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{{game icons|p=y|p2=y|p3 | {{game icons|p=y|p2=y|p3=y|hp=y}} | ||
{{game help|p3|Check if the game keeps track of new Bingo Battle stages and unread data files between sessions.}} | {{game help|p3|Check if the game keeps track of new Bingo Battle stages and unread data files between sessions.}} | ||
[[File: | [[File:Pikmin save games.jpg|thumb|The [[saved game selection menu]] in ''[[Pikmin (game)|Pikmin]]''.]] | ||
A '''saved game''' (also known as a '''save game''' or simply '''save''') is a record on the progress a player has made on a game thus far, which allows them to stop playing and later return to the point whence they left off. In the first two [[Pikmin series|''Pikmin'' games]], there are two types of information saved: a trio of playthrough progress slots and the global progress data. In ''Pikmin 3'', there is only one playthrough slot in a Wii U user account, however, in {{p3d}}, 3 save file slots were added to Story Mode. | A '''saved game''' (also known as a '''save game''' or simply '''save''') is a record on the progress a player has made on a game thus far, which allows them to stop playing and later return to the point whence they left off. In the first two [[Pikmin series|''Pikmin'' games]], there are two types of information saved: a trio of playthrough progress slots and the global progress data. In ''Pikmin 3'', there is only one playthrough slot in a Wii U user account, however, in {{p3d}}, 3 save file slots were added to Story Mode. | ||
The '''playthrough progress''' is a record that contains the progress made in the main adventure mode. This includes information such as the current [[day]], the number of [[Pikmin family|Pikmin]] of each type, and the collected [[ship part]]s, [[treasure]]s | The '''playthrough progress''' is a record that contains the progress made in the main adventure mode. This includes information such as the current [[day]], the number of [[Pikmin family|Pikmin]] of each type, and the collected [[ship part]]s, [[treasure]]s or [[fruit]]s. In the first two games, up to three individual records may be kept, allowing three different players to keep their own progress through the main adventure mode. These records can be deleted or copied from one slot to another. | ||
The '''global progress''' contains data about the progress of the game's content outside of the main story mode. As such, this record is updated regardless of which story mode slot is used, and for extra game modes such as [[Challenge Mode]], that do not have a specific playthrough slot attached. Examples of the information saved in this record are the [[high scores menu|high scores]], Challenge Mode completion and records, unlocked [[bonuses menu|bonuses]] and the settings in the [[options menu]]. | The '''global progress''' contains data about the progress of the game's content outside of the main story mode. As such, this record is updated regardless of which story mode slot is used, and for extra game modes such as [[Challenge Mode]], that do not have a specific playthrough slot attached. Examples of the information saved in this record are the [[high scores menu|high scores]], Challenge Mode completion and records, unlocked [[bonuses menu|bonuses]] and the settings in the [[options menu]]. | ||
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In order for this information to be persistently saved between system boots, it must be stored somewhere. This location depends on the system. For the [[GameCube]] original games, the information must be stored in a memory card. The ''Pikmin'' games only read and write to the memory card in slot A. If a memory card cannot be used when the game needs to load or save, it will display a warning notifying the player that the memory card is invalid; it will also specify the exact reason of the error, be it because the memory card is full, corrupted, or even absent altogether. If these GameCube games are played on a Wii console, the same rules still apply. All information takes on the form of a single file of data inside the memory card, meaning the three playthrough progresses and the global progress are kept in the same place. These save files can be managed on the GameCube's system menu, by copying or moving the files between memory cards, or deleting them completely. The saved data in ''Pikmin'' is worth 19 blocks on the memory card, and the one in ''Pikmin 2'' is worth 27. | In order for this information to be persistently saved between system boots, it must be stored somewhere. This location depends on the system. For the [[GameCube]] original games, the information must be stored in a memory card. The ''Pikmin'' games only read and write to the memory card in slot A. If a memory card cannot be used when the game needs to load or save, it will display a warning notifying the player that the memory card is invalid; it will also specify the exact reason of the error, be it because the memory card is full, corrupted, or even absent altogether. If these GameCube games are played on a Wii console, the same rules still apply. All information takes on the form of a single file of data inside the memory card, meaning the three playthrough progresses and the global progress are kept in the same place. These save files can be managed on the GameCube's system menu, by copying or moving the files between memory cards, or deleting them completely. The saved data in ''Pikmin'' is worth 19 blocks on the memory card, and the one in ''Pikmin 2'' is worth 27. | ||
The [[Wii]]-exclusive games, the ones in the ''[[New Play Control!]]'' line, save their progress inside the Wii's persistent | The [[Wii]]-exclusive games, the ones in the ''[[New Play Control!]]'' line, save their progress inside the Wii's persistent memory. Much like the memory card system on the GameCube, the games only access the saved games inside the Wii, and not those inside an SD card. The saved games can however be copied or moved between the Wii and an SD card, or deleted altogether. The same type of warnings will also appear if the game cannot read or write the saved games. Like the GameCube games, the saved game data is kept entirely in a single file. ''[[New Play Control! Pikmin]]''{{'s}} saved data requires 31 blocks on the Wii's system storage, and ''[[New Play Control! Pikmin 2]]'' requires 2 blocks. | ||
==Saving== | ==Saving== | ||
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*When changing the options. | *When changing the options. | ||
The only times a game saves without asking | The only times a game saves without asking, besides ''Pikmin 3'', which never asks, are in ''Pikmin'', when the options are changed, and in ''Pikmin 2'', when a player enters a cave or sublevel. The exact reason for the latter is unknown, but it could be related to the cave's [[Randomness|random]] method of generation not always delivering a fair layout. This allows the players to reset the console and retry the same sublevel with a different layout, as opposed to restarting the entire day. Because having the game ask to save at each sublevel would become annoying to the player, the save was made automatic. An [[unused content in Pikmin 2|unused]] setting inside the game's files makes the game ask each time, instead of saving automatically. The automatic saving can be bypassed by removing the memory card in slot A on the GameCube games, at which point the game will warn that it could not save, and give the player the option to continue without saving. As a result, this method is not possible in the ''New Play Control!'' remakes. In ''Pikmin 2'', going through the messages that appear when the memory card is absent is faster than waiting for the game to save.{{cite youtube|x4zsu8GCVKc|comparing the time it takes between saving and not saving in ''Pikmin 2''}} | ||
==Saved content== | ==Saved content== | ||
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*The charted parts of the map on the [[radar]], for every area. This record remains even when going into previous days, and is only reset if the adventure is restarted from day 1. | *The charted parts of the map on the [[radar]], for every area. This record remains even when going into previous days, and is only reset if the adventure is restarted from day 1. | ||
*The full [[Secret File]] code for the current playthrough. This too is only reset if the story is restarted from day 1. | *The full [[Secret File]] code for the current playthrough. This too is only reset if the story is restarted from day 1. | ||
*Last [[ | *Last [[control]] scheme used. | ||
*Top 5 story mode completion stats. | *Top 5 story mode completion stats. | ||
*Top 5 scores for every [[Mission Mode|mission]], both single player and 2-player. | *Top 5 scores for every [[Mission Mode|mission]], both single player and 2-player. | ||
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** '''Size''': 1.04 GB | ** '''Size''': 1.04 GB | ||
* {{P1+2}} | * {{P1+2}} | ||
** '''Size''': 2. | ** '''Size''': 2.1 GB | ||
* {{p3}} | * {{p3}} | ||
** '''Size''': | ** '''Size''': | ||
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Because of the lack of consensus between the games, and because of the ambiguity that could've stemmed from the name "data file", it was decided that, on the wiki, the concept of a record of progress in the games would be known as a "saved game", especially given that it is the most well-known term in the video game industry. | Because of the lack of consensus between the games, and because of the ambiguity that could've stemmed from the name "data file", it was decided that, on the wiki, the concept of a record of progress in the games would be known as a "saved game", especially given that it is the most well-known term in the video game industry. | ||
==Trivia== | ==Trivia== |