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Pikmin
MSRP: $49.99
Number of Players: 1
Developer: Nintendo
Publisher: Nintendo
Reviewer: Andrew Furrh
Though the name may sound similar, Nintendo’s Pikmin for the GameCube has no connection to their popular Pokemon series.  Instead, Pikmin follows the adventures of the space traveler Captain Olimar, who crash lands on an Earth-like planet.   The crash causes 30 pieces of Olimar’s ship to scatter across the planet (into 5 large levels).  Because Olimar is only an inch or two tall compared to the planet’s scenery, and because the oxygen atmosphere is toxic to him (and he has only 30 days until his life support system fails), Olimar has to recruit some of the planet’s inhabitants to help him; the tiny, flower-like creatures he names Pikmin. 

The player controls Captain Olimar directly, but the game is actually a real-time strategy game because of the need to direct up to 100 Pikmin at a time to get much done.  Players start the game with just a few red Pikmin, but eventually gain access to blue and yellow varieties as well.  Red Pikmin are the best fighters, able to kill the various insect inhabitants of the world the fastest.  Yellow Pikmin can be thrown further than the other types, which comes in handy with some of the game’s puzzles.  They are also the only type that can pick up and handle bomb-rocks, used for blowing up some barrier walls and fighting some enemies.  Blue Pikmin are the only type that doesn’t drown when moving through water. 

Control is easy with a little practice.  The analog stick moves Olimar, while the three top triggers manipulate the camera.  The B button calls Pikmin to Olimar (so they start following him).  The A button throws the Pikmin following Olimar, one at a time. The C stick directs any Pikmin following him to move a short distance in the direction pressed (the directed Pikmin then automatically attack enemies, pick up and carry objects, build bridges, etc.).  X commands all the Pikmin following him to stop following, and automatically groups them by color (useful when Pikmin of one particular color are needed).   Finally, Y brings up a radar map of the current level, showing ship parts, the general layout of the level, and the location of Pikmin. 

Each color Pikmin has an onion spacecraft (yes, a large flying onion) that can store an unlimited number of that color in it, without counting against the limit of 100 Pikmin active in the game world.  Pikmin can be put in or taken out of their onion at any time, as long as the total number of Pikmin in the game world doesn’t exceed 100.  After directing Pikmin to pick up defeated enemies or flower pellets, they automatically carry the object back to their onion, where it gets converted into seeds for more Pikmin.  The seeds quickly sprout, and if left in the ground long enough eventually mature into full-grown Pikmin.  In the ground, they can’t be hurt by enemies, but they do count against the 100 Pikmin limit. 

The game is divided into 30 days (each lasting roughly 15 minutes of real time).  At the beginning of a new day, players can choose any currently available level to land in (levels get unlocked as ship parts are recovered).  The rest of that day is spent on the surface of that level.  The player must balance time between defeating enemies to create more Pikmin and carrying back ship parts.  Some of the parts are fairly easy to get at-they’re just out in the open.  But to recover other parts may require Pikmin to (among other things) build bridges, move objects, destroy walls, or defeat boss-type enemies.  Generally things done in one day carry over to the next, so it’s sometimes necessary to spend time clearing a path to a ship part-basically doing set-up work so that parts can be brought back on future days.  For the most part, enemies stay defeated between days, so killing as many as possible can be an effective strategy.  Many of the enemies (like the giant ladybugs) have baby and full-grown versions.  The baby versions, if left alone for a day or two, will actually mature into more dangerous adults.  

At the end of the day all Pikmin need to be either following Captain Olimar, directly in front of Olimar’s ship, under one of the onions, or planted in the ground (usually under an onion, but some enemies actually smash Pikmin back into the ground).  Any Pikmin left on their own get eaten overnight, and are lost.  Those planted in the ground remain in the same place when Olimar revisits the level, and all the rest return to their onions and fly with Olimar to whichever level he visits next.  

Doing all of that might sound overwhelming (especially with a time limit).  At first it seems that way, but Pikmin does a fantastic job of slowly introducing the skills the player needs to succeed.  Some ship parts that seem impossible to get early on became incredibly easy to deal with as the player gains experience with the game.  Also, not all of the parts are necessary to finish the game.  On my first time through I was able to finish the game with all 30 ship parts and several days to spare.  Any player of average skill should do just fine.  

The game seems to be taking place on Earth, with most of the levels set in what looks like the floor of a wooded area.  The graphics are lush, and have an almost pre-rendered look about them.  Some of the texture work is exceptional (especially the almost photo-realistic stones in some ponds).  Water ripples convincingly, and the surfaces of ponds have realistic reflections.  Subtle shadows across the ground seem to be coming from the swaying leaves of giant trees far overhead.  There’s nothing else quite like seeing 50 little flower-creatures slowly struggle with a giant ship piece.  The game even supports progressive scan mode for high definition TVs.  Yet with 100 Pikmin on screen with huge enemies, there isn’t a hint of slowdown or a low frame rate.  The camera even works near-perfectly.   The only mar on the graphics is a slight blurriness (nowhere near as bad as the typical N64 game), and occasional aliasing.  Neither problem detracts from the game.  

Most of the music is restrained and occasionally new-age-like.  It works well with the pristine nature landscapes, and accentuates the gameplay.  Sound effects are appropriate and sometimes cute, but not overwhelming.  

Though the gameplay would be classified in the Real-Time Strategy genre, it’s almost completely original (very different from Starcraft and its ilk).  The great learning curve slowly gives the player the skills necessary to retrieve even the most out of the way ship parts.  Even as I was retrieving one piece, it would dawn on me how to grab another I had previously thought to be impossible-giving the game an addictive “just one more…” quality.  

Pikmin plays great and is addictive and well thought out.  Simply put, it’s an instant classic, and is exactly the type of game that made Nintendo famous in the first place.  

Graphics

8.5

Detailed and visually interesting nature environments that sometimes have an almost pre-rendered look.  Marred only by slight blurriness, and occasional aliasing.
Sound & Music 6.5 Restrained and sometimes almost new-agey, the music works well with the environments and gameplay.  Sound effects are above average too.
Control 9.0 Despite the apparent complexity of controlling 100 Pikmin through complex environments using a control pad, the control is easy and fun to use.  This is the first time playing a real-time strategy game on a console that I haven’t wished for a mouse and keyboard.
Replay Value

5.5

A challenge mode is the only extra, but the fantastic gameplay makes it something I’ll want to play in the future.
Fun Factor

9.0

Involving, complex, fast paced, and exciting.
Overall

9.0

 Fun.  Original.  Pikmin is a great game.

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