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<!-- PLEASE LEAVE THIS LINE ALONE -->{{Sandbox header}}
<!-- Hello! Feel free to try your formatting and editing skills below this line. As this page is for editing experiments, content added to this page will not remain permanently. -->
<!-- Hello! Feel free to try your formatting and editing skills below this line. As this page is for editing experiments, content added to this page will not remain permanently. -->
{{game icons|p=y|p2=y|p3=y}}


=Lighting=
=Lighting=
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===''Pikmin''===
===''Pikmin''===
The only dynamic light is sunlight, that shades all objects but does not actually calculate shadows. This light moves throughout the day, beginning foggy and bright in the morning, clear and at average brightness for the majority of the day, and fading to yellow to orange and finally to very little light as [[Day#Sunset|sunset]] approaches (except in [[The Forest Navel]]; sunlight is still present there but does not move or change color). All objects in an area have shading based on this light, but none of the scenery casts real moving shadows based on this light. To help players perceive Pikmin locations, up to 50 Pikmin will cast soft shadows that move throughout the day, even when there is no sunlight. In order to optimize processing power, shadows cast by Pikmin are not drawn if more than 51 Pikmin are on the field; instead, they will all have faint shadows directly underneath them. Enemies always have this sort of faint shadow, except for the [[Beady Long Legs]]. Environmental objects like [[Vegetation|plants]] never move on the map, so one large texture accounts for all their shadows. The exception is [[Pellet Posies]], which cast soft dynamic shadows just like Pikmin.
The only dynamic light is sunlight, that shades all objects but does not actually calculate shadows. This light moves throughout the day, beginning foggy and bright in the morning, clear and at average brightness for the majority of the day, and fading to yellow to orange and finally to very little light as [[Day#Sunset|sunset]] approaches (except in [[The Forest Navel]]; sunlight is still present there but does not move or change color). All objects in an area have shading based on this light, but none of the scenery casts real moving shadows based on this light. To help players perceive Pikmin locations, up to 50 Pikmin will cast soft shadows that move throughout the day, even when there is no sunlight. In order to optimize processing power, shadows cast by Pikmin are not drawn if more than 51 Pikmin are on the field; instead, they will all have faint shadows directly underneath them. Enemies always have this sort of faint shadow, except for the [[Beady Long Legs]]. Environmental objects like [[Vegetation|plants]] never move on the map, so one large texture accounts for all their shadows. The exception is [[Pellet Posies]], which cast soft dynamic shadows just like Pikmin.


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Time passage P1.gif|Typical passage of sunlight on a day in ''Pikmin''.
Time passage P1.gif|Typical passage of sunlight on a day in ''Pikmin''.
Pikmin health and numbers.jpg|Leaders and Pikmin cast directional shadows, while enemies cast simple soft shadows.
Pikmin health and numbers.jpg|Leaders and Pikmin cast directional shadows, while enemies cast simple soft shadows.
Early Breadbug P1 screenshot.png|With 51 or more Pikmin, shadow directions are not calculated.
Pikmin.jpg|With 51 or more Pikmin, shadow directions are not calculated.
Beady Long Legs (enemy reel).png|The unique shadow of the Beady Long Legs.
Beady Long Legs enemy reel.jpg|The unique shadow of the Beady Long Legs.
Impact Site Shadow.png|A texture for shadows in [[The Impact Site]]. The small separated shadows are for the plants in the area.
Impact Site Shadow.png|A texture for shadows in [[The Impact Site]]. The small separated shadows are for the plants in the area.
</gallery>
</gallery>
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===''Pikmin 2''===
===''Pikmin 2''===
Sunlight in [[Pikmin 2|''Pikmin 2'']] behaves very similarly to that in the previous game, except the color of sunlight varies by area, and fog is generally less pronounced. Around noon, the brightness of the sunlight generally increases, and toward the end of the day it dramatically decreases and turns orange. Yet at any point in the day, when a leader approaches an incomplete [[cave]] from above ground, the lighting always mixes a very foggy green color to its current color. All objects are shaded by this sunlight, but most of them (including static objects) do not cast accurate shadows. Instead, most moving objects cast circular shadows directly beneath them, and those shadows never move. However, unlike the shadows in ''Pikmin'', these circular shadows can actually dim other objects, and their simple shape allows many shadows to be rendered at once. Several objects have uniquely shaped shadows for specific reasons, such as:
Sunlight in [[Pikmin 2|''Pikmin 2'']] behaves very similarly to that in the previous game, except the color of sunlight varies by area, and fog is generally less pronounced. Around noon, the brightness of the sunlight generally increases, and toward the end of the day it dramatically decreases and turns orange. Yet at any point in the day, when a leader approaches an incomplete [[cave]] from above ground, the lighting always mixes a very foggy green color to its current color. All objects are shaded by this sunlight, but most of them (including static objects) do not cast accurate shadows. Instead, most moving objects cast circular shadows directly beneath them, and those shadows never move. However, unlike the shadows in ''Pikmin'', these circular shadows can actually dim other objects, and their simple shape allows many shadows to be rendered at once. Several objects have uniquely shaped shadows for specific reasons, such as:


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[[Areas]] have background shadows that are large textures, just like in the previous game, and these shadows sway but do not effect shading in any way. However, now that plants either cast their own shadows or none at all, background shadows do not have to account for the locations of plants in the area, and can add more interest to the look of the environment.
[[Areas]] have background shadows that are large textures, just like in the previous game, and these shadows sway but do not effect shading in any way. However, now that plants either cast their own shadows or none at all, background shadows do not have to account for the locations of plants in the area, and can add more interest to the look of the environment.


{{game help|p2|Confirm if the Solar System truly has no effect on the final sublevel of Dream Den.}}
In [[cave]]s, light is very limited, and sometimes completely absent beyond a certain distance, due to very dark distance fog. Objects are still shaded by some dynamic light to give them depth, but they are barely or not visible until a [[leader]] comes close enough with the static area light around them. This static light's radius, color, and brightness vary by sublevel, depending on what mood is being set. Once the [[Upgrade#Solar System|Solar System]] is obtained, however, caves are always fully illuminated and everything is visible. Some sublevels behave this way anyway, such as metal or outdoor areas where backgrounds are visible, and the [[Glutton's Kitchen#Sublevel 6|final sublevel of the Glutton's Kitchen]]. The Solar System does not affect the final sublevels of the [[Cavern of Chaos]] and the [[Dream Den]].
In [[cave]]s, light is very limited, and sometimes completely absent beyond a certain distance, due to very dark distance fog. Objects are still shaded by some dynamic light to give them depth, but they are barely or not visible until a [[leader]] comes close enough with the static area light around them. This static light's radius, color, and brightness vary by sublevel, depending on what mood is being set. Once the [[Solar System]] is obtained, however, caves are always fully illuminated and everything is visible. Some sublevels behave this way anyway, such as metal or outdoor areas where backgrounds are visible, and the [[Glutton's Kitchen#Sublevel 6|final sublevel of the Glutton's Kitchen]]. The Solar System does not affect the final sublevel of the [[Dream Den]], and actually darkens the final sublevel of the [[Cavern of Chaos]] as explained [[Gear#Cavern of Chaos 10|here]].


The [[Piklopedia (Pikmin 2)|Piklopedia]] in ''Pikmin 2'' is unique in that it simulates a full continuous cycle of lighting including nighttime. During night lighting, ambient light is very dim and darkly blue. Objects still remain shaded and cast simple shadows, but generally colors are darker and duller. Once morning comes around sunlight gradually increases fog color advances from blue to purple back to a faint green, when sunlight finally brings the color balance back to its usual daylight look.
The [[Piklopedia]] in ''Pikmin 2'' is unique in that it simulates a full continuous cycle of lighting including nighttime. During night lighting, ambient light is very dim and darkly blue. Objects still remain shaded and cast simple shadows, but generally colors are darker and duller. Once morning comes around sunlight gradually increases fog color advances from blue to purple back to a faint green, when sunlight finally brings the color balance back to its usual daylight look.


<gallery>
<gallery>
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===''Pikmin 3''===
===''Pikmin 3''===
The [[Wii U]] can process a great deal more data about lighting 3D objects than the [[GameCube]], and so [[Pikmin 3|''Pikmin 3'']] presents a much more accurate representation of physical lighting. All objects in ''Pikmin 3'' cast accurately shaped shadows, including the terrain itself. However, these shadows and lights do not follow the sun depicted in the sky; instead, shadows stay directly under objects for a majority of the day, so that object locations (particularly with airborne objects) can more easily be perceived. A new innovation ''Pikmin 3'' brings is that background shadows, while they are still large textures, actually ''do'' affect the shading of other objects, even as they sway throughout the day. This minor detail greatly enhances the realistic look of the environment.
The [[Wii U]] can process a great deal more data about lighting 3D objects than the [[GameCube]], and so [[Pikmin 3|''Pikmin 3'']] presents a much more accurate representation of physical lighting. All objects in ''Pikmin 3'' cast accurately shaped shadows, including the terrain itself. However, these shadows and lights do not follow the sun depicted in the sky; instead, shadows stay directly under objects for a majority of the day, so that object locations (particularly with airborne objects) can more easily be perceived. A new innovation ''Pikmin 3'' brings is that background shadows, while they are still large textures, actually ''do'' affect the shading of other objects, even as they sway throughout the day. This minor detail greatly enhances the realistic look of the environment.


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<gallery>
<gallery>
Time passage P3.gif|Typical passage of sunlight on a day in ''Pikmin 3''.
Time passage P3.gif|Typical passage of sunlight on a day in ''Pikmin 3''.
P3 Blonde Impostor Screenshot.jpg|An example of how shadows behave in the [[Twilight River]].
Blonde Impostor.jpg|An example of how shadows behave in the [[Twilight River]].
Juicy Gaggles Twilight River.jpg|Most lights are dynamic in ''Pikmin 3''; casting highlights even in caves. Shadows in caves are always directly below objects.
Juicy Gaggles Twilight River.jpg|Most lights are dynamic in ''Pikmin 3''; casting highlights even in caves. Shadows in caves are always directly below objects.
RainyDay.png|Darker colors and glossier surfaces during rain in ''Pikmin 3''.
RainyDay.png|Darker colors and glossier surfaces during rain in ''Pikmin 3''.
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Diffuse surfaces have visibly or even microscopically rough imperfections, so that when light rays hit the surface, it bounce off in many directions instead of one, ''diffusing'' the illumination over a large area. Due to the limits of the GameCube's power, most organic objects in ''Pikmin'' and ''Pikmin 2'' (such as Pikmin and most enemies) have a smooth, matte-like material that does not reflect light sharply. In ''Pikmin 3'', materials meant to look rubbery, dirty, or skin-like will look diffuse.
Diffuse surfaces have visibly or even microscopically rough imperfections, so that when light rays hit the surface, it bounce off in many directions instead of one, ''diffusing'' the illumination over a large area. Due to the limits of the GameCube's power, most organic objects in ''Pikmin'' and ''Pikmin 2'' (such as Pikmin and most enemies) have a smooth, matte-like material that does not reflect light sharply. In ''Pikmin 3'', materials meant to look rubbery, dirty, or skin-like will look diffuse.
<gallery>
<gallery>
P3 Cardboard Box Screenshot.png|Cardboard is a notably diffuse substance.
Bigbox.PNG|Cardboard is a notably diffuse substance.
Bulborb Fight.jpg|Diffuse skin on Bulborbs in ''Pikmin''.
Bulborb Fight.jpg|Diffuse skin on Bulborbs in ''Pikmin''.
P2 Five-man Napsack Treasure Hoard.jpg|Diffuse cloth in ''Pikmin 2''.
Five-man Napsack.jpg|Diffuse cloth in ''Pikmin 2''.
Armored Cannon Larva ND screenshot.png|A diffuse [[Armored Cannon Larva]] and rock in ''Pikmin 3''.
Cannon Beetle P3.jpg|A diffuse [[Armored Cannon Larva]] and rock in ''Pikmin 3''.
Pocked Airhead Garden of Hope.jpg|Rough stone, dirt, and grass surfaces.
Pocked Airhead Garden of Hope.jpg|Rough stone, dirt, and grass surfaces.
</gallery>
</gallery>


{{clear}}
{{clear}}
==testing if It's a new page==
* just testing
** like, this is the testing page!


=Full area map test=
=Full area map test=
{{map | width = 1560 | height = 1466 | image = The Impact Site HD.jpg | icons =
<div style="position:relative; width: 1560px; height: 1466px;">
{{map icon|{{icon|S.S. Dolphin||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">S.S. Dolphin</span>|1285|1040|custom=y}}
<div style="z: 10; position:absolute; top: 0px; left: 0px;">
{{map icon|{{icon|Red Pikmin||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Red Onion</span>|1057|982|custom=y}}
[[File:The Impact Site HD.jpg|1560px|link=]]
{{map icon|{{icon|Iridescent Flint Beetle||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Iridescent Flint Beetle (underground; day 2+)</span>|991|551|custom=y}}
</div>
{{map icon|{{icon|Nectar weed||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Nectar weed (day 2+)</span>|1224|897|custom=y}}
{{anbi|{{icon|S.S. Dolphin||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">S.S. Dolphin</span>|1285|1040|5=y}}
{{map icon|<div style{{=}}"align:center;">{{icon|Pikmin (game)||32px}}<br><span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Testing line break</span></div>|884|555|custom=y}}
{{anbi|{{icon|Red Pikmin||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Red Onion</span>|1057|982|5=y}}
}}
{{anbi|{{icon|Iridescent Flint Beetle||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Iridescent Flint Beetle (underground; day 2+)</span>|991|551|5=y}}
{{anbi|{{icon|Nectar weed||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Nectar weed (day 2+)</span>|1224|897|5=y}}
{{anbi|<div style{{=}}"align:center;">{{icon|Pikmin (game)||32px}}<br><span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Testing line break</span></div>|884|555|5=y}}
</div>


=Flowchart styles=
=Flowchart styles=
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</div>
</div>


=Notes=
= New cave object layout =
Before each list, there'd be a link to an article explaining some details about spawning. These examples are for Dream Den sublevel 3.


== Notes ==
== Proposal 1 ==
; ''Pikmin'' &ndash; enemy reel
(Note: In some cases, these amounts might be wrong, as explained [[Main Page|here]].)
: {{transcript|{{Notes:Red Bulborb/reel}}}}
* Treasures
; ''Pikmin 2'' &ndash; Olimar's notes &ndash; GameCube version
** {{icon|Glee Spinner|y}} &times; 1
: {{transcript|{{Notes:Red Bulborb/olimar}}}}
* Main objects
; ''Pikmin 2'' &ndash; Olimar's notes &ndash; Wii version
** {{icon|Spotty Bulbear|y}} &times; 1 (falls when Pikmin are nearby)
: {{transcript|{{Notes:Red Bulborb/olimar}}}}
** {{icon|Dwarf Bulbear|y}} &times; 9
; ''Pikmin 2'' &ndash; Louie's notes &ndash; GameCube US version
** {{icon|Electrical wire|y}} &times; 4 (in cave unit seams)
: {{transcript|{{Notes:Red Bulborb/louie}}}}
** {{icon|Gas pipe|y}} &times; 3
; ''Pikmin 2'' &ndash; Louie's notes &ndash; GameCube European version
** {{icon|Careening Dirigibug|y}} &times; 2
: {{transcript|{{Notes:Red Bulborb/louie}}}}
** And then 11 objects from the following list:
; ''Pikmin 2'' &ndash; Louie's notes &ndash; Wii US version
*** {{icon|Bomb-rock|y}} &ndash; 100% (falls when Pikmin are nearby)
: {{transcript|{{Notes:Red Bulborb/louie}}}}
* Decorative objects
; ''Pikmin 2'' &ndash; Louie's notes &ndash; Wii European version
** {{icon|Glowstem|y}} (green) &times; 6
: {{transcript|{{Notes:Red Bulborb/louie}}}}
** {{icon|Glowstem|y}} (red) &times; 6
; ''Hey! Pikmin'' &ndash; logs
: {{transcript|{{Notes:Red Bulborb/heypikmin}}}}
; ''Pikmin 3 Deluxe'' &ndash; Alph's comment
: {{transcript|Structural flaws: eyestalks, back / Weight: 10 / Only a very confident designer would waive through issues like bright red warning coloration and a tendency to sleep in broad daylight. There's no way a frontal assault on this thing would work, so we have to get creative. I'm thinking we should hit its back hard while it sleeps, or maybe targeting those thin-looking eyestalks.}}
; ''Pikmin 3 Deluxe'' &ndash; Brittany's comment
: {{transcript|The white polka dots on red is quite a look. Something about it is familiar, but where- Ah. Right. It reminds me of the captain. Not the polka dots- I mean the way it snores as it naps in the sun.}}
; ''Pikmin 3 Deluxe'' &ndash; Charlie's comment &ndash; US version
: {{transcript|This red bruiser gobbles up Pikmin like candy. The standard approach is to attack from behind while it's still asleep. That may seem callous, but it would do the same to you if it could. Stow those feelings and strike!}}
; ''Pikmin 3 Deluxe'' &ndash; Charlie's comment &ndash; European version
: {{transcript|This red bruiser gobbles up Pikmin like candy. The standard approach is to attack from behind while it's still asleep. That may seem callous, but it would do the same to you if it could. Stow those feelings and strike!}}


=Clickable sector map=
== Proposal 2 ==
<imagemap>
(Note: In some cases, these amounts might be wrong, as explained [[Main Page|here]].)
File:Verdant Waterfront complete no deaths.jpg|320px
{{switchable
poly 108 150 158 150 158 200 108 200 [[Foaming Lake]]
|Basic list
poly 40 111 90 111 90 161 40 161 [[Serene Stream]]
|
poly 106 46 156 46 156 96 106 96 [[Glowing Bloom Pond]]
* Treasures
poly 160 16 210 16 210 66 160 66 [[The Shallow End]]
** {{icon|Glee Spinner|y}}
poly 240 58 290 58 290 108 240 108 [[The Keeper of the Lake]]
* Enemies
poly 170 90 202 90 202 103 220 103 220 140 170 140 [[Treacherous Currents]]
** {{icon|Spotty Bulbear|y}} &times; 1
poly 179 164 214 164 214 184 179 184 [[Secret Spot 5]]
** {{icon|Dwarf Bulbear|y}} &times; 9
poly 106 123 141 123 141 143 106 143 [[Secret Spot 6]]
** {{icon|Careening Dirigibug|y}} &times; 2
poly 50 89 85 89 85 109 50 109 [[Secret Spot 7]]
* Obstacles
poly 202 83 237 83 237 103 202 103 [[Secret Spot 8]]
** {{icon|Electrical wire|y}} &times; 4
poly 58 60 93 60 93 80 58 80 [[Sparklium Springs#Verdant Waterfront]]
** {{icon|Gas pipe|y}} &times; 3
poly 5 8 88 8 88 32 5 32 [[amiibo]]
** {{icon|Bomb-rock|y}}
poly 266 8 312 8 312 58 266 58 [[Pikmin Park]]
* Decoration
poly 5 213 134 213 134 236 5 236 [[Sector selection menu]]
** {{icon|Glowstem|y}} (green)
poly 140 213 220 213 220 236 140 236 [[Hey! Pikmin logs]]
** {{icon|Glowstem|y}} (red)
poly 224 213 315 213 315 236 224 236 [[Options menu]]
|Detailed list
desc none
|4=
</imagemap>
{{{!}} class="wikitable"
! Object !! Fixed amount !! Filling chance !! Spawn method !! Spawn location !! Notes
{{!}}-
{{!}} {{icon|Glee Spinner|y}}
{{!}} colspan="5" {{!}} See Spotty Bulbear that has the object
{{!}}-
{{!}} {{icon|Spotty Bulbear|y}}
{{!}} 1
{{!}} 0%
{{!}} Falls when Pikmin are nearby
{{!}} Enemy spot B
{{!}} Carries the Glee Spinner
{{!}}-
{{!}} {{icon|Dwarf Bulbear|y}}
{{!}} 9
{{!}} 0%
{{!}} Normal
{{!}} Enemy spot A
{{!}}
{{!}}-
{{!}} {{icon|Electrical wire|y}}
{{!}} 4
{{!}} 0%
{{!}} Normal
{{!}} Cave unit seams
{{!}}
{{!}}-
{{!}} {{icon|Gas pipe|y}}
{{!}} 3
{{!}} 0%
{{!}} Normal
{{!}} Enemy spot B
{{!}}
{{!}}-
{{!}} {{icon|Careening Dirigibug|y}}
{{!}} 1
{{!}} 0%
{{!}} Normal
{{!}} Enemy spot B
{{!}}
{{!}}-
{{!}} {{icon|Bomb-rock|y}}
{{!}} 0
{{!}} 100%
{{!}} Falls when Pikmin are nearby
{{!}} Enemy spot A
{{!}}
{{!}}-
{{!}} {{icon|Glowstem|y}} (green)
{{!}} 6
{{!}} &ndash;
{{!}} Normal
{{!}} Plant spot
{{!}}
{{!}}-
{{!}} {{icon|Glowstem|y}} (green)
{{!}} 6
{{!}} &ndash;
{{!}} Normal
{{!}} Plant spot
{{!}}
{{!}}}
}}


''Click an area on the image.''
== Proposal 3 ==
 
(Note: In some cases, these amounts might be wrong, as explained [[Main Page|here]].)
<imagemap>
* Treasures
File:Ravaged Rustworks complete no deaths.jpg|320px
** {{icon|Glee Spinner|y}}
poly 93 24 143 24 143 74 93 74 [[The Lonely Tower]]
* Enemies
poly 43 59 93 59 93 109 43 109 [[Steel Pipe Forest]]
** {{icon|Spotty Bulbear|y}} &times; 1
poly 66 135 116 135 116 185 66 185 [[Pollution Pool]]
** {{icon|Dwarf Bulbear|y}} &times; 9
poly 152 61 202 61 202 111 152 111 [[Space of Silence]]
** {{icon|Careening Dirigibug|y}} &times; 2
poly 254 92 304 92 304 142 254 142 [[Flashes of Fear]]
* Obstacles
poly 146 131 196 131 196 181 146 181 [[Drenchnozzle Den]]
** {{icon|Electrical wire|y}} &times; 4
poly 148 39 183 39 183 59 148 59 [[Secret Spot 13]]
** {{icon|Gas pipe|y}} &times; 3
poly 18 123 53 123 53 143 18 143 [[Secret Spot 14]]
** {{icon|Bomb-rock|y}} &times; 0 - 11
poly 202 52 237 52 237 72 202 72 [[Secret Spot 15]]
* Decoration
poly 191 118 217 118 217 138 191 138 [[Secret Spot 16]]
** {{icon|Glowstem|y}} (green)
poly 15 63 50 63 50 83 15 83 [[Sparklium Springs#Ravaged Rustworks]]
** {{icon|Glowstem|y}} (red)
poly 5 8 88 8 88 32 5 32 [[amiibo]]
poly 266 8 312 8 312 58 266 58 [[Pikmin Park]]
poly 5 213 134 213 134 236 5 236 [[Sector selection menu]]
poly 140 213 220 213 220 236 140 236 [[Hey! Pikmin logs]]
poly 224 213 315 213 315 236 224 236 [[Options menu]]
desc none
</imagemap>
 
''Click an area on the image.''


=Speeds=
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
{|class="wikitable sortable"
! colspan="6" | Detailed object list [[Main Page|(?)]]
!What
!In ''Pikmin 2''
|-
| Standard leaf Pikmin running || 120
|-
| Standard bud Pikmin running || 140
|-
| Standard flower Pikmin running || 170
|-
|-
| Leaf Purple Pikmin running || 96
! # !! Object !! Fixed<br>amount !! Chance of filling the<br>remaining 11 spots !! Spawn method !! Spawn location
|-
|-
| Bud Purple Pikmin running || 112
| 1
| {{icon|Glee Spinner|y}}
| colspan="4" | Carried inside object #2
|-
|-
| Flower Purple Pikmin running || 136
| 2
| {{icon|Spotty Bulbear|y}}
| 1
| 0%
| Falls when Pikmin are nearby
| Enemy spots, group B
|-
|-
| Leaf White Pikmin running || 144
| 3
| {{icon|Dwarf Bulbear|y}}
| 9
| 0%
| Normal
| Enemy spots, group A
|-
|-
| Bud White Pikmin running || 168
| 4
| {{icon|Electrical wire|y}}
| 4
| 0%
| Normal
| Cave unit seams
|-
|-
| Flower White Pikmin running || 204
| 5
| {{icon|Gas pipe|y}}
| 3
| 0%
| Normal
| Enemy spots, group B
|-
|-
| Any spicy Pikmin running || 190
| 6
| {{icon|Careening Dirigibug|y}}
| 1
| 0%
| Normal
| Enemy spots, group B
|-
|-
| Any Pikmin carrying a [[Cupid's Grenade]] in [[2-Player Battle]] || 120
| 7
| {{icon|Bomb-rock|y}}
| 0
| 100%
| Falls when Pikmin are nearby
| Enemy spots, group A
|-
|-
| Leader running without [[Rush Boots]] || 160
| 8
| {{icon|Glowstem|y}} (green)
| 6
| &ndash;
| Normal
| Plant spots
|-
|-
| Leader running with Rush Boots || 205
| 9
| {{icon|Glowstem|y}} (green)
| 6
| &ndash;
| Normal
| Plant spots
|}
|}
Credit to asheevee_#0962. ''Where do I put this''


== Timeline ==
== Proposal 4 ==
{|
(Note: In some cases, these amounts might be wrong, as explained [[Main Page|here]].)
|-
* Treasures
| || || || O || || || Thing
** {{icon|Glee Spinner|y}}
|-
* Enemies
| || || / || || \ || ||
** {{icon|Spotty Bulbear|y}} &times; 1
** {{icon|Dwarf Bulbear|y}} &times; 9
** {{icon|Careening Dirigibug|y}} &times; 2
* Obstacles
** {{icon|Electrical wire|y}} &times; 4
** {{icon|Gas pipe|y}} &times; 3
** {{icon|Bomb-rock|y}} &times; 0 - 11
* Decoration
** {{icon|Glowstem|y}} (green)
** {{icon|Glowstem|y}} (red)
 
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="6" | Detailed object list [[Main Page|(?)]]
|-
|-
| Also thing || O || || || || O || Other thing
! # !! Object !! Fixed<br>amount !! Spawn method !! Spawn location
|}
 
= How to Obtain (Test Sample) =
{| class="wikitable sortable"
! Icon || Name || Category || In-game condition || Difficulty || How to obtain || Notes
|-
|-
| [[File:Badge 01 newhorizons.png|70px]] || New Horizons || Story || {{transcript|Clear the first day on PNF-404.}} || Very Easy || This should be your very first badge you obtain, simply by starting a new file and play through the first day. ||
| 1
| {{icon|Glee Spinner|y}}
| colspan="3" | Carried inside object #2
|-
|-
| [[File:Badge 02 bearingfruit.png|70px]] || Bearing Fruit || Story || {{transcript|Retrieve a fruit in Story mode.}} || Very Easy || Play through the [[Garden of Hope]] as normal. Then after playing/skipping a cutscene, throw at least three (3) Pikmin at the [[strawberry]]. You can skip it, but it'll make your adventures harder to advance unless you plan way ahead to ensure stable juice supply. ||
| 2
| {{icon|Spotty Bulbear|y}}
| 1
| Falls when Pikmin are nearby
| Enemy spots, group B
|-
|-
| [[File:Badge 03 fruitfulendeavor.png|70px]] || Fruitful Endeavor || Story || {{transcript|Retrieve 20 fruits in Story mode.}} || Easy || Play until you have gathered 20 fruits. With good plannings, this should happen in no time. || This badge will be lost if the player leaves the day without saving.
| 3
| {{icon|Dwarf Bulbear|y}}
| 9
| Normal
| Enemy spots, group A
|-
|-
| [[File:Badge 04 fruitforce.png|70px]] || Fruit Force || Story || {{transcript|Retrieve 30 fruits in Story mode.}} || Medium || You will naturally obtain this after spending a reasonable amount of time gathering fruits, so long as you don't run out of juice. || This badge will be lost if the player leaves the day without saving. Additionally, how many fruits you have gathered will affect the ending narration, detailed [[Pikmin 3#Endings|here]].
| 4
| {{icon|Electrical wire|y}}
| 4
| Normal
| Cave unit seams
|-
|-
| [[File:Badge 05 fruitballad.png|70px]] || Fruit Ballad || Story || {{transcript|Retrieve a total of 66 fruits in Story mode.}} || Hard || This achievement will happen naturally after enough time playing through the entire game. Make use of your KopPad to scout for fruits, grow whatever types of Pikmin you desired, and plan ahead to ensure a minimum amount of causalities. || The number goes up the second the fruit is beamed up by the [[S.S. Drake]].
| 5
| {{icon|Gas pipe|y}}
| 3
| Normal
| Enemy spots, group B
|-
|-
| [[File:Badge 06 efficiencyexpert.png|70px]] || Efficiency Expert || Story || {{transcript|Collect 30 days' worth of juice.}} || Easy || You will naturally obtain this after spending a reasonable amount of time gathering fruits. ||
| 6
| {{icon|Careening Dirigibug|y}}
| 1
| Normal
| Enemy spots, group B
|-
|-
| [[File:Badge 07 animalannotator.png|70px]] || Animal Annotator || Story || {{transcript|Log 10 Piklopedia entries.}} || Easy || This will come naturally after defeating at least 10 enemies, including the Female Sheargrubs, Pellet Posies, White Spectralid, Drawf Bulborb, Red Bulborb, Medusal Slurker, Skutterchuck, Fiery Blowhog, Yellow Wollywog, and Armored Mawdad, in the order you'll most likely encountered. ||
| 7
| {{icon|Bomb-rock|y}}
| 0
| Falls when Pikmin are nearby
| Enemy spots, group A
|-
|-
| [[File:Badge 08 shutterbug.png|70px]] || Shutterbug || Story || {{transcript|Use the camera to take a photo.}} || Very Easy || After exploring the Garden of Hope, open up your KopPad and go to the Camera function (on the very right of the screen). Then take a photo of anything you want. You will earn this badge. || This badge will be lost if the player leaves the day without saving.
| 8
| {{icon|Glowstem|y}} (green)
| 6
| Normal
| Plant spots
|-
|-
| [[File:Badge 09 intelligentlife.png|70px]] || Intelligent Life? || Story || {{transcript|Retrieve 15 exploration notes.}} || Easy || A few of them are naturally encountered by reaching certain points in the game, while others, particularly the [[Secret File|secret notes]], are much harder to find. Your first 15 notes are often ones you would natually encountered, so you should have no problems reaching them. ||
| 9
| {{icon|Glowstem|y}} (green)
| 6
| Normal
| Plant spots
|-
|-
| colspan="5" | Then, 11 objects picked from the above with these chances:
* #7 &ndash; 100%
|}
|}
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