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|players=Single-player | |players=Single-player | ||
|savesize=31 blocks | |savesize=31 blocks | ||
| | |sequel=[[New Play Control! Pikmin 2]] | ||
|rereleaseof=[[Pikmin (game)|Pikmin]] | |rereleaseof=[[Pikmin (game)|Pikmin]] | ||
|jp={{date|25|December|2008}} | |jp={{date|25|December|2008}} | ||
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}} | }} | ||
'''''New Play Control! Pikmin''''' is | '''''New Play Control! Pikmin''''' is a re-release of {{p1}} for the [[Wii]], as part of the ''[[New Play Control!]]'' range of re-rereleases. Rleased in 2008 in Japan and 2009 internationaly, and features a number of tweaks and changes to the original game, mainly in its [[controls]]. | ||
==Changes== | ==Changes== | ||
===Gameplay=== | ===Gameplay=== | ||
{{todo|Make a video | {{todo|Make a video or gif comparing the time it takes for Pikmin to burn up/drown, in the classic and in this port.}} | ||
*A new control scheme allows control of the cursor by pointing at the screen with the Wii Remote. Because of that, the player can now [[Whistle|call]] the Pikmin at a greater distance. [[Throw]]s have also received slight physics changes. | *A new control scheme allows control of the cursor by pointing at the screen with the Wii Remote. Because of that, the player can now [[Whistle|call]] the Pikmin at a greater distance. [[Throw]]s have also received slight physics changes. | ||
*An updated [[Saved game|save system]] allows the player to restart play from any previous day, from the [[saved game selection menu]]. This allows the player to retry mistakes or fix problems such as the [[Glitches in Pikmin#Libra glitch|Libra glitch]]. | *An updated [[Saved game|save system]] allows the player to restart play from any previous day, from the [[saved game selection menu]]. This allows the player to retry mistakes or fix problems such as the [[Glitches in Pikmin#Libra glitch|Libra glitch]]. | ||
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*[[Pikmin family|Pikmin]] last longer when on [[fire]] or [[Water|drowning]]. | *[[Pikmin family|Pikmin]] last longer when on [[fire]] or [[Water|drowning]]. | ||
*The player can press {{button|wii|b}} to cycle through the types of Pikmin they are holding and {{button|wii|padd}} to cycle through [[maturity]], a feature which was first introduced in the [[GameCube]] version of ''[[Pikmin 2]]''. | *The player can press {{button|wii|b}} to cycle through the types of Pikmin they are holding and {{button|wii|padd}} to cycle through [[maturity]], a feature which was first introduced in the [[GameCube]] version of ''[[Pikmin 2]]''. | ||
*Cutscenes can be skipped, similar to the European localization of the original | *Cutscenes can be skipped, similar to the European localization of the original ''Pikmin''. | ||
*When centering the [[camera]] with {{button|wii|z}}, it points to the direction Olimar is facing, and not the direction the cursor is at. | *When centering the [[camera]] with {{button|wii|z}}, it points to the direction Olimar is facing, and not the direction the cursor is at. | ||
*Whenever the Nunchuk or Wii Remote is disconnected, the gameplay will pause and a prompt will appear notifying the player. | *Whenever the Nunchuk or Wii Remote is disconnected, the gameplay will pause and a prompt will appear notifying the player. | ||
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===Graphics=== | ===Graphics=== | ||
*The game now | *The game is now in widescreen. | ||
*The cursor was changed to reflect the new control scheme: | *The cursor was changed to reflect the new control scheme: | ||
**The cursor is composed of a large pointed ring and a smaller segmented spinning ring inside. The large ring follows the Wii Remote's pointer, and the segmented ring cannot go past a small range around the leader; this is the location Pikmin land on when [[throw]]n. | **The cursor is composed of a large pointed ring and a smaller segmented spinning ring inside. The large ring follows the Wii Remote's pointer, and the segmented ring cannot go past a small range around the leader; this is the location Pikmin land on when [[throw]]n. | ||
**Parts of the cursor located | **Parts of the cursor located on uneven terrain become gray. | ||
**A faint trail | **A faint trail follows the cursor. | ||
*When Pikmin are being issued to [[swarm]], some arrows will appear between the leader and the [[HUD#Cursor|cursor]]; the latter will also flash yellow. | *When Pikmin are being issued to [[swarm]], some arrows will appear between the leader and the [[HUD#Cursor|cursor]]; the latter will also flash yellow. | ||
*When Olimar is behind the level geometry or an object from the [[camera]]'s perspective, his silhouette will be drawn in red to indicate his position. Pikmin do not have these silhouettes. | *When Olimar is behind the level geometry or an object from the [[camera]]'s perspective, his silhouette will be drawn in red to indicate his position. Pikmin do not have these silhouettes. | ||
*The camera will move up when it gets close to a wall. | *The camera will move up when it gets close to a wall. | ||
*The carrying numbers are like in ''[[Pikmin 2]]'', which means they show the | *The carrying numbers are like in ''[[Pikmin 2]]'', which means they show the color of the Onion they are being carried to. | ||
* | *Only the "tails" of Pikmin [[soul]]s are blue, the main bodies are colored according to the dead Pikmin's type. | ||
*Some bubbles are fused together into one such as the ones that say "Best 5", "Challenge", "Ship Parts", "Pikmin Population", and "Final Analysis". In addition, the text on the [[Challenge Mode menu]] that says "It's the single day challenge mode!" is all in a single line as opposed to two. | *Some bubbles are fused together into one such as the ones that say "Best 5", "Challenge", "Ship Parts", "Pikmin Population", and "Final Analysis". In addition, the text on the [[Challenge Mode menu]] that says "It's the single day challenge mode!" is all in a single line as opposed to two. | ||
*The [[credits]] play differently; instead of going from the bottom of the screen to the top, they "roll" across the surface of the planet. Meteors will also occasionally pass the screen in the background. | *The [[credits]] play differently; instead of going from the bottom of the screen to the top, they "roll" across the surface of the planet. Meteors will also occasionally pass the screen in the background. | ||
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*Some sound effects are played by the Wii Remote speaker: [[whistle]], [[dismiss]] sound, the [[swarm]]ing theme, [[punch]]es, the elastic noise when stretching a buried Pikmin to [[pluck]] it, the sounds played when panning and zooming the [[radar]], the whistle when under an [[Onion]], the sound that plays when toggling the held Pikmin type, the noise that plays when damage is taken, the "low [[health]]" beeps, and the jingle that plays when a task is complete. | *Some sound effects are played by the Wii Remote speaker: [[whistle]], [[dismiss]] sound, the [[swarm]]ing theme, [[punch]]es, the elastic noise when stretching a buried Pikmin to [[pluck]] it, the sounds played when panning and zooming the [[radar]], the whistle when under an [[Onion]], the sound that plays when toggling the held Pikmin type, the noise that plays when damage is taken, the "low [[health]]" beeps, and the jingle that plays when a task is complete. | ||
**In addition, some entirely new sound effects also play from the speaker: two sound effects play when opening and closing [[menu]]s, like the radar or the Onion's menu, and a sound effect that plays when a Pikmin is grabbed onto. | **In addition, some entirely new sound effects also play from the speaker: two sound effects play when opening and closing [[menu]]s, like the radar or the Onion's menu, and a sound effect that plays when a Pikmin is grabbed onto. | ||
*Some enemy sound effects are different, notably more "squeaky". This is because they have the wrong sample rate, making them play sped up around 6 times. The European and Korean releases fix most of these problems, which | *Some enemy sound effects are different, notably more "squeaky". This is because they have the wrong sample rate, making them play sped up around 6 times. The European and Korean releases fix most of these problems, which was later carried over to the [[Pikmin 1 (Nintendo Switch)|Nintendo Switch port of the game]] in all regions. | ||
** Almost all Red Bulborb, Dwarf Red Bulborb, Wollywog, and Yellow Wollywog sounds are sped up. | ** Almost all Red Bulborb, Dwarf Red Bulborb, Wollywog, and Yellow Wollywog sounds are sped up. | ||
** With the European and Korean versions, Red Bulborb and Dwarf Red Bulborb sounds are working properly, and Wollywogs and Yellow Wollywogs have all sounds corrected except for the death animation thud. | ** With the European and Korean versions, Red Bulborb and Dwarf Red Bulborb sounds are working properly, and Wollywogs and Yellow Wollywogs have all sounds corrected except for the death animation thud. | ||
** Some Onion sound effects use a lower sampling rate in the European and Korean versions, making them sound faster. | ** Some Onion sound effects use a lower sampling rate in the European and Korean versions, making them sound faster. | ||
*During the [[Cutscenes#Bad ending|bad ending]], Olimar's Ship | *During the [[Cutscenes#Bad ending|bad ending]], Olimar's Ship makes different malfunctioning noises. | ||
*The [[saved game selection menu]] had a small change in its [[music]], slowing down the sound effect at the beginning of the theme. | *The [[saved game selection menu]] had a small change in its [[music]], slowing down the sound effect at the beginning of the theme. | ||
===Other=== | ===Other=== | ||
*Naturally, all references to [[controls]] in the GameCube version have been altered to their Wii counterparts. | *Naturally, all references to [[controls]] in the GameCube version have been altered to their Wii counterparts. | ||
*The player can now use the D-pad to navigate through menus. | *As there is no analog stick on the Wii remote, The player can now use the D-pad to navigate through menus. | ||
*The Nintendo logo before the title screen has been updated to | *The Nintendo logo before the title screen has been updated to the 2006 logo in all regions, rather than the logo depending on region. | ||
*The [[title screen]]'s copyright info has been updated from "© 2001,2002 Nintendo" to "© 2001-2009 Nintendo". | *The [[title screen]]'s copyright info has been updated from "© 2001,2002 Nintendo" to "© 2001-2009 Nintendo". | ||
*The "Continue from Last Save" option in the [[pause menu]] has been renamed to "Continue from previous save". | *The "Continue from Last Save" option in the [[pause menu]] has been renamed to "Continue from previous save". | ||
* | *The [[options menu]] lacks the language setting (even in the European version), the [[rumble]] setting, and the mono/stereo setting. | ||
*A typo has been corrected where the [[Onion menu]] would say "There are no blues Pikmin to take out." when attempting to take out more Blue Pikmin than the Onion has. | *A typo has been corrected where the [[Onion menu]] would say "There are no blues Pikmin to take out.", when attempting to take out more Blue Pikmin than the Onion has. | ||
*Pikmin can no longer [[Glitches in Pikmin#Swimming through gates|swim through gates]]. | *Pikmin can no longer [[Glitches in Pikmin#Swimming through gates|swim through gates]]. | ||
* | *On the European [[Region|version]], [[Wollywog]]s and [[Yellow Wollywog]]s have been renamed to Wollyhops and Yellow Wallyhops, respectively. This name difference does not exist in the GameCube game, and is likely to have happened because the word wog is considered a slur in [https://en.wikipedia.org/wiki/England England] and [https://en.wikipedia.org/wiki/Australia Australia]. This change became the norm for the European localization of every subsequent [[Pikmin series|''Pikmin'' game]]. | ||
*In the [[Region|Japanese version]] exclusively, a fifth [[attract mode]] movie is present with ''[[Ai no Uta]]'' as the song. | *In the [[Region|Japanese version]] exclusively, a fifth [[attract mode]] movie is present with ''[[Ai no Uta]]'' as the song. | ||
*In the [[Final results menu|Final Analysis]] screen, the [[Anti-Dioxin Filter]] is instead labeled the "Non-Dioxin", and all text is left-justified instead of being centered. | *In the [[Final results menu|Final Analysis]] screen, the [[Anti-Dioxin Filter]] is instead labeled the "Non-Dioxin", and all text is left-justified instead of being centered. | ||
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Pikmin KR Wii.jpg|Korean box art. | Pikmin KR Wii.jpg|Korean box art. | ||
NPC! Pikmin logo.jpg|Logo. | NPC! Pikmin logo.jpg|Logo. | ||
</gallery> | </gallery> | ||
{{see also|Promotional material}} | {{see also|Promotional material}} | ||
==Names in other languages== | ==Names in other languages== | ||
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}} | }} | ||
== | ==Trivia== | ||
* | *The save data description is ''"Pikmin are alive!"'' | ||
* | *This is the first game in the ''Pikmin'' series to be available in Korean, Latin American Spanish, and Canadian French. | ||
==External links== | ==External links== | ||
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*[http://www.nintendo.co.kr/Wii/software/pikmin/main.php ''Pikmin'' listing on official Wii website of South Korea] | *[http://www.nintendo.co.kr/Wii/software/pikmin/main.php ''Pikmin'' listing on official Wii website of South Korea] | ||
*[https://www.nintendo.com/consumer/gameslist/manuals/Wii_Play_Control_Pikmin.pdf US version instruction manual] | *[https://www.nintendo.com/consumer/gameslist/manuals/Wii_Play_Control_Pikmin.pdf US version instruction manual] | ||
*[http://wiifolder.com/?p=144 Video demo] | *[http://wiifolder.com/?p=144 Video demo] | ||