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Health: Difference between revisions

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In challenge modes, running out of health simply ends the challenge in failure. In competitive multiplayer, if one leader runs out of health, they lose and the other side wins.
In challenge modes, running out of health simply ends the challenge in failure. In competitive multiplayer, if one leader runs out of health, they lose and the other side wins.


==={{p1}}===
===''Pikmin''===
* [[Captain Olimar]] can be healed to full health at will by standing in the colored lights of the [[S.S. Dolphin]] and pressing {{button|gc|a|wii|a}}.
* [[Captain Olimar]] can be healed to full health at will by standing in the colored lights of the [[S.S. Dolphin]] and pressing {{button|gc|a|wii|a|switch|a}}.
==={{p2}}===
===''Pikmin 2''===
* Surviving leaders are restored to full health upon entering or leaving a cave.
* Surviving leaders are restored to full health upon entering or leaving a cave.
* There are two minor glitches related to a leader losing all of his health: [[Glitches in Pikmin 2#Ghost leader|one glitch]] has the fallen leader able to be hurt, while [[Glitches in Pikmin 2#Unbeamable leader|another one]] allows the leader to remain on the ground instead of being beamed up by the Research Pod.
* There are two minor glitches related to a leader losing all of his health: [[Glitches in Pikmin 2#Ghost leader|one glitch]] has the fallen leader able to be hurt, while [[Glitches in Pikmin 2#Unbeamable leader|another one]] allows the leader to remain on the ground instead of being beamed up by the Research Pod.
==={{p4}}===
===''Pikmin 4''===
* Leaders use traditional health bars rather than wheels, to better show the effects of the [[Gear#Air Armor|Air Armor]] and [[Gear#Tuff_Stuff|Tuff Stuff]] upgrades.
* Leaders use traditional health bars rather than wheels, to better show the effects of the [[Gear#Air Armor|Air Armor]] and [[Gear#Tuff_Stuff|Tuff Stuff]] upgrades.
* Some items can heal leaders: specifically, the [[Emergency Kit]] can heal the [[Rookie Rescue Officer]] and is automatically used if their health is depleted, while [[Scrummy Bone]]s will not only heal [[Oatchi]] but provide additional temporary health if he is already at full health.
* Some items can heal leaders: specifically, the [[Emergency Kit]] can heal the [[Rookie Rescue Officer]] and is automatically used if their health is depleted, while [[Scrummy Bone]]s will not only heal [[Oatchi]] but provide additional temporary health if he is already at full health.
* If Oatchi is affected by an elemental hazard, his health will continuously deplete until he is cured of it.
* If Oatchi is affected by an elemental hazard, his health will continuously deplete until he is cured of it.
* Defeated leaders are not permanently out of commission, but instead slowly regain health while lying at the base. Upon reaching full health, they will be revived. The other leader can also revive them early by pressing {{button|switch|a|switch|facer}} on them, interruping the regeneration wherever it was.
* Defeated leaders are not permanently out of commission, but instead slowly regain health while lying at the base. Upon reaching full health, they will not be revived. The other leader can revive them by pressing {{button|switch|a|switch|facer}} on them, interruping the regeneration wherever it was.
* If all leaders are down, the game offers the chance to [[Rewind Time]], and only if this is declined does the day end prematurely.
* If all leaders are down, the game offers the chance to [[Rewind Time]], and only if this is declined does the day end prematurely.



Revision as of 00:04, January 25, 2025

The health of the three main leaders in Pikmin 3.
"HP" redirects here. For the game with the acronym "HP", see Hey! Pikmin.

Health (also known as Hit Points or Health Points, and usually shortened to HP) is a common mechanic in games, used to represent how close a living entity is to dying. In general terms, the higher something's health is, the more damage it can sustain before dying. When its health reaches zero, it dies.

In the Pikmin games, enemy or leader health is mostly depleted during combat, though it can be reduced in other ways too. An object's health is stored as a number, but is shown to the player with a colored wheel as opposed to a number in text. This wheel is mostly used to keep track of how close an enemy is to dying, although it can serve other purposes, such as pointing down how close a Volatile Dweevil is to exploding. It should be noted that some objects will not have their health shown to the player whatsoever, although things like gates will become visibly more damaged as they are attacked.

On Pikipedia, an object's health points can be found in the corresponding subject's article, in a section with the statistics, or under a section titled "Technical information". In the case of Pikmin 2 enemies, you may also use the Piklopedia page. The health values were gathered either by checking the memory with an emulator and/or memory reader, by reading the in-game files directly, or via in-game observations and calculations. For comparison, you may learn how strong Pikmin attacks are by checking the infobox at the top of a Pikmin type's article.

Leaders

The health of leaders is represented on the bottom-left corner of the screen. It differs slightly from normal health wheels in that it lacks a black circle behind the main pie chart, and it beeps whenever it's below 50%.

Enemy attacks, hazards, and other sources of damage will not only deplete a leader's health, but also stun them temporarily. While this state generally also confers some invincibility, it means they may be unable to get themselves and their Pikmin out of further harm's way.

  • Most damage will simply stun the leader for a fraction of a second.
  • Some damage also applies knockback, sending the leader away and knocking them to the ground, where it can take a second or two to get up. In some games, rapidly twirling the control stick will make them get up faster.
  • Crushing damage will flatten the leader and stun them for several seconds.

If a leader runs out of health, they will be transported back to the base, and no longer be controllable for the rest of the day. Any Pikmin in their squad are left where they were. If this happens to all leaders present, the day ends prematurely, and all Pikmin in the field are lost. If the player is in a cave, then any treasures collected in the cave are also lost.

In challenge modes, running out of health simply ends the challenge in failure. In competitive multiplayer, if one leader runs out of health, they lose and the other side wins.

Pikmin

Pikmin 2

  • Surviving leaders are restored to full health upon entering or leaving a cave.
  • There are two minor glitches related to a leader losing all of his health: one glitch has the fallen leader able to be hurt, while another one allows the leader to remain on the ground instead of being beamed up by the Research Pod.

Pikmin 4

  • Leaders use traditional health bars rather than wheels, to better show the effects of the Air Armor and Tuff Stuff upgrades.
  • Some items can heal leaders: specifically, the Emergency Kit can heal the Rookie Rescue Officer and is automatically used if their health is depleted, while Scrummy Bones will not only heal Oatchi but provide additional temporary health if he is already at full health.
  • If Oatchi is affected by an elemental hazard, his health will continuously deplete until he is cured of it.
  • Defeated leaders are not permanently out of commission, but instead slowly regain health while lying at the base. Upon reaching full health, they will not be revived. The other leader can revive them by pressing the A Button on the Switch / the Right button on the Switch (Joy-Con's face buttons) on them, interruping the regeneration wherever it was.
  • If all leaders are down, the game offers the chance to Rewind Time, and only if this is declined does the day end prematurely.

Pikmin

For the most part, Pikmin do not have health points. When hurt in combat against enemies, Pikmin do not suffer adverse effects other than being knocked back, and except in Pikmin 3, sometimes losing their flower or bud. Other than that, enemies only have attacks that kill Pikmin right away. There are some special attacks that seem to hurt Pikmin, and sometimes letting them live, sometimes letting them die. This is the case with the Gatling Groink's shots, although the way they work internally is that for every volley it shoots, one out of its three shots is randomly chosen to have its explosion kill Pikmin, while the other two shots are left only with the ability to knock Pikmin back.

That said, Mushroom Pikmin in Pikmin do lose health when knocked down by Olimar, and if this happens enough times, they will die.[1] Infighting between regular Pikmin and Mushroom Pikmin also involves some blows being exchanged, which will eventually result in a Pikmin dying, done through the same health system. Something similar happens when Pikmin from different teams in competitive 2-player modes fight, even in other games, although this is done using random chance and not invisible health pools.

Enemies

Example of a health wheel, from Pikmin 2.

In combat, as an enemy gets hit by Pikmin attacks (or leader punches, explosions, etc.), its health drops. Generally, enemies show no signs of weakness when they are low on health. Once an enemy is dead, it will either leave its dead body, which can be carried to an Onion, or it'll drop some spoils. Any damage caused to an enemy will not carry over onto the next day, with the exception of bosses in Pikmin 3.

Some enemies have non-standard behavior regarding their health level:

  • Although being purely visual, Hairy Bulborbs lose their hair when half their health is depleted.
  • Iridescent Flint and Glint Beetles, and Doodlebugs cannot normally be hurt, but the spoils they drop depend on the number of times the insect's been hit. They can be damaged if petrified or frozen, though.
  • Shearwigs in the first two games will start flying when their health drops to half, and return to land upon regenerating.
  • Ravenous Whiskerpillars don't actually die when defeated unless petrified, as they do not leave a soul and can be seen squirming when Pikmin carry their bodies.
  • Only the Waterwraith's rollers can be damaged while the Waterwraith is riding them. In Pikmin 2, attacking both the rollers and the wraith itself deals damage to the rollers, while in Pikmin 4 the rollers cannot be damaged, necessitating damaging the Waterwraith directly to destroy its rollers. Once the rollers are destroyed, the Waterwraith battle enters a second stage where the Wraith can be damaged directly and killed.
  • The Emperor Bulblax in Pikmin uses a new attack when it loses half its health points: jumping high into the air, and in Pikmin 2, when it reaches a quarter of its health, it will roar loudly, which can unearth Mitites, scare Pikmin, and alert other Emperor Bulblaxes.
  • The Titan Dweevil only has health points for the creature itself once it loses all the treasures it's carrying. Until then, its weapons each have their own health values that aren't represented by health wheels. Once a weapon reaches 0 health, it detaches from the Titan Dweevil and becomes a collectable treasure.
  • Most of the main bosses in Pikmin 3 will have different attack and movement patterns depending on their health.
  • The Shaggy Long Legs will lose all of its hair and become damageable once the clumps hair from on its legs are removed, having a clump of its leg hair plucked removes one 16th of its health, leaving it at half health when all hair clumps are removed.

In Pikmin 3, the game contains data for every enemy's maximum health, but in the files that define what enemies go where in an area, it is possible for the developers to write down a specific amount of health for that specific instance of the enemy to have. This means that while most instances of an enemy have the "default" maximum health, some might have a more specific number. An example would be the Toady Bloyster that only has one third the normal amount of health in the Shaded Garden's Battle Enemies! version. This can also apply to other properties, like sight radius.

Regeneration

Some of the enemies in the Pikmin games have the ability to slowly regenerate their health after being hurt. There are two types of regeneration: passive, and active. Enemies have either passive or active regeneration, except for the Shearwig in Pikmin 2, which has both.

Passive regeneration

Passive regeneration is when an enemy's health is always recovering, regardless of what the creature is doing. In most cases, the regeneration mechanic is simply to encourage the player to kill an enemy when it's attacked, and to not retreat, or else its health might be recovered on the next battle, and all the hard work will be lost. In others, it's to encourage the player to use a large number of Pikmin to attack, as a smaller number might have a hard time countering the regeneration.

Only one enemy passively regenerates in Pikmin 3: the Flighty Joustmite. In Pikmin 2, the Shearwig has passive and active regeneration, but only passive in Pikmin. The following enemies have passive regeneration:

Pikmin
Enemy HP per second Seconds to fully
regenerate from 0
HP Max health %
Armored Cannon Beetle Armored Cannon Beetle Unknown Unknown Unknown
Beady Long Legs Beady Long Legs Unknown Unknown Unknown
Burrowing Snagret Burrowing Snagret Unknown Unknown Unknown
Emperor Bulblax Emperor Bulblax Unknown Unknown Unknown
Fiery Blowhog Fiery Blowhog Unknown Unknown Unknown
Mamuta Mamuta Unknown Unknown Unknown
Puffy Blowhog Puffy Blowhog Unknown Unknown Unknown
Bulborb Spotty Bulborb Unknown Unknown Unknown
Smoky Progg Smoky Progg Unknown Unknown Unknown
Spotty Bulbear Spotty Bulbear Unknown Unknown Unknown
Shearwig Shearwig Unknown Unknown Unknown
Wolpole Wolpole Unknown Unknown Unknown
Pikmin 2
Enemy Health per second Seconds to fully
regenerate from 0
HP Max health %
Anode Beetle Anode Beetle 1.5 0.3% 333.33
Armored Cannon Larva Armored Cannon Beetle Larva (free) 2.55 0.3% 333.33
Armored Cannon Larva Armored Cannon Beetle Larva (buried) 6 0.3% 333.33
Beady Long Legs Beady Long Legs 0.39 0.03% 3333.33
Cloaking Burrow-nit Cloaking Burrow-nit 0.9 0.3% 333.33
Creeping Chrysanthemum Creeping Chrysanthemum 7.5 0.3% 333.33
Decorated Cannon Beetle Decorated Cannon Beetle 2.55 0.3% 333.33
Doodlebug Doodlebug 0.45 0.03% 3333.33
Empress Bulblax Empress Bulblax (normal) 1.5 0.03% 3333.33
Empress Bulblax Empress Bulblax (Hole of Beasts) 1 0.03% 3333.33
Fiery Bulblax Fiery Bulblax 4.2 0.3% 333.33
Gatling Groink Gatling Groink (free) 0.36 0.03% 3333.33
Gatling Groink Gatling Groink (stationary) 0.21 0.03% 3333.33
Iridescent Flint Beetle Iridescent Flint Beetle 0.3 0.03% 3333.33
Iridescent Glint Beetle Iridescent Glint Beetle 0.36 0.03% 3333.33
Orange Bulborb Orange Bulborb 2.55 0.3% 333.33
Puffy Blowhog Puffy Blowhog 4.5 0.15% 666.66
Raging Long Legs Raging Long Legs 30 0.3% 333.33
Ranging Bloyster Ranging Bloyster 4.5 0.3% 333.33
Segmented Crawbster Segmented Crawbster 9 0.3% 333.33
Shearwig Shearwig 0.6 0.3% 333.33
Spotty Bulbear Spotty Bulbear 3.6 0.3% 333.33
Titan Dweevil Titan Dweevil 1.5 0.03% 3333.33
Toady Bloyster Toady Bloyster 2.4 0.3% 333.33
Withering Blowhog Withering Blowhog 5.4 0.3% 333.33
Pikmin 3
Enemy Health per second Seconds to fully
regenerate from 0
HP Max health %
Flighty Joustmite Flighty Joustmite 5 0.8% 120

Active regeneration

Active regeneration is when the creature only regenerates when it is performing a certain action or in a certain state. As such, this type of regeneration encourages the player to attack the enemy in a certain way. The following enemies can regenerate with certain actions:

  • Shearwigs in Pikmin 2 quickly regenerate while flying. They begin flying after being hurt, and go back to the ground when they're properly healed. In Pikmin, they always regenerate at the same rate, whether they are flying or not, making it passive healing instead.
  • Breadbugs and Giant Breadbugs in Pikmin 2 instantly regenerate all of their health when they bring an item into their nest.
  • Shearwigs, Male Sheargrubs, and Female Sheargrubs in Pikmin 3 regenerate when they are underground. They can fully heal in 30 seconds.
  • Sputtlefish regenerate health when they're not focusing on any prey. They can fully heal in 60 seconds.
  • The Vehemoth Phosbat heals a small amount of health the first time it idles on the wall, after the main light is on.

Besides that, it could be said that the Plasm Wraith regenerates when it sucks up loose plasm.

Revival

A Gatling Groink springing back to life.

In Pikmin 2, Pikmin 3, and Pikmin 4, a few enemies are known to revive after they've been downed. Once their health reaches 0, a moderately slow process of revival occurs, where the enemy's health wheel is filled back up. The creature remains incapacitated throughout this process, but once its health is full it will be brought back to life. When one of these creatures do get defeated, they do not leave a soul, showing that they are only temporarily incapacitated. Moldy enemies in Pikmin 4 only revive when the Toxstool dumps its poison on them, so they will remain dead if the Toxstool is not present to revive them.

In Pikmin 2, this mechanic encourages the player to dispose of the creature by bringing it to an Onion or the Research Pod, before it reawakens. If the enemy is killed while petrified or frozen, it will not leave a corpse, and hence, cannot revive. The only exception to this is Moss, who doesn't shatter when defeated while frozen. Finally, the only other way to ensure an enemy does not revive is to have it fall off the floor of a cave while alive, when possible. In Pikmin 3, the only way to defeat the Mysterious Life-Form is when it transforms into the Plasm Wraith, at which point the player may proceed to truly defeat it.

The following enemies can be revived after being defeated:

In Hey! Pikmin

The following article or section is in need of assistance from someone who plays Hey! Pikmin.
Particularly: Describe how enemy health works. Describe the sound.

In Hey! Pikmin, Captain Olimar's health is measured by levels in a Health Gauge that can be increased via upgrades. Every time Olimar is hurt, he loses one level of health, and becomes invincible for eight seconds. Some things are able to kill him in one hit though, like the Queen Shearwig's finishing strike, the snowballs in Over Wintry Mountains, or being crushed by a pushed block. Olimar can regain health by collecting hearts.

With one bar of health left, the Energy Gauge and Olimar's spacesuit start to glow red and an extra sound is heard. Olimar dies upon reaching zero health bars, and the player is presented with the choice to "Try the area again" or "Return to Area Select".

Gallery

Names in other languages

Damage meter

Language Name Meaning
Flag of Mexico Spanish (NoA) Medidor de daños Damage meter

Energy Gauge

Language Name Meaning
Flag of Japan Japanese ライフゲージ?
Raifugēji
Life gauge
Flag of the Netherlands Dutch Energiemeter Energymeter
Flag of France French Jauge d'énergie Energy gauge
Flag of Germany German Lebensbalken Lifebar
Flag of Italy Italian Livello energetico Energetic level
Flag of Spain Spanish Medidor de energía Energy meter

See also

  1. ^ YouTube video demonstrating how Pikmin keep track of their health, and lose it when knocked down by Olimar as Mushroom Pikmin, published on September 7th, 2021, retrieved on September 7th, 2021