Pikmin: Wide World
This article or section presents information pertaining to Pikmin: Wide World, a fanon game created by Cheepy-Cheepy.
|Media||Cartridge, digital download|
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Pikmin: Wide World is a fan-made Pikmin game concept created by Cheepy-Cheepy and designed to mirror a traditional game in the series. As well as introducing new ideas and concepts, Pikmin: Wide World features and expands upon many used and unused aspects of all three mainline Pikmin games and Hey! Pikmin and some features of Pikmin Adventure. Chronologically, it takes place immediately after the events of Pikmin 3. Its sequel, Pikmin: Wide World 2, takes place in a different continuity.
Pikmin: Wide World also has tie-ins with other fanon media: Pikmin TCG for the upcoming Pikmin Wide World card set, and Pikmin Maker for featuring some of Pikmin: Wide World's content.
As the S.S. Drake approaches Hocotate, Captain Olimar and the Koppaite trio of Alph, Brittany, and Captain Charlie exchange their goodbyes. The ship lands on the desolate lot of Hocotate Freight, which Olimar chose as its landing site due to its familiarity. Olimar steps out of the S.S. Drake and onto the sunbaked asphalt macadam and turns to face the spacecraft to wave farewell to his saviors as they blast off into the sky. After turning his back to the dissipating pillar of smoke left in the S.S. Drake's wake, Olimar is suddenly met by the President of Hocotate Freight, Shacho.
Distressed, Shacho pesters Olimar about the company still being in its mountainous debt of × 55,505, which he sent Olimar and Louie to pay off, and caused by recklessly spending the company's funds on a failed business venture and taking out a massive loan at Happy Hocotate Savings and Loan to reimburse his losses, recalling what happened with the All-Devouring Black Hole Loan Sharks. He demands to know where the pokos and treasures are, but he stops to realize that no messages were received by or sent from the Freight Voyager in days, Olimar didn't return to Hocotate in it, and Louie was once again absent. Olimar begins to explain all that happened with himself, Louie, and the ship and how he got back to Hocotate. After understanding that the vessel was totaled and knowing that the company has no other usable ships nor the funds to pay for a replacement, he pleads to Olimar for a miracle. Unsure of what to do, Olimar informs Shacho that he must return home to see his family before he can ponder the solution to the company's problems.
Upon stepping through the door of his home, Olimar is greeted warmly by his wife Margot, daughter Libra, son Sagittarius, and family pet Bulbie. They all, Bulbie included, seem to have something to show him, which Olimar notices. His family leads him, eagerly and excitedly, to the house's garage to show him the family's secret project: the Dolphin Lander, who also verbally announces herself. Through Sagittarius' genius and planning, the family could construct her while Olimar was away from home. Sagittarius thoughtfully engineered her appearance to combine elements from his father's beloved S.S. Dolphin and what he knew of the Onions of Pikmin. Overcome with pride, Olimar pulls his wife and children close and holds them, thanking them dearly for the surprise, choking out his appreciation through tears of joy while Bulbie cheerfully yips and leaps about. After this heartfelt moment, Olimar wipes his face and informs his family that there is more work to be done and that he will soon return with his boss. Later, Olimar and a very grateful Shacho suit up, gather rations, and take off towards the Pikmin Planet to save the company yet again.
Shortly before landing in Balmy Highlands, a control input mistake by Olimar results in Shacho being ejected into a small circular enclosure isolated from the landscape around it. With him are a dormant Yellow Onion, some Pellet Posies bearing pellets of the same color as it, and a treasure. Their food supply is also thrown offboard due to the Dolphin Lander's malfunction and lands in a seemingly inaccessible but nearby location. Olimar lands the Dolphin Lander a small distance away, in a safe, secure area, and rushes out of the spacecraft to reunite with his boss, almost colliding with a crystal gate separating them. Olimar and Shacho discuss how to solve the issue until Olimar notices the Yellow Onion and suggests Shacho approach it. Shacho activates the Yellow Onion and, recalling what he had learned on his previous visit to PNF-404, uses the Pellet Posies to propagate some Yellow Pikmin. He returns to the crystal gate to see that Olimar also has Yellow Pikmin. Shacho, realizing that his Pikmin are of little use in escaping his predicament, throws them over the crystal gate to Olimar.
Olimar leads his squad of Yellow Pikmin into a dank subterranean chamber populated by a few harmless creatures and containing a Juicy Gaggle. Olimar takes notice of an electrode and, from the sparks produced by the ends of the severed wires, concludes that the device is still functional and could be of use; the nearby charred body of a Female Sheargrub serves as support. Olimar uses a jar he had on hand to collect the sparklium dust he finds after defeating the various creatures in the cave. After using Yellow Pikmin to complete the electrode's circuit, the connected device illuminates the chamber and reveals some small bomb rocks resting on a high ledge. Olimar throws his Yellow Pikmin to the bomb rocks, and the Pikmin drop down to him with their newfound weaponry in hand and follow him outside to destroy the crystal gate.
Once Olimar and Shacho are reunited, they have the Yellow Pikmin pick up the treasure and the fruits they found; however, they instinctively follow the leaders and form a caravan because they do not yet know where the Dolphin Lander is. After rounding a corner, the two leaders show the Pikmin where the Dolphin Lander is so they may learn her appearance and location. Before entering the Dolphin Lander and going into orbit to avoid the dangerous nocturnal creatures that emerge after sunset, Olimar and Shacho cooperate to retrieve their crate of lost rations. Although they brought twenty bottles of juice, only five remain intact.
The day after, Olimar and Shacho land once more in Balmy Highlands. They call their Yellow Pikmin out from their Onion and explore what they can of the area until they come across Temperate Retreat, the first of many caves they find. Before they delve in with their Pikmin, the Dolphin Lander recommends she detach her nosecone and go with them in the form of the Lander Pod to provide storage for any spoils they find and a way to escape should they become overwhelmed. They delve in, fight off the creatures living within, recovering their bodies and the fruits and treasures they discover, and leave the den with the use of an escape geyser on its final sublevel.
After returning to the surface, the Dolphin Lander voices that dens may not always yield a substantial quantity of valuables. She then suggests to Olimar and Shacho that they relax after a day's work but also tells them they may spend the rest of the day exploring more of Balmy Highlands to bolster their Pikmin populations or see what else they can find. While looking around, Olimar and Shacho may stumble upon Grassy Grotto, which the Dolphin Lander urges them to explore as she detects something that may be extremely useful to their survival. If the two leaders retire to the Dolphin Lander after exiting Temperate Retreat or do not find Grassy Grotto, she will inform them that they should return to the area and continue looking around. Regardless of the decision made, after sunset, Olimar and Shacho discuss the day's events, and during the conversation, they notice a new area to explore: Arid Oasis.
Upon landing the Dolphin Lander at Arid Oasis and stepping out of it, Olimar and Shacho both complain about the area's debilitating heat, which the Dolphin Lander warns could negatively impact their performance and even health, but that water, or even something else they can find, could negate it. Regardless, the pair explores the tropical terrain with their Yellow Pikmin to find Dune Den, or a bit beyond it, Blue Pikmin with their Onion. After discovering Blue Pikmin, Olimar and Shacho may enter and clear Sunken Sands, a nearby cave, with them but may also travel further to encounter and battle the Titan Cottande. The night after defeating the herculean beast, Olimar gazes out of the Dolphin Lander's window to self-reflect on how rapidly PNF-404 is changing and subconsciously gets chills when he sees Frigid Tundra. With the help of Blue Pikmin, Olimar and Shacho, at some point, return to Balmy Highlands to collect the Whistle Transmitter and access Desolate Ditch and Humid Burrow. In Humid Burrow, they encounter a familiar parasitic Pikmin host, and the first of several they find if they've been thorough explorers: Red Bulbmin.
Before Olimar and Shacho exit the Dolphin Lander after first arriving at Frigid Tundra, she warns the pair that the area is cold, with Olimar and Shacho complaining in response, and reminds them that extreme temperatures can negatively impact them and even their Pikmin, following up by explaining it can be combated by staying close together, being sufficiently deep underground, or by something they could find. Afterward, the leaders head out and may find Snowy Recess and Lonely Quarry. Before entering Lonely Quarry, the Dolphin Lander recommends bringing in only a moderate quantity of Pikmin as she detects a special lifeform inside. Olimar and Shacho delve in and eventually enter a seemingly vacant sublevel populated almost exclusively by red Pellet Posies. In it, Olimar notices a gentle pulsing red glow emanating from a pile of snow in the chamber and, preparing for the worst, braces for a fight and approaches it with his Pikmin. The Pikmin begin digging at that spot, and after it springs out from underneath and ejects a single Red Pikmin seed, Olimar and Shacho let out a sigh of relief, for it is merely a Red Onion. After leaving Lonely Quarry with their newfound Red Pikmin, Olimar and Shacho may go on to clear Warm Sett and Flaming Trench. The night after discovering Red Pikmin, Shacho reflects on recent events and notices a silhouette in the landscape that reminds him of Hocotate Freight; Ancient Metalworks is discovered. With Red Pikmin now in tow, Olimar and Shacho, at some point, collect the Traction Cleats at Frigid Tundra and return to Balmy Highlands to find the Watering Hole and Arid Oasis to find Sunbaked Sauna and Gritty Getaway.
As the Dolphin Lander records Ancient Metalworks' geographical coordinates, she detects a distress signal somewhere within it. She implores Olimar and Shacho to investigate as soon as possible. As Olimar and Shacho explore the landscape, they see Green Pikmin and their Onion before delving into Wasted Waterworks with their Blue Pikmin to open the way for Dim Greenhouse, the apparent origin of the distress signal. In it, Olimar and Shacho stumble upon Marie, the sole survivor of an expedition crew, who is trapped in a web. After being saved, Marie introduces herself to Olimar and Shacho, who return the formality, and Marie joins them on their mission. Marie claims that she would have expired alongside her suit's life-support system in a matter of days had she not been saved. After leaving the cave, Olimar and Shacho, with Marie's help, discover Rock Pikmin after rescuing the Rock Onion. Now with Rock Pikmin, the three Hocotatians can access Clogged Pipeline, and from within it, they drain a large pool of acid surrounding the Green Pikmin and their Onion. The night of Marie's rescue, the Dolphin Lander tells Olimar and Shacho that she feels more comfortable with them exploring past sunset now that they have another person to rely on. At some point, now having Rock Pikmin, Olimar and Shacho, with Marie, return to Arid Oasis to collect the Jet Juicer and access Wooden Fortress, and Frigid Tundra to access Stone Dugout and Icy Crevasse.
By this point, several of the creatures native to Ancient Metalworks have dissolved into a curious golden fluid upon their deaths, leaving no salvageable remains. While Shacho and Marie respectively express glee and wonder at the substance, Olimar grows increasingly anxious about it, for he knows all too well what it indicates the presence of.
After discovering Green Pikmin, the trio delves into Hidden Scrapyard with them and discovers Purple Pikmin by throwing some Pikmin into a Violet Candypop. Marie becomes noticeably emotional seeing them but does not indulge Olimar or Shacho as to why. Conveniently, in the same cave, they also find and collect the PikHold, a ship part that can be used to store most Pikmin types. The leaders will refuse to leave the cave if the device hasn't been collected, at the insistence of the Lander Pod that it is of utmost importance to them all, herself included. If the day ends at this point after leaving the cave, Marie will insist that they land at Ancient Metalworks again.
With all the Pikmin types they've discovered so far at Ancient Metalworks, the leaders gain access to what was formerly the campsite of Marie, the crew she belonged to, and its captain, Hunnigan. Marie hesitates to enter, straying behind Olimar and Shacho as they continue, and find the Purple Onion, and encounter Hunnigan himself as a Captmin, the first one seen by Marie, as well as Olimar and Shacho if they haven't explored very much. After an emotional scene involving Hunnigan, Marie finally confesses to Olimar and Shacho why and how she's on PNF-404, who Hunnigan is, why she had such an adverse reaction to Purple Pikmin, and why she didn't want to return to what they didn't know was her former camp. Marie then notifies Olimar and Shacho that she knows of a potential new area to explore but needs time to discern its exact location; she then says they should continue exploring until sundown.
The next day, Olimar lands the Dolphin Lander at Frigid Tundra, stating he dreamt about Louie and had a strong suspicion about the area. The Hocotatian trio explores the arctic terrain further than they could before, potentially finding Frozen Lodge, eventually encountering the Brumal Arcticlops. After a long, difficult battle, the monstrous beast succumbs to its injuries, and it spits up, among several valuable items, Louie, much to the surprise of Olimar, Shacho, and especially Marie. Classically, Louie does not speak, but he nods his head when Olimar asks if he would like to join the group. Marie expresses shock at inadvertently rescuing another individual, let alone one her companions are familiar with. All four Hocotatians briefly converse, and with Louie reunited with his coworker and employer, spend the remainder of the day accomplishing miscellaneous tasks such as collecting the Sparklium Saver, which Purple Pikmin are required to access. So long as the Brumal Arcticlops is alive, Olimar refuses to visit any other area. At some point, the party visits Arid Oasis and uses their newfound Pikmin to find and access Castaway Cove and Concrete Compound.
Returning to Ancient Metalworks, all four leaders cooperate to open access to Chemical Reservoir, draining most of the acid in the area, granting all of their Pikmin almost unrestricted access to any portion of it. The group then explores further with their Pikmin and eventually encounters a mighty Robust Bulbot, which, with great difficulty, they defeat. After doing so, come sundown, Olimar is unusually the last to board the Dolphin Lander. Unfortunately, his hesitance jeopardizes his safety, for the same Plasm Wraith that had so obsessively held him captive abducts him again. As it turns out, the Plasm Wraith had been inhabiting the area and, in the form of the Plasm Goolix, skulked out of sight by the Dolphin Lander every day at sundown after seeing Olimar there, waiting for the opportunity to strike. The Dolphin Lander and Master Onion can no longer wait for Olimar and take off without him to avoid the hostile nocturnal wildlife on the planet's surface. Shacho, alarmed and hysterical, dreads the fate of his only reliable and sane employee. Marie worries about Olimar but is unaware of his history with the Plasm Wraith. Louie merely acknowledges the incident but does not appear impacted by it. If Olimar happens to have been downed at some point during the day this occurs, he appears from the Dolphin Lander before takeoff to take in the evening air, still being the last to board the ship.
The following day, Shacho, Marie, and Louie return to Ancient Metalworks and rush out of the Dolphin Lander to the Master Onion. The three Hocotatians gather their Pikmin forces and follow an apparent trail leading through a cinderblock gate into a secluded interior portion of the area, where the dreaded Plasm Wraith resides. When they finally defeat the Plasm Wraith after a long, difficult battle, it leaves behind Olimar and its golden cuboid core. They have the Pikmin take Olimar to the Dolphin Lander and the cube to the Master Onion, but not before personally ensuring that the Plasm Wraith has ceased to exist by destroying any remaining plasm. So long as Olimar remains missing, the President will refuse to land in any other area. The night of the Plasm Wraith's destruction, Marie has a period of self-reflection and, at last, reveals to Olimar, Shacho, and Louie the location of the location she mentioned before: Colossal Hollow.
Immediately upon landing at Colossal Hollow, the sound and sudden appearance of the Dolphin Lander scare away the White Pikmin defending themselves against some Mushroom Pikmin at the landing site. Seeing the Mushroom Pikmin pursuing them, the four leaders rush out of the Dolphin Land as quickly as possible and catch up with them. After uniting with the White Pikmin and separating them from their assailants, the leaders have five ways of dealing with them: flee, lead them away, kill them, purify them with a dose of black nectar, or toss them to a nearby ledge they can not return from.
Although they may risk losing their only few White Pikmin by entering a cave they now have access to because of them, the leaders may also press on through the area with or without them and inadvertently confront the Titan Weaver Dweevil and many of its young. Fortunately, the White Onion appears after the goliath insect's defeat, allowing the leaders to rapidly cultivate White Pikmin by using the many remains scattered nearby. Now equipped with an essentially unlimited supply of White Pikmin, the leaders may delve into Subterranean Spring, Dreary Sepulcher, Fungal Jungle, and Dank Depths if they haven't done so already. The night after the defeat of the Titan Weaver Dweevil, Louie takes a moment to self-reflect on his time on PNF-404 while gazing out of the Dolphin Lander's window and sees a new frontier: Sprawling Swamp. Now with the White Pikmin, the leaders eventually return to Balmy Highlands to access Forgotten Mine and Wayward Citadel and encounter Alien Pikmin, Arid Oasis to access Lost Kingdom, and Ancient Metalworks to access Polluted Pond, Corroded Complex, and Robot Workshop and collect the Revitalizer.
When preparing to land at Sprawling Swamp, the four Hocotatians see that the area is overgrown with many spiked teal brambles sprawling almost everywhere. They use the first clearing they find as the area's initial landing site, and the Dolphin Lander tells the leaders that while she doesn't detect any notable valuables in the area, several powerful lifeforms are present above and below ground and that they should take extreme caution while exploring. The leaders themselves also mention there being wild Pikmin somewhere. Monstrous roars echo through the distance as the leaders navigate what they can with their Pikmin, their exploration greatly restricted by the brambles and forcing them to travel an almost linear path through the area. The area is oddly vacant, being populated by only a few enemies. The only accessible cave is Sunless Sanctuary due to the brambles not blocking it off.
The party continues past and under many brambles and eventually makes a startling discovery: one of the brambles has coiled around the Winged Onion, suspending it in the air, with several Winged Pikmin struggling, with no success, to free their mothership. Fortunately, the Onion is still functional and can be used to propagate Winged Pikmin, but unable to join the Dolphin Lander in orbit after takeoff and merge with the Master Onion until somehow freed. With their Winged Pikmin, the leaders continue to press on through Sprawling Swamp and pass by a large but unseen creature shrieking and struggling under a dense cluster of brambles.
The roars they've been hearing become increasingly louder until they come face-to-face with the source: an angry, scornful Hydroe Host taking the form of an almost unrecognizably mutated Thorned Posy. The leaders fight valiantly against the Hydroe Host with their Pikmin in their lengthiest and most grueling battle yet and emerge victorious because of their Winged Pikmin. As its host body becomes unusable and rapidly deteriorates alongside its brambles, the severely irritated Leech Hydroe formerly controlling it leaps off in a last-ditch effort to destroy its attackers but lands just short of the group and is utterly crushed under the valuable treasure lodged in its body.
After the Hydroe Host is defeated, its thinnest brambles have already become so brittle that they are destructible from any source of damage, opening up various shortcuts to the landing site, granting access into Watery Grave, Overgrown Garden, and Muddy Murk, and perhaps most importantly, allowing the Winged Onion its freedom even on its own; the thicker brambles also become destructible the following day. As more days pass, the hydroe brambles will further deteriorate and eventually disappear, and more creatures will repopulate the area. Now with Winged Pikmin, the leaders may return to Balmy Highlands to access Buzzing Reserve and perhaps challenge the Ancient Bulblax, Frigid Tundra to access Webbed Lair, and Colossal Hollow to access Secluded Hideaway, Divers' Blight, Sunlit Pit, and Black Abyss and collect the Sparklium Extractor.
No matter whether or not the leaders return to Sprawling Swamp the day after defeating the Hydroe Host, the creature struggling under several thick brambles reveals itself to be the Winged Snagret after erupting so forcefully from underneath them as to send fragments of bramble into the air and the sound of snapping twigs echoing throughout the area. This occurs not long after the leaders would exit the Dolphin Lander, and they all would see and hear the creature escape and soar into the sky, questioning what it is, scared of what it may be, and fearing that it may attack.
The Winged Snagret periodically swoops down to attack the leaders and eat any Pikmin it can get a hold of, and the only ways to deal with it are to flee from it, hide under cover, enter a cave, or kill it. Though it has a lot of vitality and can be hard to injure, it often lingers to fight before flying away again. Regardless, with the Hydroe Host dead, the leaders can destroy the thicker brambles to access more parts of the area and reach Pest Nest, Neglected Aqueduct, and Cursed Chasm. In a secluded portion of the area, they may even encounter a Quaggled Mireclops, which the Winged Snagret will fight with if left alive; the Winged Snagret destroys the Quaggled Mireclops' crystal if it wasn't already, and is eventually forced to the ground and crushed under Quaggled Mireclops' foot, killing the snavian instantly, but not before wounding the Quaggled Mireclops. So long as they fight, neither of the two pay any mind to Pikmin, or leaders, who prefer to watch than get involved.
Eventually, the four Hocotatians travel to the farthest reaches of Sprawling Swamp and discover the entrance to Destiny Cavern, what they and the Dolphin Lander sense may be the most treacherous yet rewarding cave to be found anywhere, even if there are caves they have not yet discovered or explored elsewhere. With all the Pikmin species they've amassed during their adventure, Olimar, Shacho, Marie, and Louie delve in. They fight through multitudes of wildlife inhabiting the cave, collecting what they can along the way, and eventually reach the bottom. There, the horrible, dominating Grimacing Cremblub resides. After a long, strenuous battle of strategy and wit, the Grimacing Cremblub falls dead, and the leaders and Pikmin again prevail.
When enough pokos have been procured to fully repay Hocotate Freight's newest debt, Olimar, Shacho, Marie, and Louie bid an emotional farewell to the Pikmin and then board the Dolphin Lander to leave PNF-404 and return to Hocotate. During the trip back to their home planet, however, the four Hocotatians agree to return to PNF-404 to continue their adventures there once the debt to Happy Hocotate Savings and Loan is repaid in person.
Because of their leaders, the Pikmin relearn to survive on their own and their populations flourish as a result. Various explorers and Captmin lead the Pikmin to further victory. Olimar is wonderstruck by how quickly PNF-404 changes every time he visits the planet, marveling at his discoveries and wondering what differences there will be during his next trip there. Shacho is overjoyed that his employees were able to save his company and that Louie was rescued once again. Marie mourns the loss of her crewmates, though she feels she owes her life to her saviors and would happily oblige to join them on a new adventure. Louie finds that even though he is most comfortable and happy isolated on PNF-404, being stranded there inside of a giant monster makes him want to stay on Hocotate for a while. The Dolphin Lander feels prideful of her role in the voyage to PNF-404 and is excited to go on another adventure in the future. Hocotate Freight once again has a considerable supply of funds to its name, at least until another large debt builds up.
Players can control and switch between leaders, who control any Pikmin following them. Pikmin can be thrown, dismissed, and ordered to perform a variety of other tasks. Pikmin can carry a large variety of objects, such as enemy corpses, fruits, treasures, and more. Pikmin are also utilized as the primary method of attacking enemies and destroying obstacles.
New game modes are permanently unlocked when their respective upgrade is collected in any Story Mode save game. Alternate game modes are listed in the order they are normally unlocked. Any game mode can be played with up to four other players, either locally, online, or both, who can freely join in or disconnect as they wish. Some game modes have special rules pertaining to this, however.
Gameplay usually takes place from a third-person perspective, the focus placed on the current leader, and their squad if any, although the focus will shift to targets that are locked-on to. However, by selecting the option to do so, it is possible to play from a first-person perspective wherein the JoyCons or Pro Controller are used to look around and aim the cursor.
Furthermore, four difficulties exist to alter how challenging each game mode is. They are easy, medium, hard, and ultra-spicy. The default difficulty is medium, but they can be changed between by using the options menu.
The main campaign of Pikmin: Wide World. Using the main menu, up to four players can connect and play simultaneously. If there are fewer leaders than there are players, players with no unique leader will play as a transparent version of an unlocked leader, much like in Pikmin 3 Deluxe. If a leader is unlocked, the order in which the players joined the game will dictate who plays as that leader. For example, if there are four players and the third and fourth players have no unique leaders to play as, the third player will take control of Marie when she is saved but the fourth player will not have a unique leader to play as until Louie is saved.
- Main article: Battle Mode
Battle Mode is a competitive alternate game mode that is permanently unlocked upon collecting the Aggression Meter. Up to four players can compete against one another or team up against an opposing team to win a match.
- Main article: Challenge Mode
Challenge Mode is a mission-based game mode permanently unlocked by collecting the Telecommunications Device. It has different categories to choose from, which are Produce Pikmin!, Gather Valuables!, Eliminate Enemies!, and Battle Bosses!.
- Main article: Bottomless Abyss
Bottomless Abyss is permanently unlocked when the Anomaly Log upgrade is collected. As the name suggests, it is a cave that has an indefinite amount of sublevels. Accrue as many Pokos as possible to gain a high score.
All of the Pikmin species that were introduced in previous Pikmin games return in Pikmin: Wide World as main Pikmin types, and new species of main Pikmin, the acid-resistant Green Pikmin, is introduced. All main Pikmin species have an Onion of their own. Main Pikmin are listed in the order of discovery.
- Main article: Yellow Pikmin
Yellow Pikmin are discovered at Balmy Highlands, are resistant to and can conduct electricity, and can be thrown higher than most other Pikmin types.
- Main article: Blue Pikmin
Blue Pikmin are a semiaquatic species of Pikmin discovered at Arid Oasis. They are resistant to and can swim in water, and will rescue nearby Pikmin drowning in a body of water by throwing them to shore.
- Main article: Red Pikmin
Red Pikmin are discovered in Lonely Quarry, a cave in Frigid Tundra. They are fireproof and have a higher damage output more damage than most Pikmin types.
- Main article: Rock Pikmin
Rock Pikmin are the first Pikmin species discovered at Ancient Metalworks. They have adverse reactions to blunt force of all kinds but can not be killed by it, and also have partial resistance to explosions in that they survive them a quarter of the time. Unlike the other Pikmin types, Rock Pikmin are incapable of clinging onto or climbing enemies and objects because of their physiology. They can also be thrown at crystalline solids and ice to damage and destroy them.
- Main article: Green Pikmin
Green Pikmin are a new species of Pikmin discovered in Ancient Metalworks, and the second to be found there. They are immune to corrosive acid and can walk in it without harm, but they can not breathe in it as they lack gills. Much like how Blue Pikmin will attempt to save Pikmin that are drowning in a body of water, Green Pikmin will attempt to save other Pikmin that find themselves in a pool of acid.
- Main article: Purple Pikmin
Purple Pikmin are the third and last of the Pikmin species discovered at Ancient Metalworks, found by throwing Pikmin into one of the Violet Candypops growing in Hidden Scrapyard. They move the slowest of all Pikmin types, but are resistant to panic and wind and can lift the weight of ten Pikmin. They can briefly stun most enemies by landing on or near them with a pound.
- Main article: White Pikmin
White Pikmin are a subterranean species of Pikmin discovered at Colossal Hollow, found fighting some Mushroom Pikmin. They are resistant to poison, but not the gas emitted from the Smoky Progg. White Pikmin are unique for being able to detect and dig up completely buried objects, and poison most enemies that eat them.
- Main article: Winged Pikmin
Winged Pikmin are the last main Pikmin species found, and are discovered at Sprawling Swamp. They have no resistance to any particular hazard, but can simply fly over most of them and dodge anything coming down on top of them. Winged Pikmin can swoop down into a pit to save the life of a nearby Pikmin that fell into it and will attempt to rescue any Pikmin struggling in a body of water or acid.
Some Pikmin are not classified as regular Pikmin due to the conditions in which they are discovered or created. Most of them are hostile towards leaders, friendly Pikmin, and other lifeforms, and will attack those in proximity. All of the following Pikmin react to being whistled and will approach or, in the case of hostile Pikmin, pursue and then attack the leader that caught their attention, but never join that leader's side.
- Main article: Alien Pikmin
Alien Pikmin are extraterrestrial Pikmin that found their way onto PNF-404. They are extremely hostile and will attack any creature that draws near. Alien Pikmin have seemingly no resistance to any hazards, at least those on PNF-404. Throwing an Alien Pikmin will inflict damage to the leader who threw it unless they are wearing the Iron Fists.
- Main article: Captmin
Captmin are fallen explorers that have been reborn by Pikmin, and thus inherit the qualities of both. Like leaders, Captmin have health meters, and can be switched between and whistle; like Pikmin, they can strike using their stems and latch onto enemies and obstacles to attack them more effectively. Pictured to the right is a notable Captmin, Captain Hunnigan.
- Main article: Mushroom Pikmin
Mushroom Pikmin are Pikmin that have been transformed by exposure to spores. They are naturally encountered at Colossal Hollow and in its caves, alone or in groups, usually accompanying the enemy responsible for their plight. Mushroom Pikmin that are found in the wild count toward the limit of on-field Pikmin, as do Pikmin that were converted. Pictured to the left is a Mushroom Red Pikmin.
- Main article: Parasitic Pikmin
Although they are never truly seen, parasitic Pikmin infect larger organisms and control them to survive. Adults are aggressive and are nearly always found being followed by a squad of passive juveniles; the former must be defeated before the latter may join a leader's squad. Pictured to the right is the most well-known parasitic Pikmin host, the Red Bulbmin.
- Main article: Pikpik carrot
Pikpik carrots are an unlockable Pikmin type that can be used in Battle Mode and Bottomless Abyss by completing every challenge possible in Pikmin: Wide World. Although absurdly comical in appearance, pikpik carrots have no special resistances or abilities.
Pikmin: Wide World sees the return of several characters, but only the four playable leaders are listed here. One new character is introduced: her name is Marie. All leaders require at least three Pikmin to carry. Each leader has their own signature color and whistle.
- Main article: Captain Olimar
Captain Olimar is the heroic Hocotatian who first led the Pikmin to success. He is rescued by a trio of Koppaites and returned home to Hocotate by them. He is the captain of the Dolphin Lander, which he uses to travel to PNF-404 alongside his boss to repay yet another debt. Olimar records notes detailing the biology of the lifeforms of the alien planet he is all too familiar with.
- Main article: The President
Shacho, the president of Hocotate Freight, joins Captain Olimar to revisit PNF-404 in search of riches. Shacho records notes about PNF-404's lifeforms in a way that showcases his greed, writing about how to squeeze the most Pokos from anything and everything on the planet or how they can be used for the benefit of Hocotate Freight. He also writes sales pitches for treasures.
- Main article: Marie
Marie is a Hocotation that is rescued by Olimar and Shacho as they explore Ancient Metalworks' caves. She writes notes describing how to properly train and domesticate creatures native to PNF-404.
- Main article: Louie
Although Louie once again stranded himself on the Pikmin Planet at the end of Pikmin 3, he is eventually spat up by a giant monster after Olimar, Shacho, and Marie defeat it. He retains his voracious appetite and superior culinary skills and writes recipes detailing how to prepare and cook various creatures and vegetation found on PNF-404.
One new ship, the Dolphin Lander, owned by Captain Olimar, is introduced in Pikmin: Wide World, and Onions and their various forms make a return. Although other ships such as the Freight Voyager, S.S. Drake, and the remains of the S.S. Dreamrunner exist, they are not included in this section.
- Main article: Dolphin Lander
The Dolphin Lander is a one-of-a-kind spacecraft used by Captain Olimar and Shacho to reach and travel from place to place on PNF-404. Marie and Louie also occupy the Dolphin Lander after they are rescued. Sparklium is her fuel source, and maintaining her fuel reserves is crucial.
- Main article: Onion
An Onion is a lifeform used by many types of Pikmin for reproduction, shelter, protection, and transportation. They share the color of the Pikmin it produces and the Pikmin that can inhabit it. After sunset, two Onions can merge to form a unified Onion that can support several Pikmin types.
Pikmin: Wide World features six expansive and unique areas to explore. Each one features eight caves, up to three landing sites, and its own terrain, wildlife, weather patterns, climate, and challenges. Various crude illustrations made by Pikmin can be seen on various surfaces in them. Areas are listed in the order they are discovered.
- Main article: Balmy Highlands
Balmy Highlands is a grassy area with temperate weather and occasional rainfall.
- Main article: Arid Oasis
Arid Oasis is a beach that is dotted with bodies of water and contains a ruined boardwalk. The area's sweltering heat takes its toll on leaders, but Pikmin and enemies are unaffected by it. Shade present in the area presents minor protection against the heat, as does the infrequent rainfall.
- Main article: Frigid Tundra
Frigid Tundra is an arctic environment that contains snow, ice, and cold water. Snowfall periodically occurs here. The area has a cold climate, which significantly slows leaders, Pikmin, and some enemies.
- Main article: Ancient Metalworks
Ancient Metalworks is a mostly grassy environment decorated by metal and concrete structures. Ancient Metalworks has a temperate climate with occasional rainfall.
- Main article: Colossal Hollow
Colossal Hollow is unique from other areas in that it is a cave-like environment. Most of the area is dark, but sunlight shines through holes in the ceiling and onto creatures and vegetation below; because of this, most of the area is cool except for where sunlight shines in, where it is instead fair. Rain falls through the holes in the ceiling on rainy days.
- Main article: Sprawling Swamp
Sprawling Swamp is the sixth and final area. These marshlands contain mostly water, acid, and mud, with relatively little dry ground to spare. The area's extreme humidity and frequent rainfall make it problematic to traverse.
Upgrades are separated into two categories: Exploration Kit and ship parts. Exploration Kit upgrades aid leaders and ship parts can be brought to the Dolphin Lander to unlock additional features. Features unlocked through ship parts can benefit the Lander itself, leaders, or both.
- Main article: ToolPad
The HocoPad is an immersive gameplay element that resembles the Nintendo Switch tablet and has several applications that can be used during gameplay. Among other things, it is used to view data files that are created or found by the leaders.
Various encyclopedias return from previous Pikmin games to Pikmin: Wide World. Whether their completion progress persists across save games can be toggled through the options menu.
The Piklopedia of Pikmin: Wide World features every enemy seen so far in the official series, and includes many new enemies. The only vegetation listed in the Piklopedia is unique to the world of Pikmin, as most real-world vegetation is only useful for hiding under.
- Main article: Treasure
Treasures are valuable objects that are the primary source of pokos and sparklium because they yield so much of either upon collection. There is an endless supply of treasures that can be collected, and it is possible to collect many instances of the same treasure. Every treasure has several unique appearances. No artificial or processed food-based treasures exist, as the beings who made them have long since been extinct. Fruits are not considered treasures as they have a more prominent purpose: their juice.
- See also: Pikmin: Wide World Fruit File
Fruits must be collected for the continued survival of the leaders, who feed on the juice they contain. While they have no poko value in Story Mode or Battle Mode, they do contain traces of sparklium. Much like treasures, there is no limit to the number of fruits in existence.
- Main article: Pikmin: Wide World achievements
Achievements are objectives that challenge a player's skills to fulfill. Unlocking them provides no rewards or benefits other than player satisfaction and bragging rights. They are unlocked permanently when the requirement to do so is met, and they can be viewed through the main menu on the title screen and the pause menu.
|List of returning aspects|
|List of new aspects|
Pikmin: Wide World has an intuitive and easy-to-learn set of controls.
(Lightly or fully tilted)
(Lightly or fully tilted)
|Move the cursor.|
|Move in the direction it is held. If a leader runs into an idle Pikmin while running, it will join that leader. Leaders run a bit slower than flowered Pikmin by default. Twirl or rapidly tilt to make a leader shake off attackers that are latched onto them.|
|Places the cursor on top of the active leader.|
(Lightly or fully tilted)
(Lightly or fully tilted)
|Rotate the camera. In first-person, tilt to turn or look in the direction held.|
|Moves the leader's squad in the direction the stick is held as long as the stick remains pushed in. This action is known as group moving and is used to reposition a leader's squad.|
Charge Pikmin in the direction of the cursor. Press and release to charge the current standby Pikmin type, hold briefly and release to charge the entire squad, and hold for longer than that to prepare a charge.
|Switch leaders. Leaders may be switched between even if they are in the same squad.|
|Cycle through which Pikmin type or leader will be thrown next, even if not currently holding any Pikmin or leader.|
|If locked-on, places the cursor on the subject and keeps it there until canceled. Otherwise, allows moving the cursor without moving the leader while it's held.|
|Toggles lock-on while the lock-on indicator is present above a target. Otherwise, press to make the camera face the cursor, and hold to lock the cursor on the spot.|
|Toggle between gameplay and the HocoPad interface.|