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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 | [[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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*[[Formidable Oak]]: Bulborb | *[[Formidable Oak]]: Bulborb | ||
;''Pikmin 4'': | ;''Pikmin 4'': | ||
*[[Sun-Speckled Terrace]]: Bulborb and Dwarf | *[[Sun-Speckled Terrace]]: One Bulborb and three Dwarf Bulborbs | ||
*[[Blossoming Arcadia]]: [[Joustmite]] and [[Downy Snagret]] | *[[Blossoming Arcadia]]: One [[Joustmite]] and three [[Downy Snagret]]s | ||
*[[Serene Shores]]: [[Peckish Aristocrab]] and [[Aristocrab Offspring]] | *[[Serene Shores]]: One [[Peckish Aristocrab]] and three [[Aristocrab Offspring]] | ||
*[[Hero's Hideaway]]: [[Gildemandwee]] and [[Tusked Blowhog]] | *[[Hero's Hideaway]]: One [[Gildemandwee]] and two [[Tusked Blowhog]]s | ||
*[[Giant's Hearth]]: Spotty Bulbear and Dwarf | *[[Giant's Hearth]]: One Spotty Bulbear and three Dwarf Bulbears | ||
*[[Primordial Thicket]]: [[Moldy Slooch]] and [[Moldy Dwarf Bulborb]] | *[[Primordial Thicket]]: One [[Moldy Slooch]] and three [[Moldy Dwarf Bulborb]]s | ||
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. | ||
{{clear}} | {{clear}} | ||
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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> |