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{{game icons|p=y|p2=y|p3=y|pa=y|hp=y|pb=y}}
{{game icons|p=y|p2=y|p3=y|p4=y|pa=y|hp=y|pb=y}}
{{image}}
{{image}}
{{todo|Add:
{{todo|Add:<small>
* How squads are represented in the HUD and menus
* How they survive sunset
* How bomb rock groups work in different games, both for standby type and for dismissing
* How bomb rock groups work in different games, both for standby type and for dismissing
* How the next Pikmin to throw is calculated
* How the next Pikmin to throw is calculated
** How it becomes ungrabbable
** How it becomes ungrabbable
** How it becomes unavailable to throw (X on the icon), in different games)
** In P3, non-Blues cannot be grabbed while a leader is underwater
* Other entities with groups, like Antenna Beetles (kinda), Bulbears, Puffstools, Bulbmin, etc.
* How Bulbmin stay behind and others don't, when leaving a cave
* How ultra-spicy spray only affects Pikmin in the group, but bitter affects all Pikmin in range
* How ultra-spicy spray only affects Pikmin in the group, but bitter affects all Pikmin in range
* Leaders can't steal each others' Pikmin
* Leaders can't steal each others' Pikmin
* Camera focuses on both the leader and the squad, in some games
* Camera focuses on both the leader and the squad, in some games
* The algorithms squads use to stay together
* The algorithms squads use to stay together</small>
}}
}}


The '''squad''' (also '''group''') is a term used to refer to the [[Pikmin family|Pikmin]] that are following a [[leader]]. While Pikmin are in the squad, they can be [[Throw|thrown]], [[Swarm|swarmed]], [[Charge|charged]], and [[Dismiss|dismissed]], among other actions.
The '''squad''' (also '''group''') is a term used to refer to the [[Pikmin family|Pikmin]] that are following a [[leader]]. While Pikmin are in the squad, they can be [[Throw|thrown]], [[Swarm|swarmed]], [[Charge|charged]], and [[Dismiss|dismissed]], among other actions. Some [[Enemy|enemies]] may also be followed by Pikmin or enemy squads.


== In the main series ==
== In the main series ==
In the main three ''Pikmin'' games, the squad works more or less the same, bar some minor differences. Pikmin can be added to the squad via [[Whistle|whistling]], [[Pluck|plucking]], withdrawing them from the [[Onion]], or simply from bumping into an idle Pikmin. Pikmin leave the squad when they are killed, knocked down, or otherwise unable to follow the player, among other things. In the first two games, they will get distracted by [[nectar weed]] and [[rubble]], and will leave the squad in favor of trying to obtain some [[nectar]] from these objects. In all three games, they will stop to drink nectar.
In the main three ''Pikmin'' games, the squad works more or less the same, bar some minor differences. Pikmin can be added to the squad via [[Whistle|whistling]], [[pluck]]ing, withdrawing them from the [[Onion]], or simply from bumping into an idle Pikmin. Pikmin leave the squad when they are killed, knocked down, or otherwise unable to follow the player, among other things. In the first two games, they will get distracted by [[nectar weed]] and [[rubble]], and will leave the squad in favor of trying to obtain some [[nectar]] from these objects. In all three games, they will stop to drink nectar.


If a Pikmin is whistled, but gets stuck on a wall or similar, they will first attempt to navigate around it, but if they fail they will stop, look around, and then become idle, leaving the squad. Leaders added to the squad will behave much the same as Pikmin do, even having similar animations. Pikmin that are too far away from the leader will also eventually leave the group after some seconds.
If a Pikmin is whistled, but gets stuck on a wall or similar, they will first attempt to navigate around it, but if they fail they will stop, look around, and then become idle, leaving the squad. Leaders added to the squad will behave much the same as Pikmin do, even having similar animations. Pikmin that are too far away from the leader will also eventually leave the group after some seconds. If Pikmin are following any leader when the [[Day#Sunset|day ends]], they will be considered safe and board their [[Onion]].


=== In ''Pikmin'' ===
=== In ''Pikmin'' ===
In {{p1}}, the squad will follow [[Captain Olimar]] in a loose, roughly circular group. Pikmin of a lower [[maturity]] will visibly lag behind. When the player presses {{button|gc|a|wii|a}}, the nearest Pikmin will run to Olimar's hand, and he will pick them up. Releasing the button will throw the Pikmin. In the [[New Play Control! Pikmin|''New Play Control!'' port]], while Olimar is holding a Pikmin the player can press {{button|wii|b}} to switch Pikmin types between [[Red Pikmin]], [[Yellow Pikmin]], [[Blue Pikmin]], and [[bomb-rock]] carriers, as well as pressing {{button|wii|padd}} to cycle through maturity levels.
[[File:P1squad.png|thumb|Olimar and a squad of Pikmin.]]
In {{p1}}, the squad will follow [[Captain Olimar]] in a loose, roughly circular group. Pikmin of a lower [[maturity]] will visibly lag behind. When the player presses {{button|gc|a|wii|a|switch|a}}, the nearest Pikmin will run to Olimar's hand, and he will pick it up. Releasing the button will throw the Pikmin. In the [[New Play Control! Pikmin|''New Play Control!'']] and [[Nintendo Switch]] ports, while Olimar is holding a Pikmin the player can press {{button|wii|b|switch|r}} to switch Pikmin types between [[Red Pikmin]], [[Yellow Pikmin]], [[Blue Pikmin]], and [[bomb-rock]] carriers, as well as pressing {{button|wii|padd|switch|x}} to cycle through maturity levels while holding a Pikmin.


{{button|gc|c}} can be used to [[swarm]] the Pikmin in the direction the stick is held. In the ''New Play Control!'' port, {{button|wii|padd}} can be held to swarm the Pikmin to where the [[cursor]] is instead. This can be used to solve puzzles, attack creatures and set one's squad to do different tasks.
{{button|gc|c|switch|l}}+{{button|switch|rstick}} can be used to [[swarm]] the squad Pikmin in the direction the stick is held. In the ''New Play Control!'' port, {{button|wii|padd}} can be held to swarm the Pikmin to where the [[cursor]] is instead. This can be used to solve puzzles, attack creatures and set one's squad to do different tasks.


Pikmin can be dismissed into groups of their color (and bomb-rock carriers) by pressing {{button|gc|x|wii|c}}.
Pikmin can be dismissed into groups of their color (and bomb-rock carriers) by pressing {{button|gc|x|wii|c|switch|x}}.


When Pikmin make contact with an object they can interact with, they will leave the squad and do that task instead. Unique to this game is that Pikmin will sometimes start working on tasks and attacking enemies if they touch them, without the need to throw or swarm them first.
When Pikmin make contact with an object they can interact with, they will leave the squad and do that task instead. This behavior is unique to the first game.
 
To keep track of the squad, there are the [[HUD#Pikmin counter|Pikmin counter]] and [[HUD#Standby Pikmin|standby Pikmin]] HUD indicators during gameplay, which provide information on the number of Pikmin in the squad and the type and [[Maturity|maturity]] of the closest Pikmin, respectively. If there is no Pikmin within range, the standby counter will display a hollow figure in the shape of a Pikmin. [[Olimar's monitor]], which can be accessed by pressing {{button|gc|y|wii|+|switch|+}} during gameplay, provides detailed information on type and number of Pikmin currently in the player's party.
 
The [[Puffstool]] also acts as a leader for squads of [[Mushroom Pikmin]]. Mushroom Pikmin will dance around the Puffstool that infected them and start following Captain Olimar to attack him when he gets close. If they are returned to normal, they will stop following the Puffstool unless they are infected again.


=== In ''Pikmin 2'' ===
=== In ''Pikmin 2'' ===
The squad in {{p2}} acts largely the same as it does in the first game. However, there are some improvements to the Pikmin's AI, such as them backing up and attempting to trace the leader's path if they run into a wall. They will not stop to do tasks if they run into an object in this game, except for uprooting [[nectar weed]] and hitting [[rubble]]. This game introduced the feature to the original [[GameCube]] version of being able to switch out Pikmin types and maturity with {{button|gc|padlr}} and {{button|gc|padud}}.
[[File:P2squad.png|thumb|Olimar and a squad of Pikmin, in the second game.]]
The squad in {{p2}} acts largely the same as it does in the first game. However, there are some improvements to the Pikmin's AI, such as them backing up and attempting to trace the leader's path if they run into a wall. They will not stop to do tasks if they run into an object in this game, except for uprooting [[nectar weed]] and hitting [[rubble]]. This game introduced the feature to the original [[GameCube]] version of being able to switch out Pikmin types and maturity with {{button|gc|padlr}} and {{button|gc|padud}} respectively, when holding a Pikmin.
 
This game introduced the feature of having multiple leaders. Leaders each have separate squads, and when one leader is added to the other leader's squad, any Pikmin following them will join the squad too. If leaders are switched with {{button|gc|y|wii|-|switch|y}} while both leaders are together, all Pikmin and the previously controlled leader will join the switched-to leader's squad.


This game introduced the feature of having multiple leaders. Leaders each have separate squads, and when one leader is added to the other leader's squad, any Pikmin following them will join the squad too. If leaders are switched with {{button|gc|y|wii|-}} while both leaders are together, all Pikmin and the previously controlled leader will join the switched-to leader's squad.
Like in ''Pikmin'', the player can use the [[HUD#Pikmin counter|Pikmin counter]] and [[HUD#Standby Pikmin|standby Pikmin]] HUD indicators to keep track of the squad in a similar fashion. The [[pause menu]] essentially replaces Olimar's monitor from the first game, providing similar information on Pikmin type and number in the player's squad.
 
In this game, several enemies have squad-like interactions:
*[[Spotty Bulbear]]s frequently have [[Dwarf Bulbear]]s following them wherever they go.
*Adult [[Bulbmin]] are also followed by up to 10 juvenile Bulbmin. When an adult Bulbmin is defeated, its juvenile Bulbmin will [[panic]] until [[whistle]]d, and behave like other Pikmin types when joining the leader. They will stay behind when a [[cave]] is left, even if they are in the player's squad at that moment.
*An [[Anode Beetle]] requires at least one nearby partner to generate an electric current.
*[[Antenna Beetle]]s produce a sound that causes Pikmin within their range to start following them.


=== In ''Pikmin 3'' ===
=== In ''Pikmin 3'' ===
Once again, the squad in {{p3}} works mostly the same as it did in the previous games. However, swarming has been replaced with [[charging]], which makes all Pikmin in the squad rush at a locked-on [[enemy]], [[obstacle]], or object. In {{p3d}}, charging works slightly differently. Only the selected type of Pikmin will rush forward, and the player does not need to be locked on to charge. [[Bomb rock]] carriers will not follow charge orders.
Once again, the squad in {{p3}} works mostly the same as it did in the previous games. However, swarming has been replaced with [[charging]], which makes all Pikmin in the squad rush at a locked-on [[enemy]], [[obstacle]], or object. In {{p3d}}, charging works slightly differently. Only the selected type of Pikmin will rush forward, and the player does not need to be locked on to charge. [[Bomb rock]] carriers will not follow charge orders. When going underwater, non-Blue Pikmin may refuse to follow leaders, and cannot be grabbed directly, although they can still be switched to when holding a [[Blue Pikmin]] if within range.


Leaders act the same as they did in ''Pikmin 2'', however they cannot be switched to while they are part of a squad, and will stay behind when charging. In ''Pikmin 3 Deluxe'', [[Pikmin 3 Deluxe#Co-op Story Mode|co-op]] play in [[Story Mode]] was added to the game. Leaders in this mode act, once again, largely the same as normal, except that two leaders can be controlled at once. One player can add the other to their squad using the [[action menu]], and selecting the golden flag. This acts mostly like having a leader in the player's squad in single-player mode, however both players can whistle, throw, and charge. To leave a squad, the leader in charge can dismiss or throw the other leader out of their squad, or they will leave if knocked down, get stuck on a wall, or similar.
Leaders act the same as they did in ''Pikmin 2'', however they cannot be switched to while they are part of a squad, and will stay behind when charging. In ''Pikmin 3 Deluxe'', [[Pikmin 3 Deluxe#Co-op Story Mode|co-op]] play in [[Story Mode]] was added to the game. Leaders in this mode act, once again, largely the same as normal, except that two leaders can be controlled at once. One player can add the other to their squad using the [[action menu]], and selecting the golden flag. This acts mostly like having a leader in the player's squad in single-player mode, however both players can whistle, throw, and charge. To leave a squad, the leader in charge can dismiss or throw the other leader out of their squad, or they will leave if knocked down, get stuck on a wall, or similar.
In this game, the [[HUD#Pikmin counter|Pikmin counter]] works as it did previously, with additional information displayed on top of the rectangular bubbles to make it easier for the player to understand their purpose. The [[HUD#Standby Pikmin|standby Pikmin]] has been reworked, however. Three bubbles appear, with the leftmost one being more prominent and showing what type of Pikmin will be thrown next, regardless of distance, and the number of Pikmin of that type in the squad. It no longer displays the maturity of the next Pikmin to be thrown. If there is no Pikmin in the squad, a hollow Pikmin in the shape of a [[Red Pikmin]] will be shown instead. If there is any Pikmin in the squad but outside the leader's range, there will be an X on the icon, instead. Pressing {{button|wiiu|l|wii|c|wiiu|pcl}} allows the player to toggle to a different Pikmin type. The smaller bubbles represent the next two types of Pikmin.
In this game, several enemies may also have squad-like interactions:
*[[Spotty Bulbear]]s frequently have [[Dwarf Bulbear]]s following them wherever they go.
*[[Swarming Sheargrub]]s form swarms, moving and fleeing together if one of them is attacked. They can weigh down items together, requiring more Pikmin to carry.
*[[Scornet]]s can coordinate and make formations to capture and kill Pikmin. They can be issued commands by the [[Scornet Maestro]].
=== In ''Pikmin 4'' ===
{{stub}}


== In ''Hey! Pikmin'' ==
== In ''Hey! Pikmin'' ==
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== In ''Pikmin Bloom'' ==
== In ''Pikmin Bloom'' ==
[[File:PBsquad.jpg|thumb|A squad of Pikmin in {{pb}}.]]
[[File:PBsquad.jpg|thumb|A squad of Pikmin in {{pb}}.]]
Squads in {{pb}} act entirely different to the main series game, due to the game having radically different gameplay. In this game, the term "squad" is used to refer to the Pikmin following the player's [[Mii]]. Pikmin in the squad will show up in the [[Pikmin Bloom interface|garden]], and can be fed nectar. They will also take part in various animations, such as celebrating when a Pikmin becomes a [[Decor Pikmin]], and taking part in the daily lookback in the [[lifelog]]. The amount of Pikmin at one time in the squad can be increased via [[Level|leveling up]].
Squads in {{pb}} act entirely different to the main series games, due to the game having radically different gameplay. In this game, the term "squad" is used to refer to the Pikmin following the player's [[Mii]]. The amount of Pikmin in the player's squad determines the thickness of the [[Flower Planting|flower]] trail the player can plant. Pikmin in the squad will show up in the [[Pikmin Bloom interface|garden]], and can be fed nectar. They will also take part in various animations, such as celebrating when a Pikmin becomes a [[Decor Pikmin]], and taking part in the daily lookback in the [[lifelog]]. The maximum number of Pikmin in the squad at a time can be increased via [[Level|leveling up]], to a maximum of 40 Pikmin at level 55. The player can change which Pikmin are in the squad at any time, but is impossible to have 0 Pikmin in the squad.


== In ''Pikmin Adventure'' ==
== In ''Pikmin Adventure'' ==
Line 56: Line 74:


==Names in other languages==
==Names in other languages==
{{foreignname
{{Needs translation|French|German|Italian}}
|PorB=Equipe
{{Foreignname
|PorBM=Team
|Jap  = <ruby>隊列<rt>たいれつ</rt></ruby>
|JapR  = Tairetsu
|JapM  = Formation
|Fra  = Groupe
|FraM  =
|Ger  = Truppe
|GerM  =
|Ita  = Squadra
|ItaM  =
|SpaA  = Equipo<br>Pelotón<br>Grupo
|SpaAM = Team<br>Platoon<br>Group
|SpaAN = Used in ''New Play Control! Pikmin''.<br>Used in ''New Play Control! Pikmin 2''. Used in ''Pikmin 3''.
|SpaE  = Equipo<br>Pelotón
|SpaEM = Group<br>Platoon
|SpaEN = Used in ''Pikmin''.<br>Used in ''Pikmin 2'' and ''Pikmin 3''.
|PorB = Equipe
|PorBM = Team
|notes = y
}}
}}


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*[[Controls]]
*[[Controls]]


{{Pikmin}}
{{bloom articles}}
[[Category:Gameplay]]
[[Category:Gameplay]]

Latest revision as of 17:24, November 5, 2024

This article or section is in need of more images.
You can help Pikipedia by uploading some images.

To do: Add:

  • How bomb rock groups work in different games, both for standby type and for dismissing
  • How the next Pikmin to throw is calculated
    • How it becomes ungrabbable
  • How ultra-spicy spray only affects Pikmin in the group, but bitter affects all Pikmin in range
  • Leaders can't steal each others' Pikmin
  • Camera focuses on both the leader and the squad, in some games
  • The algorithms squads use to stay together


Care to do so?

The squad (also group) is a term used to refer to the Pikmin that are following a leader. While Pikmin are in the squad, they can be thrown, swarmed, charged, and dismissed, among other actions. Some enemies may also be followed by Pikmin or enemy squads.

In the main series[edit]

In the main three Pikmin games, the squad works more or less the same, bar some minor differences. Pikmin can be added to the squad via whistling, plucking, withdrawing them from the Onion, or simply from bumping into an idle Pikmin. Pikmin leave the squad when they are killed, knocked down, or otherwise unable to follow the player, among other things. In the first two games, they will get distracted by nectar weed and rubble, and will leave the squad in favor of trying to obtain some nectar from these objects. In all three games, they will stop to drink nectar.

If a Pikmin is whistled, but gets stuck on a wall or similar, they will first attempt to navigate around it, but if they fail they will stop, look around, and then become idle, leaving the squad. Leaders added to the squad will behave much the same as Pikmin do, even having similar animations. Pikmin that are too far away from the leader will also eventually leave the group after some seconds. If Pikmin are following any leader when the day ends, they will be considered safe and board their Onion.

In Pikmin[edit]

Olimar and a squad of Pikmin in the first game.
Olimar and a squad of Pikmin.

In Pikmin, the squad will follow Captain Olimar in a loose, roughly circular group. Pikmin of a lower maturity will visibly lag behind. When the player presses the A Button on the GameCube controller / the A Button on the Wii Remote / the A Button on the Switch, the nearest Pikmin will run to Olimar's hand, and he will pick it up. Releasing the button will throw the Pikmin. In the New Play Control! and Nintendo Switch ports, while Olimar is holding a Pikmin the player can press the B Button on the Wii Remote / the R Button on the Switch to switch Pikmin types between Red Pikmin, Yellow Pikmin, Blue Pikmin, and bomb-rock carriers, as well as pressing the + Control Pad down on the Wii Remote / the X Button on the Switch to cycle through maturity levels while holding a Pikmin.

the C Stick on the GameCube controller / the L Button on the Switch+the Right Stick on the Switch (dual Joy-Con) can be used to swarm the squad Pikmin in the direction the stick is held. In the New Play Control! port, the + Control Pad down on the Wii Remote can be held to swarm the Pikmin to where the cursor is instead. This can be used to solve puzzles, attack creatures and set one's squad to do different tasks.

Pikmin can be dismissed into groups of their color (and bomb-rock carriers) by pressing the X Button on the GameCube controller / the C Button on the Nunchuk / the X Button on the Switch.

When Pikmin make contact with an object they can interact with, they will leave the squad and do that task instead. This behavior is unique to the first game.

To keep track of the squad, there are the Pikmin counter and standby Pikmin HUD indicators during gameplay, which provide information on the number of Pikmin in the squad and the type and maturity of the closest Pikmin, respectively. If there is no Pikmin within range, the standby counter will display a hollow figure in the shape of a Pikmin. Olimar's monitor, which can be accessed by pressing the Y Button on the GameCube controller / the Plus Button on the Wii Remote / the + Button on the Switch during gameplay, provides detailed information on type and number of Pikmin currently in the player's party.

The Puffstool also acts as a leader for squads of Mushroom Pikmin. Mushroom Pikmin will dance around the Puffstool that infected them and start following Captain Olimar to attack him when he gets close. If they are returned to normal, they will stop following the Puffstool unless they are infected again.

In Pikmin 2[edit]

Olimar and a squad of Pikmin in the second game.
Olimar and a squad of Pikmin, in the second game.

The squad in Pikmin 2 acts largely the same as it does in the first game. However, there are some improvements to the Pikmin's AI, such as them backing up and attempting to trace the leader's path if they run into a wall. They will not stop to do tasks if they run into an object in this game, except for uprooting nectar weed and hitting rubble. This game introduced the feature to the original GameCube version of being able to switch out Pikmin types and maturity with the + Control Pad left or right on the GameCube controller and the + Control Pad up or down on the GameCube controller respectively, when holding a Pikmin.

This game introduced the feature of having multiple leaders. Leaders each have separate squads, and when one leader is added to the other leader's squad, any Pikmin following them will join the squad too. If leaders are switched with the Y Button on the GameCube controller / the Minus Button on the Wii Remote / the Y Button on the Switch while both leaders are together, all Pikmin and the previously controlled leader will join the switched-to leader's squad.

Like in Pikmin, the player can use the Pikmin counter and standby Pikmin HUD indicators to keep track of the squad in a similar fashion. The pause menu essentially replaces Olimar's monitor from the first game, providing similar information on Pikmin type and number in the player's squad.

In this game, several enemies have squad-like interactions:

  • Spotty Bulbears frequently have Dwarf Bulbears following them wherever they go.
  • Adult Bulbmin are also followed by up to 10 juvenile Bulbmin. When an adult Bulbmin is defeated, its juvenile Bulbmin will panic until whistled, and behave like other Pikmin types when joining the leader. They will stay behind when a cave is left, even if they are in the player's squad at that moment.
  • An Anode Beetle requires at least one nearby partner to generate an electric current.
  • Antenna Beetles produce a sound that causes Pikmin within their range to start following them.

In Pikmin 3[edit]

Once again, the squad in Pikmin 3 works mostly the same as it did in the previous games. However, swarming has been replaced with charging, which makes all Pikmin in the squad rush at a locked-on enemy, obstacle, or object. In Pikmin 3 Deluxe, charging works slightly differently. Only the selected type of Pikmin will rush forward, and the player does not need to be locked on to charge. Bomb rock carriers will not follow charge orders. When going underwater, non-Blue Pikmin may refuse to follow leaders, and cannot be grabbed directly, although they can still be switched to when holding a Blue Pikmin if within range.

Leaders act the same as they did in Pikmin 2, however they cannot be switched to while they are part of a squad, and will stay behind when charging. In Pikmin 3 Deluxe, co-op play in Story Mode was added to the game. Leaders in this mode act, once again, largely the same as normal, except that two leaders can be controlled at once. One player can add the other to their squad using the action menu, and selecting the golden flag. This acts mostly like having a leader in the player's squad in single-player mode, however both players can whistle, throw, and charge. To leave a squad, the leader in charge can dismiss or throw the other leader out of their squad, or they will leave if knocked down, get stuck on a wall, or similar.

In this game, the Pikmin counter works as it did previously, with additional information displayed on top of the rectangular bubbles to make it easier for the player to understand their purpose. The standby Pikmin has been reworked, however. Three bubbles appear, with the leftmost one being more prominent and showing what type of Pikmin will be thrown next, regardless of distance, and the number of Pikmin of that type in the squad. It no longer displays the maturity of the next Pikmin to be thrown. If there is no Pikmin in the squad, a hollow Pikmin in the shape of a Red Pikmin will be shown instead. If there is any Pikmin in the squad but outside the leader's range, there will be an X on the icon, instead. Pressing the L Button on the Wii U GamePad / the C Button on the Nunchuk / the L Button on the Wii U Pro Controller allows the player to toggle to a different Pikmin type. The smaller bubbles represent the next two types of Pikmin.

In this game, several enemies may also have squad-like interactions:

  • Spotty Bulbears frequently have Dwarf Bulbears following them wherever they go.
  • Swarming Sheargrubs form swarms, moving and fleeing together if one of them is attacked. They can weigh down items together, requiring more Pikmin to carry.
  • Scornets can coordinate and make formations to capture and kill Pikmin. They can be issued commands by the Scornet Maestro.

In Pikmin 4[edit]

The leaf texture used in Pikmin 2's Challenge Mode menu. (Used on Pikipedia in the {{stub}} template.)

This article is a stub. You can help Pikipedia by expanding it.

In Hey! Pikmin[edit]

In Hey! Pikmin, Pikmin in the squad follow Captain Olimar in a line behind him, as the game is in 2D. They visibly overlap each other to avoid taking up too much space. When Olimar walks around, Pikmin walk towards him, but aim to stay some small distance apart from other Pikmin, so they may wait still briefly if Olimar turns around. When Olimar starts climbing a vine, the squad immediately jumps on to be in a tight group underneath Olimar, and will stay in this tight group for as long as Olimar is on a vine. When swimming in water or gliding with Winged Pikmin, Pikmin in the squad will stay behind Olimar based on the direction he is moving in.

When all Pikmin are in the squad, the Pikmin counter in the HUD will be white. When some are not in the squad, it will be grey, and when some have been separated for a while, it will flash red. When a Pikmin is thrown, it will briefly leave the squad before walking back; once it reaches the group of Pikmin or Olimar, it will be counted in the squad again.

In Pikmin Bloom[edit]

A screenshot of the squad in the garden screen.
A squad of Pikmin in Pikmin Bloom.

Squads in Pikmin Bloom act entirely different to the main series games, due to the game having radically different gameplay. In this game, the term "squad" is used to refer to the Pikmin following the player's Mii. The amount of Pikmin in the player's squad determines the thickness of the flower trail the player can plant. Pikmin in the squad will show up in the garden, and can be fed nectar. They will also take part in various animations, such as celebrating when a Pikmin becomes a Decor Pikmin, and taking part in the daily lookback in the lifelog. The maximum number of Pikmin in the squad at a time can be increased via leveling up, to a maximum of 40 Pikmin at level 55. The player can change which Pikmin are in the squad at any time, but is impossible to have 0 Pikmin in the squad.

In Pikmin Adventure[edit]

The squad in Pikmin Adventure can be used to refer to the small Pikmin robots that follow Captain Olimar. They will always attempt to return to Olimar when thrown or knocked down, and do not drink nectar. If they are killed, a small colored circle of light will appear at Olimar's feet after a few seconds and another Pikmin will pop into existence. The number of Pikmin in Olimar's squad and their maturity will increase as Olimar levels up.

Names in other languages[edit]

The following article or section needs help from someone who can translate French/German/Italian text.

Language Name Meaning Notes
Flag of Japan Japanese 隊列たいれつ?
Tairetsu
Formation
Flag of France French Groupe
Flag of Germany German Truppe
Flag of Italy Italian Squadra
Flag of Brazil Portuguese (NoA) Equipe Team
Flag of Mexico Spanish (NoA) Equipo
Pelotón
Grupo
Team
Platoon
Group
Used in New Play Control! Pikmin.
Used in New Play Control! Pikmin 2. Used in Pikmin 3.
Flag of Spain Spanish (NoE) Equipo
Pelotón
Group
Platoon
Used in Pikmin.
Used in Pikmin 2 and Pikmin 3.

See also[edit]