Controls: Difference between revisions
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* While commanding Pikmin: Pick a Pikmin up. When the button is released, Olimar | * While commanding Pikmin: Pick a Pikmin up. When the button is released, Olimar [[throw]]s the Pikmin. | ||
* When by a sprout: Pluck the Pikmin sprout out of the ground. | * When by a sprout: [[Pluck]] the Pikmin sprout out of the ground. | ||
* Without any Pikmin: Punch. | * Without any Pikmin: [[Punch]]. | ||
* When under an [[Onion]]: Open its [[menu]]. | * When under an [[Onion]]: Open its [[menu]]. | ||
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* While commanding Pikmin: Pick a Pikmin up. When the button is released, the leader | * While commanding Pikmin: Pick a Pikmin up. When the button is released, the leader [[throw]]s the Pikmin. | ||
* When by a sprout: Pluck the Pikmin sprout out of the ground. | * When by a sprout: [[Pluck]] the Pikmin sprout out of the ground. | ||
* Without any Pikmin: Punch. If the [[Rocket Fist]] has been collected, pressing the button quickly three times will do a more powerful punch. | * Without any Pikmin: [[Punch]]. If the [[Rocket Fist]] has been collected, pressing the button quickly three times will do a more powerful punch. | ||
* When under an [[Onion]]: Open its [[menu]]. | * When under an [[Onion]]: Open its [[menu]]. | ||
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* While commanding Pikmin: Pick a Pikmin up. When the button is released, the leader | * While commanding Pikmin: Pick a Pikmin up. When the button is released, the leader [[throw]]s the Pikmin. | ||
* When by a sprout: Pluck the Pikmin sprout out of the ground. | * When by a sprout: [[Pluck]] the Pikmin sprout out of the ground. | ||
* Without any Pikmin: Punch. | * Without any Pikmin: [[Punch]]. | ||
* When under an [[Onion]]: Open its [[menu]]. | * When under an [[Onion]]: Open its [[menu]]. | ||
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Due to the actions that can be performed by Pikmin carrying [[bomb-rock]]s, some special notes need to be taken into consideration in order to not have a bomb-rock explode accidentally. | Due to the actions that can be performed by Pikmin carrying [[bomb-rock]]s, some special notes need to be taken into consideration in order to not have a bomb-rock explode accidentally. | ||
When a bomb-rock [[Yellow Pikmin]] is | When a bomb-rock [[Yellow Pikmin]] is [[throw]]n, it becomes in a standby state. By whistling this Pikmin, it drops its bomb-rock, which begins its detonation timer. In order to safely retrieve the Pikmin without detonating the bomb-rock, the Pikmin must be touched by the leader. [[Dismiss]]ed Pikmin that have not been thrown will always keep their bomb-rock when returning to the party. Finally, any bomb-rock-carrying Yellow Pikmin that is told to go into an Onion will drop the bomb-rock safely by one of the Onion's legs. | ||
===Radar=== | ===Radar=== |
Revision as of 17:09, July 2, 2014
This article is a stub. You can help Pikipedia by expanding it. |
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.
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 |
---|---|---|
A | ||
B | Whistle. Holding it down longer increases the range. Any Pikmin caught in the whistle will come to the leader's command. | |
Stick | 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. | |
Stick | Wiimote | Move the cursor. |
C | Paddown | Move Pikmin group. 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. |
Y | Open the radar. The L / Padleft and R / Padright buttons switch between menus. | |
X | Dismiss all Pikmin into groups of their type. | |
Paddown | Lie down. | |
N/A | While holding a Pikmin, swap it for one of a different type. | |
N/A | Paddown | When holding a Pikmin, swap it for a leaf, bud, or flower Pikmin of the same type. Also causes the group move effect on the cursor, but the group does not move. |
L |
| |
R | Padleftright | Switch to a closer or farther away camera angle. |
Z | Padup | Switch to a top view and then back to an angled view. |
Start | 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 |
---|---|---|
A |
| |
B | 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. | |
Stick | 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. | |
Stick | Wiimote | Move the cursor. |
C | Paddown | Move Pikmin group. 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. |
Y | Switch leaders. | |
X | Dismiss all Pikmin into groups of their type. When held, lie down if the Five-man Napsack has been obtained. | |
Padup | When not holding a Pikmin, use an Ultra-bitter spray. This is obtained from 10 purple berries. | |
Paddown | When not holding a Pikmin, use an Ultra-spicy spray. This is obtained from 10 red berries. | |
Padupdown | Paddown | When holding a Pikmin, swap it for a leaf, bud, or flower Pikmin of the same type. |
Padleftright | While holding a Pikmin, swap it for one of a different type. | |
L |
| |
R | Padleftright |
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Z | Padup | Switch to a top view and then back to an angled view. |
Start | Pause and continue the game. The L / Padleft and R / Padright 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.
Controllers
GamePad | Wii Remote | Pro Controller | Action |
---|---|---|---|
Whistle. | |||
Touchscreen
There are two ways to play with the touchscreen in Pikmin 3. The game can be played with the GamePad and a TV, or on the GamePad alone. The controls are different depending on the screens.
For the GamePad screen alone, the controls are as follows:
GamePad | Action |
---|---|
When the screen is touched while the button is pressed, that zone is whistled. | |
Center the camera behind the leader. |
Specific controls
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 |
---|---|---|
Stick | Change selected area or Voyage Log entry. In Pikmin 2 for the GameCube, Pad can also be used. | |
A | Open a menu asking if the player wishes to enter the area. On Olimar's Voyage Log, it opens the selected journal. | |
B | 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. | |
Start | Open a menu that allows the player to continue or return to the title screen. | |
Y | In Pikmin, toggle between the area selection and Olimar's Voyage Log. | |
L | Padleft | Open the Piklopedia in Pikmin 2. |
R | Padright | 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 |
---|---|---|
A | Show the current entry. Throw pikpik carrots on the Piklopedia. | |
B | Open a menu asking if the player wishes to remain on the Piklopedia / Treasure Hoard or if they went to return to the area selection screen. If showing an entry, it returns to the list. | |
Stick | Change entry. If showing an entry, it pans the camera with the stick's direction. | |
L / R | Padleftright | Switch from the Piklopedia to the Treasure Hoard and vice-versa. |
Padupdown | Padupdown | If showing an entry, it zooms in or out. |
C | + | If showing an entry, it rotates the camera around it. |
X | Open Olimar's Notes. | |
Y | Open Sales Pitch or Louie's Notes. | |
Z | Deploy an ultra-bitter spray on the Piklopedia. |
Bomb-rocks
- Main article: Bomb-rock#Controlling.
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.
When a bomb-rock Yellow Pikmin is thrown, it becomes in a standby state. By whistling this Pikmin, it drops its bomb-rock, which begins its detonation timer. In order to safely retrieve the Pikmin without detonating the bomb-rock, the Pikmin must be touched by the leader. Dismissed Pikmin that have not been thrown will always keep their bomb-rock when returning to the party. Finally, any bomb-rock-carrying Yellow Pikmin that is told to go into an Onion will drop the bomb-rock safely by one of the Onion's legs.
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: Easter eggs#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.
Controller diagram
This article or section is in need of more images. Particularly: |
In the first game, if the radar is opened, R / Padright 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.