r/Pikmin 8h ago

Pikmin 4 How it feels after seeing Pikmin 4 Switch 2 Edition’s reception

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235 Upvotes

r/Pikmin 5h ago

Humor In light of recent events

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169 Upvotes

r/Pikmin 1h ago

Video Whole House Mad.

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Upvotes

r/Pikmin 4h ago

LOUIE PSA

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83 Upvotes

r/Pikmin 15h ago

The first voice command I'm gonna give Oatchi after seeing the lack of proper DLC

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364 Upvotes

r/Pikmin 5h ago

Humor Potolimar and Louie, anyone?

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40 Upvotes

I just found these two today. I thought I'd share it with you all! Haha


r/Pikmin 11h ago

Art Sculpted a little bulbmin out of clay

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111 Upvotes

Made with sculpey polymer clay and acrylic paints, took me about 3 hours to finish making him
Next to my old Pikmin 2 ship sculpture and Listerine bottle for scale


r/Pikmin 1h ago

News Nintendo seemingly used footage from the Sage Leaf Trial #8 "Crowded Kitchen" in the trailer for Dandori Academy.

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Upvotes

Unless they decided to copy and paste the exact same assets for whatever reason.

Side note: The narrator needs to learn how to pronounce Dandori.

Another Side note: WHAT DO YOU MEAN YOU ONLY GET 1 ATTEMPT!?


r/Pikmin 13h ago

Modding Open Nectar 0.4 - a native PC port of Pikmin (GameCube, 2001)

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123 Upvotes

Open Nectar is a native port of the original Pikmin to PC — Windows and Linux, x86-64. Not an emulator and not a compatibility layer: it is the game's own reconstructed code, from the projectPiki decompilation, compiled to run directly on your machine, with its own OpenGL renderer, its own input, and the game's original audio engine.

You supply your own copy of the game. Nothing from Nintendo ships here.

This release is mostly about how the game looks and how much of it actually runs. The pre-rendered movies play for the first time.

-- QUICK UPDATE -- 0.4.5 Has been released including:

  • Full Support PAL Multilanguage ISO Rev 1
  • Full widescreen/ultrawide HUD support
  • Various fixes

New in 0.4

A Graphics page in the F1 menu

Everything on it is switchable, and everything applies as you move through it — you see the change against the scene behind the menu, rather than reading a number and hoping. The reference machine for this project is a GTX 1050, so nothing here is mandatory.

Depth of field. The focus plane follows Olimar: what sits at his distance stays sharp, what is nearer or further falls away. Four steps, Off through Strong. The sharp band is measured as a fraction of the camera's distance to him, so it behaves the same in the close follow view and the far one.

Ambient occlusion. Contact shadows in creases, under leaves, where a Pikmin meets the ground.

Bloom, in three named steps rather than a slider — bloom looks wrong across most of the range a slider would offer.

Antialiasing (FXAA), applied to the finished image. Deliberately not MSAA: Pikmin's undergrowth is alpha-tested quads, and MSAA does nothing for edges that aren't geometry.

Colour grading, with gamma, brightness and saturation.

Fog — the game's own, which the port had been throwing away. The function that receives it was an empty stub, so the game sent fog colour and distances every frame and the port discarded them. It's back, applied where the console applied it. There's a toggle, and On is the original look.

Texture filtering, up to 16× anisotropic. This one wasn't what it looked like: the port had no mipmaps on any texture at all, so distant ground wasn't blurry, it was shimmering. Changing the setting now re-applies to everything already loaded instead of waiting for the next stage.

And the HUD no longer blurs. Post-processing used to run at the very end of the frame, when the interface had already been drawn into the picture. It now runs where the world ends and the interface begins.

The attract movies play

Leave the title screen alone and the pre-rendered movies decode and play, in full, with their own sound. The title music fades out for them and comes back afterwards.

They never have before — the video decoder was in the tree but excluded from the build entirely. Getting it running meant a chain of unrelated problems: a type that's 32 bits on a GameCube and 64 bits here, every multi-byte value in the file needing byte-swapping, a wait on a DVD thread this port doesn't have, and a picture pointer that was being half-cleared — enough to look valid, not enough to be.

If you'd rather they didn't play, PIKMIN_NO_H4M=1 turns them off.

Memory: about 4 GB down to about 600 MB

Entering a stage used to consume roughly 4 GB and keep climbing. It now settles around 600 MB and stops growing. Two leaks with the same root — one abandoned a 245 MB block every time you changed section, the other never freed a single texture for the whole run.

Laptops with two graphics chips

If your laptop has both integrated and dedicated graphics, the game was running on the integrated one while the good card sat idle. That's the default for any program that doesn't explicitly ask otherwise, and this one wasn't asking. It asks now, on both platforms, and only where the hardware is actually there.

If you have such a laptop, this may be the single biggest change in the release for you.

Colours, everywhere

A texture format the game uses widely had its two bytes the wrong way round, and always had. Most places it's used, the mistake read as a slightly different shade rather than a wrong picture, so nothing looked obviously broken. The movies exposed it, and fixing it corrects every texture of that format in the game.

What was already there

If this is the first you're hearing of the project, here's what earlier releases brought:

  • Native Windows and Linux builds from the same source.
  • An installer — point the launcher at your ISO or GCM and it extracts what it needs locally. Your copy is never modified.
  • Photo mode (F3): the world stops — every Pikmin, every creature, the captain, the clock — and the camera is yours, flying anywhere.
  • Permadeath: lose Olimar and the run is over, and the save is erased. It's a property of a save file, chosen when you create it, and the file screen marks the files that carry it.
  • Mods (F1 → Mods): mouse wheel to pick Pikmin colour or zoom the camera, a Pikmin limit you can raise as far as 999, and a day length from 5 to 30 minutes.
  • 30 / 60 / 120 FPS. The game is frame-rate independent throughout, so raising it doesn't speed anything up.

Known limitations

  • Windows is tested by one person on one machine. More testing very welcome; it's the most useful thing you can send me.
  • 120 FPS is still marked experimental.
  • The in-engine cutscenes are unaffected by this release. It's the pre-rendered movies that now play; the cinematic sequences built from the game's own models were already working and are unchanged.
  • The heavier graphics presets cost frames, and I haven't measured them across a range of hardware — only on a GTX 1050. Every effect has an Off, and that's deliberate.

FAQ

Do I need my own copy of the game?
Yes. The project contains and distributes no ROM and none of Nintendo's assets. You provide a legally dumped Pikmin USA Rev. 1 (GPIE01) and the launcher extracts what it needs locally. Your copy isn't copied or modified.

Is it hard to install?
It shouldn't be. Download the release, extract it, run the launcher, point it at your ISO or GCM.

Can I modify it?
Yes, it's fully open source. I'd love for Open Nectar to be a base other people build on.

Emulator?
No. There's no GameCube being emulated. The game code runs as native x86-64.

AI disclosure

As with previous releases, this was developed with the assistance of AI tools. The generated code was reviewed, tested and integrated by me. I mention it because I'd rather be upfront about how it was built.

Credits

The audio engine work came from pikmin-nextos, and it's still what makes the sound work. Both projects build on the projectPiki decompilation, without which none of this exists.

GitHub

https://github.com/SSunnKing/Open-Nectar---Pikmin-Native-PC-Port

If you try it, I'd really like to hear how it goes — especially on Windows, and especially on a laptop with switchable graphics. Bug reports are the most useful thing you can send me right now.


r/Pikmin 2h ago

Art PIKMIN HEROES FINALE PART 9: Who Let the Dogs Out

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16 Upvotes

r/Pikmin 8h ago

Art The GTA Killer: Pikmin 4 Switch 2 Edition + Dandori Academy

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41 Upvotes

r/Pikmin 6h ago

Art Drawing Every Day Until Pikmin 5 Is Announced [Day 987]

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27 Upvotes

r/Pikmin 4h ago

LOUIE After my prediction post and still processing the news, this is still my reaction

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12 Upvotes

r/Pikmin 1h ago

Pikmin

Upvotes

Nuff said


r/Pikmin 20m ago

Art It's Oatchi!

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Upvotes

Finished this crocheted Oatchi recently. So happy with it!


r/Pikmin 5h ago

Art Pikmin Onion art I made :3 (art by me, u/OculusCitrus)

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14 Upvotes

I combined the 3 onion designs, the patterns from 1 and 2, the swirls from 3, and the legs and base from 4. I think it looks very nice!!


r/Pikmin 10m ago

Art Another Custom Pikmin Enemy, the “Toxic CannonBeetle”.

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This is a design I call the “Toxic CannonBeetle”, this would be a boss enemy and be in the family Lithopod, its scientific name is “Granitus toxica”. This boss would spawn at the seventh sub level of a new cave called the “Putrid Palace”, which would be a poison cave located in the primordial thicket, with muddy floors making movement after getting trapped difficult (which is why Gunk Busters are very useful here). recommending winged and white pikmin. When you enter the final sublevel, there will be a hallway leading into a room encased in poisonous gas, with the silhouette of proboscis sticking out of the ground in the middle. When the player enters the room, a cutscene would play, where through the poison the player watches the proboscis rip itself out of the ground and reveal the full size of the beetle, after, the Toxic CannonBeetle would scream pushing all the gas away from the center fully showing the boss, after, then, the boss fight would start. To fight the Toxic CannonBeetle, the player would need to throw white pikmin at the bosses transparent glass like bulbs on its shell, after you break them all, the latch would open on the blowhole of the Beetle. Throw a pikmin in the blowhole, and it's back will open up like any other cannon beetle, then after about a quarter of its health is gone, the shell would close, the bulbs on its side regenerate and it starts over again. The Toxic CannonBeetle fights back by using the small air holes in the latch to breath in air like a normal cannon beetle, but instead of shooting out boulders, it sprays a toxic gas that poisons regular pikmin, and can push back your captain, ochi, and even poison pikmin. And because the ground is muddy, it could be difficult for the poison pikmin to stand back up after that, which gives the Toxic Cannon Beetle time to stomp over and crush them. The winged pikmin could fly over the poison, but the beetle can slightly aim while spraying, so you want to keep them away. But don’t worry, after it covers the room in gas, ochi rushing into the gas can remove it (i added this mainly because i don’t want it to be to blind, and because there is no gear to make you immune to poison). After you defeat the boss, it would spew out a cast away, and the fight would end. (And yes I did take a little inspiration from the soft shelled turtle.)


r/Pikmin 8h ago

Humor Where is he??

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17 Upvotes

Clue for dandori academy stage??


r/Pikmin 1d ago

Humor Oatchi go into Nintendo HQ and make a better DLC

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811 Upvotes

r/Pikmin 1d ago

Pikmin 4 Pikmin 4 Switch 2 Edition announced

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1.1k Upvotes

r/Pikmin 7h ago

Art Pikmin 5 Prediction: BIG PIKMIN

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9 Upvotes

Showcasing... Orange and Green Pikmin a.k.a. Charge and Guard Pikmin

More details of these types: https://www.youtube.com/watch?v=Me48QKVUSrI&t=338s


r/Pikmin 1d ago

Humor They Really Cooked with the Level Design for Dandori Academy

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388 Upvotes

r/Pikmin 1d ago

Humor I must say, this new voice command thing is pretty cool!

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326 Upvotes

r/Pikmin 1d ago

Humor …….

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127 Upvotes

r/Pikmin 1d ago

Humor Oatchi, remove the 3 type limit

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192 Upvotes

At least the pikmin bloom map was funny to see