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Hazard: Difference between revisions

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m (→‎Electrical wires: I actually switched the electrical and fire hazards on accident, but it's fine, because they have the same value.)
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[[Category:Hazards]]
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Revision as of 07:31, February 10, 2015

The term hazard in the Pikmin games refers to anything that can harm or kill Pikmin, including the creatures, non-living traps and other dangers of the Pikmin planet. All types of hazards are listed below.

Fire

Fire.

This icon is used to represent fire hazards on the wiki. Fire hazards are usually in the form of fiery geysers spouting from the ground. In the first game, they are indestructible, but in the second game, they can be destroyed by Pikmin. Pikmin caught on fire may be saved by blowing your whistle at them, although they burn much more quickly in the first game, making doing so much harder than in Pikmin 2. Fortunately, fire cannot spread between Pikmin, and Pikmin which have caught fire will not suffer any permanent injuries after being rescued. Red Pikmin and Bulbmin cannot be hurt by fire hazards. Some enemies also release/create fire, such as the Fiery Blowhog and Fiery Bulblax. Captains can be made immune to fire by obtaining the Forged Courage treasure in Pikmin 2. When a Pikmin is on fire, it will run around frantically until they die or until their flame is extinguished.

Electricity

Electricity.

This icon is used to represent electrical hazards on the wiki. Electricity appears as a hazard in Pikmin 2 and Pikmin 3. It usually comes in the form of broken electrical wires sticking out of the ground, between which arcs of electrical discharge jump. In Pikmin 2, if any Pikmin touches an electric current, they will be instantly fried, with no chance to save them; in Pikmin 3, they are knocked onto the ground and paralyzed, giving a chance to save them by whistling. Yellow Pikmin and Bulbmin aren't affected by the electricity, and can easily dispatch of these death traps. Special types of gates pose an electrical hazard, and certain enemies, such as Anode Beetles will also produce electrical currents. Obtaining the Dream Material treasure will make captains immune to electricity.

Water

A Watery Blowhog squirting water at Captain Olimar.
Water being ejected by a Watery Blowhog.

This icon is used to represent water hazards on the wiki. Water hazards include all pools of water in the world of the Pikmin. Pikmin that fall into the water will start to drown, but may have a chance to survive if they are repeatedly called over. Alternatively, Blue Pikmin have small gills and cannot drown, and will even rescue nearby drowning Pikmin when idle. Some water pools can be drained by breaking a rock seal in the pool, thereby revealing a hole that will drain it. Some enemies also release streams of water, such as the Watery Blowhog and Titan Dweevil. Enemies that eject water will form small bubbles around a non-blue Pikmin's head, causing it to panic. If not called back, they will fall on the ground and die. The only enemy that does this in Pikmin is the Goolix. Captains are always immune to water because of their space suit, though water-based attacks can still knock them down.

Poison gas

Poison being emitted by a pipe.

This icon is used to represent poison hazards on the wiki. Poison hazards refer mainly to small pipes sticking out of the ground which constantly emit poisonous gases that suffocate Pikmin; whistling at a choking Pikmin will save it instantly. White Pikmin are totally immune to poison gas and are one of two capable of destroying gas pipes, the other type being Bulbmin. Certain enemies, such as the Doodlebug, will also emit gas clouds in small bursts. Because the air is thoroughly filtered, captains wearing a spacesuit will not succumb to poisonous gases, though certain poison-based attacks can still knock them down.

Other hazards

The term "hazard" is often used to refer exclusively to fire, water, electricity, and poison, but those are not the only things which can potentially kill Pikmin.

Explosions

A bomb-rock close to detonation.
Main article: Bomb-rock.

This icon is used to represent explosion hazards on the wiki. Bomb-rocks explode and any Pikmin caught in the blast will die instantly. In the first game, Yellow Pikmin could carry and throw the bomb-rocks at enemies. The size of the bomb-rocks and their explosion range were enlarged in the second game, and instead of being able to carry these, Yellow Pikmin were made shockproof. In the third game, however, all Pikmin are able to carry bomb-rocks. The player may find bomb-rocks scattered on the ground of caves, and they may even fall from the ceiling in certain caves. Bomb-rocks are also produced and thrown by the Careening Dirigibug. The Volatile Dweevil carries a live bomb-rock on its back as it chases Pikmin around, which will activate when the creature is startled, exploding shortly thereafter. The explosion hazard is not created by the Titan Dweevil. Any deaths caused by the attacks of a Gatling Groink or Man-at-Legs count as explosion deaths, not as deaths from an enemy.

Boulders

This icon is used to represent boulder hazards on the wiki. Boulders fall from the sky in certain caves, much like bomb-rocks do. They are also produced by Lithopods and made to fall by the Empress Bulblax (only in the Hole of Heroes) and Segmented Crawbster. Boulders kill any Pikmin in the place they land instantly, with no chance of saving the crushed Pikmin. Whether produced by an enemy or falling from the ceiling, boulders can be used to injure or defeat unlucky enemies with good timing and positioning; however, it should be noted that the boulders produced from the Armored Cannon Beetle in Pikmin are only lethal to Olimar and the Pikmin, and not to other enemies.

The abyss

This icon is used to represent the abyss hazard on the wiki. This refers to the pit outside the boundaries of every sublevel of every cave, as well as the bottomless pit in The Forest Navel; if Pikmin are thrown over the edge of the level or leave its walls or floor by a glitch, they fall to their deaths. Enemies can be killed by this as well, a strategy that can be used to one's advantage, especially in the cases of the highly mobile Gatling Groink and Spotty Bulbear. In Pikmin 2, any treasure that falls out of the boundaries of the level will reappear in a collectible spot, however this is not the case in the first game, which can lead to a destructive glitch with the Libra.

Enemies

Main article: Enemy.

This icon is used to represent enemy hazards on the wiki. As the most common hazard, enemies play a major antagonistic role in game. The vast majority of beasts can harm Pikmin in some way, be it by eating them, rolling over them, sucking them up, or crushing them. Some produce other hazards, including fire, water, electricity, poison, bomb-rocks and boulders. Some even blow Pikmin away into other hazards. Concerning the eating of Pikmin, each type of enemy takes a different amount of time to kill Pikmin it has taken into its mouth, ranging from near-instantly, in the case of Spotty Bulbears and Bulborb Larvae, to quite a number of seconds.

Enemies that are harmless to Pikmin, and even often beneficial, can be found here.

Sunset

Two Red Bulborbs hunting for prey at sunset in Pikmin.
Main article: Sunset.

This icon is used to represent the sunset hazard on the wiki. This involves the end of the day: all Pikmin not in the landing area, with either Captain, or planted in the ground, die when the day ends, whether the player ends it through the start menu or is ended due to the time limit. It is possible to tell which Pikmin colors are killed during the cutscene of the ship lifting off by the Pikmin spirits that appear. Enemies can also be killed during this cutscene by White Pikmin or other enemies.

In Super Smash Bros. Brawl, Olimar's Final Smash is called "End of Day", and involves the enemies that come out at night on the Pikmin planet.

Technical information

Fire geyser

Pikmin 2 technical information (?)
Internal name hiba
Global properties (List)
ID Japanese comment Property Value
s000 friction(not used) Friction 0.5
s001 wallReflection Unknown (wall bounce speed multiplier?) 0.5
s002 faceDirAdjust Unknown 0.25
s003 accel Acceleration 0.1
s004 bounceFactor Unknown (bounce when it hits the ground?) 0.3
fp00 ライフ HP 150
fp01 マップとの当り Unknown (related to slopes) 10
fp02 ダメージスケールXZ Horizontal damage scale 0.5
fp03 ダメージスケールY Vertical damage scale 1
fp04 ダメージフレーム Damage scale duration 0.25
fp05 質量 Unknown (weight?) 1
fp06 速度 Move speed 0
fp08 回転速度率 Rotation acceleration 0
fp09 テリトリー Territory radius 1
fp10 ホーム範囲 "Home" radius 1
fp11 プライベート距離 "Private" radius 0
fp12 視界距離 Sight radius 0
fp13 視界角度 FOV 0
fp14 探索距離 Unknown (exploration radius?) 0
fp15 探索角度 Unknown (exploration angle?) 0
fp16 振り払い率 Successful shake rate 0
fp17 振り払い力 Shake knockback 0
fp18 振り払いダメージ Shake damage 0
fp19 振り払い範囲 Shake range 0
fp20 攻撃可能範囲 Unknown (shock attack max range?) 60
fp21 攻撃可能角度 Unknown (shock attack max angle?) 10
fp22 攻撃ヒット範囲 Unknown (attack hit range?) 15
fp23 攻撃ヒット角度 Unknown (attack hit angle?) 0
fp24 攻撃力 Attack damage 10
fp25 視界高 Unknown (height visibility?) 0
fp26 探索高 Unknown (exploration height?) 0
fp27 ライフの高さ HP wheel height 80
fp28 回転最大速度 Rotation speed 0
fp29 警戒時間 Unknown (warning time?) 0
fp30 警戒ライフ Unknown 0
fp31 ライフ回復率 Regeneration rate 0.0065
fp32 LOD半径 Off-camera radius 30
fp33 マップとのあたりポリゴンの選定 Collision processing radius 20
fp34 ピクミンとのあたり Pikmin damage radius 10
fp35 石化時間 Petrification duration 1
fp36 ヒップドロップダメージ Purple Pikmin drop damage 50
fp37 地震気絶確立 Purple Pikmin stun chance 0 (0%)
fp38 地震気絶時間 Purple Pikmin stun time 5
ip01 振り払い打撃A Shake mode 1 – hit count 0
ip02 振り払い張付1 Shake mode 1 – Pikmin requirement 0
ip03 振り払い打撃B Shake mode 2 – hit count 0
ip04 振り払い張付2 Shake mode 2 – Pikmin requirement 0
ip05 振り払い打撃C Shake mode 3 – hit count 0
ip06 振り払い張付3 Shake mode 3 – Pikmin requirement 0
ip07 振り払い打撃D Shake mode 4 – hit count 0
Specific properties
ID Japanese comment Property Value
fp02 ウェイト時間 Idle duration 3
fp01 火吐き時間 Fire spew duration 2.5
fp03 停止時間 Unknown (stop duration?) 30

Electrical wires

Pikmin 2 technical information (?)
Internal name elechiba
Global properties (List)
ID Japanese comment Property Value
s000 friction(not used) Friction 0.5
s001 wallReflection Unknown (wall bounce speed multiplier?) 0.5
s002 faceDirAdjust Unknown 0.25
s003 accel Acceleration 0.1
s004 bounceFactor Unknown (bounce when it hits the ground?) 0.3
fp00 ライフ HP 150
fp01 マップとの当り Unknown (related to slopes) 10
fp02 ダメージスケールXZ Horizontal damage scale 0.5
fp03 ダメージスケールY Vertical damage scale 0.7
fp04 ダメージフレーム Damage scale duration 0.3
fp05 質量 Unknown (weight?) 1
fp06 速度 Move speed 0
fp08 回転速度率 Rotation acceleration 0
fp09 テリトリー Territory radius 1
fp10 ホーム範囲 "Home" radius 1
fp11 プライベート距離 "Private" radius 0
fp12 視界距離 Sight radius 0
fp13 視界角度 FOV 0
fp14 探索距離 Unknown (exploration radius?) 200
fp15 探索角度 Unknown (exploration angle?) 0
fp16 振り払い率 Successful shake rate 0
fp17 振り払い力 Shake knockback 0
fp18 振り払いダメージ Shake damage 0
fp19 振り払い範囲 Shake range 0
fp20 攻撃可能範囲 Unknown (shock attack max range?) 10
fp21 攻撃可能角度 Unknown (shock attack max angle?) 5
fp22 攻撃ヒット範囲 Unknown (attack hit range?) 10
fp23 攻撃ヒット角度 Unknown (attack hit angle?) 15
fp24 攻撃力 Attack damage 10
fp25 視界高 Unknown (height visibility?) 0
fp26 探索高 Unknown (exploration height?) 0
fp27 ライフの高さ HP wheel height 50
fp28 回転最大速度 Rotation speed 0
fp29 警戒時間 Unknown (warning time?) 0
fp30 警戒ライフ Unknown 0
fp31 ライフ回復率 Regeneration rate 0.0065
fp32 LOD半径 Off-camera radius 30
fp33 マップとのあたりポリゴンの選定 Collision processing radius 15
fp34 ピクミンとのあたり Pikmin damage radius 10
fp35 石化時間 Petrification duration 1
fp36 ヒップドロップダメージ Purple Pikmin drop damage 50
fp37 地震気絶確立 Purple Pikmin stun chance 0 (0%)
fp38 地震気絶時間 Purple Pikmin stun time 5
ip01 振り払い打撃A Shake mode 1 – hit count 0
ip02 振り払い張付1 Shake mode 1 – Pikmin requirement 0
ip03 振り払い打撃B Shake mode 2 – hit count 0
ip04 振り払い張付2 Shake mode 2 – Pikmin requirement 0
ip05 振り払い打撃C Shake mode 3 – hit count 0
ip06 振り払い張付3 Shake mode 3 – Pikmin requirement 0
ip07 振り払い打撃D Shake mode 4 – hit count 0
Specific properties
ID Japanese comment Property Value
fp02 ウェイト時間 Idle duration 1.5
fp03 予兆時間 Sparking duration 1.5
fp01 放電時間 Electric current duration 2.5
fp04 停止時間 Unknown (stop duration?) 30

Gas pipe

Pikmin 2 technical information (?)
Internal name gashiba
Global properties (List)
ID Japanese comment Property Value
s000 friction(not used) Friction 0.5
s001 wallReflection Unknown (wall bounce speed multiplier?) 0.5
s002 faceDirAdjust Unknown 0.25
s003 accel Acceleration 0.1
s004 bounceFactor Unknown (bounce when it hits the ground?) 0.3
fp00 ライフ HP 150
fp01 マップとの当り Unknown (related to slopes) 10
fp02 ダメージスケールXZ Horizontal damage scale 0.5
fp03 ダメージスケールY Vertical damage scale 0.7
fp04 ダメージフレーム Damage scale duration 0.35
fp05 質量 Unknown (weight?) 1
fp06 速度 Move speed 0
fp08 回転速度率 Rotation acceleration 0
fp09 テリトリー Territory radius 1
fp10 ホーム範囲 "Home" radius 1
fp11 プライベート距離 "Private" radius 0
fp12 視界距離 Sight radius 0
fp13 視界角度 FOV 0
fp14 探索距離 Unknown (exploration radius?) 0
fp15 探索角度 Unknown (exploration angle?) 0
fp16 振り払い率 Successful shake rate 0
fp17 振り払い力 Shake knockback 0
fp18 振り払いダメージ Shake damage 0
fp19 振り払い範囲 Shake range 0
fp20 攻撃可能範囲 Unknown (shock attack max range?) 50
fp21 攻撃可能角度 Unknown (shock attack max angle?) 10
fp22 攻撃ヒット範囲 Unknown (attack hit range?) 60
fp23 攻撃ヒット角度 Unknown (attack hit angle?) 0
fp24 攻撃力 Attack damage 0
fp25 視界高 Unknown (height visibility?) 0
fp26 探索高 Unknown (exploration height?) 0
fp27 ライフの高さ HP wheel height 60
fp28 回転最大速度 Rotation speed 0
fp29 警戒時間 Unknown (warning time?) 0
fp30 警戒ライフ Unknown 0
fp31 ライフ回復率 Regeneration rate 0.0065
fp32 LOD半径 Off-camera radius 30
fp33 マップとのあたりポリゴンの選定 Collision processing radius 20
fp34 ピクミンとのあたり Pikmin damage radius 18
fp35 石化時間 Petrification duration 1
fp36 ヒップドロップダメージ Purple Pikmin drop damage 50
fp37 地震気絶確立 Purple Pikmin stun chance 0 (0%)
fp38 地震気絶時間 Purple Pikmin stun time 5
ip01 振り払い打撃A Shake mode 1 – hit count 0
ip02 振り払い張付1 Shake mode 1 – Pikmin requirement 0
ip03 振り払い打撃B Shake mode 2 – hit count 0
ip04 振り払い張付2 Shake mode 2 – Pikmin requirement 0
ip05 振り払い打撃C Shake mode 3 – hit count 0
ip06 振り払い張付3 Shake mode 3 – Pikmin requirement 0
ip07 振り払い打撃D Shake mode 4 – hit count 0
Specific properties
ID Japanese comment Property Value
fp02 ウェイト時間 Idle duration 0
fp01 ガス吐き時間 Unknown (gas spew duration?) 3
fp03 攻撃開始時間 Unknown (delay before starting?) 0.6
fp04 停止時間 Unknown (stop duration?) 30

Trivia

The reflection "bowl" underground.
  • The water in Pikmin has a faint reflection of the walls and leaves on the trees. This effect is actually obtained by having the walls duplicated and inverted under the ground, as well as having a white "bowl" with the shadows of the leaves. The terrain is then made see-through. Effectively, when looking at the water, the player is not seeing the reflection of items high above, they're actually seeing through the ground, into a textured surface.
  • In Pikmin 2's overworld levels, gas pipes will respawn 99 days after their destruction.

See also