Hey! Pikmin - Emperor Bulblax Boss Battle (No Damage) (English Gameplay)

Описание к видео Hey! Pikmin - Emperor Bulblax Boss Battle (No Damage) (English Gameplay)

Hey! Pikmin | Boss Battle | Emperor Bulblax | No Commentary
Hey Pikmin Emperor Bulblax Boss Battle The last Lair

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Unlike the previous Pikmin games, which were 3D real-time strategy games, this one is a 2.5D side-scroller. Players control Captain Olimar, who in turn controls a group of Pikmin, which can be thrown at enemies to battle them, at obstacles to clear them, or at treasures to carry them. Treasures and certain collectables are worth some amount of "Sparklium", and the idea is to collect as much Sparklium as possible before reaching the level's goal.
Gameplay happens on the bottom screen, although both screens show the action. The player controls Olimar left or right on the ground and also vertically when climbing a vine or underwater. Small ledges can be climbed up by simply walking in their direction. Long drops down will cause him to start teetering at the edge if the player pushes against the edge. Letting go off that direction and pressing again will bypass this teetering and force Captain Olimar to fall down. This can be used to fall into the pit. Captain Olimar can also deploy his jetpack, which makes him dismiss the Pikmin temporarily, raises him off the ground, and allows the player to control him in midair left or right. Olimar can only stay afloat for a limited amount of time, though; this limit gets reset when Olimar lands again. The jetpack will be put away automatically if Olimar bumps against a ceiling.

The player can whistle Pikmin from anywhere on the screen, which makes them run to Olimar's side, although worker Pikmin will continue working. When the whistle is used, a voice going "Hey!" can be heard, although it doesn't seem to match Captain Olimar's, and the whistle itself is only used a split-second after the voice. Given unknown circumstances, the whistle will sound higher pitched. This might happen when Pikmin in danger are whistled. Once in Olimar's group, they can be thrown by him in the direction the player taps. Unlike the main Pikmin games, the Pikmin cannot be told to idle as normally – throwing a Pikmin away to an enemy or no task in particular will just make the Pikmin walk back to Olimar. This casual walk can be ordered into a run by simply whistling. Using the jetpack will however dismiss the Pikmin on the spot, until they are called back. Entering a doorway while some Pikmin are busy carrying or fighting will also leave them idling, although they can still hold on to whatever item they are holding.
Pikmin that are thrown at branches from below go up through them and land on top of them. Pikmin that land close to a task like a pile of bridge fragments will automatically walk towards it and begin working on it. Enemy health is represented with a horizontal bar, unlike the pie chart of previous games. Blue Pikmin thrown while underwater are tossed in a straight line instead of an arc, and swim back to Olimar right away. Other Pikmin will either bounce off the enemy or, if possible, latch on to it and attack repeatedly. Unlike the previous games, that show a fraction to represent how many Pikmin are needed to pick something up, some bubbles appear on top of the object, matching the number of Pikmin necessary. As Pikmin are added, the bubbles become filled one by one.
Pikmin cannot be grown in this game, but rather, they're found in the wild by Olimar, either behind foliage or obtained in short cutscenes. Because of this, enemies do not drop corpses (although they still release spirits), and just fade away shortly after being taken down. Pikmin hiding behind something will occasionally pop in and out of their hiding spot.

Captain Olimar lands on the stage after being beamed down by a blue ship that highly resembles the Research Pod. Treasure and objects are collected by having Olimar himself touch them. Treasures involve a small cutscene that shows Olimar summoning a portal of sorts to beam up the object; after the cutscene, there's a small pause showing the treasure's name and value. After collecting a treasure, it is replaced by Rainbow Sparklium seeds if the player replays the level. The value of a new treasure isn't added to the total of Sparklium yet, but collecting the Rainbow Sparklium seed equivalent to that treasure adds the value right away – the Rainbow Sparklium seems to be worth less than the treasure it replaces. There seem to be two[4] or three treasures per stage, and collecting one adds its icon to the trio of bubbles on the top screen's HUD.

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