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{{game icons|p=y|p2=y|p3=y|p4=y|hp=y}} | {{game icons|p=y|p2=y|p3=y|p4=y|hp=y}} | ||
{{game help|hp|Explain the nature of the Pikmin limit in the game.}} | |||
[[File:Pikminology8.jpg|thumb|250px|The [[data file]] explaining the limit.]] | [[File:Pikminology8.jpg|thumb|250px|The [[data file]] explaining the limit.]] | ||
In the {{pg}}, there is a '''limit''' to the number of [[Pikmin family|Pikmin]] that can be on the field at once. [[#Limits|In most situations]], this is 100 | In the {{pg}}, there is a '''limit''' to the number of [[Pikmin family|Pikmin]] that can be on the field at once. [[#Limits|In most situations]], this is 100. Only Pikmin that are out of the [[Onion]] count for these limits. In ''Pikmin 4'' [[caves]], wild Pikmin can be found and can allow the player's squad to exceed the limit set on the surface, though when the cave is exited any extraneous Pikmin are sent to the Onion. | ||
With this limit, the player cannot withdraw Pikmin from Onions such that the on-area total surpasses this limit, as the [[Onion menu]] stops them from selecting any more after that point. When an object is delivered to an Onion, Pikmin seeds come out, which count towards the on-area total. The moment the limit is reached, any new Pikmin are instead created inside the Onion.{{cite quote|I have made yet another Pikmin-related discovery. Just when I was about to exceed 100 Pikmin in the field, the Onion stopped expelling seeds, yet the total number of Pikmin continued to climb. It seems that once there are 100 Pikmin in the field, subsequent seeds get stored inside the Onion. Thus, no more than 100 Pikmin can be in the field at one time in any area.|Captain Olimar|[[Olimar's monologs|a monolog]]}} This can be used to the player's advantage, given that filling out the Pikmin limit and delivering the object is a faster way to obtain ready Pikmin, when compared to letting the seeds come out and [[pluck]]ing them. To note is that when entering a [[cave]], all Pikmin that are in the area, but do not follow the [[leader]]s inside, are instantly sent to their Onions. Wild Pikmin in the area that have yet to be discovered count towards the total as well. In {{p1}}, the on-area counter on the [[HUD]] gently pulsates red when the limit is reached. | With this limit, the player cannot withdraw Pikmin from Onions such that the on-area total surpasses this limit, as the [[Onion menu]] stops them from selecting any more after that point. When an object is delivered to an Onion, Pikmin seeds come out, which count towards the on-area total. The moment the limit is reached, any new Pikmin are instead created inside the Onion.{{cite quote|I have made yet another Pikmin-related discovery. Just when I was about to exceed 100 Pikmin in the field, the Onion stopped expelling seeds, yet the total number of Pikmin continued to climb. It seems that once there are 100 Pikmin in the field, subsequent seeds get stored inside the Onion. Thus, no more than 100 Pikmin can be in the field at one time in any area.|Captain Olimar|[[Olimar's monologs|a monolog]]}} This can be used to the player's advantage, given that filling out the Pikmin limit and delivering the object is a faster way to obtain ready Pikmin, when compared to letting the seeds come out and [[pluck]]ing them. To note is that when entering a [[cave]], all Pikmin that are in the area, but do not follow the [[leader]]s inside, are instantly sent to their Onions. Wild Pikmin in the area that have yet to be discovered count towards the total as well. In {{p1}}, the on-area counter on the [[HUD]] gently pulsates red when the limit is reached. | ||
== Limits == | == Limits == | ||
Normally, the limit is 100, but different games, game modes, or circumstances can cause this value to be different. | |||
* The Ultra-Spicy [[difficulty]] of {{p3d}} sets the Pikmin limit at 60. | * The Ultra-Spicy [[difficulty]] of {{p3d}} sets the Pikmin limit at 60. | ||
* {{hp}} has a limit of 20 Pikmin that can be commanded in an [[area]] | * {{hp}} has a limit of 20 Pikmin that can be commanded in an [[area]]. | ||
* The initial limit is 20 in {{p4}}, but can be increased by retrieving [[Flarlic]], with each Flarlic bulb increasing it by 10 | * The initial limit is 20 in {{p4}}, but can be increased by retrieving [[Flarlic]], with each Flarlic bulb increasing it by 10. Additionally, no more than 3 colors of Pikmin can be present in an area at a time. | ||
* In [[2-Player Battle]] and [[Bingo Battle]], each player is also limited to having 50 Pikmin of their team on the area at once, and when a Pikmin dies without another Pikmin killing it, the Onion automatically ejects a new seed, if it has any. | * In [[2-Player Battle]] and [[Bingo Battle]], each player is also limited to having 50 Pikmin of their team on the area at once, and when a Pikmin dies without another Pikmin killing it, the Onion automatically ejects a new seed, if it has any. | ||
* The limit does not apply on the [[Pikmin Short Movies|''Pikmin'' Short Movies]], as more than one hundred Pikmin can be seen at once under [[Captain Olimar]]'s control in ''[[Occupational Hazards]]''. | * The limit does not apply on the [[Pikmin Short Movies|''Pikmin'' Short Movies]], as more than one hundred Pikmin can be seen at once under [[Captain Olimar]]'s control in ''[[Occupational Hazards]]''. | ||
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In addition to the reasons stated above, the mechanic is also used as a minor puzzle element due to [[Purple Pikmin]]. Because they have the [[carrying]] strength and weight of 10 Pikmin, and because some [[treasure]]s and [[obstacle]]s require more than 100 Pikmin in strength or weight, the player is forced to use Purple Pikmin. | In addition to the reasons stated above, the mechanic is also used as a minor puzzle element due to [[Purple Pikmin]]. Because they have the [[carrying]] strength and weight of 10 Pikmin, and because some [[treasure]]s and [[obstacle]]s require more than 100 Pikmin in strength or weight, the player is forced to use Purple Pikmin. | ||
== Conflict cases == | == Conflict cases == | ||
There are times where Pikmin have to be added to the area automatically, without the player requesting it directly, such as when discovering a new [[Onion]] in {{p1}}, which causes the Onion to spit a seed. If the Pikmin limit has already been reached when this happens, the game will take some action to stop the limit from being passed. | There are times where Pikmin have to be added to the area automatically, without the player requesting it directly, such as when discovering a new [[Onion]] in {{p1}}, which causes the Onion to spit a seed. If the Pikmin limit has already been reached when this happens, the game will take some action to stop the limit from being passed. | ||
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=== Bulbmin === | === Bulbmin === | ||
When entering a sublevel with [[Bulbmin]] on it, the game attempts to spawn 10 juveniles per every adult Bulbmin. Any juvenile Bulbmin that would make the total (player's Pikmin + new Bulbmin) surpass 100 will not spawn. This means that it is possible for a sublevel to have mature Bulbmin without any young Bulbmin following behind. As such, if the player intends to obtain Bulbmin, they should enter the sublevel with less than 100 Pikmin on their party. Interestingly, the on-area counter only counts the Bulbmin when they're [[whistle]]d to the group. | When entering a sublevel with [[Bulbmin]] on it, the game attempts to spawn 10 juveniles per every adult Bulbmin. Any juvenile Bulbmin that would make the total (player's Pikmin + new Bulbmin) surpass 100 will not spawn. This means that it is possible for a sublevel to have mature Bulbmin without any young Bulbmin following behind. As such, if the player intends to obtain Bulbmin, they should enter the sublevel with less than 100 Pikmin on their party. Interestingly, the on-area counter only counts the Bulbmin when they're [[whistle]]d to the group. | ||
== History == | |||
[[File:Super Mario 128.jpg|thumb|Gameplay of ''Super Mario 128''.]] | |||
''[[mariowiki:Super Mario 128|Super Mario 128]]'' was a tech demo made for the [[GameCube]] that showed how the console could handle over a hundred independent entities. This demo is part of what inspired the creation of {{p1}}, but while 128 was picked in the demo for being twice as much as [[mariowiki:Super Mario 64|64]] and a power of two, the limit in the ''Pikmin'' games was set at 100, possibly because it is a "rounder" number. Despite this, in an [[Pikmin prerelease information|earlier version of ''Pikmin'']] showcased at E3 2001, the counter can be seen reading 110 on-area Pikmin at multiple times.{{cite youtube|7x245evHAhQ|of the E3 2001 trailer, with the counter reading 110 on-area Pikmin|m=1|s=10}} It is unknown if this was the limit, if the limit was actually higher, or if a limit even existed at this point. | |||
== Trivia == | == Trivia == | ||
* [[Olimar's monologs|Olimar's monolog]] in which he talks of the 100 Pikmin limit appears once per area. | * [[Olimar's monologs|Olimar's monolog]] in which he talks of the 100 Pikmin limit appears once per area. | ||
* In ''[[Pikmin 3 Deluxe]]'', when playing on normal or hard [[difficulty]], the player can place more than 60 Pikmin sprouts in an area, finish the day, switch to the ultra-spicy difficulty, and then enter that area again in order to have more Pikmin than the limit would allow in the ultra-spicy difficulty. When using the [[Onion menu]], the game will not let the player increase the squad numbers while the calculated field number is higher than 60, but will let players decrease the squad numbers. | * In ''[[Pikmin 3 Deluxe]]'', when playing on normal or hard [[difficulty]], the player can place more than 60 Pikmin sprouts in an area, finish the day, switch to the ultra-spicy difficulty, and then enter that area again in order to have more Pikmin than the limit would allow in the ultra-spicy difficulty. When using the [[Onion menu]], the game will not let the player increase the squad numbers while the calculated field number is higher than 60, but will let players decrease the squad numbers. | ||
== See also == | == See also == |