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(Wrote down jetpack durations.) |
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This feature is not available from the start of the game, but it becomes available fairly early into the [[First Expedition|first area]]. In it, Olimar finds a hole in a wall that can be entered, but is on a floating ledge. The [[S.S. Dolphin II]] suggests that Olimar should try using his jetpack to reach it. It's only at this point that the jetpack becomes unlocked, from here on out. Interestingly, if [[First Expedition]] is [[Hey! Pikmin#Area skipping|skipped]] before this point, the game still gives the player the jetpack. | This feature is not available from the start of the game, but it becomes available fairly early into the [[First Expedition|first area]]. In it, Olimar finds a hole in a wall that can be entered, but is on a floating ledge. The [[S.S. Dolphin II]] suggests that Olimar should try using his jetpack to reach it. It's only at this point that the jetpack becomes unlocked, from here on out. Interestingly, if [[First Expedition]] is [[Hey! Pikmin#Area skipping|skipped]] before this point, the game still gives the player the jetpack. | ||
When the player reaches 14,000 [[Sparklium]], the ship [[upgrade]]s the jetpack, making it last | When the player reaches 14,000 [[Sparklium]], the ship [[upgrade]]s the jetpack, making it last 5 seconds for each flight instead of 2.5. At 22,000 Sparklium, the ship installs the jetpack's final upgrade, letting it fly for even longer: 8 whole seconds. Installing the upgrades does not use up the Sparklium supply. | ||
== Mechanics == | == Mechanics == | ||
When activated, Olimar jumps upwards, around his height, the backpack's thrusters start, and he begins floating in place. From this point, it is possible to move left and right without changing altitude. A gauge will appear above Olimar, indicating how much time he has left for this flight. It lasts 2.5 seconds in its initial state, 5 seconds after the first upgrade (at {{sparklium|14,000}}, and 8 seconds on the second upgrade (at {{sparklium|22,000}}). If the time runs out, or if the player deactivates the jetpack, Olimar will fall straight down. After landing, the timer resets, and the jetpack can be used again as needed. | |||
When activated, Olimar jumps upwards, around his height, the backpack's thrusters start, and he begins floating in place. From this point, it is possible to move left and right without changing altitude. A gauge will appear above Olimar, indicating how much time he has left for this flight. If the time runs out, or if the player deactivates the jetpack, Olimar will fall straight down. After landing, the timer resets, and the jetpack can be used again as needed. | |||
If Olimar bangs against a low ceiling during the jump up, that means that there isn't enough room, and the jetpack isn't activated. Some ceilings that aren't very low will still work (like the starting point on [[Secret Spot 29]], for instance). It will also fail if the player tries to use it while on a floor that's rising up. When Olimar falls down and lands, he goes through an animation where he bounces on the ground a bit. During this somewhat lengthy animation, the player cannot move him. However, if the player enters a door, lands on water, or uses the [[whistle]], the animation can be canceled, and the player can take control much sooner. In addition, if the player grabs a [[vine]] during flight, or flies into a slope going uphill, there is no landing with a "thud", so the animation doesn't even happen in the first place. Finally, when jumping up to reach a go-through platform above, if the platform is at the right height, Olimar will make the jump, and at the peak, instantly go into the standing stance, completely skipping any landing animation. | If Olimar bangs against a low ceiling during the jump up, that means that there isn't enough room, and the jetpack isn't activated. Some ceilings that aren't very low will still work (like the starting point on [[Secret Spot 29]], for instance). It will also fail if the player tries to use it while on a floor that's rising up. When Olimar falls down and lands, he goes through an animation where he bounces on the ground a bit. During this somewhat lengthy animation, the player cannot move him. However, if the player enters a door, lands on water, or uses the [[whistle]], the animation can be canceled, and the player can take control much sooner. In addition, if the player grabs a [[vine]] during flight, or flies into a slope going uphill, there is no landing with a "thud", so the animation doesn't even happen in the first place. Finally, when jumping up to reach a go-through platform above, if the platform is at the right height, Olimar will make the jump, and at the peak, instantly go into the standing stance, completely skipping any landing animation. |