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SeaSideShell (talk | contribs) m (Explained the difference between speed and power, also corrected the statement that newborn Pikmin will always stay a leaf; they can mature in the ground.) |
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{{redirects|Bud|bud plants that spit Pikmin seeds|candypop family}} | {{redirects|Bud|bud plants that spit Pikmin seeds|candypop family}} | ||
[[Pikmin family|Pikmin]] can be in one of three stages of '''maturity'''. The more mature the Pikmin is, the faster it becomes, | [[Pikmin family|Pikmin]] can be in one of three stages of '''maturity'''. The more mature the Pikmin is, the faster it becomes at walking and [[carry]]ing items, making it more efficient at completing tasks. As such, it is on the player's best interest to keep their Pikmin in high maturity. A Pikmin's stage can be identified by what's on top of its stem, and there are several ways for Pikmin to both increase and decrease in maturity. Three stages exist: leaf, bud, and flower; all Pikmin start in the leaf stage when created by the [[Onion]]. Although Pikmin start their life as a seed, and then a sprout, those stages are separate from maturity, since they already have a leaf when that happens. Maturity has no effect on [[attack]] power. | ||
When stored into an [[Onion]], Pikmin do not lose their maturity, meaning that the player will not lose flower or bud Pikmin between days. When pulling Pikmin out of an Onion, flower Pikmin come out first, then buds, and finally leaves. | When stored into an [[Onion]], Pikmin do not lose their maturity, meaning that the player will not lose flower or bud Pikmin between days. When pulling Pikmin out of an Onion, flower Pikmin come out first, then buds, and finally leaves. | ||
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The [[HUD#Standby Pikmin|standby Pikmin icon]] in the first two games makes the distinction between different maturities of Pikmin. Before [[throw]]ing in ''[[Pikmin 2]]'' and the two ''[[New Play Control!]]'' remakes, it is possible to swap out a Pikmin on a leader's hand for one of a different maturity within the same type; this can be achieved by pressing {{button|gc|padud|wii|padd}}. | The [[HUD#Standby Pikmin|standby Pikmin icon]] in the first two games makes the distinction between different maturities of Pikmin. Before [[throw]]ing in ''[[Pikmin 2]]'' and the two ''[[New Play Control!]]'' remakes, it is possible to swap out a Pikmin on a leader's hand for one of a different maturity within the same type; this can be achieved by pressing {{button|gc|padud|wii|padd}}. | ||
Because a higher maturity is | Because a higher maturity is considered better than a lower one, some rankings in the games use icons based on the Pikmin stems' tops to symbolize their value. For instance, in [[Mission Mode]], the bronze medal has a leaf icon, the silver medal has a bud, and the gold and platinum medals have a flower. Analogously, flowers are sometimes depicted in the series as symbols of evolution or idealism, such as the [[Challenge Mode (Pikmin 2)|''Pikmin 2'' Challenge Mode]] levels on the grid changing to flowers upon completion. | ||
==Stages== | ==Stages== | ||
{{stub|Get speed numbers.}} | {{stub|Get speed numbers.}} | ||
;Leaf: | ;Leaf: | ||
The first, basic stage. A simple green leaf sticks atop the stem. Pikmin in this state are slow and not as effective at completing tasks as other maturities. | The first, basic stage. A simple green leaf sticks atop the stem. Pikmin in this state are slow and not as effective at completing tasks as other maturities. Pikmin are always Leaf Pikmin when created by the [[Onion]]. | ||
;Bud: | ;Bud: |