Health: Difference between revisions
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The health of leaders is represented on the bottom-left corner of the screen. It differs slightly from normal health wheels in that it lacks a black circle behind the main pie chart, and it beeps whenever it's below 50%. | The health of leaders is represented on the bottom-left corner of the screen. It differs slightly from normal health wheels in that it lacks a black circle behind the main pie chart, and it beeps whenever it's below 50%. | ||
Enemy attacks, hazards, and other sources of damage | Enemy attacks, hazards, and other sources of damage will not only deplete a leader's health, but also stun them temporarily. While this state generally also confers some invincibility, it means they may be unable to get themselves and their Pikmin out of further harm's way. | ||
* | * Most damage will simply stun the leader for a fraction of a second. | ||
* | * Some damage also applies knockback, sending the leader away and knocking them to the ground, where it can take a second or two to get up. In some games, [[Button mashing|rapidly twirling the control stick]] will make them get up faster. | ||
* | * [[Crushing]] damage will flatten the leader and stun them for several seconds. | ||
If a leader runs out of health, they will be transported back to the base, and no longer be controllable for the rest of the day. Any Pikmin in their squad are left where they were. If this happens to all leaders present, the day ends prematurely, and all Pikmin in the field are lost. If the player is in a [[cave]], then any [[treasure]]s collected in the cave are also lost. | |||
In | In challenge modes, running out of health simply ends the challenge in failure. In competitive multiplayer, if one leader runs out of health, they lose and the other side wins. | ||
===''Pikmin''=== | |||
* [[Captain Olimar]] can be healed to full health at will by standing in the colored lights of the [[S.S. Dolphin]] and pressing {{button|gc|a|wii|a|switch|a}}. | |||
===''Pikmin 2''=== | |||
* Surviving leaders are restored to full health upon entering or leaving a cave. | |||
* There are two minor glitches related to a leader losing all of his health: [[Glitches in Pikmin 2#Ghost leader|one glitch]] has the fallen leader able to be hurt, while [[Glitches in Pikmin 2#Unbeamable leader|another one]] allows the leader to remain on the ground instead of being beamed up by the Research Pod. | |||
===''Pikmin 4''=== | |||
* Leaders use traditional health bars rather than wheels, to better show the effects of the [[Gear#Air Armor|Air Armor]] and [[Gear#Tuff_Stuff|Tuff Stuff]] upgrades. | |||
* Some items can heal leaders: specifically, the [[Emergency Kit]] can heal the [[Rookie Rescue Officer]] and is automatically used if their health is depleted, while [[Scrummy Bone]]s will not only heal [[Oatchi]] but provide additional temporary health if he is already at full health. | |||
* If Oatchi is affected by an elemental hazard, his health will continuously deplete until he is cured of it. | |||
* Defeated leaders are not permanently out of commission, but instead slowly regain health while lying at the base. Upon reaching full health, they will not be revived. The other leader can revive them by pressing {{button|switch|a|switch|facer}} on them, interruping the regeneration wherever it was. | |||
* If all leaders are down, the game offers the chance to [[Rewind Time]], and only if this is declined does the day end prematurely. | |||
==Pikmin== | ==Pikmin== | ||
For the most part, | For the most part, [[Pikmin family|Pikmin]] do not have health points. When hurt in [[combat]] against enemies, Pikmin do not suffer adverse effects other than being knocked back, and except in ''Pikmin 3'', sometimes [[Maturity#Decreasing|losing their flower or bud]]. Other than that, enemies only have attacks that kill Pikmin right away. There are some special attacks that seem to hurt Pikmin, and sometimes letting them live, sometimes letting them die. This is the case with the [[Gatling Groink]]'s shots, although the way they work internally is that for every volley it shoots, one out of its three shots is randomly chosen to have its explosion kill Pikmin, while the other two shots are left only with the ability to knock Pikmin back. | ||
That said, [[Mushroom Pikmin]] in {{p1}} do lose health when knocked down by Olimar, and if this happens enough times, they will die.{{cite youtube|A8eggQyvY1k|demonstrating how Pikmin keep track of their health, and lose it when knocked down by Olimar as Mushroom Pikmin|published={{date|7|September|2021}}|retrieved={{date|7|September|2021}}}} Infighting between regular Pikmin and Mushroom Pikmin also involves some blows being exchanged, which will eventually result in a Pikmin dying, | That said, [[Mushroom Pikmin]] in {{p1}} do lose health when knocked down by Olimar, and if this happens enough times, they will die.{{cite youtube|A8eggQyvY1k|demonstrating how Pikmin keep track of their health, and lose it when knocked down by Olimar as Mushroom Pikmin|published={{date|7|September|2021}}|retrieved={{date|7|September|2021}}}} Infighting between regular Pikmin and Mushroom Pikmin also involves some blows being exchanged, which will eventually result in a Pikmin dying, done through the same health system. Something similar happens when Pikmin from different teams in competitive 2-player modes fight, even in other games, although this is done using random chance and not invisible health pools. | ||
==Enemies== | ==Enemies== | ||
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Some enemies have non-standard behavior regarding their health level: | Some enemies have non-standard behavior regarding their health level: | ||
*[[Hairy Bulborb]]s lose their hair when | *Although being purely visual, [[Hairy Bulborb]]s lose their hair when half their health is depleted. | ||
*[[Iridescent Flint Beetle|Iridescent Flint]] and [[Iridescent Glint Beetle|Glint]] Beetles, and [[Doodlebug]]s cannot normally be hurt, but the spoils they drop depend on the number of times the insect's been hit. They can be damaged if [[ultra-bitter spray|petrified]], though. | *[[Iridescent Flint Beetle|Iridescent Flint]] and [[Iridescent Glint Beetle|Glint]] Beetles, and [[Doodlebug]]s cannot normally be hurt, but the spoils they drop depend on the number of times the insect's been hit. They can be damaged if [[ultra-bitter spray|petrified]] or [[Ice#Freezing enemies|frozen]], though. | ||
*[[Shearwig]]s in the first two games will start flying when their health drops to half, and return to land upon regenerating. | *[[Shearwig]]s in the first two games will start flying when their health drops to half, and return to land upon regenerating. | ||
*[[Ravenous Whiskerpillar]]s | *[[Ravenous Whiskerpillar]]s don't actually die when defeated unless petrified, as they do not leave a [[soul]] and can be seen squirming when Pikmin carry their bodies. | ||
* | *Only the [[Waterwraith]]'s rollers can be damaged while the Waterwraith is riding them. In ''Pikmin 2'', attacking both the rollers and the wraith itself deals damage to the rollers, while in ''Pikmin 4'' the rollers cannot be damaged, necessitating damaging the Waterwraith directly to destroy its rollers. Once the rollers are destroyed, the Waterwraith battle enters a second stage where the Wraith can be damaged directly and killed. | ||
*The [[Emperor Bulblax]] in ''Pikmin'' uses a new attack when it loses half its health points: jumping high into the air, and in ''Pikmin 2'', when it reaches a quarter of its health, it will roar loudly, which can unearth [[Mitites]], scare Pikmin, and alert other Emperor Bulblaxes. | *The [[Emperor Bulblax]] in ''Pikmin'' uses a new attack when it loses half its health points: jumping high into the air, and in ''Pikmin 2'', when it reaches a quarter of its health, it will roar loudly, which can unearth [[Mitites]], scare Pikmin, and alert other Emperor Bulblaxes. | ||
*The [[Titan Dweevil]] only has health points for the creature itself once it loses all the treasures it's carrying. Until then, each | *The [[Titan Dweevil]] only has health points for the creature itself once it loses all the treasures it's carrying. Until then, its weapons each have their own health values that aren't represented by health wheels. Once a weapon reaches 0 health, it detaches from the Titan Dweevil and becomes a collectable treasure. | ||
*Most of the main bosses in ''[[Pikmin 3]]'' will have different attack and movement patterns depending on their health. | *Most of the main bosses in ''[[Pikmin 3]]'' will have different attack and movement patterns depending on their health. | ||
*The [[Shaggy Long Legs]] will lose all of its hair once the clumps hair from on its legs are removed, | *The [[Shaggy Long Legs]] will lose all of its hair and become damageable once the clumps hair from on its legs are removed, having a clump of its leg hair plucked removes one 16th of its health, leaving it at half health when all hair clumps are removed. | ||
In ''Pikmin 3'', the game contains data for every enemy's maximum health, but in the files that define what enemies go where in an [[area]], it is possible for the developers to write down a specific amount of health for that specific instance of the enemy to have. This means that while most instances of an enemy have the "default" maximum health, some might have a more specific number. An example would be the [[Toady Bloyster]] | In ''Pikmin 3'', the game contains data for every enemy's maximum health, but in the files that define what enemies go where in an [[area]], it is possible for the developers to write down a specific amount of health for that specific instance of the enemy to have. This means that while most instances of an enemy have the "default" maximum health, some might have a more specific number. An example would be the [[Toady Bloyster]] that only has one third the normal amount of health in the [[Shaded Garden]]'s [[Mission Mode#Battle Enemies!|Battle Enemies!]] version. This can also apply to other properties, like sight radius. | ||
==Regeneration== | ==Regeneration== | ||
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| Unknown | | Unknown | ||
|- | |- | ||
| {{icon|Bulborb|y|n= | | {{icon|Bulborb|y|n=Spotty Bulborb}} | ||
| Unknown | | Unknown | ||
| Unknown | | Unknown | ||
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'''Active regeneration''' is when the creature only regenerates when it is performing a certain action or in a certain state. As such, this type of regeneration encourages the player to attack the enemy in a certain way. The following enemies can regenerate with certain actions: | '''Active regeneration''' is when the creature only regenerates when it is performing a certain action or in a certain state. As such, this type of regeneration encourages the player to attack the enemy in a certain way. The following enemies can regenerate with certain actions: | ||
*[[Shearwig]]s in ''Pikmin 2'' quickly regenerate while flying. They begin flying after being hurt, and go back to the ground when they're | *[[Shearwig]]s in ''Pikmin 2'' quickly regenerate while flying. They begin flying after being hurt, and go back to the ground when they're properly healed. In ''Pikmin'', they always regenerate at the same rate, whether they are flying or not, making it [[#Passive regeneration|passive healing]] instead. | ||
*[[Breadbug]]s and [[Giant Breadbug]]s in ''Pikmin 2'' instantly regenerate all of their health when they bring an item into their nest. | *[[Breadbug]]s and [[Giant Breadbug]]s in ''Pikmin 2'' instantly regenerate all of their health when they bring an item into their nest. | ||
*[[Shearwig]]s, [[Male Sheargrub]]s, and [[Female Sheargrub]]s in ''Pikmin 3'' regenerate when they are underground. They can fully heal in 30 seconds. | *[[Shearwig]]s, [[Male Sheargrub]]s, and [[Female Sheargrub]]s in ''Pikmin 3'' regenerate when they are underground. They can fully heal in 30 seconds. | ||
Line 313: | Line 323: | ||
HUD Leader health P3.jpg|The health of the three main leaders in ''Pikmin 3''. | HUD Leader health P3.jpg|The health of the three main leaders in ''Pikmin 3''. | ||
Hocotatians.png|The icons used for [[Captain Olimar]]'s and [[Louie]]'s health in ''Pikmin 3''. | Hocotatians.png|The icons used for [[Captain Olimar]]'s and [[Louie]]'s health in ''Pikmin 3''. | ||
Pikmin4Health.jpg|The health of the | Pikmin4Health.jpg|The health of the rookie Rescue Officer and Oatchi in ''Pikmin 4''. | ||
</gallery> | </gallery> | ||
Latest revision as of 00:04, January 25, 2025
- "HP" redirects here. For the game with the acronym "HP", see Hey! Pikmin.
Health (also known as Hit Points or Health Points, and usually shortened to HP) is a common mechanic in games, used to represent how close a living entity is to dying. In general terms, the higher something's health is, the more damage it can sustain before dying. When its health reaches zero, it dies.
In the Pikmin games, enemy or leader health is mostly depleted during combat, though it can be reduced in other ways too. An object's health is stored as a number, but is shown to the player with a colored wheel as opposed to a number in text. This wheel is mostly used to keep track of how close an enemy is to dying, although it can serve other purposes, such as pointing down how close a Volatile Dweevil is to exploding. It should be noted that some objects will not have their health shown to the player whatsoever, although things like gates will become visibly more damaged as they are attacked.
On Pikipedia, an object's health points can be found in the corresponding subject's article, in a section with the statistics, or under a section titled "Technical information". In the case of Pikmin 2 enemies, you may also use the Piklopedia page. The health values were gathered either by checking the memory with an emulator and/or memory reader, by reading the in-game files directly, or via in-game observations and calculations. For comparison, you may learn how strong Pikmin attacks are by checking the infobox at the top of a Pikmin type's article.
Leaders[edit]
The health of leaders is represented on the bottom-left corner of the screen. It differs slightly from normal health wheels in that it lacks a black circle behind the main pie chart, and it beeps whenever it's below 50%.
Enemy attacks, hazards, and other sources of damage will not only deplete a leader's health, but also stun them temporarily. While this state generally also confers some invincibility, it means they may be unable to get themselves and their Pikmin out of further harm's way.
- Most damage will simply stun the leader for a fraction of a second.
- Some damage also applies knockback, sending the leader away and knocking them to the ground, where it can take a second or two to get up. In some games, rapidly twirling the control stick will make them get up faster.
- Crushing damage will flatten the leader and stun them for several seconds.
If a leader runs out of health, they will be transported back to the base, and no longer be controllable for the rest of the day. Any Pikmin in their squad are left where they were. If this happens to all leaders present, the day ends prematurely, and all Pikmin in the field are lost. If the player is in a cave, then any treasures collected in the cave are also lost.
In challenge modes, running out of health simply ends the challenge in failure. In competitive multiplayer, if one leader runs out of health, they lose and the other side wins.
Pikmin[edit]
- Captain Olimar can be healed to full health at will by standing in the colored lights of the S.S. Dolphin and pressing / / .
Pikmin 2[edit]
- Surviving leaders are restored to full health upon entering or leaving a cave.
- There are two minor glitches related to a leader losing all of his health: one glitch has the fallen leader able to be hurt, while another one allows the leader to remain on the ground instead of being beamed up by the Research Pod.
Pikmin 4[edit]
- Leaders use traditional health bars rather than wheels, to better show the effects of the Air Armor and Tuff Stuff upgrades.
- Some items can heal leaders: specifically, the Emergency Kit can heal the Rookie Rescue Officer and is automatically used if their health is depleted, while Scrummy Bones will not only heal Oatchi but provide additional temporary health if he is already at full health.
- If Oatchi is affected by an elemental hazard, his health will continuously deplete until he is cured of it.
- Defeated leaders are not permanently out of commission, but instead slowly regain health while lying at the base. Upon reaching full health, they will not be revived. The other leader can revive them by pressing / on them, interruping the regeneration wherever it was.
- If all leaders are down, the game offers the chance to Rewind Time, and only if this is declined does the day end prematurely.
Pikmin[edit]
For the most part, Pikmin do not have health points. When hurt in combat against enemies, Pikmin do not suffer adverse effects other than being knocked back, and except in Pikmin 3, sometimes losing their flower or bud. Other than that, enemies only have attacks that kill Pikmin right away. There are some special attacks that seem to hurt Pikmin, and sometimes letting them live, sometimes letting them die. This is the case with the Gatling Groink's shots, although the way they work internally is that for every volley it shoots, one out of its three shots is randomly chosen to have its explosion kill Pikmin, while the other two shots are left only with the ability to knock Pikmin back.
That said, Mushroom Pikmin in Pikmin do lose health when knocked down by Olimar, and if this happens enough times, they will die.[1] Infighting between regular Pikmin and Mushroom Pikmin also involves some blows being exchanged, which will eventually result in a Pikmin dying, done through the same health system. Something similar happens when Pikmin from different teams in competitive 2-player modes fight, even in other games, although this is done using random chance and not invisible health pools.
Enemies[edit]
In combat, as an enemy gets hit by Pikmin attacks (or leader punches, explosions, etc.), its health drops. Generally, enemies show no signs of weakness when they are low on health. Once an enemy is dead, it will either leave its dead body, which can be carried to an Onion, or it'll drop some spoils. Any damage caused to an enemy will not carry over onto the next day, with the exception of bosses in Pikmin 3.
Some enemies have non-standard behavior regarding their health level:
- Although being purely visual, Hairy Bulborbs lose their hair when half their health is depleted.
- Iridescent Flint and Glint Beetles, and Doodlebugs cannot normally be hurt, but the spoils they drop depend on the number of times the insect's been hit. They can be damaged if petrified or frozen, though.
- Shearwigs in the first two games will start flying when their health drops to half, and return to land upon regenerating.
- Ravenous Whiskerpillars don't actually die when defeated unless petrified, as they do not leave a soul and can be seen squirming when Pikmin carry their bodies.
- Only the Waterwraith's rollers can be damaged while the Waterwraith is riding them. In Pikmin 2, attacking both the rollers and the wraith itself deals damage to the rollers, while in Pikmin 4 the rollers cannot be damaged, necessitating damaging the Waterwraith directly to destroy its rollers. Once the rollers are destroyed, the Waterwraith battle enters a second stage where the Wraith can be damaged directly and killed.
- The Emperor Bulblax in Pikmin uses a new attack when it loses half its health points: jumping high into the air, and in Pikmin 2, when it reaches a quarter of its health, it will roar loudly, which can unearth Mitites, scare Pikmin, and alert other Emperor Bulblaxes.
- The Titan Dweevil only has health points for the creature itself once it loses all the treasures it's carrying. Until then, its weapons each have their own health values that aren't represented by health wheels. Once a weapon reaches 0 health, it detaches from the Titan Dweevil and becomes a collectable treasure.
- Most of the main bosses in Pikmin 3 will have different attack and movement patterns depending on their health.
- The Shaggy Long Legs will lose all of its hair and become damageable once the clumps hair from on its legs are removed, having a clump of its leg hair plucked removes one 16th of its health, leaving it at half health when all hair clumps are removed.
In Pikmin 3, the game contains data for every enemy's maximum health, but in the files that define what enemies go where in an area, it is possible for the developers to write down a specific amount of health for that specific instance of the enemy to have. This means that while most instances of an enemy have the "default" maximum health, some might have a more specific number. An example would be the Toady Bloyster that only has one third the normal amount of health in the Shaded Garden's Battle Enemies! version. This can also apply to other properties, like sight radius.
Regeneration[edit]
Some of the enemies in the Pikmin games have the ability to slowly regenerate their health after being hurt. There are two types of regeneration: passive, and active. Enemies have either passive or active regeneration, except for the Shearwig in Pikmin 2, which has both.
Passive regeneration[edit]
Passive regeneration is when an enemy's health is always recovering, regardless of what the creature is doing. In most cases, the regeneration mechanic is simply to encourage the player to kill an enemy when it's attacked, and to not retreat, or else its health might be recovered on the next battle, and all the hard work will be lost. In others, it's to encourage the player to use a large number of Pikmin to attack, as a smaller number might have a hard time countering the regeneration.
Only one enemy passively regenerates in Pikmin 3: the Flighty Joustmite. In Pikmin 2, the Shearwig has passive and active regeneration, but only passive in Pikmin. The following enemies have passive regeneration:
- Pikmin
Enemy | HP per second | Seconds to fully regenerate from 0 | |
---|---|---|---|
HP | Max health % | ||
Armored Cannon Beetle | Unknown | Unknown | Unknown |
Beady Long Legs | Unknown | Unknown | Unknown |
Burrowing Snagret | Unknown | Unknown | Unknown |
Emperor Bulblax | Unknown | Unknown | Unknown |
Fiery Blowhog | Unknown | Unknown | Unknown |
Mamuta | Unknown | Unknown | Unknown |
Puffy Blowhog | Unknown | Unknown | Unknown |
Spotty Bulborb | Unknown | Unknown | Unknown |
Smoky Progg | Unknown | Unknown | Unknown |
Spotty Bulbear | Unknown | Unknown | Unknown |
Shearwig | Unknown | Unknown | Unknown |
Wolpole | Unknown | Unknown | Unknown |
- Pikmin 2
Enemy | Health per second | Seconds to fully regenerate from 0 | |
---|---|---|---|
HP | Max health % | ||
Anode Beetle | 1.5 | 0.3% | 333.33 |
Armored Cannon Beetle Larva (free) | 2.55 | 0.3% | 333.33 |
Armored Cannon Beetle Larva (buried) | 6 | 0.3% | 333.33 |
Beady Long Legs | 0.39 | 0.03% | 3333.33 |
Cloaking Burrow-nit | 0.9 | 0.3% | 333.33 |
Creeping Chrysanthemum | 7.5 | 0.3% | 333.33 |
Decorated Cannon Beetle | 2.55 | 0.3% | 333.33 |
Doodlebug | 0.45 | 0.03% | 3333.33 |
Empress Bulblax (normal) | 1.5 | 0.03% | 3333.33 |
Empress Bulblax (Hole of Beasts) | 1 | 0.03% | 3333.33 |
Fiery Bulblax | 4.2 | 0.3% | 333.33 |
Gatling Groink (free) | 0.36 | 0.03% | 3333.33 |
Gatling Groink (stationary) | 0.21 | 0.03% | 3333.33 |
Iridescent Flint Beetle | 0.3 | 0.03% | 3333.33 |
Iridescent Glint Beetle | 0.36 | 0.03% | 3333.33 |
Orange Bulborb | 2.55 | 0.3% | 333.33 |
Puffy Blowhog | 4.5 | 0.15% | 666.66 |
Raging Long Legs | 30 | 0.3% | 333.33 |
Ranging Bloyster | 4.5 | 0.3% | 333.33 |
Segmented Crawbster | 9 | 0.3% | 333.33 |
Shearwig | 0.6 | 0.3% | 333.33 |
Spotty Bulbear | 3.6 | 0.3% | 333.33 |
Titan Dweevil | 1.5 | 0.03% | 3333.33 |
Toady Bloyster | 2.4 | 0.3% | 333.33 |
Withering Blowhog | 5.4 | 0.3% | 333.33 |
- Pikmin 3
Enemy | Health per second | Seconds to fully regenerate from 0 | |
---|---|---|---|
HP | Max health % | ||
Flighty Joustmite | 5 | 0.8% | 120 |
Active regeneration[edit]
Active regeneration is when the creature only regenerates when it is performing a certain action or in a certain state. As such, this type of regeneration encourages the player to attack the enemy in a certain way. The following enemies can regenerate with certain actions:
- Shearwigs in Pikmin 2 quickly regenerate while flying. They begin flying after being hurt, and go back to the ground when they're properly healed. In Pikmin, they always regenerate at the same rate, whether they are flying or not, making it passive healing instead.
- Breadbugs and Giant Breadbugs in Pikmin 2 instantly regenerate all of their health when they bring an item into their nest.
- Shearwigs, Male Sheargrubs, and Female Sheargrubs in Pikmin 3 regenerate when they are underground. They can fully heal in 30 seconds.
- Sputtlefish regenerate health when they're not focusing on any prey. They can fully heal in 60 seconds.
- The Vehemoth Phosbat heals a small amount of health the first time it idles on the wall, after the main light is on.
Besides that, it could be said that the Plasm Wraith regenerates when it sucks up loose plasm.
Revival[edit]
In Pikmin 2, Pikmin 3, and Pikmin 4, a few enemies are known to revive after they've been downed. Once their health reaches 0, a moderately slow process of revival occurs, where the enemy's health wheel is filled back up. The creature remains incapacitated throughout this process, but once its health is full it will be brought back to life. When one of these creatures do get defeated, they do not leave a soul, showing that they are only temporarily incapacitated. Moldy enemies in Pikmin 4 only revive when the Toxstool dumps its poison on them, so they will remain dead if the Toxstool is not present to revive them.
In Pikmin 2, this mechanic encourages the player to dispose of the creature by bringing it to an Onion or the Research Pod, before it reawakens. If the enemy is killed while petrified or frozen, it will not leave a corpse, and hence, cannot revive. The only exception to this is Moss, who doesn't shatter when defeated while frozen. Finally, the only other way to ensure an enemy does not revive is to have it fall off the floor of a cave while alive, when possible. In Pikmin 3, the only way to defeat the Mysterious Life-Form is when it transforms into the Plasm Wraith, at which point the player may proceed to truly defeat it.
The following enemies can be revived after being defeated:
- Spotty Bulbear (in Pikmin 2 only)
- Gatling Groink
- Mysterious Life-Form
- Moss (when roaming Hero's Hideaway)
- Moldy Dwarf Bulborb (if touched by Toxstool poison)
- Moldy Slooch (if touched by Toxstool poison)
In Hey! Pikmin[edit]
The following article or section is in need of assistance from someone who plays Hey! Pikmin. |
In Hey! Pikmin, Captain Olimar's health is measured by levels in a Health Gauge that can be increased via upgrades. Every time Olimar is hurt, he loses one level of health, and becomes invincible for eight seconds. Some things are able to kill him in one hit though, like the Queen Shearwig's finishing strike, the snowballs in Over Wintry Mountains, or being crushed by a pushed block. Olimar can regain health by collecting hearts.
With one bar of health left, the Energy Gauge and Olimar's spacesuit start to glow red and an extra sound is heard. Olimar dies upon reaching zero health bars, and the player is presented with the choice to "Try the area again" or "Return to Area Select".
Gallery[edit]
Captain Olimar's health in Pikmin.
The icons used for Captain Olimar's and Louie's health in Pikmin 3.
Names in other languages[edit]
Damage meter
Language | Name | Meaning |
---|---|---|
Spanish (NoA) | Medidor de daños | Damage meter |
Energy Gauge
Language | Name | Meaning |
---|---|---|
Japanese | ライフゲージ? Raifugēji |
Life gauge |
Dutch | Energiemeter | Energymeter |
French | Jauge d'énergie | Energy gauge |
German | Lebensbalken | Lifebar |
Italian | Livello energetico | Energetic level |
Spanish | Medidor de energía | Energy meter |
See also[edit]
- ^ YouTube video demonstrating how Pikmin keep track of their health, and lose it when knocked down by Olimar as Mushroom Pikmin, published on September 7th, 2021, retrieved on September 7th, 2021