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{{game icons|p=y|p2=y|p3=y|hp=y}}
{{game icons|p=y|p2=y|p3=y|hp=y}}
{{Update|Pikmin 4}}
The '''day results menu''' (or '''area results menu''') appears at the end of each [[day]] (or at the end of an area in ''Hey! Pikmin'') to give the player statistics on what was achieved that day.
The '''day results menu''' (or '''area results menu''') appears at the end of each [[day]] (or at the end of an area in ''Hey! Pikmin'') to give the player statistics on what was achieved that day.


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In {{p3}}, the day results menu has 3 sections. After the sunset and liftoff [[cutscene]]s, the camera enters the ship and the juicing process happens. All the fruits collected that day (except the first fruit the player collects in a saved game) will appear floating in a white room, in rows of 4. Fruits with multiple segments will have those segments separated, except for [[Dawn Pustules]] and [[Dusk Pustules]]. The fruits and fruit segments are ordered based on when they were collected in the day; the first fruits appear at the right of the first row, and later fruits go left and then back through the rows. Fruits that are newly discovered will have a "NEW" sign above them. [[Brittany]] will provide a note on the fruit, which can be advanced with {{button|switch|a}}. Then, each fruit or fruit segment will be juiced individually in the order they were collected. The fruit will come close to the camera, and can be rotated with {{button|switch|lstick}}. Pressing {{button|switch|a}} will juice the fruit, playing an animation where it moves to the top of the screen and then juice falls into a cup. If the juice fills the cup, the cup will close and move to the side, and if the fruit still has more juice, another cup will come in. After this, the next fruit will come forward, until there are no fruits left to juice. During this process, {{button|switch|+}} can be used to enter fast-forward mode, where all animations are much quicker and pressing a button isn't required to juice each fruit. ({{button|switch|b}} can be used to exit fast-forward mode.) In the original ''Pikmin 3'', the Fruit File application on the [[KopPad]] is shown on the GamePad, while in ''Pikmin 3 Deluxe'', {{button|switch|-}} can be pressed to open the Fruit File. After all the fruits are juiced, a shelf of all the bottles of juice the player has slides into view, Brittany gives another comment, the juice on the bottom right has a drinking animation, and all the remaining bottles slide along to fill the space. (It is possible to enter fast-forward mode during the drinking and shelf animations.) Brittany then gives another comment, which can be advanced with {{button|switch|a}}.
In {{p3}}, the day results menu has 3 sections. After the sunset and liftoff [[cutscene]]s, the camera enters the ship and the juicing process happens. All the fruits collected that day (except the first fruit the player collects in a saved game) will appear floating in a white room, in rows of 4. Fruits with multiple segments will have those segments separated, except for [[Dawn Pustules]] and [[Dusk Pustules]]. The fruits and fruit segments are ordered based on when they were collected in the day; the first fruits appear at the right of the first row, and later fruits go left and then back through the rows. Fruits that are newly discovered will have a "NEW" sign above them. [[Brittany]] will provide a note on the fruit, which can be advanced with {{button|switch|a}}. Then, each fruit or fruit segment will be juiced individually in the order they were collected. The fruit will come close to the camera, and can be rotated with {{button|switch|lstick}}. Pressing {{button|switch|a}} will juice the fruit, playing an animation where it moves to the top of the screen and then juice falls into a cup. If the juice fills the cup, the cup will close and move to the side, and if the fruit still has more juice, another cup will come in. After this, the next fruit will come forward, until there are no fruits left to juice. During this process, {{button|switch|+}} can be used to enter fast-forward mode, where all animations are much quicker and pressing a button isn't required to juice each fruit. ({{button|switch|b}} can be used to exit fast-forward mode.) In the original ''Pikmin 3'', the Fruit File application on the [[KopPad]] is shown on the GamePad, while in ''Pikmin 3 Deluxe'', {{button|switch|-}} can be pressed to open the Fruit File. After all the fruits are juiced, a shelf of all the bottles of juice the player has slides into view, Brittany gives another comment, the juice on the bottom right has a drinking animation, and all the remaining bottles slide along to fill the space. (It is possible to enter fast-forward mode during the drinking and shelf animations.) Brittany then gives another comment, which can be advanced with {{button|switch|a}}.


Following this, the white room will fade out, and the camera will show the S.S. Drake and Onion flying in space. Here, the statistics for the day are shown. The number of the day is shown at the top. Below that is a graph, which shows the number of Pikmin of each type across the day, as well as bubbles representing the time of certain events. The x-axis represents time, and the scale is shown with the bubbles seen in the sun meter in the [[HUD]], though if the day is ended early through the [[pause menu]], the day will be stretched out to fill the graph and the bubbles won't change. The y-axis represents the number of Pikmin, though it isn't labeled; the lowest value is 0 and the highest value is the highest total number of a single Pikmin type the player achieved in that day. The 5 Pikmin types are shown as colored lines that stretch the length of the graph and move up and down to represent Pikmin losses and gains. On top of these lines, bubbles appear to represent the time in the day when certain notable events happened, such as the collection of a [[fruit]] or [[gear]], the discovery of an [[Onion]], or the rescuing of a [[leader]]. These bubbles contain icons of the item collected or found. There will always be a bubble on the right side with an animation of a juice bottle being emptied, representing the leaders drinking juice at the end of the day. These bubbles will be at the top of the graph, though if multiple events happen close to each other, events slightly later will get a bubble further down. Below the graph are bubbles showing the leaders in the ship (including [[Louie]]), and the total number of fruits collected and remaining juice bottles in the [[saved game]]. Below that is a table of Pikmin counts at the end of the day, with spaces for [[Red Pikmin]], [[Rock Pikmin]], [[Yellow Pikmin]], [[Winged Pikmin]], and [[Blue Pikmin]] in that order. Below that is a table for Pikmin deaths; there is a box for the number of Pikmin lost in the day, a box for the number of Pikmin left behind at [[sunset]], and a box for the total number of Pikmin lost overall. The graph and all the values below it animate when the screen appears, with a vertical line moving from left to right along the graph and the values below representing what was the case at that point in the day. In the original ''Pikmin 3'', the bottom of the screen will contain a button icon to indicate how to advance to the next screen, and also a box to indicate that a [[replay]] can be viewed on the GamePad. In ''Pikmin 3 Deluxe'' the bottom of the screen contains a button with the text "Next", which advances to the next screen, and 2 smaller buttons on the left that give access to the replay feature and the player's [[badge (Pikmin 3 Deluxe)|badge]]s.
Following this, the white room will fade out, and the camera will show the S.S. Drake and Onion flying in space. Here, the statistics for the day are shown. The number of the day is shown at the top. Below that is a graph, which shows the number of Pikmin of each type across the day, as well as bubbles representing the time of certain events. The x-axis represents time, and the scale is shown with the bubbles seen in the sun meter in the [[HUD]], though if the day is ended early through the [[pause menu]], the day will be stretched out to fill the graph and the bubbles won't change. The y-axis represents the number of Pikmin, though it isn't labeled; the lowest value is 0 and the highest value is the highest total number of a single Pikmin type the player achieved in that day. The 5 Pikmin types are shown as colored lines that stretch the length of the graph and move up and down to represent Pikmin losses and gains. On top of these lines, bubbles appear to represent the time in the day when certain notable events happened, such as the collection of a [[fruit]] or [[upgrade]], the discovery of an [[Onion]], or the rescuing of a [[leader]]. These bubbles contain icons of the item collected or found. There will always be a bubble on the right side with an animation of a juice bottle being emptied, representing the leaders drinking juice at the end of the day. These bubbles will be at the top of the graph, though if multiple events happen close to each other, events slightly later will get a bubble further down. Below the graph are bubbles showing the leaders in the ship (including [[Louie]]), and the total number of fruits collected and remaining juice bottles in the [[saved game]]. Below that is a table of Pikmin counts at the end of the day, with spaces for [[Red Pikmin]], [[Rock Pikmin]], [[Yellow Pikmin]], [[Winged Pikmin]], and [[Blue Pikmin]] in that order. Below that is a table for Pikmin deaths; there is a box for the number of Pikmin lost in the day, a box for the number of Pikmin left behind at [[sunset]], and a box for the total number of Pikmin lost overall. The graph and all the values below it animate when the screen appears, with a vertical line moving from left to right along the graph and the values below representing what was the case at that point in the day. In the original ''Pikmin 3'', the bottom of the screen will contain a button icon to indicate how to advance to the next screen, and also a box to indicate that a [[replay]] can be viewed on the GamePad. In ''Pikmin 3 Deluxe'' the bottom of the screen contains a button with the text "Next", which advances to the next screen, and 2 smaller buttons on the left that give access to the replay feature and the player's [[badge (Pikmin 3 Deluxe)|badge]]s.


After advancing from the statistics page, the camera will move closer to the ship, and then the [[Pikmin 3 voyage log|voyage log]] will show. A box will appear taking up most of the screen, and the voyage log for that day will show, appearing letter by letter at a comfortable reading pace. A button can be pressed to skip the animation and view the entire log. After pressing {{button|switch|a}} once more, the box will disappear, the ship will fly away, and the game will save.
After advancing from the statistics page, the camera will move closer to the ship, and then the [[Pikmin 3 voyage log|voyage log]] will show. A box will appear taking up most of the screen, and the voyage log for that day will show, appearing letter by letter at a comfortable reading pace. A button can be pressed to skip the animation and view the entire log. After pressing {{button|switch|a}} once more, the box will disappear, the ship will fly away, and the game will save.


{{clear}}
{{clear}}
==''Pikmin 4''==
{{infobox menu
| image  = [[File:Pikmin 4 day results.jpg]]
| title  = Exploration Results menu
| child  = [[Rescue Command Post]]
| music  = ''[[Music in Pikmin 4#Today's Result|Today's Rescue Results]]''
}}
Following the liftoff cutscene, the game will usually follow with the report, with one exception. If the player has met the conditions to unlock the next area over the course of their day, the radar will be shown getting upgraded before the report begins. The report is delivered over a blue screen, with most major icons using the same aesthetic design of the game's [[radar]] menus.
The first stage of the report details the [[castaway]]s rescued. These will be listed in the order that they were retrieved, with all regular castaways listed first and then the [[leafling]]s following suit. If [[Glow sap]] is available to cure a leafling, there will be a tag above their head to indicate that they will be cured the following morning. A final bit of text at the bottom of the screen details how many castaways have been rescued total, how many leaflings will be cured, and how much Pup Drive is now available, showing the numbers of total castaways and Pup Drive at the beginning of the day in smaller text to the left. If any castaways require comment from the Rescue Corps, they will speak once all information has appeared.
The second stage of the report details the treasure gathered. All treasures will be listed in the chronological order in which they were obtained, with duplicate copies of the same treasure stacked, and [[Gold Nugget]]s and enemy corpses listed at the end. If a treasure completed a [[series]], the series complete symbol will appear following the first treasure from that series gathered. If the cutscene is not being skipped, it will pause to show the completed series, with new treasures highlighted with a light effect. Once all treasures have been shown, the total Sparklium gathered will be listed, as well as the new total of Sparklium underneath. The old total of Sparklium will also be present in small text.
The third stage all appears at once. The first piece of information is the number of castaways, treasures and [[Onion]]s that have been gathered in total, and if the information is available, the total that are possible to find. A gold flower will mark categories that have been fully cleared. A large pair of number to the right will show the total percentage completion of the area, with the old percentage to the left and the new one to the right. Underneath these numbers are the number of new Pikmin generated and lost over the course of the day, in the form of a table. The bottom row of the table lists the current numbers of each type. Underneath this table is a notice of the current supply of [[raw material]], comparing it to the amount of raw material possessed at the beginning of the day. Note that this takes into account both raw material gathered over the course of the day and spent in the Lab and on [[clay]] structures, and as such, the new total may be lower than the old one. If it is, the number will be red.
After these screens comes a short scene, showing the [[S.S. Shepherd]], with various members of the [[Rescue Corps]] having a short dialogue sequence. This can be about the day's events, but may also be idle conversation. At the end of this cutscene, the day will formally end, and the subsequent day will automatically begin.
Following a [[night expedition]], a different series of screens will play. The first screen shows the mission that was just completed, as well as its Dandori level. Underneath is the number of enemies that were killed, compared to the number that were present. If glow sap was harvested, it will be shown being converted into pill form near the bottom of the screen, and the text "Harvest successful!" appears in between. The bottom of the screen will detail the number of cures now currently available. The next page will show the number of [[Glow Seed]]s earned, as well as your current count of glow seeds. Following this, if applicable, will be a screen showing the leaflings that will be cured by the gathered glow sap, as well as the Pup Drive earned from doing so.
==''Hey! Pikmin''==
==''Hey! Pikmin''==
{{infobox menu
{{infobox menu

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