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{{game icons|p=y|p2=y|p3=y | {{game icons|p=y|p2=y|p3=y}} | ||
The ''' | {{image}} | ||
{{game help|p3|We need ''Pikmin 3'' info. There are also the in-game monologs missing.}} | |||
The '''Heads-up Display''' ('''HUD''' for short) is the name given to the informational features presented on-screen at all times during the main game. These are usually static, and provide vital information, normally numerical, such as the number of Pikmin in the party, the current [[day]], and the number of [[spray]]s available. | |||
==Screen elements== | ==Screen elements== | ||
This section lists the HUD elements that are drawn on the screen, in a static position, in order to be accessible to the player | This section lists the HUD elements that are drawn on the screen, in a static position, in order to be accessible to the player at all times. These elements drop in and out smoothly from the edges of the screen, whenever a [[menu]] opens or the [[day]] begins. | ||
===Main=== | ===Main=== | ||
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====Sun Meter==== | ====Sun Meter==== | ||
[[File:Clock.png|thumb|right|350px|The Sun Meter in all three games.]] | |||
The Sun Meter <ref>The Sun Meter is given its name on page 10 of the ''[[Pikmin (game)|Pikmin]]'' instruction manual.</ref> 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]]. | |||
The Sun Meter | |||
The meter | 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 | Whenever the sun reaches one quarter, one half, or three quarters into the meter, it pops out for a second, and the sound of some bells plays. These minor details call the player's attention, and help them keep track of the passage of time. | ||
====Day==== | ====Day==== | ||
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. | |||
At the top right | |||
====Health==== | ====Health==== | ||
On the bottom-left corner, an icon of 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 | |||
====Standby Pikmin==== | ====Standby Pikmin==== | ||
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. | |||
====Pikmin counter==== | ====Pikmin counter==== | ||
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, specially 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, | |||
In ''[[Pikmin (game)|Pikmin]]'' and ''[[Pikmin 2]]'', a third number also exists. This indicates the total number of Pikmin, which is the sum of the Pikmin on the field and the Pikmin inside all Onions. | In ''[[Pikmin (game)|Pikmin]]'' and ''[[Pikmin 2]]'', a third number also exists. This indicates the total number of Pikmin, which is the sum of the Pikmin on the field and the Pikmin inside all Onions. | ||
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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 | 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 on the field. | ||
===''Pikmin 2'' story mode=== | |||
These items appear in ''Pikmin 2'''s main story mode. | |||
====Spray counter==== | ====Spray counter==== | ||
In ''[[Pikmin 2]]'', after the player has created at least one [[spray]], a D-pad shaped symbol ({{button|gcn|Pad}}) will appear on the left side of the screen. This is replaced with a "1" and a "2" inside circles ({{button|wii|1}} and {{button|wii|2}}), in the ''[[New Play Control! Pikmin 2|New Play Control!]]'' version. If the respective spray has been discovered, a dot of its color appears on the equivalent D-pad controller direction. Above or below the D-pad, an icon representing the spray can be seen, followed by a multiplication sign and the number of sprays available of that type. | |||
In ''[[Pikmin 2 | |||
====Treasure Gauge==== | ====Treasure Gauge==== | ||
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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If there is an [[Antenna Beetle]] in the area, the box glows purple and the needle moves around erratically, along with incessant beeps and strange noises. [[Olimar's notes]] indicate that this is because the Beetle's wings produce supersonic waves; the creature must be defeated for the gauge to function normally again. | If there is an [[Antenna Beetle]] in the area, the box glows purple and the needle moves around erratically, along with incessant beeps and strange noises. [[Olimar's notes]] indicate that this is because the Beetle's wings produce supersonic waves; the creature must be defeated for the gauge to function normally again. | ||
====Sublevel==== | ====Sublevel==== | ||
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. | ||
===''Pikmin 2'' Challenge Mode=== | ===''Pikmin 2'' Challenge Mode=== | ||
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====Time==== | ====Time==== | ||
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. | ||
====Pokos==== | ====Pokos==== | ||
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. | ||
====Deaths==== | ====Deaths==== | ||
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. | |||
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 [[ | |||
====2-Player layout==== | ====2-Player layout==== | ||
The layout of the HUD items is different in 2-Player mode. The icon and health for each leader appears individually on the respective player's screen, on the top-left corner. The left side of each screen lists the available [[spray]]s, which are shared between players. The bottom-left corner of each screen indicates the standby Pikmin and the Pikmin counter. | The layout of the HUD items is different in 2-Player mode. The icon and health for each leader appears individually on the respective player's screen, on the top-left corner. The left side of each screen lists the available [[spray]]s, which are shared between players. The bottom-left corner of each screen indicates the standby Pikmin and the Pikmin counter. | ||
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====Roulette wheel==== | ====Roulette wheel==== | ||
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. | |||
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| | |||
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. | ||
====Marbles==== | ====Marbles==== | ||
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. | ||
===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. | ||
*In [[2-Player Battle]], if a player has gotten the "ghost" powerup, a dancing ghost Pikmin icon will appear to the right of the leader's icon on the respective player's screen. It will slow down and begin flashing when the power is running out. | *In [[2-Player Battle]], if a player has gotten the "ghost" powerup, a dancing ghost Pikmin icon will appear to the right of the leader's icon on the respective player's screen. It will slow down and begin flashing when the power is running out. | ||
==In-world elements== | ==In-world elements== | ||
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===Cursor=== | ===Cursor=== | ||
[[File:Pikmin 2 cursor.png|thumb|right|The cursor in ''Pikmin 2''.]] | |||
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 he is 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 a 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. This sub-circle is only present in the GameCube games. 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 cursor oscillates in size and in a yellow tint. | ||
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. | ||
===Fraction numbers=== | ===Fraction numbers=== | ||
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 number is the number needed to carry the object, and the top number is the number the number of Pikmin currently carrying it, as a regular fraction would be displayed; however, the colors remain the same as those in ''Pikmin 2''. | ||
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 | ===Health wheels=== | ||
[[File:HP wheel.gif|border|right|Example of a health wheel, from ''Pikmin 2''.]] | [[File:HP wheel.gif|border|right|Example of a health wheel, from ''Pikmin 2''.]] | ||
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. | ||
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==== | ||
If a leader's [[health]] reaches 0, a cutscene with a message announcing their downfall will appear. The message reads " | If a leader's [[health]] reaches 0, a cutscene with a message announcing their downfall will appear. The message reads "Olimar is down!", "Louie is down!" or "President is down!", depending on the fallen leader. If a player's leader loses all their health in 2-Player Battle mode, the message will only appear on that player's screen. | ||
===Specific messages=== | ===Specific messages=== | ||
{{ToDo|Are the debt repayment percentages the real ones...?}} | |||
The following is a list of messages that appear only in specific games or specific game modes. | The following is a list of messages that appear only in specific games or specific game modes. | ||
*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. | ||
* | *Whenever 20%, 50% and 100% of the debt is repaid, a message appears on-screen, saying "X% OF DEBT RECOVERED!", with "X" being the corresponding percentage. | ||
==Trivia== | ==Trivia== | ||
*The standby icons for [[Purple Pikmin]] in ''[[Pikmin 2]]'' lack the creature's hairs. | |||
==See also== | ==See also== | ||
*[[Radar]] | *[[Radar]] | ||
*[[KopPad]] | *[[KopPad]] | ||
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==References== | ==References== | ||
<references/> | |||
[[Category:Gameplay]] | [[Category:Gameplay]] |