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{{game icons|p=y|p2=y|p3 | {{game icons|p=y|p2=y|p3=y}} | ||
[[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''' | The main [[Pikmin series|''Pikmin'' games]] take place over the course of several in-game '''days'''. Dangerous creatures roam at nighttime, so exploration on the [[PNF-404|Pikmin planet]] 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}} has no day limit, and in {{npcp1}} and ''Pikmin 3'', the player is given the ability to go back in time and retry from a certain day of their adventure through a [[day selection menu]]. 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 | 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 on the area changes much like it does on Earth, but enemy behavior and area layout remains constant throughout. | ||
Any important objects that are moved from their original spot like a [[ship part]], [[treasure]] (except in [[cave]]s in ''Pikmin 2''), and [[fruit]] will remain in the new spot on any following day. When an enemy is killed, it usually respawns in its original place after some number of days. Additionally, if an enemy's corpse is not brought back to an [[Onion]] before the end of the day, the corpse will disappear. Some enemies only appear | Any important objects that are moved from their original spot like a [[ship part]], [[treasure]] (except in [[cave]]s in ''Pikmin 2''), and [[fruit]] will remain in the new spot on any following day. When an enemy is killed, it usually respawns in its original place after some number of days. Additionally, if an enemy's corpse is not brought back to an [[Onion]] before the end of the day, the corpse will disappear. Some enemies only appear in certain days. Some of the most notable enemies with this characteristic are the [[Smoky Progg]], which disappears after day 15, the [[Ujadani]], which only appear every 30 days, and the [[Goolix]] and [[Mamuta]] on [[The Impact Site]], that appear on alternating days. For a list of all enemies that appear in exclusive days, please read the list of enemies on the corresponding [[area]] article. | ||
==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 | 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]]. | ||
===Safe Pikmin=== | ===Safe Pikmin=== | ||
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* They are in a leader's group. | * They are in a leader's group. | ||
* They are close to an activated Onion. ( | * They are close to an activated Onion. (What counts as being 'close' is only shown in ''Pikmin 3''.) | ||
* They are close to an inactivated Onion, in ''Pikmin 2''{{cite youtube|74eNANCb7y0|showing how Pikmin left near an inactivated Onion survive the sunset, in ''Pikmin 2''|published={{date|25|June|2018}}|retrieved={{date|26|June|2018}}}} and ''Pikmin 3'' only. | * They are close to an inactivated Onion, in ''Pikmin 2''{{cite youtube|74eNANCb7y0|showing how Pikmin left near an inactivated Onion survive the sunset, in ''Pikmin 2''|published={{date|25|June|2018}}|retrieved={{date|26|June|2018}}}} and ''Pikmin 3'' only. | ||
* They are transitioning between sections of the area, in ''Pikmin 3''. | * They are transitioning between sections of the area, in ''Pikmin 3''. | ||
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It does not matter which Onion the Pikmin is close to, even if the Pikmin's type does not match the Onion's type. | It does not matter which Onion the Pikmin is close to, even if the Pikmin's type does not match the Onion's type. | ||
In addition to these, any Pikmin that is buried will stay where they are buried, and will not be harmed over the night. Any other Pikmin that isn't safe or buried will be left behind on the surface and will be eaten by enemies during the night. | In addition to these, any Pikmin that is buried will stay where they are buried, and will not be harmed over the night. Any other Pikmin that isn't safe or buried will be left behind on the surface, and will be eaten by enemies during the night. | ||
While it can be difficult to tell if a Pikmin is considered safe in the first 2 games, ''Pikmin 3'' added some ways to know for sure. A large white circle appears around all activated Onions | While it can be difficult to tell if a Pikmin is considered safe in the first 2 games, ''Pikmin 3'' added some ways to know for sure. A large white circle appears around all activated Onions on the area, indicating that Pikmin within it will be safe. Although unactivated Onions do not show the circle, the safety radius still exists, and if a dormant Onion is activated after the sunset warning period begins, the circle will still not appear, but nearby Pikmin will still be counted as safe. This radius can also be seen on the [[radar]]. A small counter will appear on the top-right corner of the [[HUD]] to alert the player of how many Pikmin are in danger of being left behind. On the [[KopPad]], what types of Pikmin that are idle are displayed near the top of the map, along with how many. Pikmin icons will also appear larger on the radar when the sunset is approaching, and the icons of those that are in risk of being left on the surface will also appear flashing on the radar. Finally, when the player attempts to finish the day from the pause menu, a warning will show up saying that Pikmin will be left behind, if there are indeed any Pikmin considered not safe when the player tried to end the day. | ||
===Phases=== | ===Phases=== | ||
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====Countdown==== | ====Countdown==== | ||
Some time after the warning, a countdown from 10 takes place. Each digit takes a few seconds to pass, as explained [[#Durations|here]], and is presented on-screen, slowly fading away to make way for the next one. 0 also appears, and the day doesn't end until after the 0 disappears completely. Interestingly, in ''Pikmin'', after the counter reaches 4, the player is no longer able to interact with the [[S.S. Dolphin]]. | |||
====Gathering==== | ====Gathering==== | ||
When the countdown finishes, or when the day is ended with the [[pause menu]], two [[Cutscene|cinematic sequences]] take place. The first scene starts with all alive leaders and safe Pikmin following the leaders walking up to the landing site in a single group led by the leader who was selected when the day ended. The main leader then [[dismiss]]es and orders every Pikmin to get on their Onions or ship | When the countdown finishes, or when the day is ended with the [[pause menu]], two [[Cutscene|cinematic sequences]] take place. The first scene starts with all alive leaders and safe Pikmin following the leaders walking up to the landing site in a single group led by the leader who was selected when the day ended. The main leader then [[dismiss]]es and orders every Pikmin to get on their Onions or ship. Any Pikmin that is near an Onion, but away from the landing site will still climb to their Onion, despite not being shown. Any Pikmin that are buried will remain buried in the same spot, and can be [[pluck]]ed on another day. After all the Pikmin have entered their Onion, the leader(s) are beamed into the ship. | ||
A song plays during this cinematic, and while it is similar in each game, there is some variation. In ''Pikmin'', the song is slower, and repeats a section twice, lengthening the cutscene when compared to the later games. In ''Pikmin 2'', there are 4 songs that can play during this cinematic: | A song plays during this cinematic, and while it is similar in each game, there is some variation. In ''Pikmin'', the song is slower, and repeats a section twice, lengthening the cutscene when compared to the later games. In ''Pikmin 2'', there are 4 songs that can play during this cinematic: | ||
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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|right|The [[S.S. Drake]] and the Onion lifting off in ''[[Pikmin 3]]''.]] | ||
The second cinematic shows the ship preparing for lift | 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]]: [[ | **[[The Impact Site]]: [[Spotty Bulborb]]s. | ||
*[[The Forest of Hope]]: Spotty | **[[The Forest of Hope]]: Spotty Bulborbs. | ||
*[[The Forest Navel]]: [[Wollywog]] | **[[The Forest Navel]]: [[Wollywog]]s. | ||
*[[The Distant Spring]]: [[Shearwig]] | **[[The Distant Spring]]: [[Shearwig]]s. | ||
*[[The Final Trial]]: Spotty | **[[The Final Trial]]: Spotty Bulborbs. | ||
*''Pikmin 3'' | |||
*[[Tropical Wilds]]: [[Whiptongue Bulborb]] | **[[Tropical Wilds]]: [[Whiptongue Bulborb]]. | ||
*[[Garden of Hope]]: Bulborb | **[[Garden of Hope]]: Bulborb. | ||
*[[Distant Tundra]]: [[Spotty Bulbear]] | **[[Distant Tundra]]: [[Spotty Bulbear]]. | ||
*[[Twilight River]]: [[Orange Bulborb]] | **[[Twilight River]]: [[Orange Bulborb]]. | ||
*[[Formidable Oak]]: Bulborb | **[[Formidable Oak]]: Bulborb. | ||
{{clear}} | {{clear}} | ||
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This trophy is only available in the Wii U version. | This trophy is only available in the Wii U version. | ||
{{smash trophy | {{smash trophy | ||
|image = | |image = EndofDayTrophySSBU.jpeg | ||
|usdesc = {{Notes:End of Day/ssb4wiiuus}} | |usdesc = {{Notes:End of Day/ssb4wiiuus}} | ||
|eudesc = {{Notes:End of Day/ssb4wiiueu}} | |eudesc = {{Notes:End of Day/ssb4wiiueu}} | ||
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|obtain = Complete All-Star mode with Olimar or Alph. | |obtain = Complete All-Star mode with Olimar or Alph. | ||
}} | }} | ||
== Durations == | == Durations == | ||
The exact duration of a day, the sunset stage, etc. varies between | The exact duration of a day, the sunset stage, etc. varies between game, between versions, and between [[difficulty]] modes. Because the European [[region|version]] of the GameCube original {{p1}} runs at a lower [[frame]]rate, events actually take longer than in other versions of the game. The following table lists the real-world time that some states last for, in a <code>mm:ss</code> format. | ||
The following table lists the real-world time that some states last for, in a <code>mm:ss</code> format. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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! style="width:20%" | Countdown | ! style="width:20%" | Countdown | ||
|- | |- | ||
! ''Pikmin'' | ! US/JP ''Pikmin'' | ||
| 13:30 || 06:46 || 01:06 || 00:30 | | 13:30 || 06:46 || 01:06 || 00:30 | ||
|- | |- | ||
! ''Pikmin'' | ! EU ''Pikmin'' | ||
| 16:12 || 08:06 || 01:21 || 00:38 | | 16:12 || 08:06 || 01:21 || 00:38 | ||
|- | |- | ||
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! ''Pikmin 3 Deluxe'', hard and ultra-spicy difficulty | ! ''Pikmin 3 Deluxe'', hard and ultra-spicy difficulty | ||
| 13:00 || 06:30 || 02:10 || 00:33 | | 13:00 || 06:30 || 02:10 || 00:33 | ||
|} | |} | ||
The day is measured from the end of the landing [[cutscene]] to the start of the sunset cutscene. Half | The day is measured from the end of the landing [[cutscene]] to the start of the sunset cutscene. Half day is measured from the end of the landing cutscene to the moment the mid-day chime plays. The sunset is measured from the moment the sunset warning appears on-screen to the start of the sunset cutscene. The countdown is measured from the moment the first digit appears on-screen to the start of the sunset cutscene. These times are measured without pausing, and without doing anything throughout the day, to ensure there are virtually no lag [[frame]]s. | ||
===Measuring time=== | ===Measuring time=== | ||
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==First day== | ==First day== | ||
{{see|Story Mode#First day}} | {{see|Story Mode#First day}} | ||
The first day of each game | The first day of each game is a bit special in that it serves as a tutorial of sorts. Because of this, some of the game's rules are changed for this day only. | ||
==Weather== | ==Weather== | ||
[[File:TropicalWildsRaining-Pikmin3.jpg|thumb|250px|A rainy day in the Tropical Wilds.]] | [[File:TropicalWildsRaining-Pikmin3.jpg|thumb|right|250px|A rainy day in the Tropical Wilds.]] | ||
In {{p3}}, the weather can vary between days. The effects of weather are purely aesthetic. Most areas have 2 weather states, sunny and rainy, while the [[Distant Tundra]] has sunny and snowy. Compared to sunny weather, rainy weather has darker lighting, [[Music in Pikmin 3#Rain|different music]], faint splashes on the ground, and makes surfaces more shiny. Snowy weather makes faint snow fall from the sky and also changes the music. | In {{p3}}, the weather can vary between days. The effects of weather are purely aesthetic. Most areas have 2 weather states, sunny and rainy, while the [[Distant Tundra]] has sunny and snowy. Compared to sunny weather, rainy weather has darker lighting, [[Music in Pikmin 3#Rain|different music]], faint splashes on the ground, and makes surfaces more shiny. Snowy weather makes faint snow fall from the sky and also changes the music. Weather has no effect on underground sections of areas. | ||
The weather for a day is set at the beginning of the day while the game is [[loading]], and does not change throughout the day. Generally, the weather is set [[Randomization|randomly]], with rainy weather having a 1/4 chance in the Tropical Wilds, Garden of Hope, and Twilight River, and snowy weather having a 1/2 chance in the Distant Tundra.<ref>This data is based on experiments in both versions of ''Pikmin 3'', and the exact probabilities may be different.</ref> However, a day can be forced to have a specific weather type, if at the beginning of the day, the amount of progress through the [[Story Mode|story]] is at a specific level, and the player is in a specific [[area]]. (The variable used to track the game progress is also used for [[objective]]s.) | The weather for a day is set at the beginning of the day while the game is [[loading]], and does not change throughout the day. Generally, the weather is set [[Randomization|randomly]], with rainy weather having a 1/4 chance in the Tropical Wilds, Garden of Hope, and Twilight River, and snowy weather having a 1/2 chance in the Distant Tundra.<ref>This data is based on experiments in both versions of ''Pikmin 3'', and the exact probabilities may be different.</ref> However, a day can be forced to have a specific weather type, if at the beginning of the day, the amount of progress through the [[Story Mode|story]] is at a specific level, and the player is in a specific [[area]]. (The variable used to track the game progress is also used for [[objective]]s.) | ||
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As time goes by, the daylight changes much as it would on Earth, with the area being slightly foggy during the morning, the most lit during the middle of the day, and darker near the night. | As time goes by, the daylight changes much as it would on Earth, with the area being slightly foggy during the morning, the most lit during the middle of the day, and darker near the night. | ||
In ''Pikmin'', the shadows under [[Pikmin family|Pikmin]] and [[Olimar]] point | In ''Pikmin'', the shadows under [[Pikmin family|Pikmin]] and [[Olimar]] point to 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> | ||
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<gallery> | <gallery> | ||
Sunset.png|The sunset in ''Pikmin 2''. | Sunset.png|The sunset in ''Pikmin 2''. | ||
Leftbehind.jpg|[[Red Pikmin|Red]] and [[Rock Pikmin]] being left behind. | |||
Bulborb Buffet.jpg|Lots of Rock Pikmin being left behind. | Bulborb Buffet.jpg|Lots of Rock Pikmin being left behind. | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
*The sunset [[cutscenes]] cannot be skipped in the US [[Region|version]] of ''Pikmin'', but they can in the European version, as well as all ''[[New Play Control!]]'' | *The sunset [[cutscenes]] cannot be skipped in the US [[Region|version]] of ''Pikmin'', but they can in the European version, as well as all ''[[New Play Control!]]'' ports. | ||
*In the [[Wistful Wild]] at sunset, a [[Gatling Groink]] can shoot at and damage the leaders. They cannot be knocked down with this method, however. | *In the [[Wistful Wild]] at sunset, a [[Gatling Groink]] can shoot at and damage the leaders. They cannot be knocked down with this method, however. | ||
*The End of Day trophy description in ''[[Super Smash Bros. Brawl]]'' is worded in a way that makes it sound like Olimar uses the [[Onion]], with all of his [[Pikmin (species)|Pikmin]] on board; neither of these are true, as Olimar uses the [[Hocotate ship]] and some Pikmin can get left behind. This is the case for both the Final Smash and the ''Pikmin'' series mechanic. | *The End of Day trophy description in ''[[Super Smash Bros. Brawl]]'' is worded in a way that makes it sound like Olimar uses the [[Onion]], with all of his [[Pikmin (species)|Pikmin]] on board; neither of these are true, as Olimar uses the [[Hocotate ship]] and some Pikmin can get left behind. This is the case for both the Final Smash and the ''Pikmin'' series mechanic. | ||
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*In ''Pikmin 3'', if all leaders become unconscious while the safety zone rings are visible, they will stay visible throughout the sunset cutscene. | *In ''Pikmin 3'', if all leaders become unconscious while the safety zone rings are visible, they will stay visible throughout the sunset cutscene. | ||
*In ''Pikmin 3'', thanks to the KopPad, it is possible to watch the sunset.{{cite youtube|s2DPSJa6l_Q|demonstrating how it is possible to watch the sunset in ''Pikmin 3''}} | *In ''Pikmin 3'', thanks to the KopPad, it is possible to watch the sunset.{{cite youtube|s2DPSJa6l_Q|demonstrating how it is possible to watch the sunset in ''Pikmin 3''}} | ||
==Names in other languages== | ==Names in other languages== | ||
{{foreignname | {{foreignname | ||
|Jap= | |Jap= | ||
|JapR= | |JapR= | ||
|JapM= | |JapM= | ||
|Fra=Jour | |Fra=Jour | ||
|FraM=Day | |FraM=Day | ||
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|Ita=Giorno | |Ita=Giorno | ||
|ItaM=Day | |ItaM=Day | ||
|Spa=Día | |Spa=Día | ||
|SpaM=Day | |SpaM=Day | ||
}} | }} | ||
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*[[Area]] | *[[Area]] | ||
*[[Day selection menu]] | *[[Day selection menu]] | ||
==References== | ==References== |