pustules]] and [[Dusk Pustules]]. | ||
*[[Nugget]]s. | *[[Nugget]]s. | ||
}} | }} | ||
In ''Pikmin 3'', Pikmin carrying [[Burgeoning Spiderwort]] berries or treasures and objects that are a part of a pile follow some more specific behaviors. The object will vanish if the Pikmin carrying them is [[whistle]]d, and if it belonged to a pile, it will then reappear there. Pikmin carrying these objects will complain with a brief squeal if a [[leader]] crosses their way. The current leader can also push them by bumping into them, which can be used to make them go faster | In ''Pikmin 3'', Pikmin carrying [[Burgeoning Spiderwort]] berries or treasures and objects that are a part of a pile follow some more specific behaviors. The object will vanish if the Pikmin carrying them is [[whistle]]d, and if it belonged to a pile, it will then reappear there. Pikmin carrying these objects will complain with a brief squeal if a [[leader]] crosses their way. The current leader can also push them by bumping into them, which can be used to make them go faster. Finally, after they deliver the object, they will automatically return to the pile's original location to work on another object of the pile, and if the entire task has been done, they will go there to idle instead. | ||
Although they don't carry them in the normal sense, Pikmin also carry [[bomb rock]]s and [[Bingo Battle]] mines by themselves. Instead of taking a linear path on their own and dropping the items on a destination, the Pikmin act like regular Pikmin, except they have an explosive in their hands, ready to be used, and will not attack [[enemies]] or [[obstacle]]s with melee attacks. | Although they don't carry them in the normal sense, Pikmin also carry [[bomb rock]]s and [[Bingo Battle]] mines by themselves. Instead of taking a linear path on their own and dropping the items on a destination, the Pikmin act like regular Pikmin, except they have an explosive in their hands, ready to be used, and will not attack [[enemies]] or [[obstacle]]s with melee attacks. | ||
==Carrying numbers== | ==Carrying numbers== | ||
[[File:Pikmin 2 carry numbers.png|thumb|Example of the carrying numbers displayed on the [[HUD]], in ''Pikmin 2''.]] | [[File:Pikmin 2 carry numbers.png|thumb|right|Example of the carrying numbers displayed on the [[HUD]], in ''Pikmin 2''.]] | ||
Each object has a | Each object has a weight and maximum number of carrier Pikmin. If the combined strength of the Pikmin is less than the weight, it cannot be carried. If the maximum number of carriers is already met, any new Pikmin will ignore the object. The "strength" is the total calculated Pikmin strength, so Purple Pikmin count 10 towards this number, instead of 1 like all others. | ||
For the minimum strength and maximum number of carriers on a [[ship part]], [[treasure]], [[enemy]] or [[fruit]], please visit the appropriate page and read the "Weight" and "Max. carriers" attributes on the infobox at the top-right corner of the article. | |||
When something is being carried, two numbers will appear on top of it, which indicate the strength of the carriers and the object's weight. These numbers will only appear on the [[HUD]] if the object has any carrier Pikmin on it. In ''Pikmin'' and ''Pikmin 2'', the number of Pikmin needed to carry the object will be on the top, while the number of Pikmin carrying the object will be below it. This was reversed in ''Pikmin 3'', likely to make more sense as a fraction. More information can be found [[HUD#Fraction numbers|here]]. | |||
===Winged Pikmin=== | ===Winged Pikmin=== | ||
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That said, if Winged Pikmin take flight and grounded Pikmin stay latched on, those Pikmin will also count as carrying the object, until the moment they let go. This has an impact on the speed at which the object moves, in that the object is carried more quickly when there are grounded Pikmin still clinging on, and becomes slower when those Pikmin detach.{{cite youtube|rname=cling}} So, for this scenario, the "real" maximum number of carriers can actually be considered the "regular" maximum times two (e.g. 10 grounded Pikmin clinging on + 10 Winged Pikmin lifting the object). | That said, if Winged Pikmin take flight and grounded Pikmin stay latched on, those Pikmin will also count as carrying the object, until the moment they let go. This has an impact on the speed at which the object moves, in that the object is carried more quickly when there are grounded Pikmin still clinging on, and becomes slower when those Pikmin detach.{{cite youtube|rname=cling}} So, for this scenario, the "real" maximum number of carriers can actually be considered the "regular" maximum times two (e.g. 10 grounded Pikmin clinging on + 10 Winged Pikmin lifting the object). | ||
If Winged Pikmin are carrying something through the air and the player orders grounded Pikmin to help carry it (via [[charge]] or [[throw]]), most of the Pikmin will get close and become | If Winged Pikmin are carrying something through the air and the player orders grounded Pikmin to help carry it (via [[charge]] or [[throw]]), most of the Pikmin will get close and become idle, although some might actually jump and cling on to the object, only to let go after a second. | ||
==Paths== | ==Paths== | ||
{{todo|Check, for each game, what happens if non-Blue Pikmin decide to take a path that has water in the way.}} | {{todo|Check, for each game, what happens if non-Blue Pikmin decide to take a path that has water in the way.}} | ||
The game calculates which path the Pikmin should take by examining all possible paths that reach the destination, and discarding those that are blocked. A path is considered blocked if a bridge within is unbuilt, if an uncleared [[gate]] is in the way, or if any other [[obstacle]] is blocking the path. In the case of multiple possible paths, the shortest one is picked. If the only available path is blocked, the Pikmin will follow it as far as they can, until they reach the obstacle, where they will move around in a small circle, waiting for it to be cleared. | |||
The paths in-game are consisted of interconnected waypoints forming a {{w|Graph (mathematics)|graph}}. These points are not visible to the player, nor are the paths in-between. Whenever the Pikmin begin carrying an object, they move to the nearest waypoint on the map. Once there, they follow the calculated path, walking in a straight line from waypoint to waypoint, until they reach their destination. Should the closest waypoint be on the other side of | The paths in-game are consisted of interconnected waypoints forming a {{w|Graph (mathematics)|graph}}. These points are not visible to the player, nor are the paths in-between. Whenever the Pikmin begin carrying an object, they move to the nearest waypoint on the map. Once there, they follow the calculated path, walking in a straight line from waypoint to waypoint, until they reach their destination. Should the closest waypoint be on the other side of the wall, the Pikmin will attempt to go for it regardless. This can lead to them getting stuck behind the wall; see [[#Oversights|oversights]]. | ||
Once Pikmin begin | Once Pikmin begin carrying they choose a path, no matter how long. Opening up a shortcut during their carrying will not change their minds, unless the load is dropped and picked up again, or unless (in the first two games) Pikmin carriers are added and the total speed is "updated." | ||
In ''Pikmin'', | In ''Pikmin 3'', if only [[Blue Pikmin]] are carrying an object on a path that has crossed or will cross water, only Blue or [[Winged Pikmin]] can join them. This limit is to prevent Pikmin drowning through that path, but it can decrease efficiency if Blue Pikmin are scarce. It helps to call back blue carriers and replace them with other types once an object's path is free of water obstacles. | ||
Inside a [[cave]] in ''Pikmin 2'', if the player has not explored a given path, the Pikmin will not go through it when carrying things back to the Research Pod.{{cite youtube|uECUbCvuSrA|where Pikmin don't take the watery path that is closer, but go the long way around, since the player never explored the water path|m=28|s=25}} | |||
=== Charts === | === Charts === | ||
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==Speed== | ==Speed== | ||
{{ | {{stub}} | ||
In general, the carrier Pikmin's maturity, whether they are [[Ultra-spicy spray|spicy]] or not, the number of carriers, and the type of the Pikmin all have an impact on how quickly the object is carried. | In general, the carrier Pikmin's maturity, whether they are [[Ultra-spicy spray|spicy]] or not, the number of carriers, and the type of the Pikmin all have an impact on how quickly the object is carried. | ||
===''Pikmin''=== | ===''Pikmin''=== | ||
The speed at which Pikmin carry an object in | The speed at which Pikmin carry an object in ''Pikmin'' depends on the carrier Pikmin's [[maturity]] and total amount, and the object's weight and maximum number of carriers. | ||
Fan-driven research has resulted in the following formula for the speed at which Pikmin carry an object, where ''w'' is the object's weight, ''m'' is the object's maximum carrier number, and ''P'' is the set of all carrier Pikmin. ''Sp'' refers to the [[maturity|stage]] of any given carrier Pikmin. The final number is in an arbitrary unit of speed. | Fan-driven research has resulted in the following formula for the speed at which Pikmin carry an object, where ''w'' is the object's weight, ''m'' is the object's maximum carrier number, and ''P'' is the set of all carrier Pikmin. ''Sp'' refers to the [[maturity|stage]] of any given carrier Pikmin. The final number is in an arbitrary unit of speed. | ||
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===''Pikmin 2''=== | ===''Pikmin 2''=== | ||
The speed at which | The speed at which an object is carried depends on several factors, like the [[Pikmin family|type]], [[maturity]], and [[ultra-spicy spray|spicy status]] of the carrier Pikmin, the total amount of carriers, the maximum amount of carriers for that object, the object's weight, and some other internal values. | ||
Fan-driven research{{cite web|http://www.nicovideo.jp/watch/sm31645335|【ピクミン2】運搬速度論 第1回|Nicovideo|published={{date|28|July|2017}}|retrieved={{date|2|March|2018}}}} has resulted in the following formula for carrying speeds, where ''w'' is the object's weight, ''m'' is the object's maximum carrier number, and ''P'' is the set of all carrier Pikmin. ''Tp'' refers to any given carrier Pikmin's type, and ''Sp'' to its [[Maturity|stage]]. The final number is in an arbitrary unit of speed. For the [[Doomsday Apparatus]], the weight and minimum carriers are both set to 1 | Fan-driven research{{cite web|http://www.nicovideo.jp/watch/sm31645335|【ピクミン2】運搬速度論 第1回|Nicovideo|published={{date|28|July|2017}}|retrieved={{date|2|March|2018}}}} has resulted in the following formula for carrying speeds, where ''w'' is the object's weight, ''m'' is the object's maximum carrier number, and ''P'' is the set of all carrier Pikmin. ''Tp'' refers to any given carrier Pikmin's type, and ''Sp'' to its [[Maturity|stage]]. The final number is in an arbitrary unit of speed. For the [[Doomsday Apparatus]], the weight and minimum carriers are both set to 1'000. | ||
{{equation|Pikmin 2 carrying speed formula.png}} | {{equation|Pikmin 2 carrying speed formula.png}} | ||
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Based on RAM readings, the value each Pikmin contributes depends on the table specified in the formula above, and [[ultra-spicy spray]] makes the Pikmin count as a flower Pikmin in terms of carrying speed. This also means that using an ultra-spicy spray on a group of flower Pikmin has absolutely no effect on their carrying speed. | Based on RAM readings, the value each Pikmin contributes depends on the table specified in the formula above, and [[ultra-spicy spray]] makes the Pikmin count as a flower Pikmin in terms of carrying speed. This also means that using an ultra-spicy spray on a group of flower Pikmin has absolutely no effect on their carrying speed. | ||
Interestingly, any Pikmin carrying a leader will move at the fastest carrying speed possible, regardless of how many are carrying, their [[Pikmin family|type]], [[maturity]], or whether they're [[Ultra-spicy spray|spicy]] or not | Interestingly, any Pikmin carrying a leader will move at the fastest carrying speed possible, regardless of how many are carrying, their [[Pikmin family|type]], [[maturity]], or whether they're [[Ultra-spicy spray|spicy]] or not. | ||
===''Pikmin 3''=== | ===''Pikmin 3''=== | ||
Much like in ''Pikmin 2'', the carrying speed depends on the type, maturity, [[ultra-spicy spray|spicy]] status, and total of carrier Pikmin, as well as the object's weight and maximum amount of carriers. | |||
Fan-driven research has resulted in the following formula for carrying speeds, where ''w'' is the object's weight, ''m'' is the object's maximum carrier number, and ''P'' is the set of all carrier Pikmin. ''Tp'' refers to any given carrier Pikmin's type, and ''Sp'' to its [[Maturity|stage]]. The final number is in an arbitrary unit of speed. Because of the values used by ''Pikmin 3'', it is possible for the formula to return a number smaller than 1, but in such cases, the game just clamps the value to 1, to stop Pikmin from carrying things too slowly. | Fan-driven research has resulted in the following formula for carrying speeds, where ''w'' is the object's weight, ''m'' is the object's maximum carrier number, and ''P'' is the set of all carrier Pikmin. ''Tp'' refers to any given carrier Pikmin's type, and ''Sp'' to its [[Maturity|stage]]. The final number is in an arbitrary unit of speed. Because of the values used by ''Pikmin 3'', it is possible for the formula to return a number smaller than 1, but in such cases, the game just clamps the value to 1, to stop Pikmin from carrying things too slowly. | ||
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While it is not known how much, [[Winged Pikmin]] carrying an object through the air travel at a slower pace than grounded Pikmin do. The carrying complications regarding Winged Pikmin also impact speed. If grounded Pikmin are carrying an object, adding Winged Pikmin to the object will not increase its carrying speed. However, if there are not enough grounded Pikmin to carry, Winged Pikmin will add speed at the same rate as a grounded Pikmin.{{cite youtube|RtH81Hab5r0|showing speed visibly slowing when the final grounded Pikmin to carry is added.}} As mentioned above, this formula applies even as an object is being lifted into the air and grounded Pikmin are clinging on to it. | While it is not known how much, [[Winged Pikmin]] carrying an object through the air travel at a slower pace than grounded Pikmin do. The carrying complications regarding Winged Pikmin also impact speed. If grounded Pikmin are carrying an object, adding Winged Pikmin to the object will not increase its carrying speed. However, if there are not enough grounded Pikmin to carry, Winged Pikmin will add speed at the same rate as a grounded Pikmin.{{cite youtube|RtH81Hab5r0|showing speed visibly slowing when the final grounded Pikmin to carry is added.}} As mentioned above, this formula applies even as an object is being lifted into the air and grounded Pikmin are clinging on to it. | ||
==Strategies== | ==Strategies== | ||
{{guide}} | {{guide}} | ||
{{ | {{stub|Get more generic strategies, like finding out the best option between having several, weak Pikmin carry something, or few, strong and slow Pikmin, and other stuff like that.}} | ||
To save time, you can [[whistle]] Pikmin carrying a [[ship part]], [[treasure]] or [[fruit]] when they're almost done delivering, and you have other Pikmin that are carrying something on their way to the same ship. The Pikmin you whistle will let go off the object and come to you, and when the next group of Pikmin come, they will deliver their object, stay | To save time, you can [[whistle]] Pikmin carrying a [[ship part]], [[treasure]] or [[fruit]] when they're almost done delivering, and you have other Pikmin that are carrying something on their way to the same ship. The Pikmin you whistle will let go off the object and come to you, and when the next group of Pikmin come, they will deliver their object, stay idle, notice the nearby object, and carry that as well. This depends on the number of Pikmin carrying the first and second object, as well as its radius, and how far away the first object is from the second group of Pikmin when they deliver their item. It is a weak strategy, one that saves no more than a few seconds, but of relative importance for [[speedrun]]s. | ||
When Pikmin are carrying some objects down a ledge, it may be faster to [[whistle]] them when the object is on the edge, so that they let go, and make it fall down and slide forward rapidly. This only applies to a few edges (e.g. the edge with the 5-pellet [[Pellet Posy]] at the landing site of the [[Valley of Repose]]). | When Pikmin are carrying some objects down a ledge, it may be faster to [[whistle]] them when the object is on the edge, so that they let go, and make it fall down and slide forward rapidly. This only applies to a few edges (e.g. the edge with the 5-pellet [[Pellet Posy]] at the landing site of the [[Valley of Repose]]). | ||
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==Objects== | ==Objects== | ||
Pikmin are able to carry the following: | Pikmin are able to carry the following: | ||
*To the [[ | *To the ship or [[SPERO]]: | ||
**[[Ship part]]s | **[[Ship part]]s | ||
**[[ | **[[Treasures]] (Research Pod as well) | ||
**[[Fruit]] | **[[Fruit]] | ||
**[[Burgeoning Spiderwort]] berries | **[[Burgeoning Spiderwort]] berries | ||
* | **Grapes from the [[Dawn Pustules|Dawn]] and [[Dusk Pustules]] | ||
* | |||
**[[Nugget]]s | **[[Nugget]]s | ||
* | *To [[Onion]]s and the [[Research Pod]]: | ||
**[[Enemy]] corpses | **[[Enemy]] corpses | ||
**[[ | **[[Pellet]]s | ||
**[[ | **Leaders when [[Lie down|lying down]] ([[Napsack]] required in ''Pikmin 2'') | ||
*To | **[[Cupid's Grenade|Cherries]] and Marbles in [[2-Player Battle]] and [[Bingo Battle]] games | ||
** | *To create objects, in ''Pikmin 3'': | ||
**Bridge fragments | |||
**Pieces of hay | |||
==Oversights== | ==Oversights== | ||
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Some oversights also exist in the form of missing or incorrect waypoints, most of them for paths under bridges. Instead of moving out from under the bridge, the Pikmin walk into the bottom of the bridge and become stuck. | Some oversights also exist in the form of missing or incorrect waypoints, most of them for paths under bridges. Instead of moving out from under the bridge, the Pikmin walk into the bottom of the bridge and become stuck. | ||
On top of oversights | On top of path oversights, there is also the fact that in {{p2}}, Pikmin in the [[Ultra-spicy spray|spicy]] status prior to carrying will keep their speed even after the effects wear off, until they let go off the object. | ||
==Three Pikmin carrying a 1 pellet== | |||
{{see|Pellet#Three Pikmin carrying a 1 pellet}} | |||
Although canonically, only two Pikmin can carry a 1 pellet, there is some mystery surrounding the possibility of three Pikmin doing so. | |||
==In ''Hey! Pikmin''== | ==In ''Hey! Pikmin''== | ||
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==Trivia== | ==Trivia== | ||
[[File:Pikmin carry size change.png| | [[File:Pikmin carry size change.png|thumbnail|Purple and White Pikmin change in size while carrying.]] | ||
*In ''Pikmin 2'' and ''Pikmin 3'', if Pikmin are carrying something, the [[music]] will change to a slightly more upbeat and cheerful variation. In ''Pikmin 2'', this only happens if they're carrying a treasure, and if the player is near them, however. | *In ''Pikmin 2'' and ''Pikmin 3'', if Pikmin are carrying something, the [[music]] will change to a slightly more upbeat and cheerful variation. In ''Pikmin 2'', this only happens if they're carrying a treasure, and if the player is near them, however. | ||
*In ''Pikmin 2'', [[Purple Pikmin|Purple]] and [[White Pikmin]] will change to the size of a standard Pikmin when they are carrying something. | *In ''Pikmin 2'', [[Purple Pikmin|Purple]] and [[White Pikmin]] will change to the size of a standard Pikmin when they are carrying something. | ||
*In ''Pikmin 3'', Pikmin that are blocked in all possible paths will | *In ''Pikmin 3'', Pikmin that are blocked in all possible paths will idle with their load in a tight circle. Interestingly, touching the spoils with a leader will cause the Pikmin to pause for a few seconds before resuming their circling. With lighter objects, the leader can even push the Pikmin around as though on a low-friction surface, before the Pikmin return to their idling spot. | ||
*In ''Hey! Pikmin'', if a Pikmin is carrying a [[heart]] and gets stuck around an obstacle, and the Pikmin goes into an idle state before it returns the heart to Olimar (which could be caused by the Pikmin being separated for too long over too great a distance), then upon finding the Pikmin in its idle state, the heart it was carrying will be gone. | *In ''Hey! Pikmin'', if a Pikmin is carrying a [[heart]] and gets stuck around an obstacle, and the Pikmin goes into an idle state before it returns the heart to Olimar (which could be caused by the Pikmin being separated for too long over too great a distance), then upon finding the Pikmin in its idle state, the heart it was carrying will be gone. | ||
==Names in other languages== | ==Names in other languages== | ||
{{foreignname | {{foreignname | ||
| | |PorP=Carregar | ||
| | |PorPM=Carrying | ||
| | |PorPN=Translation taken from the ''Pikmin'' instruction manual. | ||
|Fra=Transporter/Porter | |Fra=Transporter/Porter | ||
|FraM=Transport/Carry | |FraM=Transport/Carry | ||
|notes=y | |notes=y | ||
}} | }} | ||
==See also== | ==See also== | ||
*[[Throw]] | *[[Throw]] | ||
*[[Obstacle]] | *[[Obstacle]] |