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Enemy

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Revision as of 07:20, October 14, 2024 by Gulliblepikmin (talk | contribs) (This trivia point seems way too speculative. Whose to say that the reason for the disappearances of 3's boss corpses isn't just a lot of smaller creatures chowing down on them overnight?)
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The following article or section is in need of assistance from someone who plays Pikmin 4.

Artwork of a variety of enemies in Pikmin 4, from the Japanese "Pikmin Garden" website's Piklopedia section homepage.
A variety of enemies from the series.

Enemies (原生生物?, lit.: "Primitive Creature") are the many species present in PNF-404 that pose a hazard to Pikmin. There are many types of enemies in the Pikmin series, with varying appearances, behaviors, and levels of hostility. Combat against enemies constitutes a major part of gameplay in all Pikmin games.

Enemies have varied attacks, and some take advantage of hazards to cause damage to Pikmin who are not immune to them. Offensively, enemies either eat Pikmin or hurt them with attacks, both melee and projectile-based, and with effects that range from pushing the Pikmin off to outright killing them. A few enemies are incapable of directly killing Pikmin.

Defeated enemies may drop pellets, which can be brought to an Onion to exchange for Pikmin seeds. Defeated enemies that leave a corpse can also be returned to an Onion to also exchange for Pikmin seeds. Additionally, corpses can also be brought back to the Research Pod and the SPERO in exchange for Pokos, or the S.S. Beagle for Sparklium. An enemy under the effect of an ultra-bitter spray or being frozen will vanish when its health drops to zero; nectars or sprays then have a chance of dropping instead.

Some enemies contain important items like ship parts, treasures, fruits and castaways, which they drop when defeated; these will still be dropped even if the creature was petrified. Most downed enemies will also safely release any Pikmin in their grasp, regardless of any apparently fatal damage caused when the Pikmin was trapped (like the Cloaking Burrow-nit's impalement). This allows otherwise doomed Pikmin to be saved.

It is unconfirmed how most of the enemies are named, but it is known in most games that Olimar names them, as he bases the Bulborb's name after his dog, Bulbie. The Nintendo Power Player's Guide for Pikmin and the Prima Guide for New Play Control! Pikmin both confirm that Olimar named every enemy from Pikmin. Pikmin 3 is more confusing, however, since the names of enemies are only seen through locking-on. It is possible the Koppaites name them immediately after they see each enemy, but its more likely the lock-on is just for the player and is not what the Koppaites actually see. For repeating enemies, it could be the KopPad has the names Olimar created stored inside it, like in the Insect Condo's case.[1]

List of enemies

The following is a list of enemies in the Pikmin series. Names in bold belong to enemies that are considered bosses or mini-bosses. The enemy categories on Pikipedia can also be browsed, with the main one being Enemies.

In Pikmin


See also: Pikmin enemies category.

In Pikmin 2


See also: Pikmin 2 enemies category and Piklopedia (Pikmin 2).

In Pikmin 3


See also: Pikmin 3 enemies category and Piklopedia (Pikmin 3 Deluxe).

In Pikmin 4


See also: Pikmin 4 enemies category and Piklopedia (Pikmin 4).

In Hey! Pikmin

See also: Hey! Pikmin enemies category and Hey! Pikmin logs.

Bosses

Main article: Boss.

Boss enemies are tougher than standard enemies, but also rarer. They usually have to be defeated to obtain a plot-critical object. While Pikmin and Pikmin 4 have inconsistent distinctions between bosses and regular enemies, Pikmin 2 has 12 clearly-defined bosses that are found at the end of caves, Pikmin 3 has 6 very clearly-defined bosses that each hold the item that allows access to the next section of the story, and Hey! Pikmin has 9 very clearly-defined bosses fought at the end of sectors.

Behavior

Most enemies roam around in a specific location of the area, leaving only to chase after or run away from Pikmin or leaders. Some enemies are quite dedicated to their initial spots, returning to them after wandering too far, while others, like the Spotty Bulbear in Pikmin 2, will patrol a certain area and can even chase the player all the way to the Onions. The locations in which enemies can be found sometimes depend on their nature. For instance, the fur-coated Hairy Bulborbs are better suited to cold environments, and as such, are commonly found in ice-themed caves.

Enemies are normally killed by Pikmin attacks, which becomes easier the more Pikmin are attacking. They can also inadvertently kill themselves by ingesting White Pikmin, falling off pits, or rarely, by coming into contact with certain hazards. They can even be killed by some of the attacks of other enemies, such as the Armored Cannon Larva's rocks, or the Yellow Wollyhop's stomp in Pikmin 3.

As threats to Pikmin, enemies can attack in a variety of ways, the most common one being eating them. They can also crush them, kill them with a hazard they're vulnerable to, and knock them out with an explosion, among other methods. For some of these attacks, there is a cap on the number of Pikmin that can be affected by it. For instance, in Pikmin, a Bulborb may only grab and eat three Pikmin at most with a single bite, but in Pikmin 2, five can fall prey to the same bite. The exception to this is the enemies in Hey! Pikmin, which more often than not, kill Pikmin and damage Olimar by simply touching them.

Interactions

For the most part, every enemy is its own entity, interacting only with the Pikmin and leaders. Some enemies, however, have passive or active interactions with the environment, other enemies, or miscellaneous objects.

Environment interactions

Cooperation

A group of Dwarf Bulborbs and a single Bulborb in the center of the Shaded Terrace.
Dwarf Bulborbs are often found congregating around a Bulborb.

Some creatures keep a bond with others. To maximize the chances of survival, some enemies can be seen next to others, normally of their own species, and oftentimes interacting with them when a fight for survival is taking place. Dwarf Bulborbs and Dwarf Bulbears, for example, are often observed clustering around a leader who is either a larger member of the same species or an adult of the species they are mimicking. When under attack in Pikmin, they may scream in order to wake up their larger allies.

Other creatures also choose to follow a leader, normally of their own family. Examples include the Bulbmin, who lose all sense of control should their leader perish, the Scornets, who obey the command of the Scornet Maestro, and the Shearwigs, which can be found under the control of a Queen Shearwig, and are otherwise independent.

Hostility

Hostility between enemies is non-existent, but cases of enemies damaging each other are not. Some enemies may, if inadvertently, hurt others. This normally happens when they try to kill Pikmin or leaders. Not many enemy attacks are made to hurt others, but the following are:

  • The Empress Bulblax can kill its young by rolling into them.
  • A Gatling Groink can damage other enemies with its shots (including other Groinks), but not itself.
  • The Waterwraith instantly kills any enemies it rolls over.
  • Most lithopods with boulders can harm other enemies or even the launcher itself.
  • The Raging Long Legs and Baldy Long Legs can stomp on and kill other enemies, particularly on the Angle Maze and Tropical Forest, respectively.
  • In Pikmin 3, Yellow Wollyhops can kill or injure other enemies if they land on them.
  • In Pikmin 3, Skutterchucks can harm and kill other enemies if their crystal nodules land on them. They can even kill themselves.
  • The Man-at-Legs can hurt other enemies with its gun. This is impossible to see without hacks, since the creature never appears alongside other enemies.

As a gameplay element

In the games, enemy locations are relatively evenly spread, in order to maximize the balance between exploration and combat, as to not overwhelm the player. More important locations, however, are generally covered by stronger enemies, requiring the player to excel in combat skill if they are to obtain the rewards that lie behind them. Analogously, easier enemies are encountered closer to the landing sites and the first floors of caves.

Enemies that are killed do not reappear until the leaders leave, regardless of leaving a corpse. Some enemies do, however, respawn after an in-game day has passed, or after a cave is entered and exited, although others might require the passing of some full days before returning. In addition, some only appear in specific days, as is the case with the Goolix and the Mamuta on The Impact Site. Besides respawning, some enemies can actually revive after they've been considered dead, and a few have a natural health regeneration mechanic.

Intelligence-wise, enemies have a very simplistic artificial intelligence system. Some bosses are hard-coded to perform more specific actions and reply to more specific events, but for the most part, enemies can recognize the presence of a Pikmin, when to attack, when to shake Pikmin off, when to return to their home spot, and not much else. On top of that, their path recognition systems are non-existent: when they want to reach a spot, they head directly towards it, with no regard to any walls or obstacles. Most of the time, there are no obstacles in the way (or if there are, they can be slid through), but otherwise, this can lead to them getting stuck behind them, endlessly walking in place.

Enemies also do not take walls into account for their vision, chasing, or animations. They can see prey through walls, they will walk into them if their target is on the other side, and if they are close enough to attack, they can reach Pikmin and leaders through the wall; this is especially notable for enemies with long reach, like the Cloaking Burrow-nit. Regardless, the Hermit Crawmad has the ability to climb up walls, as demonstrated in tile sublevels with pools, such as sublevel 1 of The Giant's Bath.

These simplicities, however, are required to minimize the development costs and the processor usage, given that more complex path recognition systems could end up lowering the game's framerate. Another trick to minimize processor usage is to simply not render or recognize any enemy that lies beyond the camera's reach. These tricks allow the game to run smoothly without severely compromising the game and the enemies' livelihood.

In-game encyclopedias

The Piklopedia in Pikmin 4.
A Screenshot of the Piklopedia from Pikmin 4.
Main articles: Enemy reel, Piklopedia (Pikmin 2), Piklopedia (Pikmin 3 Deluxe), Piklopedia (Pikmin 4), and Hey! Pikmin logs.

The enemy reel is a special movie at the end of Pikmin. It showcases short clips featuring all enemies in the game, accompanied by a minor description of each.

The Piklopedia is a catalog of creatures in Pikmin 2, Pikmin 3 Deluxe and Pikmin 4. Each entry shows the creature in action and some notes on it by the leaders, as well as some statistics. The Piklopedia in Pikmin 2 allows the player to interact with the enemies, by throwing Pikpik carrots, using a free camera mode. The Piklopedia in Pikmin 4 further enhances this feature by allowing players to "engage" with enemies, letting the player to fight against them in a simulated environment with infinite Pikmin and items. This allows the player to strategize without worrying about any Pikmin losses.

The Indigenous Life Exploration Notes are a series of data files containing a few tips about how some of the more common enemies work, especially bosses. They also have a stylized drawing of the situation they describe.

The logs in Hey! Pikmin are similar to the Piklopedia, but do not allow direct interaction with the creatures, and only contain Olimar's notes.

Enemies that reappear

To do: Verify these enemies and the number of each.
Care to do so?

In Pikmin 2's above-ground areas, most enemies take a few days to respawn, but some will do so after entering and exiting a cave. Some of these enemies hold treasures, and if the enemy has been killed but its treasure has not been retrieved, it will ingest the object again when it reappears.

Valley of Repose
Awakening Wood
Perplexing Pool
Wistful Wild

Trivia

Names in other languages

Language Name Meaning Notes
Flag of Japan Japanese 原生生物?
Gensei Seibutsu
Primitive Creature
Flag of the Republic of China (Taiwan) Chinese
(traditional)
原生生物
Flag of China Chinese
(simplified)
原生生物
Flag of France French Ennemi
Créature primitive
Enemy
Primitive creature
Flag of Germany German einheimische Kreatur Native creature
Flag of Italy Italian Creatura indigena Native Creature
Flag of South Korea Korean 원주생물
Flag of Portugal Portuguese (NoE) Inimigo Enemy Translation taken from the Pikmin instruction manual.
Flag of Mexico Spanish (NoA) Enemigo
Bestia autóctona
Enemy
Native beast

See also

References

  1. ^ That smell! I can't tear my nose away from that smell! I'd dive right in and start eating, but something about this name the computer supplied makes me just a touch suspicious about what's going on inside this thing...Brittany in Brittany's notes on the Insect Condo
  2. ^ YouTube video explaining what does and doesn't trigger the Hocotate ship's corpse complaint cutscene