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{{game icons|p=y|p2=y|p3=y|p4=y|hp=y}}
{{game icons|p=y|p2=y|p3=y}}
[[File:Whistle.png|thumb|[[Captain Olimar]] using his whistle on three idle [[Pikmin family|Pikmin]].]]
{{otheruses|the whistle used by the leaders|other uses|Whistle (disambiguation)}}


The '''whistle''' ({{j|笛|Fue}}) is a main part of the gameplay in the [[Pikmin series|''Pikmin'' games]]. It is the primary way of calling idle [[Pikmin family|Pikmin]] and leaders over onto the active leader's [[group]], the secondary way being the active leader bumping into them (except in ''Pikmin 2'', where a leader bumped by another will not be called over). Whistling can also be used to instantly rescue Pikmin who are under the effects of certain [[hazard]]s, or Pikmin trapped by special [[enemy]] attacks. Whistling blows some sound waves towards the [[cursor]] when used. The longer the button is held, the wider the call's radius, up to a size and time limit that depend on each game.
[[File:Pik2 Whistle.jpg|thumb|120px|Captain Olimar using his whistle.]]


The whistle in {{hp}} works differently from the main games. Instead of blowing sound to a point the player can control, using the whistle calls all Pikmin on-screen to rush to Olimar's side, assuming they are not working on an obstacle.
{{for|the [[treasure]] in ''[[Pikmin 2]]''|Emperor Whistle}}


== Controls ==
{{ToDo|
{| class="wikitable"
*Detail the visual appearance, it's not even the same in ''Pikmin 3''.
| colspan="2" | {{p1}}<br>{{p2}}
*Add the ''Pikmin 3'' dismiss controls.
| Hold {{button|gc|b}}
*Add exactly how long the whistle lasts for each game, and if possible, more specific values.
|-
}}
| colspan="2" | {{npcp1}}<br>{{npcp2}}
| Hold {{button|wii|b}}
|-
| rowspan="2" | {{p3}}
| Classic controls
| Hold {{button|wiiu|zr|wii|b|wiiu|pczr}}
|-
| Stylus Mode
| Hold {{button|wiiu|l}} while holding {{button|wiiu|stylus}} to the screen
|-
| rowspan="2" | {{p3d}}<br>{{p4}}
| Combined Joy-Cons or Pro Controller
| Hold {{button|switch|b}}
|-
| Sideways Joy-Con
| Hold {{button|switch|faced}}
|-
| colspan="2" | {{p1s}}<br>{{p2s}}
| Hold {{button|switch|b}}
|-
| colspan="2" | {{hp}}
| Tap the Whistle button on the touch screen
|}
 
== Calling Pikmin and leaders ==
Pikmin that are running around in a [[panic]], on [[fire]], choking from a [[water]] bubble, or choking in [[poison]] can be rescued instantly by being whistled. Pikmin that are drowning can be whistled in order to make them slowly move towards the leader and hopefully jump to the shore in time. Pikmin who are about to fall prey to the [[Vehemoth Phosbat]] or [[Sandbelching Meerslug]]'s vortex attacks, or stuck in an [[Arachnode]]'s web can also be whistled in order to free them.
 
In the first two games, Pikmin and leaders not in the group jump to attention with a grunt when called by the whistle and run to the leader immediately after. In ''Pikmin 3'', Pikmin and leaders still immediately acknowledge the whistle, but only actually start running when the whistle's radius is no longer around them. In ''Pikmin 3 Deluxe'', this is only true for leaders.
 
In ''Pikmin 3 Deluxe'', Pikmin that are working on a task will not head to the group when whistled, at first. This allows the player to whistle idle Pikmin near the worker Pikmin without the fear of making the worker Pikmin cancel their tasks. When whistled, worker Pikmin pause what they are doing, freeze in place, and if they are carrying something alone, they will also face the leader. After some seconds, they resume their task. In order to call a worker Pikmin over, the player must whistle them for a long period of time, or whistle them a second time after the first whistle freezes them. The following is a list of tasks that cause Pikmin to freeze and pause when whistled briefly:
 
* [[Carrying]].
* [[Digging]] an object out of the ground.
* Digging a [[tunnel]], but only at the start. After they go in, a simple whistle can take them out.
* Knocking down a [[gate]].
 
{{game help|p2|If an inactive leader's Pikmin get set on fire, whistling said leader will save all of the Pikmin. Document, elaborate, and check if this happens on GameCube/Wii.}}
 
== Size ==
{{stub|section=y|On top of describing the maximum circle whistle range, describe also how far the player can point towards to start whistling, in each game.}}
The maximum radius (unmodified by the [[Mega Tweeter]]) is about the size of an [[Onion]]'s circular landing pad. ''Pikmin 3 Deluxe''{{'s}} and ''Pikmin 4'''s whistle has a much larger radius than in ''Pikmin 3'', roughly 2.5 to 3 times the size.
 
== Times ==
{{game help|p3d}}
At any point, the player can let go of the button to stop whistling. If the button is held all the way, the maximum duration of each state of the whistle is different depending on the game and [[frame]]rate. The following states can be noted:
 
# When the button is pressed, the game takes a couple of frames to register the press and actually make the leader start whistling.
# The whistle grows in size for a few frames.
# The whistle is at maximum reach.
# The whistle particles vanish, but the leader is still in their whistling animation.
 
After all this, the leader finally returns to normal. The final state only exists in the first ''Pikmin'' game, and in ''Pikmin 3'', when the whistle is at its maximum radius, it also starts growing vertically. The following table lists the maximum duration of each state. To note is that none of the [[gear]] affect these times.
 
{| class="wikitable sortable"
! rowspan="3" | Game and version || colspan="8" | State || colspan="2" rowspan="2" | Total duration
|-
! colspan="2" | Button press register || colspan="2" | Radius growth || colspan="2" | Maximum radius || colspan="2" | Leader animation
|-
! Frames || Seconds || Frames || Seconds || Frames || Seconds || Frames || Seconds || Frames || Seconds
|-
! ''Pikmin'' European version
| 3 frames || 0.12 seconds || 14 frames || 0.56 seconds || 16 frames || 0.64 seconds || 14 frames || 0.56 seconds || 47 frames || 1.88 seconds
|-
! ''Pikmin'' US version, ''New Play Control! Pikmin''
| 3 frames || 0.1 seconds || 14 frames || 0.466 seconds || 16 frames || 0.533 seconds || 14 frames || 0.466 seconds || 47 frames || 1.566 seconds
|-
! ''Pikmin 2''
| 3 frames || 0.1 seconds || 14 frames || 0.466 seconds || 30 frames || 1 second || 0 frames || 0 seconds || 47 frames || 1.566 seconds
|-
! ''New Play Control! Pikmin 2''
| 4 frames || 0.133 seconds || 11 frames || 0.366 seconds || 16 frames || 0.533 seconds || 0 frames || 0 seconds || 31 frames || 1.033 seconds
|-
! ''Pikmin 3'' (obtained through video footage)
| Unknown || Unknown || 20 frames || 0.666 seconds || 40 frames || 1.333 seconds || 0 frames || 0 seconds || 60 frames || 2 seconds
|}
 
== Appearance ==
[[File:Whistle Pikmin 3.png|thumb|Alph calling Pikmin back with his whistle in ''Pikmin 3''.]]
Visually, when using the whistle, some manner of circular shape will appear around the focus point, in order to indicate the area of reach. The whistle's graphical representation depends on the game. In ''Pikmin'' and ''Pikmin 2'', a spectrum of colored bubbles appears when whistling, rotating around the cursor in a ribbon-like pattern. In ''Pikmin 3'', a blue, digital-like dashed circle appears, and if the cursor is held for longer, a transparent cylindrical column grows into the air and below ground, indicating that the whistle is then reaching Pikmin above and below the cursor, such as [[Winged Pikmin]].
 
In ''Pikmin 2'', [[Olimar]], [[Louie]], and [[the President]] all have different calling and dismissal whistles, and swarming fanfares. Olimar's whistles sound like a normal {{w|Whistle|pea whistle}}, Louies' resemble a toy {{w|train whistle}}, and the Presidents' resemble a {{w|Vehicle horn#Automobile|car's horn}}. In ''Pikmin 3'', whistles are physically integrated into the helmet of every leader's [[spacesuit]]. With two exceptions, they sound the same for all characters and players: a regular pea whistle like Olimar's. In Bingo Battle, player 2's whistle will instead always sound like Louie's whistle from ''Pikmin 2'', and in {{p3d}}, Louie's whistle was changed to sound like his ''Pikmin 2'' whistle.
 
== Story Mode limitations ==
Sometimes, the whistle is limited to prevent the player from breaking the game's normal flow. This happens in {{p2}} where leaders in day 1 cannot whistle each other or the other Pikmin until they reunite. It's also impossible to whistle [[Blue Pikmin]] before getting [[Yellow Pikmin]], in {{npcp2}} exclusively.
 
In ''Pikmin 3'', the game sometimes locks the whistle too. On day 1, Charlie cannot whistle until he discovers a group of Yellow Pikmin, and Alph cannot whistle before discovering the three first [[Red Pikmin]]. On the first day the [[Distant Tundra]] is explored, Brittany cannot whistle until she meets the first Yellow Pikmin. Using a certain [[Glitches in Pikmin 3#Yellow Onion skip|glitch]], it's possible for [[Brittany]] to exit the cave without unlocking Yellow Pikmin. If the introduction cutscene wasn't triggered, the whistle will remain locked until the end of the day, although it's still possible to whistle by grabbing a Pikmin.{{cite youtube|Z9kGadgSfss|showing how the whistle remains locked if the introduction cutscene is skipped.}}
 
== Enhancements ==
In ''[[Pikmin 2]]'', the following [[treasure]]s, when collected, improve the whistle's capabilities:
*'''[[Pluckaphone]]''': allows the leaders to uproot Pikmin just by whistling them.
*'''[[Mega Tweeter]]''': allows the whistle to call Pikmin in a wider radius.
 
== Assemble All ==
{{see|S.S. Drake#Assemble All}}
 
In {{p3d}}, the player can interact with the S.S. Drake in order to call out a loud whistle that rings across the area. This whistle forces all Pikmin to stop what they are doing and return to the landing site.
 
== In ''Hey! Pikmin'' ==
The whistle in {{hp}} works differently from the whistle in the main games in the series. There is a button on the touch screen, and when the player wants to use the whistle, they must tap it. The whistle will only work if Olimar is idling (on the ground, or even when on a vine, underwater, etc.), or is walking. Upon being used, a voice will be heard saying "Hey!", although it doesn't seem to match Olimar's voice. The pitch of this sound clip is also randomized. After a small delay, Olimar will blow his whistle proper. The whistle is normal-pitched in most circumstances, but high-pitched if the Pikmin around are in danger of dying.
 
When used, all Pikmin that are on-screen and are not [[carrying]] something will run to Olimar's side. This is the player's way of calling new Pikmin hiding behind objects like bushes, as well as the main way to get them to return to the captain when they are fighting. It can also be used to force Pikmin that are casually walking to Olimar to run instead, meaning one can blow the whistle to get Pikmin to run away from danger much faster.


Only the Pikmin that are on-screen, or slightly away off-screen will hear the whistle. In addition, Pikmin that are in a different part of the area but still visible on-screen will not be able to hear the whistle. This forces the player to have to go to the part of the area where they are at before they can be called over.
The '''whistle''' is a main part of the gameplay in the [[Pikmin series|''Pikmin'' games]]. This is the primary way of calling idle [[Pikmin family|Pikmin]], the secondary way being a captain bumping into them. [[Leader]]s can also be called into the group via whistling, but not via bumping. Embedded into the captains' suits, it'll blow some sound waves towards the cursor when used by pressing {{button|gcn|B|wii|B}} in the first two games, and {{button|wii|B|wiiu|ZR|wiiu|PCZR}} in ''Pikmin 3''. The longer the button is held, the wider the call's radius, up to a size and time limit.


== Other whistles ==
If {{button|gcn|X|wii|C}} is pressed, a different kind of whistle plays. Instead of a call to attention, this whistle is more akin to an order: when used, all Pikmin are '''[[dismiss]]ed''' intro groups of their own type. A third type of audio order also exists, albeit not directly related to the whistle. On the first two games, when {{button|gcn|C}} is tilted, a small tune is heard and the Pikmin will '''[[Group moving|move]]''' in the direction the stick is held; the farther the stick is tilted, the farther they'll move. On the ''[[New Play Control!]]'' versions, {{button|wii|Paddown}} must be pressed, and the Pikmin will move towards the cursor's position.
There are different commands that leaders can do that also play whistle sounds. Pikmin can be separated intro groups of their own type with a simple '''[[dismiss]]''' command. With the [[Dodge Whistle]] collected, leaders in ''Pikmin 3'' can '''[[dodge]]''' and sound a whistle to order their squad to do the same. Albeit not directly related to the whistle, it is also possible to '''[[swarm]]''' the group, which plays a jingle, as well as to '''[[charge]]''', which sounds a horn.


[[Antenna Beetle]]s are also capable of sounding something similar to a whistle, which captures all Pikmin in range and temporarily puts them in the creature's control. [[Moss]] tries abduct Pikmin she finds on the floor of the [[Hero's Hideaway]] by whistling at them; if she succeeds, she will carry the now [[confuse]]d Pikmin off to [[Olimar]]'s bunker.
In ''Pikmin 2'', [[Olimar]], [[Louie]] and [[the President]] all have different calling whistles and group move fanfares, but share the same dismiss whistle. Olimar's whistles sound like a normal whistle, Louies' resemble a train whistle, and the Presidents' resemble a truck's horn. In ''Pikmin 3'', whistles are integrated into the three [[leader]]s' helmets, and sound the same for all leaders.


== In other games ==
==Enhancements==
=== In ''Pikmin Bloom'' ===
In ''[[Pikmin 2]]'', the following [[treasure]]s, when collected, improve the whistle:
In {{pb}}, there is a whistle button in the lower right corner of some screens, and it makes a whistle noise when tapped. Tapping it on the [[Pikmin Bloom interface#Map|map screen]] makes the [[Mii]] blow a whistle and enters the [[Pikmin Bloom interface#Garden|garden screen]]. Tapping it in the garden screen startles the squad of Pikmin and makes them face the player. Holding the button down makes them all line in up together. Triple-tapping it makes all Pikmin carrying things deliver them immediately, and swaps all the other Pikmin from the current squad with different Pikmin.
*'''[[Pluckaphone]]''': allows the captains to uproot Pikmin just by whistling them.
*'''[[Mega Tweeter]]''': allows for a wider range and longer lasting whistle.


=== In ''Pikmin Adventure'' ===
==In ''Super Smash Bros. Brawl''==
In the ''[[Nintendo Land]]'' attraction ''[[Pikmin Adventure]]'', pressing {{button|wiiu|zl|wiiu|zr}} or tapping the call icon on the [[Wii U]] GamePad will cause the Mii controlling Captain Olimar to whistle all Pikmin &ndash; including the other player Pikmin &ndash; to him. This will cause all player Pikmin to stack on top of Olimar's head, which Olimar can now throw at enemies or other obstacles. Pikmin can refuse being called by shaking the Wii Remote. Much like in the ''Super Smash Bros.'' games, Pikmin can be called from anywhere.
In ''[[Super Smash Bros. Brawl]]'', Olimar's down special move is called '''Pikmin Order'''. When used, Olimar briefly blows his whistle around him. Any Pikmin that are stranded will quickly jump back next to Olimar, regardless of their distance to the captain. Then, all the Pikmin are grouped by type. If this move is used while they are already grouped, it'll send the next group to the back of the line. Interestingly, this move has some super armor frames, which means that, with good timing, one can use this move and suffer no knockback from powerful attacks or even Final Smashes.


=== In the ''Super Smash Bros.'' series ===
==Sound samples==
[[File:B Down.jpg|thumb|left|Olimar using his down special move in ''Super Smash Bros. Brawl''.]]
{{ToDo|Upload sounds for the missing games.}}
{{external|the move Pikmin Order|[[smashwiki:Pikmin Order|SmashWiki]]|SmashWiki.png}}
In the ''[[Super Smash Bros. series|Super Smash Bros.]]'' series, Olimar's down special move is called '''Pikmin Order'''. When used, Olimar briefly blows his whistle around him. Any Pikmin that are stranded will quickly jump back next to Olimar, regardless of their distance to the leader. In ''Brawl'', the Pikmin are then grouped by type. If this move is used while they are already grouped, it'll send the next group to the back of the line. From ''Smash 4'' onward, the Pikmin are no longer grouped by type, and using it when the Pikmin are with Olimar will move the Pikmin at the front of the group to the back. Interestingly, this move has some super armor frames, which means that, with good timing, one can use this move and suffer no knockback from powerful attacks or even Final Smashes.


{{clear}}
===''Pikmin 2''===
 
== Sound samples ==
{{Todo|Upload sounds for the missing games.}}
 
=== ''Pikmin 2'' ===
{|
{|
|{{listen|filename=P2 whistle Olimar.ogg|title=Olimar's whistle}}
|{{listen|filename=P2 whistle Olimar.ogg|title=Olimar's whistle}}
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|}
|}


== Gallery ==
==External links==
{{image|Some animated GIFs would be helpful.}}
*[[smashwiki:Pikmin Order|SmashWiki's article on Pikmin Order]]
<gallery>
Pik2 Whistle.jpg|The whistle in ''Pikmin 2''.
Three leaders P3 screenshot.png|The whistles can clearly be seen on each leader's helmet.
</gallery>
 
== Names in other languages ==
'''Whistle (Object)'''
{{foreignname
|Jap=フエ<br>笛
|JapR=Fue
|JapM=Whistle
|ChiTrad=哨音
|ChiTradR=
|ChiTradM=Whistle
|ChiSimp=哨子
|ChiSimpR=
|ChiSimpM=Whistle
|Dut=Fluitje
|DutM=Whistle
|Fra=Sifflet
|FraM=Whistle
|Ger=Pfeife
|GerM=Whistle
|Ita=Fischietto
|ItaM=Whistle
|Kor=호루라기
|KorR=holulagi
|KorM=Whistle
|Spa=Silbato
|SpaM=Whistle
|PorP=Apito
|PorPM=Whistle
|PorPN=Translation taken from the ''Pikmin'' instruction manual.
|Rus=Свисток
|RusR=Svistok
|RusM=Whistle
|RusN=Name taken from Nintendo Russia's official twitter.
|notes=y
}}
'''Whistle (Action)'''
{{Foreignname
|SpaA=Llamar
|SpaAM=Call
}}
 
== Trivia ==
* In {{p3d}}, when playing in co-op, when one player whistles, the other's controller will vibrate slightly.
 
== References ==
{{refs}}
 
{{controls}}
{{pikmin}}


[[Category:Gameplay]]
[[Category:Gameplay]]

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