Pikmin (GameCube)

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Systems | Image:Nintendo GameCube_thumblogo.png Nintendo GameCube | Real-Time Strategy
Pikmin
Pikmin
Pikmin gamecube cover.jpg
Publisher: Nintendo
Developer: Nintendo
Alternative Title: none
Release date: JP: 26/October/2001
NA: 2/December/2001
EU: 14/June/2001
AU: ?
Genre: Real-Time Strategy
Number of Players: 1
Rating: ESRB - Everyone (E)
PEGI/ELSPA - 3+
CERO - CERO-rating
Platform: Image:Nintendo GameCube_thumblogo.png Nintendo GameCube
Media: Mini-DVD
Online Functions: No
Amazon:

UK US De Fr Jp Ca

Contents

Story

Captian Olimar is a space explorer who crashes his rocket on an unknown planet. Several parts of his ship are scattered over the planet. To make matters worse the planet has an oxygen atmosphere that is deadly to Olimar, and the life support system in his suit only has enough battery power to last 30 days. Olimar must collect all the parts and fix his ship before his battery runs out. His only hope are the strange life-forms that Olimar names "Pikmin".

Gameplay

The Object

The player controls Olimar as he instructs the Pikmin to do various tasks. Olimar can lead up to 100 Pikmin at a time. The object of the game is to instuct the Pikmin to perform various tasks in order to retrieve the lost parts of Olimar's ship. Tasks that Olimar can instuct the Pikmin to do include:

  • Fight Enemies
  • Move Obstacles
  • Carry Things
  • Break Down Walls
  • Build Bridges

Pikmin Colours

There are three different colours of Pikmin; red, yellow and blue. They each have their own special abilities.

  • Red Pikmin: The strongest fighters and are immune to fire.
  • Yellow Pikmin: The lightest which means Olimar can throw them the furthest. They can also throw bomb rocks.
  • Blue Pikmin: The only Pikmin that won't drown in water.

Fighting Enemies

Enemies are fought by instructing your Pikmin to attack them. This can be done by either throwing the Pikmin at the enemy or just ushering them near it. While they are fighting you must try and keep your Pikmin from being eaten, or killed some other way, by calling them back when they are in danger. Once the enemies are killed they can be used in creating more Pikmin (see below).

Creating Pikmin

Pikmin are created in their spaceships which Olimar calls Onions. There are three spaceships each of a different colour corresponding to the different colours of Pikmin. In order to create new Pikmin of a certain colour, pellets or dead enemies must be carried back to the respective Onion.

Pellets also come in the red, yellow, and blue colours. They will grow new Pikmin no matter which Onion they are taken back to, but they will create the most Pikmin if they are taken to the Onion of the same colour.

The colour of the Pikmin carrying an object determines which Onion they will take it to. If there are different coloured Pikmin carrying it, then it is determined by which colour there are most of.

Time Limits

As well as the 30 day over all time limit, there is also a daily time limit. At the end of each day Olimar must gather all his Pikmin back at the Onions. The ones that don't make it back will be eaten by the creatures that come out at night. A day in Pikmin is about 15 minutes.

Screenshots

Review Scores

Edge: 7/10 (Issue 105)

Credits

Executive Producer: Hiroshi Yamauchi
Producer: Shigeru Miyamoto
Director: Shigefumi Hino, Masamichi Abe
Main System Programming: Colin Reed
Game System Programming: Yuji Kando
Game Programming: Yoshikazu Yamashita, Tetsuya Nakata, Katsuhito Nishimura, Yuzuru Ogawa, Yutaka Hiramuki
Design Manager: Hiroaki Takenaka
Character Design: Junji Morii, Daisuke Kageyama, Satomi Maekawa, Kenta Motokura
Map Design: Makoto Miyanaga, Hiromasa Shikata, Taeko Sugawara, Kazumi Yamaguchi, Hidekazu Ota
UFO Design: Hiroyasu Kuwabara
Demo Design: Naoki Mori, Shunsuke Makita
Demo Support: Takumi Kawagoe, Kei Miyamoto
Screen Design: Tokihiko Toyoda
Effect Design: Keijiro Inoue, Daiji Imai, Haruyasu Ito, Tomoaki Kuroume
Sound Effect Programming: Hideaki Shimizu
Music: Hajime Wakai
Script: Motoi Okamoto
North American Localization: Bill Trinen, Scot Ritchey, Nate Bihldorff, Rich Amtower, Leslie Swan
Progress Management: Takashi Tezuka, Keizo Kato, Minoru Narita
Technical Support: Hironobu Kakui, Yoshito Yasuda, Shingo Okamoto
Tool Support: Yoshinori Tanimoto, Yasuki Tawaraishi, Toshikazu Kiuchi, Yusuke Kurahashi, Masato Kimura, Toshihiro Kawabata, Tatsurou Ohta, Hiroyuki Koono, Yasuhiro Kawaguchi, Yusuke Akifusa
Debug Support: Yoichi Yamada, Kenshiro Ueda, Shigeyuki Asuke
Special Thanks: Ren Uehara, Hajime Takahashi, Eiichi Shirakawa, Kensuke Tanabe, Kiyoshi Mizuki, Kazuyuki Koizumi, Super Mario Club
European Version, Localisation Producer: Marcus Krause
European Version, UK Manual Localisation: James Honeywell
European Version, Lotcheck Group: Kai Neumann, Philipp von Knoblauch zu Hatzbach, Patrick Thieret, Peter Ehlert, Magdalena Witulski
European Version, Artwork Group: Silke Sczyrba, Martina Taxis, Jens Peppel, Manfred Anton, Antje Raßloff, Sascha Nickel
European Version, Coordination: Kai Zeh, Tanja Baar, Maurice Tisdale, Matthew Mawer, Nick Hooijer

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