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{{game icons|p=y|p2=y|p3 | {{game icons|p=y|p2=y|p3=y}} | ||
{{game help|p3|We need ''Pikmin 3'' info. There are also the in-game monologs missing. Keep in mind the different control schemes and Off-TV Play on/off.}} | {{game help|p3|We need ''Pikmin 3'' info. There are also the in-game monologs missing. Keep in mind the different control schemes and Off-TV Play on/off.}} | ||
{{image|Add an image of every game's version of every HUD element.}} | {{image|Add an image of every game's version of every HUD element.}} | ||
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====Sun Meter==== | ====Sun Meter==== | ||
{{switchable | <div style="float: right"> | ||
{{switchable | |||
|Pikmin | |Pikmin | ||
|[[File:HUD Sun Meter P1.png|thumb|250px|The Sun Meter in ''Pikmin'']] | |[[File:HUD Sun Meter P1.png|thumb|right|250px|The Sun Meter in ''Pikmin'']] | ||
|Pikmin 2 | |Pikmin 2 | ||
|[[File:HUD Sun Meter P2.png|thumb|250px|The Sun Meter in ''Pikmin 2''.]] | |[[File:HUD Sun Meter P2.png|thumb|right|250px|The Sun Meter in ''Pikmin 2''.]] | ||
|Pikmin 3 | |Pikmin 3 | ||
|[[File:HUD Sun Meter P3.jpg|thumb|250px|The Sun Meter in ''Pikmin 3 | |[[File:HUD Sun Meter P3.jpg|thumb|right|250px|The Sun Meter in ''Pikmin 3''.]] | ||
}} | }} | ||
</div> | |||
The | The Sun Meter{{cite quote|(Sun Meter) When the sun icon reaches the far-right side of the bar, the day will end. The only day that doesn't have a time limit is the first.|Indicator blurb|the HUD page of the ''[[Pikmin (game)|Pikmin]]'' instruction manual}} is a bar with a pointer that is placed at the start when a [[day]] begins, and moves to the right as time goes by, eventually reaching the end of the bar at night time. The meter is found spanning from the top-left of the screen to almost the right side, as the top-right corner is taken by the [[#Day|day counter]]. | ||
Whenever the sun icon reaches one quarter, one half, or three quarters into the meter, it pops out for a second, and the sound of some small bells plays. At the middle of the day, these bells play twice in a row, and in ''Pikmin 2'', two church bells can also be heard. These minor details call the player's attention, and help them keep track of the passage of time. Just before sunset, the half-hour chime of '' | The meter consists of 13 bubbles, each one representing one Earth hour. The first, central and final bubbles have a secondary bubble; this pinpoints the start, middle and end of the day. The pointer that moves along the meter is a large circle with a sun inside. | ||
Whenever the sun icon reaches one quarter, one half, or three quarters into the meter, it pops out for a second, and the sound of some small bells plays. At the middle of the day, these bells play twice in a row, and in ''Pikmin 2'', two church bells can also be heard. These minor details call the player's attention, and help them keep track of the passage of time. Just before sunset, the half-hour chime of ''[[wikipedia:Westminster Quarters|Westminster Quarters]]'' plays, except slightly different, with the notes G♯<sup>4</sup>, C<sup>5</sup>, A♯<sup>4</sup>, D♯<sup>5</sup>, C<sup>5</sup>, G♯<sup>4</sup>, A♯<sup>4</sup>, D♯<sup>4</sup>. In Japanese schools, the half-hour chime of ''Westminster Quarters'' indicates the beginning or end of a period. | |||
{{clear}} | {{clear}} | ||
====Day==== | ====Day==== | ||
{{switchable | <div style="float: right"> | ||
{{switchable | |||
|Pikmin | |Pikmin | ||
|[[File:HUD Day counter P1.png|thumb|The day counter in ''Pikmin''.]] | |[[File:HUD Day counter P1.png|thumb|right|The day counter in ''Pikmin''.]] | ||
|Pikmin 2 | |Pikmin 2 | ||
|[[File:HUD Day counter P2.png|thumb|The day counter in ''Pikmin 2''.]] | |[[File:HUD Day counter P2.png|thumb|right|The day counter in ''Pikmin 2''.]] | ||
|Pikmin 3 | |Pikmin 3 | ||
|[[File:HUD Day counter P3.jpg|thumb|The day counter in ''Pikmin 3''.]] | |[[File:HUD Day counter P3.jpg|thumb|right|The day counter in ''Pikmin 3''.]] | ||
}} | }} | ||
At the top right | </div> | ||
At the top right, the day counter can be found. The current day number is inside a bubble, under the word "day" in ''[[Pikmin (game)|Pikmin]]'' (and the remake), and "Day" in the following games. The number on this counter is compressed horizontally to fit inside the bubble; this becomes evident after the player reaches 1000 days on the expedition. | |||
{{clear}} | {{clear}} | ||
====Health==== | ====Health==== | ||
{{switchable | <div style="float: right"> | ||
{{switchable | |||
|Pikmin | |Pikmin | ||
|[[File:HUD Leader health P1.png|thumb|[[Captain Olimar]]'s health in ''Pikmin''.]] | |[[File:HUD Leader health P1.png|thumb|right|[[Captain Olimar]]'s health in ''Pikmin''.]] | ||
|Pikmin 2 | |Pikmin 2 | ||
|[[File:HUD Leader health P2.png|thumb|The health of the two initial leaders in ''Pikmin 2''.]] | |[[File:HUD Leader health P2.png|thumb|right|The health of the two initial leaders in ''Pikmin 2''.]] | ||
|Pikmin 3 | |Pikmin 3 | ||
|[[File:HUD Leader health P3.jpg|thumb|The health of the three main leaders in ''Pikmin 3'' | |[[File:HUD Leader health P3.jpg|thumb|right|The health of the three main leaders in ''Pikmin 3''.]] | ||
}} | }} | ||
</div> | |||
On the bottom-left corner, an icon for each available [[leader]] can be seen, each inside a bubble. To the right of the bubble, there is a [[#health wheels|health wheel]], representing the leader's health. | On the bottom-left corner, an icon for each available [[leader]] can be seen, each inside a bubble. To the right of the bubble, there is a [[#health wheels|health wheel]], representing the leader's health. | ||
{{clear}} | {{clear}} | ||
====Standby Pikmin==== | ====Standby Pikmin==== | ||
{{switchable | <div style="float: right"> | ||
{{switchable | |||
|Pikmin | |Pikmin | ||
|[[File:HUD Standby Pikmin P1.png|thumb|A leaf [[Yellow Pikmin]] in standby, in ''Pikmin''.]] | |[[File:HUD Standby Pikmin P1.png|thumb|right|A leaf [[Yellow Pikmin]] in standby, in ''Pikmin''.]] | ||
|Pikmin 2 | |Pikmin 2 | ||
|[[File:HUD Standby Pikmin P2.png|thumb|A | |[[File:HUD Standby Pikmin P2.png|thumb|right|A leaf [[Red Pikmin]] in standby, in ''Pikmin 2''.]] | ||
|Pikmin 3 | |Pikmin 3 | ||
|[[File:HUD Standby Pikmin P3.jpg|thumb|A [[Yellow Pikmin]] in standby, in ''Pikmin 3''.]] | |[[File:HUD Standby Pikmin P3.jpg|thumb|right|A [[Yellow Pikmin]] in standby, in ''Pikmin 3''.]] | ||
}} | }} | ||
</div> | |||
In ''Pikmin'' and ''Pikmin 2'', to the left of the [[#Pikmin counter|Pikmin counter]], there is a bubble with the icon of a Pikmin inside. This icon represents the type of [[Pikmin family|Pikmin]] closest to the current leader. When the [[throw]]ing button is held, a Pikmin from this type will be grabbed, as it is the closest one. There are however some times in which a different Pikmin is held, likely caused due to calculation errors on the game's behalf. This problem is more prominent in the first game. If there are no Pikmin nearby, a hollow figure in the shape of a Pikmin will appear instead. The icon shown in this bubble will also reflect the Pikmin's [[maturity]]. | In ''Pikmin'' and ''Pikmin 2'', to the left of the [[#Pikmin counter|Pikmin counter]], there is a bubble with the icon of a Pikmin inside. This icon represents the type of [[Pikmin family|Pikmin]] closest to the current leader. When the [[throw]]ing button is held, a Pikmin from this type will be grabbed, as it is the closest one. There are however some times in which a different Pikmin is held, likely caused due to calculation errors on the game's behalf. This problem is more prominent in the first game. If there are no Pikmin nearby, a hollow figure in the shape of a Pikmin will appear instead. The icon shown in this bubble will also reflect the Pikmin's [[maturity]]. | ||
In ''Pikmin 3'', three bubbles appear, with the leftmost one being the biggest and most important: it shows what type of Pikmin will be thrown next, regardless of distance. By pressing {{button|wiiu| | In ''Pikmin 3'', three bubbles appear, with the leftmost one being the biggest and most important: it shows what type of Pikmin will be thrown next, regardless of distance. By pressing {{button|wiiu|L|wii|C|wiiu|PCL}}, the player can toggle to a different Pikmin type. The next two types in the list will be represented in the smaller bubbles. If there are only one or two types, then only one or two bubbles will appear. There is also a number alongside the larger bubble, indicating how many Pikmin of that type there are in the party. In this game, the icons do not reflect the maturity of the next Pikmin to be thrown. | ||
{{clear}} | {{clear}} | ||
====Pikmin counter==== | ====Pikmin counter==== | ||
{{switchable | <div style="float: right"> | ||
{{switchable | |||
|Pikmin | |Pikmin | ||
|[[File:HUD Pikmin counter P1.png|thumb|250px|Pikmin counter in ''Pikmin''.]] | |[[File:HUD Pikmin counter P1.png|thumb|right|250px|Pikmin counter in ''Pikmin''.]] | ||
|Pikmin 2 | |Pikmin 2 | ||
|[[File:HUD Pikmin counter P2.png|thumb|250px|Pikmin counter in ''Pikmin 2''.]] | |[[File:HUD Pikmin counter P2.png|thumb|right|250px|Pikmin counter in ''Pikmin 2''.]] | ||
|Pikmin 3 | |Pikmin 3 | ||
|[[File:HUD Pikmin counter P3.jpg|thumb| | |[[File:HUD Pikmin counter P3.jpg|thumb|right|250px|Pikmin counter in ''Pikmin 3''.]] | ||
}} | }} | ||
</div> | |||
On the bottom-right corner of the screen, some numbers in bubbles appear, separated by slashes. The digits become compressed horizontally, in case the number is too large to fit inside the bubble normally. | |||
The first number indicates the total of Pikmin within the current leader's party. The player can use this number to know how many Pikmin are following them, especially when they're lagging behind and are prone to abandon the party altogether due to the distance. The following number specifies how many Pikmin there are in the field. This can be used to keep track of Pikmin that are dying off-screen. | The first number indicates the total of Pikmin within the current leader's party. The player can use this number to know how many Pikmin are following them, especially when they're lagging behind and are prone to abandon the party altogether due to the distance. The following number specifies how many Pikmin there are in the field. This can be used to keep track of Pikmin that are dying off-screen. | ||
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Due to the importance of having a large amount of Pikmin in the first game's [[Challenge Mode (Pikmin)|Challenge Mode]], the total Pikmin counter is larger than the rest. In contrast, this number is entirely absent in ''Pikmin 2'''s [[Challenge Mode (Pikmin 2)|Challenge Mode]], [[2-Player Battle]] mode, and while inside a [[cave]] in story mode, as that information is not important during those times. | Due to the importance of having a large amount of Pikmin in the first game's [[Challenge Mode (Pikmin)|Challenge Mode]], the total Pikmin counter is larger than the rest. In contrast, this number is entirely absent in ''Pikmin 2'''s [[Challenge Mode (Pikmin 2)|Challenge Mode]], [[2-Player Battle]] mode, and while inside a [[cave]] in story mode, as that information is not important during those times. | ||
In ''Pikmin'' and ''Pikmin 2'', the in-party number is slightly larger than the rest. A multiplication sign also appears between the standby Pikmin icon and the number of in-party Pikmin. In addition, in the first game, the in-party counter's bubble is always green, and the field counter's bubble becomes red when there are [[Pikmin limit|100 Pikmin on the field]] | In ''Pikmin'' and ''Pikmin 2'', the in-party number is slightly larger than the rest. A multiplication sign also appears between the standby Pikmin icon and the number of in-party Pikmin. In addition, in the first game, the in-party counter's bubble is always green, and the field counter's bubble becomes red when there are [[100 Pikmin limit|100 Pikmin on the field]]. | ||
{{clear}} | {{clear}} | ||
====Spray counter==== | ====Spray counter==== | ||
{{switchable | <div style="float: right"> | ||
{{switchable | |||
|Pikmin 2 | |Pikmin 2 | ||
|[[File:HUD Spray counter P2.png|thumb|Spray counter in ''Pikmin 2''.]] | |[[File:HUD Spray counter P2.png|thumb|right|Spray counter in ''Pikmin 2''.]] | ||
|Pikmin 3 | |Pikmin 3 | ||
|[[File:HUD Spray counter P3.jpg|thumb|Spray counter in ''Pikmin 3''.]] | |[[File:HUD Spray counter P3.jpg|thumb|right|Spray counter in ''Pikmin 3''.]] | ||
}} | }} | ||
</div> | |||
In ''[[Pikmin 2]]'' and ''[[Pikmin 3]]'', after the player has created at least one [[spray]], a counter will appear on the left side of the screen. | In ''[[Pikmin 2]]'' and ''[[Pikmin 3]]'', after the player has created at least one [[spray]], a counter will appear on the left side of the screen. | ||
In ''Pikmin 2'', the counter has a D-pad shaped symbol ({{button| | In ''Pikmin 2'', the counter has a D-pad shaped symbol ({{button|gcn|Pad}}) on the [[GameCube]], and a "1" and a "2" inside circles ({{button|wii|1}} and {{button|wii|2}}) on the [[Wii]]. If a specific spray type has been discovered, a dot of its color appears on the equivalent D-pad direction. Above or below the D-pad or Wii Remote buttons, an icon representing the spray can be seen, followed by a multiplication sign and the number of sprays available of that type. | ||
In ''Pikmin 3'', the counter is instead a simple icon showing the spray, followed by a multiplication symbol and the number of sprays on hand. Underneath is a bar that shows how close the player is to a new spray. | In ''Pikmin 3'', the counter is instead a simple icon showing the spray, followed by a multiplication symbol and the number of sprays on hand. Underneath is a bar that shows how close the player is to a new spray. | ||
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====Treasure Gauge==== | ====Treasure Gauge==== | ||
[[File:HUD Treasure Gauge.png|thumb|The Treasure Gauge in ''Pikmin 2'', currently deactivated.]] | [[File:HUD Treasure Gauge.png|thumb|right|The Treasure Gauge in ''Pikmin 2'', currently deactivated.]] | ||
In ''Pikmin 2'', the Treasure Gauge appears on the HUD, above the Pikmin counter, after the [[Prototype Detector]] has been collected. It helps the player to track down every treasure in the game. | In ''Pikmin 2'', the Treasure Gauge appears on the HUD, above the Pikmin counter, after the [[Prototype Detector]] has been collected. It helps the player to track down every treasure in the game. | ||
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{{clear}} | {{clear}} | ||
====Sublevel==== | ====Sublevel==== | ||
[[File:HUD Sublevel.png|thumb|Sublevel counter in ''Pikmin 2''.]] | [[File:HUD Sublevel.png|thumb|right|Sublevel counter in ''Pikmin 2''.]] | ||
When in a [[cave]] in ''Pikmin 2'', the day counter is replaced with a sublevel counter. Much like with the day counter, the word "SUBLEVEL" appears atop a bubble, that contains the sublevel number inside. When on the final sublevel, the words "FINAL" and "FLOOR" appear instead, in yellow. | When in a [[cave]] in ''Pikmin 2'', the day counter is replaced with a sublevel counter. Much like with the day counter, the word "SUBLEVEL" appears atop a bubble, that contains the sublevel number inside. When on the final sublevel, the words "FINAL" and "FLOOR" appear instead, in yellow. | ||
{{clear}} | {{clear}} | ||
===''Pikmin 3'' main=== | ===''Pikmin 3'' main=== | ||
These HUD elements appear in ''Pikmin 3'' exclusively | These HUD elements appear in ''Pikmin 3'' exclusively. | ||
====Juice counter==== | ====Juice counter==== | ||
[[File:HUD Juice counter.jpg|thumb|Juice counter in ''Pikmin 3''.]] | [[File:HUD Juice counter.jpg|thumb|right|Juice counter in ''Pikmin 3''.]] | ||
This counter appears on the top-right corner of the screen, below the [[#Day|day counter]], and merely states how many bottles of [[juice]] the player currently has. This does not get updated during the day, seeing as recovered fruits are only juiced when the day ends. If this number reads 0 and the player has not collected any fruit yet, the bottle will blink in an orange color to draw attention to the fact that there won't be food to consume if the day ends. Otherwise, if the number shows a 0, 1, or 2, the bottle will gently blink yellow. | This counter appears on the top-right corner of the screen, below the [[#Day|day counter]], and merely states how many bottles of [[juice]] the player currently has. This does not get updated during the day, seeing as recovered fruits are only juiced when the day ends. If this number reads 0 and the player has not collected any fruit yet, the bottle will blink in an orange color to draw attention to the fact that there won't be food to consume if the day ends. Otherwise, if the number shows a 0, 1, or 2, the bottle will gently blink yellow. | ||
====Recovered fruit list==== | ====Recovered fruit list==== | ||
{{stub}} | |||
===''Pikmin 2'' Challenge Mode=== | ===''Pikmin 2'' Challenge Mode=== | ||
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====Time==== | ====Time==== | ||
[[File:HUD Pikmin 2 time.png|thumb|The timer in ''Pikmin 2''.]] | [[File:HUD Pikmin 2 time.png|thumb|right|The timer in ''Pikmin 2''.]] | ||
In ''Pikmin 2'''s Challenge Mode, the sublevel counter is replaced by a timer. The word "TIME" is on top of an oval bubble, which contains the time left inside. When the timer reaches 10 seconds, it becomes red. Upon entering a new sublevel, some more time is added, and the timer's numbers pop out for a second to signal this change. | In ''Pikmin 2'''s Challenge Mode, the sublevel counter is replaced by a timer. The word "TIME" is on top of an oval bubble, which contains the time left inside. When the timer reaches 10 seconds, it becomes red. Upon entering a new sublevel, some more time is added, and the timer's numbers pop out for a second to signal this change. | ||
{{clear}} | {{clear}} | ||
====Pokos==== | ====Pokos==== | ||
[[File:HUD Pokos.png|thumb|The Poko counter in ''Pikmin 2''.]] | [[File:HUD Pokos.png|thumb|right|The Poko counter in ''Pikmin 2''.]] | ||
This item is on the top of the screen, with a [[Poko]] symbol to its left. The number inside the square bubble indicates the amount of Pokos collected thus far in this challenge, and whenever it changes, the digits pop out momentarily. | This item is on the top of the screen, with a [[Poko]] symbol to its left. The number inside the square bubble indicates the amount of Pokos collected thus far in this challenge, and whenever it changes, the digits pop out momentarily. | ||
{{clear}} | {{clear}} | ||
====Deaths==== | ====Deaths==== | ||
[[File:HUD deaths.png|thumb|The death counter in ''Pikmin 2''.]] | [[File:HUD deaths.png|thumb|right|The death counter in ''Pikmin 2''.]] | ||
Much like the Poko counter, a number inside a rectangular bubble indicates the number of Pikmin who died in this challenge so far. This counter is to the right of the Poko counter, and the icon to its left is that of a Pikmin [[ | Much like the Poko counter, a number inside a rectangular bubble indicates the number of Pikmin who died in this challenge so far. This counter is to the right of the Poko counter, and the icon to its left is that of a Pikmin [[spirit]]. Likewise, the digits pop out when this number changes. | ||
{{clear}} | {{clear}} | ||
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====Roulette wheel==== | ====Roulette wheel==== | ||
[[File:HUD roulette.png|thumb|The roulette in ''Pikmin 2''.]] | [[File:HUD roulette.png|thumb|right|The roulette in ''Pikmin 2''.]] | ||
If the player has at least one power in hold, the [[2-Player Battle#Roulette wheel|roulette wheel]] will appear on the right side of their screen. When the roulette is spun, several squares with icons will roll down, until it eventually stops. The square of the standby power will pop out and wiggle about; a flashy {{button| | If the player has at least one power in hold, the [[2-Player Battle#Roulette wheel|roulette wheel]] will appear on the right side of their screen. When the roulette is spun, several squares with icons will roll down, until it eventually stops. The square of the standby power will pop out and wiggle about; a flashy {{button|gcn|Y|wii|-}} icon will also appear above it. | ||
There are four bubbles on top of the roulette wheel, which become red as more roulette wheel spins are in queue. When there is no power in standby, the entire roulette and the bubbles disappear. | There are four bubbles on top of the roulette wheel, which become red as more roulette wheel spins are in queue. When there is no power in standby, the entire roulette and the bubbles disappear. | ||
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{{clear}} | {{clear}} | ||
====Marbles==== | ====Marbles==== | ||
[[File:HUD marbles.png|thumb|The marble counter in ''Pikmin 2''.]] | [[File:HUD marbles.png|thumb|right|The marble counter in ''Pikmin 2''.]] | ||
On the lower-right corner of each player's screen, four bubbles appear. These indicate how many yellow marbles the player has collected, with each one retrieved filling up an empty bubble with a marble icon. | On the lower-right corner of each player's screen, four bubbles appear. These indicate how many yellow marbles the player has collected, with each one retrieved filling up an empty bubble with a marble icon. | ||
{{clear}} | {{clear}} | ||
===Mission Mode | ===Mission Mode=== | ||
[[Mission Mode | [[Mission Mode]] in ''Pikmin 3'' has some unique elements that show information about the player's progress in the current mission. | ||
====Collect Treasure! counter==== | ====Collect Treasure! counter==== | ||
{{stub}} | |||
This meter displays how many | This is a meter that displays how many Pokos the player has collected. This meter also displays how close the player is to achieving the next medal (bronze, silver, gold, platinum). The meter doesn't show notches below zero or above the platinum score. | ||
{{clear}} | {{clear}} | ||
====Battle Enemies! counter==== | ====Battle Enemies! counter==== | ||
[[File:HUD Battle Enemies! counter.jpg|thumb|The counter in Battle Enemies! | [[File:HUD Battle Enemies! counter.jpg|thumb|right|The counter in Battle Enemies!]] | ||
{{stub}} | |||
This is the Battle Enemies! counterpart to the above Poko bar, showing the amount of enemies that the player has defeated. Unlike the Poko meter, this meter also displays the amount of enemies left to defeat. | This is the Battle Enemies! counterpart to the above Poko bar, showing the amount of enemies that the player has defeated. Unlike the Poko meter, this meter also displays the amount of enemies left to defeat. | ||
{{clear}} | {{clear}} | ||
====Time==== | ====Time==== | ||
[[File:HUD Mission Mode time.jpg|thumb|The timer in Mission Mode.]] | [[File:HUD Mission Mode time.jpg|thumb|right|The timer in Mission Mode.]] | ||
The time remaining to clear a Mission Mode or | {{stub}} | ||
The time remaining to clear a Mission Mode stage, whether Collect Treasure!, Battle Enemies!, or Defeat Bosses!. It shows the time remaining, and flashes to warn the player when a quarter of the allotted time has elapsed. | |||
{{clear}} | {{clear}} | ||
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====Roulette wheel==== | ====Roulette wheel==== | ||
[[File:HUD Bingo roulette.jpg|thumb|Player 1's roulette wheel.]] | [[File:HUD Bingo roulette.jpg|thumb|right|Player 1's roulette wheel.]] | ||
{{stub}} | |||
The roulette wheel shows the player what power-up they currently possess, and how many powers, up to a total of five, the player has in reserve | The roulette wheel shows the player what power-up they currently possess, and how many powers, up to a total of five, the player has in reserve. | ||
{{clear}} | {{clear}} | ||
====Bingo Card==== | ====Bingo Card==== | ||
{{image}} | |||
The Bingo card of each team. Collected fruits or enemies are filled in with a white background, and a | The Bingo card of each team. Collected fruits or enemies are filled in with a white background, and a [[wikipedia:No symbol|no symbol]] appears over anything the player cannot collect (due to the other team collecting all of the enemies/fruits of that type). A question mark represents any item that cannot be obtained yet, like for instance, an object inside an enemy. | ||
{{clear}} | {{clear}} | ||
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====Radar toggle==== | ====Radar toggle==== | ||
[[File:HUD Radar toggle.jpg|thumb|The radar toggle button.]] | [[File:HUD Radar toggle.jpg|thumb|right|The radar toggle button.]] | ||
This label notifies the player that they can press {{button|wiiu| | This label notifies the player that they can press {{button|wiiu|Paddown}} to open the [[radar]]. | ||
{{clear}} | {{clear}} | ||
====Stylus controls buttons==== | ====Stylus controls buttons==== | ||
[[File:HUD Stylus controls buttons.jpg|thumb|x130px|The buttons that appear with stylus controls.]] | [[File:HUD Stylus controls buttons.jpg|thumb|right|x130px|The buttons that appear with stylus controls.]] | ||
{{stub}} | {{stub}} | ||
These stylus controls are for the moves that cannot be performed by touching anywhere on the map or using a shoulder button. They are spray (functionally identical to the normal spray command), dismiss (which doubles as the charge command during lock-on) and Apps (which activate the map, Go Here!, and the apps available on the | These stylus controls are for the moves that cannot be performed by touching anywhere on the map or using a shoulder button. They are spray (functionally identical to the normal spray command), dismiss (which doubles as the charge command during lock-on) and Apps (which activate the map, Go Here!, and the apps available on the Gamepad when using other control schemes. The item command also appears here in Bingo Battle, shown by a [[Cupid's Grenade]] icon. | ||
{{clear}} | {{clear}} | ||
===Misc.=== | ===Misc.=== | ||
The following are minor HUD elements that appear in specific situations. | The following are minor HUD elements that appear in specific situations. | ||
*In ''Pikmin''<nowiki>'</nowiki>s [[Challenge Mode (Pikmin)|Challenge Mode]], the day counter is replaced with a "Challenge" marker, indicating that the player is in Challenge Mode, where the notion of the current day number is non-existent. The word is colored as "'''<span style="color:#1BACFF">Cha</span><span style="color:#FFD135">lle</span><span style="color:#DB6275">nge</span>'''", inside three merged bubbles. A Blue, Yellow and Red leaf Pikmin are resting atop the bubbles. In ''New Play Control! Pikmin'', the three bubbles have been changed to a single, elliptical bubble. | *In ''Pikmin''<nowiki>'</nowiki>s [[Challenge Mode (Pikmin)|Challenge Mode]], the day counter is replaced with a "Challenge" marker, indicating that the player is in Challenge Mode, where the notion of the current day number is non-existent. The word is colored as "'''<span style="color:#1BACFF">Cha</span><span style="color:#FFD135">lle</span><span style="color:#DB6275">nge</span>'''", inside three merged bubbles. A Blue, Yellow and Red leaf Pikmin are resting atop the bubbles. In ''New Play Control! Pikmin'', the three bubbles have been changed to a single, elliptical bubble. | ||
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===Cursor=== | ===Cursor=== | ||
The cursor marks the location Pikmin land on when they are [[throw]]n, as well as the focal point of the [[whistle]]. In the ''[[New Play Control!]]'' games, it also marks where the Pikmin group is moved to when {{button|wii|Paddown}} is pressed. When using an ultra-bitter spray, the leader aims towards the cursor, regardless of the angle they are facing. | |||
In the GameCube games, the leader's movement is tied to the cursor's; both happen when tilting {{button|gcn|Stick}}, although it is possible to move the cursor without moving the leader, by tilting the stick slightly. The cursor cannot move beyond a certain distance from the leader. In the ''New Play Control'' games however, the cursor can be moved independently, and can be pointed to any location of the screen. The cursor has an "outer shell", that follows the Wii Remote's sensor, and an inner symbol, that cannot go beyond a certain distance from the leader. Pikmin can only be [[throw]]n to where the "symbol" is, but can be whistled from where the "shell" is pointing, even if that spot is on the other side of the [[area]]. | |||
In the GameCube games, the leader's movement is tied to the cursor's; both happen when tilting {{button| | |||
The cursor is always on the ground, and should it be pointed at an incline, it will be moved vertically along the surface and will be titled accordingly. | The cursor is always on the ground, and should it be pointed at an incline, it will be moved vertically along the surface and will be titled accordingly. | ||
Visually, the cursor is pink for Captain Olimar, and blue for Louie and the President. In the GameCube games, it has a circle with a pointed end, indicating the direction it is facing, as well as a partial sub-circle, united to the main one by two lines. In the ''New Play Control!'' games, the "outer shell" is a thin ring with a pointed end, and the "symbol" is a thicker ring, but segmented into four equal parts; this section of the cursor is always rotating counter-clockwise. When the Wii Remote is moved around, a faint trail is left behind the outer cursor. If the | Visually, the cursor is pink for Captain Olimar, and blue for Louie and the President. In the GameCube games, it has a circle with a pointed end, indicating the direction it is facing, as well as a partial sub-circle, united to the main one by two lines. In the ''New Play Control!'' games, the "outer shell" is a thin ring with a pointed end, and the "symbol" is a thicker ring, but segmented into four equal parts; this section of the cursor is always rotating counter-clockwise. When the Wii Remote is moved around, a faint trail is left behind the outer cursor. If the [[Group move|group is being moved]], the cursors oscillate in size and in a yellow tint, in the ''New Play Control!'' titles. | ||
There is also a small cone that points downward, to the center of the cursor. This cone, present in all games, has a color that reflects the type of the current [[#Standby Pikmin|standby Pikmin]], and is colored white if there is no Pikmin available for standby. | There is also a small cone that points downward, to the center of the cursor. This cone, present in all games, has a color that reflects the type of the current [[#Standby Pikmin|standby Pikmin]], and is colored white if there is no Pikmin available for standby. | ||
<gallery> | <gallery> | ||
Pikmin cursor.png|The cursor in ''Pikmin''. | File:Pikmin cursor.png|The cursor in ''Pikmin''. | ||
Pikmin 2 cursor.png|The cursor in ''Pikmin 2''. | File:Pikmin 2 cursor.png|The cursor in ''Pikmin 2''. | ||
New Play Control inner cursor.png|The inner cursor in both ''New Play Control!'' games. | File:New Play Control inner cursor.png|The inner cursor in both ''New Play Control!'' games. | ||
New Play Control outer cursor.png|The outer cursor in both ''New Play Control!'' games. | File:New Play Control outer cursor.png|The outer cursor in both ''New Play Control!'' games. | ||
</gallery> | </gallery> | ||
===Fraction numbers=== | ===Fraction numbers=== | ||
{{switchable | <div style="float: right"> | ||
{{switchable | |||
|Pikmin | |Pikmin | ||
|[[File:HUD fraction numbers P1.png|thumb|Fraction numbers in ''Pikmin''.]] | |[[File:HUD fraction numbers P1.png|thumb|right|Fraction numbers in ''Pikmin''.]] | ||
|Pikmin 2 | |Pikmin 2 | ||
|[[File:HUD fraction numbers P2.png|thumb|Fraction numbers in ''Pikmin 2 | |[[File:HUD fraction numbers P2.png|thumb|right|Fraction numbers in ''Pikmin 2''.]] | ||
}} | }} | ||
</div> | |||
When something is being carried, two numbers will appear on top of it, one on top of a dash, one below. The number on the top indicates the minimum strength needed to carry the object (i.e. the weight), whereas the bottom number shows the total strength of the Pikmin currently grabbing hold of it. | When something is being carried, two numbers will appear on top of it, one on top of a dash, one below. The number on the top indicates the minimum strength needed to carry the object (i.e. the weight), whereas the bottom number shows the total strength of the Pikmin currently grabbing hold of it. | ||
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In ''[[Pikmin 2]]'', the numbers are as follows: | In ''[[Pikmin 2]]'', the numbers are as follows: | ||
* Pale blue when the carriers are stopped, or the strength number is being changed. | *Pale blue when the carriers are stopped, or the strength number is being changed. | ||
* White when carrying something that doesn't go into an Onion. | *White when carrying something that doesn't go into an Onion. | ||
*The same color as the destination Onion when being carried to one. | *The same color as the destination Onion when being carried to one. | ||
In the ''[[New Play Control!]]'' versions of both ''Pikmin'' and ''Pikmin 2'', the numbers are shown the same as they are in the GameCube version of ''Pikmin 2''. | In the ''[[New Play Control!]]'' versions of both ''Pikmin'' and ''Pikmin 2'', the numbers are shown the same as they are in the GameCube version of ''Pikmin 2''. In ''[[Pikmin 3]]'', the numbers are switched: the bottom one is the number needed to carry the object, and the top one is the number of Pikmin currently carrying it, as a regular fraction would be displayed. Additionally, colors are added for Purples and Whites in [[Mission Mode]] and [[Bingo Battle]], though this doesn't change their functionality since they still lack Onions. | ||
When a [[Breadbug]] is carrying something in ''Pikmin 2'', the numbers will appear on top of the object. The top number indicates how much strength is needed to push against the Breadbug, and the lower number indicates the current strength applied; this number shows 0 when there are no Pikmin on the object. | When a [[Breadbug]] is carrying something in ''Pikmin 2'', the numbers will appear on top of the object. The top number indicates how much strength is needed to push against the Breadbug, and the lower number indicates the current strength applied; this number shows 0 when there are no Pikmin on the object. | ||
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Fraction numbers also appear in several other situations, albeit less commonly. | Fraction numbers also appear in several other situations, albeit less commonly. | ||
* When Pikmin are standing on top of a [[scale]] (a pair of scales being consisted of two, for the sake of clarity), the bottom number will always be 1, and the top number will indicate the weight of the Pikmin on top of it. These numbers are always colored in pale blue. | * When Pikmin are standing on top of a [[scale]] (a pair of scales being consisted of two, for the sake of clarity), the bottom number will always be 1, and the top number will indicate the weight of the Pikmin on top of it. These numbers are always colored in pale blue. | ||
* When Pikmin are on top of a [[bag]], the total weight imposed is displayed on the top number, and the weight necessary to squash it is shown on the bottom one. These numbers are always colored in pale blue | * When Pikmin are on top of a [[paper bag]], the total weight imposed is displayed on the top number, and the weight necessary to squash it is shown on the bottom one. These numbers are always colored in pale blue. | ||
* When dragging a cardboard box, the top number indicates the Pikmin needed to get it moving, and the bottom one indicates the Pikmin that are pushing. | * When dragging a cardboard box, the top number indicates the Pikmin needed to get it moving, and the bottom one indicates the Pikmin that are pushing. | ||
===Health wheel=== | ===Health wheel=== | ||
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In the ''Pikmin'' games, an object's [[health]] is not represented with numbers, as is the norm in strategy games, but rather, by a pie chart in a circle. When an entity has all of its health, the wheel will not be visible; it only appears when damage is taken. The pie chart inside the wheel makes a full circle when the health is full, and opens up clockwise, from the top, as damage is sustained, finally opening all the way and disappearing when all health is lost. | In the ''Pikmin'' games, an object's [[health]] is not represented with numbers, as is the norm in strategy games, but rather, by a pie chart in a circle. When an entity has all of its health, the wheel will not be visible; it only appears when damage is taken. The pie chart inside the wheel makes a full circle when the health is full, and opens up clockwise, from the top, as damage is sustained, finally opening all the way and disappearing when all health is lost. | ||
In ''Pikmin'', the color of the pie chart gradually moves from green to yellow to red, as the health draws closer to 0. The chart also opens and closes gradually with time, when the health is changed. When the health is at 50% or higher, the color is green, when it's between 20% and 50%, yellow, and on the last fifth of health remaining, the chart is red. In ''Pikmin 2 | In ''Pikmin'', the color of the pie chart gradually moves from green to yellow to red, as the health draws closer to 0. The chart also opens and closes gradually with time, when the health is changed. When the health is at 50% or higher, the color is green, when it's between 20% and 50%, yellow, and on the last fifth of health remaining, the chart is red. In ''Pikmin 2'', the color changes instantly to the next as soon as the required percentage is met, not gradually. It also changes to the final health's color, even when the wheel is still moving. | ||
Other than representing an entity's health, the wheel is also used to show how much time is left until a [[bomb-rock]] (or [[Volatile Dweevil]]) explodes. | |||
Other than representing an entity's health, the wheel is also used to show how much time is left until a [[bomb-rock]] or [[Volatile Dweevil]] explodes | |||
==Messages== | ==Messages== | ||
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====Countdown==== | ====Countdown==== | ||
Some minutes before the [[day]] ends, a message will appear on-screen, saying "It is almost sundown. Hurry up!!". After some seconds pass, the message "Hurry, gather your Pikmin!" in ''Pikmin'', and "Hurry! Gather your Pikmin!" in ''Pikmin 2'' will appear, with a countdown below, ranging from 10 to 0. Once the countdown reaches 0, the day is over. | Some minutes before the [[day]] ends, a message will appear on-screen, saying "It is almost sundown. Hurry up!!". After some seconds pass, the message "Hurry, gather your Pikmin!" in ''Pikmin'', and "Hurry! Gather your Pikmin!" in ''Pikmin 2'' will appear, with a countdown below, ranging from 10 to 0. Once the countdown reaches 0, the day is over. | ||
====Pikmin extinction==== | ====Pikmin extinction==== | ||
When all Pikmin are killed, or when there are no more available Pikmin inside a [[cave]], a [[Pikmin extinction]] is declared, and the message "Pikmin extinction" in ''Pikmin'' and "Pikmin extinction!" in ''Pikmin 2'' appears on screen. If a Pikmin extinction happens for a specific player in 2-Player Battle mode, the message will only appear on that player's screen. | When all Pikmin are killed, or when there are no more available Pikmin inside a [[cave]], a [[Pikmin extinction]] is declared, and the message "Pikmin extinction" in ''Pikmin'' and "Pikmin extinction!" in ''Pikmin 2'' appears on screen. If a Pikmin extinction happens for a specific player in 2-Player Battle mode, the message will only appear on that player's screen. | ||
====Leader is down==== | ====Leader is down==== | ||
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*Before a challenge starts in ''Pikmin 2'''s [[Challenge Mode (Pikmin 2)|Challenge Mode]], and before a [[2-Player Battle]] match starts, the messages "READY?" and "GO!" will appear on each player's screen. | *Before a challenge starts in ''Pikmin 2'''s [[Challenge Mode (Pikmin 2)|Challenge Mode]], and before a [[2-Player Battle]] match starts, the messages "READY?" and "GO!" will appear on each player's screen. | ||
*In [[2-Player Battle]], the message "LOSE!" appears on the losing player's screen, in blue, and the word "WIN!" appears on the winner's, in red. | *In [[2-Player Battle]], the message "LOSE!" appears on the losing player's screen, in blue, and the word "WIN!" appears on the winner's, in red. | ||
*When starting the final floor of a [[cave]] or Challenge Mode challenge, the words "FINAL FLOOR | *When starting the final floor of a [[cave]] or Challenge Mode challenge, the words "FINAL FLOOR!" appear on the screen. | ||
*Every 10% of the debt that is repaid, a fanfare plays, and a message appears on-screen, saying "X% OF DEBT RECOVERED!", with "X" being the corresponding percentage. At 100%, the message is more detailed, and the theme is more triumphant. If the number is reached while underground, the message will appear on the next surface, and if more than one milestone is reached, only the most recent one will be announced. The debt can only be fully repaid after the 100% message appears, meaning it can only be repaid after exiting a cave, or while aboveground. | *Every 10% of the debt that is repaid, a fanfare plays, and a message appears on-screen, saying "X% OF DEBT RECOVERED!", with "X" being the corresponding percentage. At 100%, the message is more detailed, and the theme is more triumphant. If the number is reached while underground, the message will appear on the next surface, and if more than one milestone is reached, only the most recent one will be announced. The debt can only be fully repaid after the 100% message appears, meaning it can only be repaid after exiting a cave, or while aboveground. | ||
*In ''Pikmin 3'', the [[Koppai]]tes, the [[Hocotatian]]s, and the [[S.S. Drake]] will occasionally say something, which will cause a textbox to appear in the upper middle of the screen. It does not require player input to proceed, nor obstructs the gameplay, but contain valuable information about the activities and situation of the character, so that the player may understand the situation. | *In ''Pikmin 3'', the [[Koppai]]tes, the [[Hocotatian]]s, and the [[S.S. Drake]] will occasionally say something, which will cause a textbox to appear in the upper middle of the screen. It does not require player input to proceed, nor obstructs the gameplay, but contain valuable information about the activities and situation of the character, so that the player may understand the situation. | ||
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===''Pikmin''=== | ===''Pikmin''=== | ||
<gallery> | <gallery> | ||
Pikmin Bulborbs.png|Main story mode. | File:Pikmin Bulborbs.png|Main story mode. | ||
Pikmin health and numbers.jpg|Screenshot showing the cursor, a health wheel and fraction numbers. | File:Pikmin health and numbers.jpg|Screenshot showing the cursor, a health wheel and fraction numbers. | ||
Pikmin challenge.png|[[Challenge Mode (Pikmin)|Challenge Mode]]. | File:Pikmin challenge.png|[[Challenge Mode (Pikmin)|Challenge Mode]]. | ||
</gallery> | </gallery> | ||
===''Pikmin 2''=== | ===''Pikmin 2''=== | ||
<gallery> | <gallery> | ||
File:AW path.png|Above ground. | |||
File:Cavern of Chaos sublevel 4.jpg|Inside a cave. | |||
Pikmin 2 health and numbers.jpg|Screenshot showing the cursor, a health wheel and fraction numbers. | File:Pikmin 2 health and numbers.jpg|Screenshot showing the cursor, a health wheel and fraction numbers. | ||
File:Subterranean Lair.jpg|[[Challenge Mode (Pikmin 2)|Challenge Mode]]. | |||
Colosseum.png|[[2-Player Battle]] mode. | File:Colosseum.png|[[2-Player Battle]] mode. | ||
</gallery> | </gallery> | ||
===''Pikmin 3''=== | ===''Pikmin 3''=== | ||
<gallery> | <gallery> | ||
GeneralHUD.jpg|General gameplay. | File:GeneralHUD.jpg|General gameplay. | ||
KopPadHUD.jpg|The KopPad in use. | File:KopPadHUD.jpg|The KopPad in use. | ||
LockOnHUD.jpg|Alph locked on to a [[Whiptongue Bulborb]]. | File:LockOnHUD.jpg|Alph locked on to a [[Whiptongue Bulborb]]. | ||
DangerHUD.jpg|The "Pikmin in Danger" KopPad layout. | File:DangerHUD.jpg|The "Pikmin in Danger" KopPad layout. | ||
File:TouchHUD.jpg|KopPad while using stylus controls. | |||
TouchHUD.jpg|KopPad while using stylus controls. | File:OffTVHUD.jpg|[[Off-TV Play]]. | ||
OffTVHUD.jpg|[[Off-TV Play]]. | File:TouchOffTVHUD.jpg|Off-TV Play using stylus controls. | ||
TouchOffTVHUD.jpg|Off-TV Play using stylus controls. | File:CollectTreasure.jpg|[[Collect Treasure!]] in Mission Mode. | ||
CollectTreasure.jpg|[[Collect Treasure!]] in Mission Mode. | File:BattleEnemies.jpg|[[Battle Enemies!]] in Mission Mode. | ||
BattleEnemies.jpg|[[Battle Enemies!]] in Mission Mode. | File:Defeat Bosses HUD.jpg|[[Defeat Bosses!]] Mission Mode. | ||
Defeat Bosses HUD.jpg|[[Defeat Bosses!]] Mission Mode. | File:BingoBattle.jpg|[[Bingo Battle]]. | ||
BingoBattle.jpg|[[Bingo Battle | |||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
*In ''[[Pikmin 2]]'', the standby icons for leaf and bud [[Purple Pikmin]] lack the creature's hairs. | *In ''[[Pikmin 2]]'', the standby icons for leaf and bud [[Purple Pikmin]] lack the creature's hairs. | ||
==See also== | ==See also== |