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[[File:HUD Day counter P3.jpg|thumb|The day icon in {{p3}}.]] | [[File:HUD Day counter P3.jpg|thumb|The day icon in {{p3}}.]] | ||
The main [[Pikmin series|''Pikmin'' games]] take place over the course of several in-game '''days''' ({{j|日|Hi|Day}}). Dangerous creatures roam at nighttime, so exploration on [[PNF-404]] [[night expedition|generally]] only happens during the daytime. The number of days spent on the planet is also important in some games: in {{p1}}, [[Captain Olimar]] has 30 days before his life-support systems fail and he's stranded on the planet permanently, and in {{p3}} the number of days left is determined by how many bottles of [[fruit]] juice are left, for a maximum of 99 days. {{p2}} and {{p4}} have no day limit, and in {{npcp1}}, | The main [[Pikmin series|''Pikmin'' games]] take place over the course of several in-game '''days''' ({{j|日|Hi|Day}}). Dangerous creatures roam at nighttime, so exploration on [[PNF-404]] [[night expedition|generally]] only happens during the daytime. The number of days spent on the planet is also important in some games: in {{p1}}, [[Captain Olimar]] has 30 days before his life-support systems fail and he's stranded on the planet permanently, and in {{p3}} the number of days left is determined by how many bottles of [[fruit]] juice are left, for a maximum of 99 days. {{p2}} and {{p4}} have no day limit, and in {{npcp1}}, The [[Pikmin 1 (Nintendo Switch)|Nintendo Switch port of ''Pikmin'']], and ''Pikmin 3'', the player is given the ability to go back in time and retry from a certain day of their adventure through an option in the [[saved game selection menu]] in the case of ''New Play Control! Pikmin'' and Nintendo Switch port of ''Pikmin'', and a dedicated [[day selection menu]] in the case of ''Pikmin 3''. A common challenge run in the ''Pikmin'' games is to [[Challenge run#Low-day|complete the game taking the least amount of days possible]]. | ||
The [[HUD#Sun Meter|Sun Meter]] at the top of the [[HUD]] indicates the amount of daylight left, so effectively, the time the player has left on the current day. A number on the top right corner indicates the current day. In the [[Story Mode]] of ''Pikmin'' games, a day lasts between 13 and 18 real-life minutes, depending on the game, version, and [[difficulty]] mode, as explained [[#Durations|here]]. Alternative game modes have days with varying lengths. As the day goes by, the lighting in the area changes much as it does on Earth, but enemy behavior and area layout remains constant throughout. | The [[HUD#Sun Meter|Sun Meter]] at the top of the [[HUD]] indicates the amount of daylight left, so effectively, the time the player has left on the current day. A number on the top right corner indicates the current day. In the [[Story Mode]] of ''Pikmin'' games, a day lasts between 13 and 18 real-life minutes, depending on the game, version, and [[difficulty]] mode, as explained [[#Durations|here]]. Alternative game modes have days with varying lengths. As the day goes by, the lighting in the area changes much as it does on Earth, but enemy behavior and area layout remains constant throughout. | ||
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==Sunset== | ==Sunset== | ||
[[File:Clock.png|thumb|350px|The Sun Meter in each ''Pikmin'' game.]] | [[File:Clock.png|thumb|350px|The Sun Meter in each ''Pikmin'' game.]] | ||
When the sunset arrives, all leaders and Pikmin must stop what they are doing, retreat into the [[Onion]]s and ship, and spend the night in low orbit, due to the fact that many predators become active at night. Additionally, in {{p2}}, the [[Hocotate ship]] needs to be in low orbit to communicate with [[Hocotate]]. In {{p4}}, the Onion retreats to orbit, but the S.S. Beagle returns to the [[Rescue Command Post]]. | When the sunset arrives, all leaders and Pikmin must stop what they are doing, retreat into the [[Onion]]s and ship, and spend the night in low orbit, due to the fact that many predators become active at night. Additionally, in {{p2}}, the [[Hocotate ship]] needs to be in low orbit to communicate with [[Hocotate]]. In {{p4}}, the Onion retreats to orbit, but the S.S. Beagle returns to the [[Rescue Command Post]]. | ||
===Safe Pikmin=== | ===Safe Pikmin=== | ||
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====Lift off==== | ====Lift off==== | ||
[[File:Spaceship Pikmin3.png|thumb|The [[S.S. Drake]] and the Onion lifting off in ''[[Pikmin 3]]''.]] | [[File:Spaceship Pikmin3.png|thumb|The [[S.S. Drake]] and the Onion lifting off in ''[[Pikmin 3]]''.]] | ||
The second cinematic shows the ship preparing for lift-off, while wild creatures draw near. If any Pikmin were not considered safe, they'll be shown running towards the ship in an attempt to be saved. However, it is too late, and the wandering enemies will begin to eat them | The second cinematic shows the ship preparing for lift-off, while wild creatures draw near. If any Pikmin were not considered safe, they'll be shown running towards the ship in an attempt to be saved. However, it is too late, and the wandering enemies will begin to eat them. The ship then takes off, and the [[Day results menu|stats for that day]] are shown. This is when the player may [[Saved game|save]] the game, and read [[Olimar's voyage log]], [[mail]], or the [[Pikmin 3 voyage log|Koppaites' voyage log]]. The following is a list of enemies that appear in each area in ''Pikmin'' and ''Pikmin 3'', given that in ''Pikmin 2'', the game picks randomly from the enemies that can appear in the area, with more Pikmin left behind resulting in more enemies: | ||
*''Pikmin'' | |||
*[[The Impact Site]]: [[Bulborb|Spotty Bulborb]] | **[[The Impact Site]]: [[Bulborb|Spotty Bulborb]] | ||
*[[The Forest of Hope]]: Spotty Bulborb | **[[The Forest of Hope]]: [[Bulborb|Spotty Bulborb]] | ||
*[[The Forest Navel]]: [[Wollywog]] | **[[The Forest Navel]]: [[Wollywog]] | ||
*[[The Distant Spring]]: [[Shearwig]] | **[[The Distant Spring]]: [[Shearwig]] | ||
*[[The Final Trial]]: Spotty Bulborb | **[[The Final Trial]]: [[Bulborb|Spotty Bulborb]] | ||
*''Pikmin 3'' | |||
*[[Tropical Wilds]]: [[Whiptongue Bulborb]] | **[[Tropical Wilds]]: [[Whiptongue Bulborb]] | ||
*[[Garden of Hope]]: Bulborb and [[Dwarf Bulborb]] | **[[Garden of Hope]]: [[Bulborb]] and [[Dwarf Bulborb]] | ||
*[[Distant Tundra]]: [[Spotty Bulbear]] and [[Dwarf Bulbear]] | **[[Distant Tundra]]: [[Spotty Bulbear]] and [[Dwarf Bulbear]] | ||
*[[Twilight River]]: [[Orange Bulborb]] and [[Dwarf Orange Bulborb]] | **[[Twilight River]]: [[Orange Bulborb]] and [[Dwarf Orange Bulborb]] | ||
*[[Formidable Oak]]: | **[[Formidable Oak]]: [[Bulborb]] | ||
The enemies in the sunset cutscene of ''Pikmin'' have unique "screaming" animations, and the Spotty Bulborbs and Shearwigs have unique eating animations. This phenomenon doesn't appear anywhere else in the main game. | The enemies in the sunset cutscene of ''Pikmin'' have unique "screaming" animations, and the Spotty Bulborbs and Shearwigs have unique eating animations. This phenomenon doesn't appear anywhere else in the main game. | ||
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In ''Pikmin'', the shadows under [[Pikmin family|Pikmin]] and [[Olimar]] point in different directions as the day goes by. At the start of the day, they point to the southwest, at midday, to the south, and near the end, to the southeast. This is similar to sun-cast shadows on planet Earth, given that the sun rises on the east (and hence, the shadows are cast to the west), and sets on the west. In order to avoid rendering too many shadows at once and slowing the game down, Pikmin shadows are completely omitted if there are 51 or more Pikmin on the field. | In ''Pikmin'', the shadows under [[Pikmin family|Pikmin]] and [[Olimar]] point in different directions as the day goes by. At the start of the day, they point to the southwest, at midday, to the south, and near the end, to the southeast. This is similar to sun-cast shadows on planet Earth, given that the sun rises on the east (and hence, the shadows are cast to the west), and sets on the west. In order to avoid rendering too many shadows at once and slowing the game down, Pikmin shadows are completely omitted if there are 51 or more Pikmin on the field. | ||
In ''Pikmin 2'', the shadow limit does not exist, but shadows do not change direction as the day progresses and are cast directly under the leaders or Pikmin. | In ''Pikmin 2'', the shadow limit does not exist, but shadows do not change direction as the day progresses and are cast directly under the leaders or Pikmin. In ''Pikmin 3'', all objects cast shadows, but shadows mainly remain directly below objects to more easily judge location and depth; they only elongate very near [[Day#Sunset|sunset]]. | ||
In ''Pikmin 3'', all objects cast shadows, | |||
<gallery> | <gallery> |