Pikmin 2

E-Reader: Difference between revisions

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(Added Japanese names and English names that are closer to the Japanese ones.)
(Updated music links.)
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*Start to restart or quit
*Start to restart or quit


'''Overview:''' The player moves around a grid of tiles and must face the tile containing the Pikmin they want in order to pluck it. Red and Blue Pikmin will land on the tile directly behind the player while Yellows will land two tiles behind them. Some tiles contain fire, electricity, and water hazards that only Pikmin of the respective color can land on. Some electrical hazards will form a harmful current in the tiles between them, which can be disabled by having a Yellow Pikmin land on one of the hazards. No Pikmin can land on rock tiles or outside the edge of the map. The player cannot move past rocks, plucked Pikmin, or hazards (except water) thus they must find the best order to pluck the Pikmin in without getting stuck. The player is prevented from plucking a Pikmin if a rock or edge is in the way, but not if there's a hazard harmful to the Pikmin they are plucking, which will result in a death. The game is won once all Pikmin are unearthed and lost when a Pikmin dies or no moves are left. This game is played using red cards and the music is a remix of the ''Pikmin 2'' Challenge Mode menu theme.
'''Overview:''' The player moves around a grid of tiles and must face the tile containing the Pikmin they want in order to pluck it. Red and Blue Pikmin will land on the tile directly behind the player while Yellows will land two tiles behind them. Some tiles contain fire, electricity, and water hazards that only Pikmin of the respective type can land on. Some electrical hazards will form a harmful current in the tiles between them, which can be disabled by having a Yellow Pikmin land on one of the hazards. No Pikmin can land on rock tiles or outside the edge of the map. The player cannot move past rocks, plucked Pikmin, or hazards (except water) thus they must find the best order to pluck the Pikmin in without getting stuck. The player is prevented from plucking a Pikmin if a rock or edge is in the way, but not if there's a hazard harmful to the Pikmin they are plucking, which will result in a death. The game is won once all Pikmin are unearthed and lost when a Pikmin dies or no moves are left. This game is played using red cards and the music is a remix of the ''Pikmin 2'' [[Challenge Mode (Pikmin 2)|Challenge Mode]] [[Music (Pikmin 2)#Challenge Mode menu|menu theme]].


===Marching Pikmin===
===Marching Pikmin===
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*Start to restart, look around, or quit
*Start to restart, look around, or quit


'''Overview:''' The player moves multiple Pikmin, usually of different colors, around a grid of tiles. All Pikmin are controlled by the same input, thus the player must be careful to move them without having any touch hazards that are harmful to them or fall into pits. Tiles containing rocks can be used to keep some Pikmin from moving if they're in the way of the direction being moved. Some rocks have a number on them signifying how many times they can be bumped into before disappearing. All five Pikmin types are present and Candypop Buds of every color can be found throughout to change the color of a single Pikmin per plant. A Pikmin that is the same color of the Candypop Bud will waste it. [[Fire]], [[electricity]], [[water]], and [[poison]] hazards will be encountered that Pikmin of the respective colors can move over. Additionally, Bulborbs will occupy some tiles and will kill any Pikmin that touches them except Purples, which will kill the Bulborb. Every Pikmin moves one square at a time except Whites, which move two squares. Each level contains one of eleven treasures from the game (see below). When a Pikmin reaches the treasure, it disappears and the player no longer has to worry about it. The game is won when every Pikmin reaches the treasure and lost as soon as a Pikmin dies. This game is played using yellow cards and the music is a remix of the [[Awakening Wood]] theme.
'''Overview:''' The player moves multiple Pikmin, usually of different types, around a grid of tiles. All Pikmin are controlled by the same input, thus the player must be careful to move them without having any touch hazards that are harmful to them or fall into pits. Tiles containing rocks can be used to keep some Pikmin from moving if they're in the way of the direction being moved. Some rocks have a number on them signifying how many times they can be bumped into before disappearing. All five Pikmin types are present and Candypop Buds of every type can be found throughout to change the type of a single Pikmin per plant. A Pikmin that is the same type as the Candypop Bud will waste it. [[Fire]], [[electricity]], [[water]], and [[poison]] hazards will be encountered that Pikmin of the respective types can move over. Additionally, Bulborbs will occupy some tiles and will kill any Pikmin that touches them except Purples, which will kill the Bulborb. Every Pikmin moves one square at a time except Whites, which move two squares. Each level contains one of eleven treasures from the game (see below). When a Pikmin reaches the treasure, it disappears and the player no longer has to worry about it. The game is won when every Pikmin reaches the treasure and lost as soon as a Pikmin dies. This game is played using yellow cards and the music is a remix of the [[Awakening Wood]] [[Music (Pikmin 2)#Awakening Wood|theme]].


The treasures that can be found are:
The treasures that can be found are:
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*Start to restart or quit
*Start to restart or quit


'''Overview:''' The player chooses two panels to switch places, so that the Pikmin can move over them without running into hazards or enemies. The chosen panels to switch cannot have a Pikmin, hazard, enemy, or the Research Pod on them. Once a panel has been moved once it cannot be moved again. Arrows next to Pikmin and enemies signify which direction they'll move next, and the shape of the panels determine which way they'll turn. If there's space, Pikmin and Bulborbs move one space after each panel switch, while Yellow Wollywogs move two spaces. They will change direction if they reach a dead end. All five Pikmin types are present, as are [[fire]], [[electricity]], [[water]], and [[poison]] hazards. Purple Pikmin kill any enemy they run into. The game is won when all Pikmin reach the Research Pod and lost once a Pikmin dies. This game is played using blue cards and the music is a remix of the [[Valley of Repose]] theme.
'''Overview:''' The player chooses two panels to switch places, so that the Pikmin can move over them without running into hazards or enemies. The chosen panels to switch cannot have a Pikmin, hazard, enemy, or the Research Pod on them. Once a panel has been moved once it cannot be moved again. Arrows next to Pikmin and enemies signify which direction they'll move next, and the shape of the panels determine which way they'll turn. If there's space, Pikmin and Bulborbs move one space after each panel switch, while Yellow Wollywogs move two spaces. They will change direction if they reach a dead end. All five Pikmin types are present, as are [[fire]], [[electricity]], [[water]], and [[poison]] hazards. Purple Pikmin kill any enemy they run into. The game is won when all Pikmin reach the Research Pod and lost once a Pikmin dies. This game is played using blue cards and the music is a remix of the [[Valley of Repose]] [[Music (Pikmin 2)#Valley of Repose|theme]].


==Gallery==
==Gallery==

Revision as of 00:58, July 19, 2015

File:Ereader.jpg
An e-Reader.

The Nintendo e-Reader is a Game Boy Advance, Game Boy SP, and Nintendo DS add-on device that reads a special strip on e-Reader cards via an LED scanner. It can connect to the GameCube via a Game Boy Advance to Nintendo GameCube Link Cable. The cards' purpose is to unlock mini-games, items, levels or functions for games on the GBA, or as games in and of themselves. There are multiple available packs of Pikmin e-Reader cards, both released only in Japan after the release of Pikmin 2, which are supposed to be used for Pikmin 2-e. Each card contains a number of simple Pikmin-based mini-games, which can be played by connecting the e-Reader to a Game Boy Advance or Game Boy Player connected to a GameCube in which the Pikmin 2 disk is placed.

The cards come in packs with red, yellow, and blue themes. Each theme has four packs numbered 1-4, with the designs being Pikmin, Onions, Pellet Posies and Candypop Buds in respective order. Individual cards depict enemies, Pikmin or leaders. Every pack contains 5 cards, totaling to 60 cards plus 12 promotional cards. Each card contains three levels of one of three mini-games except the promotional cards which vary from one to three bonus levels. Connecting to Pikmin 2 brings up a screen showing several leaf Pikmin of the respective card color, each one representing a level. Cards can then be scanned to make some levels playable. The Pikmin grows a flower when the level is beat. The game remembers the player's progress, thus the goal is to get a flower on every level, similar to the Pikmin 2 Challenge Mode.

Pikmin 2-e mini-games

The Pikmin 2-e logo.

Plucking Pikmin

Japanese name: ひっこぬき ピクミン?

Objective: The player must control Olimar or Louie to pluck every Pikmin from the ground.

Controls:

  • D-Pad to move
  • A to pluck
  • B to cancel pluck
  • Hold B with D-Pad to change direction
  • Start to restart or quit

Overview: The player moves around a grid of tiles and must face the tile containing the Pikmin they want in order to pluck it. Red and Blue Pikmin will land on the tile directly behind the player while Yellows will land two tiles behind them. Some tiles contain fire, electricity, and water hazards that only Pikmin of the respective type can land on. Some electrical hazards will form a harmful current in the tiles between them, which can be disabled by having a Yellow Pikmin land on one of the hazards. No Pikmin can land on rock tiles or outside the edge of the map. The player cannot move past rocks, plucked Pikmin, or hazards (except water) thus they must find the best order to pluck the Pikmin in without getting stuck. The player is prevented from plucking a Pikmin if a rock or edge is in the way, but not if there's a hazard harmful to the Pikmin they are plucking, which will result in a death. The game is won once all Pikmin are unearthed and lost when a Pikmin dies or no moves are left. This game is played using red cards and the music is a remix of the Pikmin 2 Challenge Mode menu theme.

Marching Pikmin

Japanese name: てくてく ピクミン?

Objective: The player must control multiple Pikmin moving in the same direction to get them all to the treasure.

Controls:

  • D-Pad to move
  • A or B with D-Pad to look around
  • Start to restart, look around, or quit

Overview: The player moves multiple Pikmin, usually of different types, around a grid of tiles. All Pikmin are controlled by the same input, thus the player must be careful to move them without having any touch hazards that are harmful to them or fall into pits. Tiles containing rocks can be used to keep some Pikmin from moving if they're in the way of the direction being moved. Some rocks have a number on them signifying how many times they can be bumped into before disappearing. All five Pikmin types are present and Candypop Buds of every type can be found throughout to change the type of a single Pikmin per plant. A Pikmin that is the same type as the Candypop Bud will waste it. Fire, electricity, water, and poison hazards will be encountered that Pikmin of the respective types can move over. Additionally, Bulborbs will occupy some tiles and will kill any Pikmin that touches them except Purples, which will kill the Bulborb. Every Pikmin moves one square at a time except Whites, which move two squares. Each level contains one of eleven treasures from the game (see below). When a Pikmin reaches the treasure, it disappears and the player no longer has to worry about it. The game is won when every Pikmin reaches the treasure and lost as soon as a Pikmin dies. This game is played using yellow cards and the music is a remix of the Awakening Wood theme.

The treasures that can be found are:

  1. ^ The Danger Chime present here is silver, as was the case with an early version of the game.

Connecting Pikmin

Japanese name: つなげて ピクミン?

Objective: The player must move panels around to create a path for the Pikmin so that they can reach the Research Pod.

Controls:

  • D-Pad to move cursor
  • A to select panel
  • B to cancel selection
  • Start to restart or quit

Overview: The player chooses two panels to switch places, so that the Pikmin can move over them without running into hazards or enemies. The chosen panels to switch cannot have a Pikmin, hazard, enemy, or the Research Pod on them. Once a panel has been moved once it cannot be moved again. Arrows next to Pikmin and enemies signify which direction they'll move next, and the shape of the panels determine which way they'll turn. If there's space, Pikmin and Bulborbs move one space after each panel switch, while Yellow Wollywogs move two spaces. They will change direction if they reach a dead end. All five Pikmin types are present, as are fire, electricity, water, and poison hazards. Purple Pikmin kill any enemy they run into. The game is won when all Pikmin reach the Research Pod and lost once a Pikmin dies. This game is played using blue cards and the music is a remix of the Valley of Repose theme.

Gallery

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Trivia

See also