Controls: Difference between revisions
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* Ordinarily: Move in the direction it is held. If a Pikmin is touched while running, it will join the leader. The leaders run a bit slower than flower Pikmin. | * Ordinarily: Move in the direction it is held. If a Pikmin is touched while running, it will join the leader. The leaders run a bit slower than flower Pikmin. | ||
* While the action menu is displayed: Select an action. | * While the action menu is displayed: Select an action. | ||
** Left: Switch [[leader]]s. It won't work if the other leader(s) is/are on the current one's party. | ** Up: Use an [[ultra-spicy spray]]. Won't take effect if there are no Pikmin in the party. | ||
** Left or right: Switch [[leader]]s. It won't work if the other leader(s) is/are on the current one's party. | |||
** Down: [[Dismiss]] all Pikmin/leaders into groups of their type, except for the currently selected Pikmin/leader group. The selected Pikmin/leader group will only be dismissed if they are the only type in the squad. | ** Down: [[Dismiss]] all Pikmin/leaders into groups of their type, except for the currently selected Pikmin/leader group. The selected Pikmin/leader group will only be dismissed if they are the only type in the squad. | ||
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Revision as of 03:09, October 26, 2020
This article is a stub. You can help Pikipedia by expanding it. |
- This article is about controls of the Pikmin games. For the data file category, see Controls (Exploration Notes).
The Pikmin games have a variety of controls used to control the game's menus, leaders, camera and gameplay mechanics. These controls come in the form of button presses and releases, analog stick tilts, Wii Remote pointer movements and touchscreen touches.
For the GameCube games, there are two button combinations that replace the need to interact with the physical console itself: one resets the game without pressing the button on the console, and the other resets the controller's neutral position, without needing to unplug and replug it. The former can be achieved by holding + + for a few seconds. For the latter, the player must hold + + , for three seconds, without touching , , or . This is because when the console is booted, or the controller's neutral position is reset, the position of the sticks and the analog shoulder buttons is considered to be the default. If, for instance, the Control Stick is held to the right when the default position is being registered, then the game will assume that the Stick is being held left, if the player releases the Control Stick.
In-game controls
The following is a list of controls for when the player is controlling a leader on an area or cave, for each game.
Pikmin
The first title in the franchise is played on the GameCube, and hence, with the GameCube controller. The New Play Control! Pikmin version is played using the Wii Remote and the Nunchuk.
GameCube | Wii | Action |
---|---|---|
Whistle. Holding it down longer increases the range. Any Pikmin caught in the whistle will come to the leader's command. | ||
(Fully held) |
Move in the direction it is held. If a Pikmin is touched while running, it will join the leader. The leader runs as fast as a flower Red/Blue/Yellow Pikmin. | |
(Lightly or fully held) |
Move the cursor. | |
Swarm. They will go to a task if they bump into an object and they will no longer be on the party. In the New Play Control! version, the Pikmin will go to wherever the cursor is, when the button is held down. | ||
Open the radar. The / and / buttons switch between menus. | ||
Dismiss all Pikmin into groups of their type. | ||
Lie down. | ||
N/A | While holding a Pikmin, swap it for one of a different type. | |
N/A | When holding a Pikmin, swap it for one of a different maturity in the same type. Also causes the swarm effect on the cursor, but the group does not move. | |
| ||
Switch to a closer or farther away camera angle. | ||
Switch to a top view and then back to an angled view. | ||
Pause and continue the game. |
Pikmin 2
The sequel retains many of the controls from the first game, but with some additions and changes. Like the first game, the original GameCube version is played using a GameCube controller, while the New Play Control! Pikmin 2 version is played with the Wii Remote.
GameCube | Wii | Action |
---|---|---|
| ||
Whistle. Holding it down longer increases the range. Any Pikmin caught in the whistle will come to the leader's command. The Mega Tweeter increases the range of the whistle by 1.5 times. If the Pluckaphone has been collected, any sprouts will come out, too. | ||
(Fully held) |
Move in the direction it is held. If a Pikmin is touched while running, it will join the leader. The leaders run as fast as a flower Red/Blue/Yellow Pikmin, and with the Rush Boots, as fast as a flower White Pikmin. | |
(Lightly or fully held) |
Move the cursor. | |
Swarm. They will go to a task if they bump into an object and they will no longer be on the party. In the New Play Control! version, the Pikmin will go to wherever the cursor is, when the button is held down. | ||
Switch leaders. | ||
Dismiss all Pikmin into groups of their type. When held, lie down if the Five-man Napsack has been obtained. | ||
When not holding a Pikmin, use an ultra-bitter spray. | ||
When not holding a Pikmin, use an ultra-spicy spray. Won't take effect if there are no Pikmin in the party. | ||
When holding a Pikmin, swap it for one of a different maturity in the same type. | ||
While holding a Pikmin, swap it for one of a different type. | ||
| ||
| ||
Switch to a top view and then back to an angled view. | ||
Pause and continue the game. The / and / buttons switch between menus. |
Pikmin 3
Pikmin 3 allows for four ways to control the game. The player can use the the GamePad's buttons, the Wii Remote + Nunchuk, the Wii U Pro Controller, or, as of version 2.0.0, the GamePad's touchscreen; the latter is known as "Stylus Mode". The Wii Classic Controller is not supported. When the player uses a control from a controller different from the one they're currently using, a message will appear on-screen saying the main controller has changed, and the player is then allowed to use that controller from there on out. The exception to this is .
In addition, the player can toggle Off-TV Play with . While Off-TV Play mode is on, the TV screen will display some Pikmin moving from right to left on a black screen, with the message "Look at the GamePad." on the bottom. Given that with Off-TV Play off, the player uses the TV screen as the main gameplay view-port and the GamePad as the radar, the player will need to use to toggle between gameplay view and radar view, if Off-TV Play is on.
If the player wishes to play with the Wii Remote and Off-TV Play, they must point the Wii Remote at the GamePad, as opposed to the Sensor Bar.
Controllers
GamePad | Wii Remote | Pro Controller | Action |
---|---|---|---|
/ | |||
Whistle. | |||
(Fully held) |
(Fully held) |
Move in the direction it is held. If a Pikmin is touched while running, it will join the leader. The leaders run a bit slower than flower Pikmin. With the Wii Remote, the camera will automatically rotate to make it easier to navigate. | |
(Lightly or fully held) |
(Lightly or fully held) |
Move the cursor. | |
If the cursor is on a target, toggles lock-on. Otherwise, press to make the camera face the cursor, and, if not using the Wii Remote, hold to lock the cursor on the spot. | |||
Change which Pikmin type (or leader) will be thrown next. | |||
N/A | If locked-on, places the cursor on the object and keeps it there while it's held. Otherwise, allows moving the cursor without moving the leader, while it's held. | ||
N/A | Places the cursor on top of the leader. | ||
Switch leader. It won't work if the other leader(s) is/are on the current one's party. | |||
/ | While locked-on, charge. Otherwise, dismiss. | ||
N/A | Rotate the camera horizontally. | ||
| |||
N/A | N/A | Toggle Off-TV Play. | |
Use an ultra-spicy spray. Won't take effect if there are no Pikmin in the party. | |||
Dodge left or right, if the Dodge Whistle has been obtained. | |||
If Off-TV Play is on, toggle between showing the gameplay or the radar. If it's switching to the radar, the gameplay is instantly paused. In Bingo Battle, press to use the current power. |
Stylus Mode
With Stylus Mode, the player does the majority of the important actions by pressing on the touchscreen. If both Off-TV Play and Stylus Mode are enabled, the controls are exactly the same, and the same touchscreen spot maps to exactly the same game world location in both modes. To use an ultra-spicy spray, dismiss/charge, open the KopPad's apps, or switch leaders, the corresponding buttons on the left side of the touchscreen must be tapped.
GamePad | Action |
---|---|
| |
Move in the direction it is held. If a Pikmin is touched while running, it will join the leader. The leaders run a bit slower than flower Pikmin. The camera will automatically rotate to make it easier to navigate. | |
Tap or hold to move the cursor to where the Stylus is. Move the cursor near the left and right borders of the screen to make the camera rotate horizontally. Tap the stylus on a location to throw Pikmin (or leaders) there, if you have any on the party. If the touchscreen is depressed and is held, whistles towards the touched location. Tap the icons on the left portion of the screen to use an ultra-spicy spray, dismiss/charge, use the KopPad's apps, or switch leaders. | |
If the cursor is on a target, toggles lock-on. Otherwise, press to make the camera face the same way the leader is facing. | |
Change which Pikmin type (or leader) will be thrown next. | |
Dodge left or right, if the Dodge Whistle has been obtained. | |
Switch leader. It won't work if the other leader(s) is/are on the current one's party. | |
| |
Toggle Off-TV Play. |
Pikmin 3 Deluxe
The following article or section is in need of assistance from someone who plays Pikmin 3 Deluxe. |
Pikmin 3 Deluxe has many changes to the controls as seen in Pikmin 3 due to several factors, including differences between the Wii U and Switch (such as the lack of a second screen), changes to mechanics such as charging, and utilization of the Switch's gyroscope. The game features two main control styles: Stick and Pointer. The gyroscope can be either on or off in Stick mode, but must be on to select Pointer mode.
Button | Action |
---|---|
Whistle. Will instead cancel plucking, lock-on or Go Here! if any are active on the current leader. | |
(Fully held) |
|
(Lightly or fully held)\ Move controller (Gyro enabled) |
Move the cursor. |
If the cursor is on or near a target, activates lock-on. If locked-on, it will cycle between nearby lock-on targets. | |
Press to make the camera face the direction the current leader is facing. | |
Change which Pikmin type (or leader) will be thrown next. | |
| |
(Hold) | Display the action menu. |
Charge with the currently selected Pikmin/leader group (leaders will be ordered to, but will not, charge if selected). | |
Rotate the camera horizontally. | |
| |
Opens the radar. The / and / buttons switch between menus. | |
/ (Left or right) | Dodge left or right, if the Dodge Whistle has been obtained. |
/ (Up) | Displays the hint system if hints are enabled. |
Hey! Pikmin
The following article or section is in need of assistance from someone who plays Hey! Pikmin. |
Button | Action |
---|---|
left / left / | Move Captain Olimar to the left. |
right / right / | Move Captain Olimar to the right. |
up / up / | Move Captain Olimar up when swimming or climbing a vine. Enter a doorway. Bounce up when carried by Winged Pikmin. |
down / down / | Move Captain Olimar down when swimming or climbing a vine. Fall faster when carried by Winged Pikmin. Close the jetpack. |
/ | Toggle the radar. |
/ | Pause or continue the game. |
Throw Pikmin at the tapped spot. Used to tap on the Pikmin type, jetpack, or whistle buttons. Advance dialog. |
Specific controls
The following article or section is in need of assistance from someone who plays Pikmin 3. |
This section details controls for specific scenarios that can be encountered while playing.
The controls for the menus are simple, allowing the player to highlight an option, change its values, or activate it. In general, the controls are as follows:
- To highlight a different option, the D-Pad or main Analog Stick of the controller is used, normally up and down.
- To change the value of a highlighted option, the D-Pad or main Analog Stick of the controller is used, normally left and right.
- To confirm the option, if applicable, the punch button is used.
- To cancel, if applicable, the whistle button is used.
Onions
In the first two games and the New Play Control! remakes, the Onion menu allows the player to withdraw or save Pikmin using a simple control interface.
- Pressing up or down on the D-Pad or main Analog Stick of the controller allows the player to change the amount of Pikmin of that type in the party. Missing or excessive Pikmin will be automatically withdrawn or stored accordingly. Up increases the amount of Pikmin in the Onion, while down increases the amount in the group.
- Pressing the punch button confirms the choice.
- Pressing the whistle button cancels.
Area selection
The area selection screen in the first two games has some specific options and controls.
GameCube | Wii | Action |
---|---|---|
Change selected area or voyage log entry. In Pikmin 2 for the GameCube, can also be used. | ||
Open a menu asking if the player wishes to enter the area. On Olimar's voyage log, it opens the selected journal. | ||
Close Olimar's voyage log in Pikmin. This button also allows canceling the area choice, if the ship's animation hasn't been completed yet. | ||
Open a menu that allows the player to continue or return to the title screen. | ||
In Pikmin, toggle between the area selection and Olimar's voyage log. | ||
Open the Piklopedia in Pikmin 2. | ||
Open the Treasure Hoard in Pikmin 2. | ||
N/A | In Pikmin 2, it makes the Wii Remote's speaker sound a "boing" sound effect, the same that can be heard when an invalid Pikmin number is attempted on an Onion's menu. |
Piklopedia and Treasure Hoard
On the Piklopedia and Treasure Hoard, there are a few specific actions that can be performed.
GameCube | Wii | Action |
---|---|---|
Shows an entry up-close. In the Piklopedia, also throw pikpik carrots. | ||
Open a menu asking if the player wishes to remain on the mode or if they went to return to the area selection screen. If up-close on an entry, it returns to the list. | ||
Change entry. If up-close on one, it pans the camera. | ||
/ | Switch from the Piklopedia to the Treasure Hoard and vice-versa. | |
If up-close on an entry, it zooms in or out. | ||
+ | If up-close on an entry, it rotates the camera around it. | |
Open Olimar's journal or Olimar's notes. | ||
Open the sales pitch or Louie's notes. | ||
Deploy an ultra-bitter spray on the Piklopedia. |
Bomb rocks
- Main article: Bomb rock.
Due to the actions that can be performed by Pikmin carrying bomb rocks, some special notes need to be taken into consideration in order to not have a bomb-rock explode accidentally.
Radar
- Main article: Radar.
A few buttons control the radar. These allows the player to pan it and zoom it.
Pikmin 2 title screen
- Main article: Title screen secrets.
Some Easter eggs exist on the title screen for Pikmin 2 and the New Play Control! remake. These allow the player to change the words the Pikmin spell out, and allows the spawn and control of an enemy.
Button-mashing
The term button-mashing is used when a player rapidly presses buttons or tilts sticks on the controller, without any discernible pattern. The point of doing this varies between games and scenarios, but in the Pikmin games, one may have to button-mash in certain situations in order to achieve a goal. The following situations require the player to button-mash:
- When the current leader is being attacked by an opposing Pikmin, twirling the main analog stick allows the leader to shake them off; they'll remained latched until the stick is twirled for long enough. In Pikmin and New Play Control! Pikmin, actual buttons can also be pressed rapidly to shake off Mushroom Pikmin.
- When the leader is being held by a Greater Spotted Jellyfloat, Swooping Snitchbug or Bumbling Snitchbug, the player can rotate the main stick to break free. If they do not do it in time, they subject the leader to damage.
- In Pikmin 3, when a leader is thrown to the ground, the player can mash directions on / – such as twirling – to make them get up. The player can also shake the Nunchuk to make them get up (usually easier and faster). The leader will get up by themselves eventually, however.
In a sense, it could be said that the games prior to Pikmin 3 require the player to mash / to continuously pluck Pikmin, but this is only partially true: the player needs only to press the button during a pluck animation, in order to assure that the next Pikmin will also be automatically plucked. In addition, mashing the throw button is required in order to throw Pikmin in quick succession.
If the player is not interested in a cutscene's dialog, the fastest way to advance it is by mashing the / / and / / buttons. If the game in question allows using the "B" button to both advance the text and auto-fill the letters, then that button may be mashed alone.
Controller diagram
In the first game, if the radar is opened, / can be used to flip to a different page, containing an illustration that maps the different buttons on the controller to the corresponding actions. This can be used should the player forget the controls.
Controls screen on the GameCube version.
Controls screen on the New Play Control! version.
Trivia
- Interestingly, after switching leaders in Pikmin 3, there is a small delay until the player can switch again. This delay can be bypassed with Stylus mode and the touchscreen buttons.