Editing Health

Jump to navigation Jump to search
You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Game icons|p=y|p2=y|p3=y|p4=y|hp=y}}
{{game icons|p=y|p2=y|p3=y}}
[[File:HUD Leader health P3.jpg|thumb|The health of the three main leaders in ''Pikmin 3''.]]
{{redirects|HP|the game with the acronym "HP"|Hey! Pikmin}}


'''Health''' (also known as '''Hit Points''' or '''Health Points''', and usually shortened to '''HP''') is a common mechanic in games, used to represent how close a living entity is to dying. In general terms, the higher something's health is, the more damage it can sustain before dying. When its health reaches zero, it dies.
'''HP''' (short for '''Hit Points''' or '''Health Points''') is a common mechanic in games, used to represent how close a living entity is to dying. In general terms, the higher something's HP is, the farther away it is from dying. When its HP reaches 0, it dies.


In the [[Pikmin series|''Pikmin'' games]], [[enemy]] or [[leader]] health is mostly depleted during [[combat]], though it can be reduced in other ways too. An object's health is stored as a number, but is shown to the player with a [[HUD#Health wheel|colored wheel]] as opposed to a number in text. This wheel is mostly used to keep track of how close an enemy is to dying, although it can serve other purposes, such as pointing down how close a [[Volatile Dweevil]] is to exploding. It should be noted that some objects will not have their health shown to the player whatsoever, although things like [[gate]]s will become visibly more damaged as they are attacked.
In the [[Pikmin (series)|''Pikmin'' games]], HP is represented with a colored wheel. It is mostly used to keep track of how close an enemy is to dying. A list of enemy HP can be found on the corresponding [[:Category:Enemies|enemy]]'s page, or on the [[Piklopedia]] page.


On Pikipedia, an object's health points can be found in the corresponding subject's article, in a section with the statistics, or under a section titled "Technical information". In the case of ''Pikmin 2'' enemies, you may also use the [[Piklopedia (Pikmin 2)|Piklopedia]] page. The health values were gathered either by checking the memory with an emulator and/or memory reader, by reading the in-game files directly, or via in-game observations and calculations. For comparison, you may learn how strong Pikmin attacks are by checking the infobox at the top of a [[Pikmin family|Pikmin type]]'s article.
==HP wheel==
[[File:HP wheel.gif|border|right|Example of an HP wheel, from ''Pikmin 2''.]]


==Leaders==
In the ''Pikmin'' games, an object's HP 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 HP, 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 HP is full, and opens up clockwise, from the top, as damage is sustained, finally opening all the way and disappearing when all HP is lost.
The health of leaders is represented on the bottom-left corner of the screen. It differs slightly from normal health wheels in that it lacks a black circle behind the main pie chart, and it beeps whenever it's below 50%.


Enemy attacks, hazards, and other sources of damage generally deplete a leader's health, which can eventually lead to the leader being KO'd, but getting hit by an attack will also temporarily place them in a state where they cannot be controlled by the player, meaning it's harder to take them or their Pikmin out of harm's way.
When the HP is at 50% or higher, the pie chart is drawn in green. When it's between 20% and 50%, yellow, and on the last fifth of HP remaining, the chart is red. While the chart opens and closes gradually when the HP is changed, the same does not happen with the coloration, that moves from one color to the next as soon as the required percentage is met.
* A weak source of damage will cause the leader to be stunned for a fraction of a second, though they are invulnerable during this period.
* A source of damage that throws leaders about will knock them back a certain distance and onto to the ground; they can get up after a bit however, and in some games, [[Button mashing|rapidly twirling the control stick]] will make them get up faster.
* Being crushed forces a leader to the ground on the spot immediately, and only return to normal after some seconds.


In {{P1}}, if [[Captain Olimar]] loses all his health, a cutscene will play with him falling down, in black and white, then he'll appear next to the ship, go in, and take off, leaving all Pikmin on the field behind. This automatically ends the [[day]]. It's possible to heal to full health by investigating the [[S.S. Dolphin]], which is done by pressing {{button|gc|a|wii|a}} near the colored lights emitted by the ship.
Other than representing an entity's HP, the HP wheel is also used to show how much time is left until a [[bomb-rock]] (or [[Volatile Dweevil]]) explodes.


In {{p2}} and {{p3}}, if a leader loses all their health, they will be transported back to the landing area, and the other leaders will continue on their own. If every leader loses all their health, the day ends, as it does when Olimar falls in ''Pikmin''. The same rule applies to caves in ''Pikmin 2'', but the cave is immediately left, all salvaged treasures are lost, all Pikmin in the cave are left behind, and hence, count as deaths, and the day is instantly over afterwards. If only one leader is knocked out inside a cave, he will be lying prostrate in front of the ship even after leaving the cave. This cannot be changed unless the day ends or is reset. The only way to heal the health of a leader that is not knocked out is to enter or leave a cave. In [[Challenge Mode (Pikmin 2)|Challenge Mode]], [[Mission Mode]] and the [[Side Stories]], if any leader is defeated, the challenge or mission is over. In [[2-Player Battle]] and [[Bingo Battle]], if a player's leader faints, the other player wins.
==Leaders==
{{ToDo|Get ''Pikmin 3'' info.}}
The HP of leaders is represented on the bottom-left corner of the screen. It differs slightly from normal HP wheels in that it lacks a black circle behind the main pie chart, and it beeps whenever it's below 50%. Whenever a leader gets hit with a light attack, they will be knocked back slightly, their suit will emit sparks, and their HP will drop a bit, depending on the attack. If a leader's hit by a strong attack, they'll be thrown to the ground, be unable to move for a second or two, and their HP will drop considerably, again, depending on the attack.


There are two minor glitches in ''Pikmin 2'' related to a leader losing all of his health: [[Glitches in Pikmin 2#Ghost leader|one glitch]] has the fallen leader able to be hurt, while [[Glitches in Pikmin 2#Unbeamable leader|another one]] allows the leader to remain on the ground instead of being beamed up by the Research Pod.
In ''Pikmin'', if [[Captain Olimar]] loses all his HP, he'll head to the ship and take off, automatically ending the [[day]]. Normal [[Day#Sunset|sunset]] rules apply for the Pikmin on the field at the time of Olimar's downfall. It's possible to heal to full HP by investigating the [[S.S. Dolphin]], which is done by pressing '''A''' near the colored lights emitted by the ship.
 
In ''Pikmin 2'', if a leader loses all his HP, the [[Research Pod]] will take him, and the other leader will continue on his own. If both leaders lose their HP, the day ends, as it does when Olimar falls in ''Pikmin''. The same rule applies to caves, but the cave is immediately left, all salvaged treasures will be lost, all Pikmin in the cave are left behind, and hence, count as deaths, and the day is instantly over afterwards. Upon leaving a cave, the leaders' HP will be replenished. However, if any leader's HP was completely emptied, he will be lying prostrate in front of the ship even after leaving a cave. This cannot be changed unless the day is reset or the day ends. In [[Challenge Mode (Pikmin 2)|Challenge Mode]], if any leader dies, the challenge is over, and in [[2-Player Battle]], if a player's leader dies, the other player wins. There are two glitches in ''Pikmin 2'' related to a leader losing all of his HP: [[Glitches in Pikmin 2#Invisible leader|one glitch]] has the fallen leader remain on the level, but invisible, while [[Glitches in Pikmin 2#Unbeamable leader|another one]] allows the leader to remain on the ground instead of being beamed up by the Research Pod.


==Pikmin==
==Pikmin==
For the most part, it is unclear whether [[Pikmin family|Pikmin]] have health points, and how they factor into normal gameplay. When hurt in [[combat]] against enemies, Pikmin do not suffer adverse effects other than being knocked back, and except in ''Pikmin 3'', sometimes [[Maturity#Decreasing|losing their flower or bud]]. Other than that, enemies only have attacks that kill Pikmin right away. There are some special attacks that seem to hurt Pikmin, and sometimes letting them live, sometimes letting them die. This is the case with the [[Gatling Groink]]'s shots. Their interaction with Pikmin health is currently unknown.
It is currently unknown if [[Pikmin family|Pikmin]] have HP. When hurt in combat, they can lose their [[Pikmin family#Stages|flower]] or bud, and revert to a leaf. Once they're a leaf Pikmin, they will not suffer adverse effects from being hurt, aside from the knockback and temporary incapacitation that occurs regardless of the Pikmin's maturity. Normally, enemies have attacks that kill Pikmin right away, which makes it even harder to figure out if they do have HP or not.


That said, [[Mushroom Pikmin]] in {{p1}} do lose health when knocked down by Olimar, and if this happens enough times, they will die.{{cite youtube|A8eggQyvY1k|demonstrating how Pikmin keep track of their health, and lose it when knocked down by Olimar as Mushroom Pikmin|published={{date|7|September|2021}}|retrieved={{date|7|September|2021}}}} Infighting between regular Pikmin and Mushroom Pikmin also involves some blows being exchanged, which will eventually result in a Pikmin dying, likely through the same health system. Something similar happens when Pikmin from different teams in competitive 2-player modes fight, even in other games.
There are some attacks that alternately hurt or kill Pikmin, such as a [[Gatling Groink]]'s shots. It is unknown what decides whether a Pikmin should live or die.


==Enemies==
==Enemies==
[[File:HP wheel.gif|border|right|Example of a health wheel, from ''Pikmin 2''.]]
{{ToDo|Doesn't damage stick from one day to the other in ''Pikmin 3''?}}
In [[combat]], as an enemy gets hit by [[Pikmin family|Pikmin]] attacks (or [[leader]] [[punch]]es, explosions, etc.), its health drops. Generally, enemies show no signs of weakness when they are low on health. Once an enemy is dead, it will either leave its dead body, which can be carried to an [[Onion]], or it'll drop some spoils. Any damage caused to an enemy will not carry over onto the next [[day]], with the exception of [[boss]]es in ''Pikmin 3''.
As an enemy gets hit by [[Pikmin family|Pikmin]] attacks (or [[leader]] punches, explosions, etc.), its HP drops. Generally, enemies show no signs of weakeness when they are low on HP. Once an enemy is dead, it will either leave its dead body, which can be carried to an [[Onion]], or it'll drop some spoils. Any damage caused to an enemy will not carry over onto the next [[day]].


Some enemies have non-standard behavior regarding their health level:
Some enemies have non-standard behavior regarding their HP:
*[[Hairy Bulborb]]s lose their hair when they reach half their health points.
*[[Hairy Bulborb]]s lose their hair when their HP reaches half.
*[[Iridescent Flint Beetle|Iridescent Flint]] and [[Iridescent Glint Beetle|Glint]] Beetles, and [[Doodlebug]]s cannot normally be hurt, but the spoils they drop depend on the number of times the insect's been hit. They can be damaged if [[ultra-bitter spray|petrified]], though.
*[[Iridescent Flint Beetle|Iridescent Flint]] and [[Iridescent Glint Beetle|Glint]] Beetles, and [[Doodlebug]]s do not have HP, but the spoils they drop depend on the number of times the insect's been hit.
*[[Shearwig]]s in the first two games will start flying when their health drops to half, and return to land upon regenerating.
*[[Shearwig]]s start flying when their HP drops to half.
*[[Ravenous Whiskerpillar]]s do not actually die while not petrified, as they do not leave a [[soul]] and can be seen squirming when Pikmin carry their "corpse".
*[[Ravenous Whiskerpillar]]s do not actually die, as they can be seen squirming when Pikmin carry their "corpse".
*The [[Waterwraith]]'s fight enters a second stage once its rollers are destroyed.
*The [[Waterwraith]] enters a second stage once its rollers are destroyed.
*The [[Emperor Bulblax]] in ''Pikmin'' uses a new attack when it loses half its health points: jumping high into the air, and in ''Pikmin 2'', when it reaches a quarter of its health, it will roar loudly, which can unearth [[Mitites]], scare Pikmin, and alert other Emperor Bulblaxes.
*The [[Emperor Bulblax]] in ''Pikmin'' uses a new attack when its HP reaches half: jumping high into the air, and in ''Pikmin 2'', when it reaches a quarter of its HP, it will roar loudly, which can unearth [[Mitites]], scare Pikmin, and alert other Emperor Bulblaxes.
*The [[Titan Dweevil]] only has health points for the creature itself once it loses all the treasures it's carrying. Until then, each treasure has its own health points (without a health wheel), and once it reaches 0, it is detached from the Titan Dweevil.
*The [[Titan Dweevil]] only has HP for the creature itself once it loses all the treasures it's carrying. Until then, each treasure has its own HP (without an HP wheel), and once it reaches 0, it is detached from the Titan Dweevil.
*Most of the main bosses in ''[[Pikmin 3]]'' will have different attack and movement patterns depending on their health.
*The [[Shaggy Long Legs]] will lose all of its hair once the clumps hair from on its legs are removed, which brings it down to half of its health.


In ''Pikmin 3'', the game contains data for every enemy's maximum health, but in the files that define what enemies go where in an [[area]], it is possible for the developers to write down a specific amount of health for that specific instance of the enemy to have. This means that while most instances of an enemy have the "default" maximum health, some might have a more specific number. An example would be the [[Toady Bloyster]] on the [[Shaded Garden]], that only has one third the normal amount. This can also apply to other properties, like sight radius.
===Regeneration===
 
{{ToDo|Can we get some exact times? Like how long it takes for each enemy to fully recover. Also, what exceptions are there?}}
==Regeneration==
Some of the larger enemies in the ''Pikmin'' games have the ability to slowly regenerate after being hit. In most cases, this is simply to encourage the player to kill an enemy when it's attacked, and to not retreat, or else its HP might be recovered on the next battle, and all the hard work will be lost.
Some of the enemies in the ''Pikmin'' games have the ability to slowly '''regenerate''' their health after being hurt. There are two types of regeneration: passive, and active. Enemies have either passive or active regeneration, except for the [[Shearwig]] in ''Pikmin 2'', which has both.
 
===Passive regeneration===
'''Passive regeneration''' is when an enemy's health is always recovering, regardless of what the creature is doing. In most cases, the regeneration mechanic is simply to encourage the player to kill an enemy when it's attacked, and to not retreat, or else its health might be recovered on the next battle, and all the hard work will be lost. In others, it's to encourage the player to use a large number of Pikmin to attack, as a smaller number might have a hard time countering the regeneration.
 
Only one enemy passively regenerates in ''Pikmin 3'': the [[Flighty Joustmite]]. In ''Pikmin 2'', the [[Shearwig]] has passive and active regeneration, but only passive in ''Pikmin''. The following enemies have passive regeneration:
 
;''Pikmin''
 
{| class="wikitable sortable"
! rowspan="2" | Enemy
! colspan="2" | HP per second
! rowspan="2" | Seconds to fully<br>regenerate from 0
|-
! HP
! Max health %
|-
| {{icon|Armored Cannon Beetle|y}}
| Unknown
| Unknown
| Unknown
|-
| {{icon|Beady Long Legs|y}}
| Unknown
| Unknown
| Unknown
|-
| {{icon|Burrowing Snagret|y}}
| Unknown
| Unknown
| Unknown
|-
| {{icon|Emperor Bulblax|y}}
| Unknown
| Unknown
| Unknown
|-
| {{icon|Fiery Blowhog|y}}
| Unknown
| Unknown
| Unknown
|-
| {{icon|Mamuta|y}}
| Unknown
| Unknown
| Unknown
|-
| {{icon|Puffy Blowhog|y}}
| Unknown
| Unknown
| Unknown
|-
| {{icon|Bulborb|y|n=Red Bulborb}}
| Unknown
| Unknown
| Unknown
|-
| {{icon|Smoky Progg|y}}
| Unknown
| Unknown
| Unknown
|-
| {{icon|Spotty Bulbear|y}}
| Unknown
| Unknown
| Unknown
|-
| {{icon|Shearwig|y}}
| Unknown
| Unknown
| Unknown
|-
| {{icon|Wolpole|y}}
| Unknown
| Unknown
| Unknown
|}


;''Pikmin 2''
However, some enemies use this regeneration as a mechanic, as is the case with [[Shearwigs]]: these insects regenerate at a very fast pace while flying; the strategy being to attack them while they're airborne for an instant death. Another exceptional case are [[Breadbug]]s and [[Giant Breadbug]]s, who instantly regenerate all of their HP when they bring an item into their nest.


{| class="wikitable sortable"
The following is a list of all enemies that can regenerate. Exceptionally, some enemies of the following families will not regenerate.
! rowspan="2" | Enemy
! colspan="2" | Health per second
! rowspan="2" | Seconds to fully<br>regenerate from 0
|-
! HP
! Max health %
|-
| {{icon|Anode Beetle|y}}
| 1.5
| 0.3%
| 333.33
|-
| {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (free)
| 2.55
| 0.3%
| 333.33
|-
| {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (buried)
| 6
| 0.3%
| 333.33
|-
| {{icon|Beady Long Legs|y}}
| 0.39
| 0.03%
| 3333.33
|-
| {{icon|Cloaking Burrow-nit|y}}
| 0.9
| 0.3%
| 333.33
|-
| {{icon|Creeping Chrysanthemum|y}}
| 7.5
| 0.3%
| 333.33
|-
| {{icon|Decorated Cannon Beetle|y}}
| 2.55
| 0.3%
| 333.33
|-
| {{icon|Doodlebug|y}}
| 0.45
| 0.03%
| 3333.33
|-
| {{icon|Empress Bulblax|y}} (normal)
| 1.5
| 0.03%
| 3333.33
|-
| {{icon|Empress Bulblax|y}} ([[Hole of Beasts]])
| 1
| 0.03%
| 3333.33
|-
| {{icon|Fiery Bulblax|y}}
| 4.2
| 0.3%
| 333.33
|-
| {{icon|Gatling Groink|y}} (free)
| 0.36
| 0.03%
| 3333.33
|-
| {{icon|Gatling Groink|y}} (stationary)
| 0.21
| 0.03%
| 3333.33
|-
| {{icon|Iridescent Flint Beetle|y}}
| 0.3
| 0.03%
| 3333.33
|-
| {{icon|Iridescent Glint Beetle|y}}
| 0.36
| 0.03%
| 3333.33
|-
| {{icon|Orange Bulborb|y}}
| 2.55
| 0.3%
| 333.33
|-
| {{icon|Puffy Blowhog|y}}
| 4.5
| 0.15%
| 666.66
|-
| {{icon|Raging Long Legs|y}}
| 30
| 0.3%
| 333.33
|-
| {{icon|Ranging Bloyster|y}}
| 4.5
| 0.3%
| 333.33
|-
| {{icon|Segmented Crawbster|y}}
| 9
| 0.3%
| 333.33
|-
| {{icon|Shearwig|y}}
| 0.6
| 0.3%
| 333.33
|-
| {{icon|Spotty Bulbear|y}}
| 3.6
| 0.3%
| 333.33
|-
| {{icon|Titan Dweevil|y}}
| 1.5
| 0.03%
| 3333.33
|-
| {{icon|Toady Bloyster|y}}
| 2.4
| 0.3%
| 333.33
|-
| {{icon|Withering Blowhog|y}}
| 5.4
| 0.3%
| 333.33
|}


;''Pikmin 3''
{|
{| class="wikitable sortable"
! style="padding-right: 100px;" |''[[Pikmin (game)|Pikmin]]''
! rowspan="2" | Enemy
! ''[[Pikmin 2]]''
! colspan="2" | Health per second
|- valign = "top"
! rowspan="2" | Seconds to fully<br>regenerate from 0
| style="padding-right: 100px;" |
|-
*[[Spotty Bulbear]]s
! HP
*[[Fiery Blowhog]]s
! Max health %
*[[Beady Long Legs]]
|-
*[[Red Bulborb]]s
| {{icon|Flighty Joustmite|y}}
*[[Armored Cannon Beetle]]s
| 5
|
| 0.8%
*[[Spotty Bulbear]]s
| 120
*[[Segmented Crawbster]]
*[[Gatling Groink]]s
*[[Armored Cannon Beetle Larva]]e
*[[Withering Blowhog]]s
*[[Orange Bulborb]]s
*[[Decorated Cannon Beetle]]s
*[[Creeping Chrysanthemum]]s
*[[Beady Long Legs]]
*[[Raging Long Legs]]
*[[Titan Dweevil]]s
*[[Fiery Bulblax]]es
*[[Ranging Bloyster]]s
*[[Anode Beetle]]s
|}
|}


===Active regeneration===
===Revival===
'''Active regeneration''' is when the creature only regenerates when it is performing a certain action or in a certain state. As such, this type of regeneration encourages the player to attack the enemy in a certain way. The following enemies can regenerate with certain actions:
[[File:Revive.jpg|thumb|right|A Gatling Groink in the process of reviving.]]
 
Two types of enemies are known to revive after they've been killed: the [[Spotty Bulbear]]s and the [[Gatling Groink]]s. Once their HP reaches 0, a moderately slow process of revival occurs, where the enemy's HP is filled up. The creature remains dead throughout this process, but once its HP is full, it will be brought back to life.
*[[Shearwig]]s in ''Pikmin 2'' quickly regenerate while flying. They begin flying after being hurt, and go back to the ground when they're probably healed. In ''Pikmin'', they always regenerate at the same rate, whether they are flying or not, making it [[#Passive regeneration|passive healing]] instead.
*[[Breadbug]]s and [[Giant Breadbug]]s in ''Pikmin 2'' instantly regenerate all of their health when they bring an item into their nest.
*[[Shearwig]]s, [[Male Sheargrub]]s, and [[Female Sheargrub]]s in ''Pikmin 3'' regenerate when they are underground. They can fully heal in 30 seconds.
*[[Sputtlefish]] regenerate health when they're not focusing on any prey. They can fully heal in 60 seconds.
*The [[Vehemoth Phosbat]] heals a small amount of health the first time it idles on the wall, after the main light is on.
 
Besides that, it could be said that the [[Plasm Wraith]] regenerates when it sucks up loose plasm.
 
==Revival==
[[File:Revive.jpg|thumb|A Gatling Groink springing back to life.]]
In ''Pikmin 2'', ''Pikmin 3'', and ''Pikmin 4'', a few enemies are known to revive after they've been downed. Once their health reaches 0, a moderately slow process of revival occurs, where the enemy's health wheel is filled back up. The creature remains incapacitated throughout this process, but once its health is full it will be brought back to life. When one of these creatures do get defeated, they do not leave a soul, showing that they are only temporarily incapacitated.
Moldy enemies in ''Pikmin 4'' only revive when the [[Toxstool]] dumps its poison on them, so they will remain dead if the Toxstool is not present to revive them.
 
In ''Pikmin 2'', this mechanic encourages the player to dispose of the creature by bringing it to an [[Onion]] or the [[Research Pod]], before it reawakens. If the enemy is killed while [[ultra-bitter spray|petrified]] or [[ice|frozen]], it will not leave a corpse, and hence, cannot revive. The only exception to this is [[Moss]], who doesn't shatter when defeated while frozen. Finally, the only other way to ensure an enemy does not revive is to have it fall off the floor of a [[cave]] while alive, when possible. In ''Pikmin 3'', the only way to defeat the Mysterious Life-Form is when it transforms into the Plasm Wraith, at which point the player may proceed to truly defeat it.
 
The following enemies can be revived after being defeated:
*{{icon|Spotty Bulbear|y}} (in ''Pikmin 2'' only)
*{{icon|Gatling Groink|y}}
*{{icon|Mysterious Life-Form|y}}
*{{icon|Moss|y|v=P4}} (when roaming [[Hero's Hideaway]])
*{{icon|Moldy Dwarf Bulborb|y|v=P4}} (if touched by [[Toxstool]] poison)
*{{icon|Moldy Slooch|y|v=P4}} (if touched by Toxstool poison)
 
==In ''Hey! Pikmin''==
{{game help|hp|Describe how enemy health works. Describe the sound.}}
In {{hp}}, Captain Olimar's health is measured by levels in a Health Gauge that can be increased via [[upgrade]]s. Every time Olimar is hurt, he loses one level of health, and becomes invincible for eight seconds. Some things are able to kill him in one hit though, like the [[Queen Shearwig]]'s finishing strike, the snowballs in [[Over Wintry Mountains]], or being crushed by a pushed block. Olimar can regain health by collecting [[heart]]s.
 
With one bar of health left, the Energy Gauge and Olimar's spacesuit start to glow red and an extra sound is heard. Olimar dies upon reaching zero health bars, and the player is presented with the choice to "Try the area again" or "Return to Area Select".
 
==Gallery==
<gallery>
HUD Leader health P1.png|[[Captain Olimar]]'s health in ''Pikmin''.
HUD Leader health P2.png|The health of the two initial leaders in ''Pikmin 2''.
HUD Leader health P3.jpg|The health of the three main leaders in ''Pikmin 3''.
Hocotatians.png|The icons used for [[Captain Olimar]]'s and [[Louie]]'s health in ''Pikmin 3''.
Pikmin4Health.jpg|The health of the player character and Oatchi in ''Pikmin 4''.
</gallery>


==Names in other languages==
This mechanic encourages the player to dispose of the creature, by bringing it to an [[Onion]] or the [[Research Pod]], before it continues attacking their Pikmin. If the enemy is killed while [[Ultra-bitter spray|petrified]], it will not leave a corpse, and hence, cannot revive. Finally, the only other way to ensure an enemy does not revive is to have it fall off the floor of a [[cave]], if possible.
'''Damage meter'''
{{Foreignname
|SpaA=Medidor de daños
|SpaAM=Damage meter
}}
'''Energy Gauge'''
{{foreignname
|Jap=ライフゲージ
|JapR=Raifugēji
|JapM=Life gauge
|Dut=Energiemeter
|DutM=Energymeter
|Fra=Jauge d'énergie
|FraM=Energy gauge
|Ger=Lebensbalken
|GerM=Lifebar
|Ita=Livello energetico
|ItaM=Energetic level
|Spa=Medidor de energía
|SpaM=Energy meter
}}


==See also==
==See also==
*[[Combat]]
*[[Day]]
*[[Day]]
*[[Enemy]]
*[[HUD]]


[[Category:Gameplay]]
[[Category:Game mechanics]]

Please note that all contributions to Pikipedia are considered to be released under the Attribution-ShareAlike 4.0 International license (see Pikipedia:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 meta category: