I wasn’t thinking of control when you mentioned that the greens could have a parasitic ability. I more so figured that when you charged them towards a corpse they could convert new sprouts right away without needing to drag their defeated enemy back to the onion.
this may have game balance issues is my only concern- otherwise cheers- my thoughts are some creatures are already infested and you can just pluck the green pikmin they drop- but not really “get more” like other pikmin (like how candypop buds are limited use in some games)
@@jj_the_ent I guess it depends on what role green Pikmin would have. Like if they were to be used to create bridges or ladders out of themselves, they would need to be left on the field for extended use, so it may be appropriate that you could create more as needed on the fly.
Growable onions totally became the farlic bulbs in 4, they serve the same purpose as an undeveloped onion. The hairy pikmin were probably redesigned into ice pikmin, as the original design wouldn’t work for the freezing of water. Bulbearmin became Oatchi, and ghost pikmin did make a return! Very cool to see how these ideas evolved. Still holding out hope for string bean though
It's SO good! There's a reason I called it the holy grail of Pikmin concept art, it just has such brilliant designs on it. If Pikmin 4's new types, provided there are any, are even a fraction of the quality of these types... We're in for a treat
Pikmin 4 will 100% sell the best, but it might not, if the Pikmin curse keeps happening, which is Nintendo releasing new Pikmin games on unpopular consoles.
I just hope that they don't announce the Switch 2 before the game comes out because that could be really bad for it. That's maybe the only thing I could see killing it (and even then, the Switch install base is already very large so it might be fine)
I think a good idea to have parasitic pikmin would be to make it so if they are left behind they have a chance of infecting some of the region's bulborbs, causing maybe a nest or something to spawn. Make it so only bulborbs can get infected and have it so it's more of a lessening of losses situation than it is a core mechanic for them. Maybe their main ability could be being able to distract enemies sin e they have a good understanding of how they work, letting other pikmin get by unseen while the greenies juke out the hazards.
@@Rimalogo Yes! I'm @EmblemVantage (...because VantageEmblem was taken... I realize, though, that the person who took the name VantageEmblem was, uhh, me when trying to set up the account. I was a bit of a dolt during that whole situation.)
one idea for a unique carapace/brown pikmin ability might be an ability to become invulnerable while idle, basically hiding under their big wide head, and maybe being able to slide under thin gaps. Greens could also retain their parasitic origins without break the game by making it their attack method, having them sink into enemies and cause a DOT effect, maybe slowing down or otherwise limiting their abilities without completely taking them over.
I think these are some really good solutions to get these guys in a working state. And I think the devs may have considered something along that line too given just how awkward they’d look hitting with a typical Pikmin style latch on attack given their long bodies
I was thinking that the Carapace Pikmin would be more like a protector Pikmin. Since some enemies try to squash you or launch boulders to crush the Carapace Pikmin could act like a shield from getting hit. Like if you had a puzzle that need a lot of yellow pikmin but there were a lot of enemies that crush you in the way, taking a few Carapace Pikmin with you to shield the other Pikmin would be the way to get through there. I think that'd be a pretty cool concept even though it'd need some balancing. Great video and good job on the editing. ᐠ₍⁽˚⑅̆˚⁾₎ᐟ
I ADORE the idea of Pikmin types who mostly benefit the other Pikmin from your squad, but it doesn’t always happen often for simplicity’s sake. I love the blue Pikmin lifeguard ability, for example, though it was dropped in 3. Thank you so much for watching (and liking my editing) ☺️😎
Maybe a parasitic pikmin could be like a pikmin that when it's carrying back corpses to base, they hide inside the corpse and essentially use it as a vehicle. They wouldn't trigger enemies on their way back, so they'd be by far the safest pikmin for carrying things. For treasures, it may get a little complicated, though.
I have seen 3-D Böy’s awesome models before but I didn’t know they were actually based off of unused concept pikmin! I’m surprised it took me this long to learn this!
I like how the Bearmin (the bulbear pikmin) was an early Oatchi, the pikmin are riding on its back and it swims across the water with pikmin on its back, and the early Glow Pikmin and Glow Pikmin onion (instead of their mounds), those alone solidify that this is official, also I still think the flying Pikmin in the art are pink not orange because the early Glow Pikmin are orange on this same page (instead of green like they really are), it's also cool the early Glow Pikmins onion looked like a Rafflesia flower instead of the normal onion flower and the onion itself also looks putrid with that puke green color, that would have made more since for the white pikmin since that flower is poisonous and this onion looks poisonous
I think the "Carapace" Pikmin might actually be more based on mushrooms. Their umbrella like heads could catch a upward breeze to be "Rethrown" mid air, getting more distance and height. I could also see them being able to "Block" certain attacks like water and poison sprays with their heads, protecting the other pikmin, potentially to the point where we see "Shower" walls.
If a game was built around it, it could be such a cool concept. Imagine a bulbmin spin-off series that played like the main games except you just used parasite pikmin.
You're definitely not the only one... its actually a very common concept a lot of people think of, I've seen a ton of RU-vid comments where people talk about the idea. It would be really hard to implement though... especially in a way that wouldn't devalue the other Pikmin types.
Honestly, I thought the mucus pikmin would have an ability where they would stick to enemies and wouldn't be shook off when the enemy shakes their body. Tight spaces is also a pretty good ability for the little guys, and i like em!
It’s still so surreal to me that Pikmin 4 is official now. All of this speculation over the reveal trailer takes me back to the Pikmin 3 speculation days where people were debating if the Winged Pikmin in the trailer were actually Pikmin and not some other creature. I’m part of this discord that talks about Pikmin a lot, and I remember when I woke up later in the day to see there was a notification posted in announcements showing the Pikmin 4 trailer. Let me just say that I had never popped off for a trailer so hard in my life. I would’ve loved to see it live, but waking up to the Pikmin 4 trailer was like a metaphorical dream come true. I’m so excited to see what new Pikmin types get introduced in this new game when it’s finally released 😁
I designed a green Pikmin concept only a few days ago... I had NO IDEA these scrapped designs existed before watching this, but I somehow had the same idea of linking together to form bridges/ropes to solve puzzles (mine had a tail though, a different yet commonly thought idea). :o
I think hybrid pikmin would be interesting. Maybe you get a chance to spawn them naturally, or can use certain food to influence which pikmin are produced. Id imagine rock x red pikmin would be bomb rock pikmin. Flying + blue would be surf. Maybe they act like ants in water and you can use them to water surfaces. Flying x yellow would be like storm clouds. You get a bunch of them and the static they make together gives them periodic bolts of lightning during combat. Idk im just spitballing ideas. I doubt nintendo would go that far bit its nice to dream.
In my opinion, this is a really cool and creative concept!.. But it doesn't come without a slight curse. To me, Pikmin's "dan-dori" playstyle is balanced in the fact that you'll never have TOO many types to work with, and all the abilities the current Pikmin have are enough to keep you sustained. Adding type mixing (and potentially by proxy color mixing, but I may be wrong) would change the _WHOLE_ ball game for both veterans and new players, and even casual tryhards like myself. Sure, it's a fun mechanic, but things would definitely start to go awry once the newest type-mix meta drops out the onion, and it's stronger than a field's worth of Purples. And to top it all off.. Colorblind folk would have a nightmare trying to see which one's which, even if it's just type mixing specifically and not color mixing like I speculated.. But you know what? Regardless, I kinda want a game like that now. Maybe a spin off or a standalone newly developed IP.. If you were to create a dan-dori type game yourself, you better keep this idea with you, cause you'll be rolling in dough and players if you can pull something like this off right! Good idea, just gave my opinion on it, that's all!
For an additional ability for the soot pikmin, perhaps at the cost of being rather weak in terms of damage they could have a slight slowing effect on enemy in certain situations, like throwing them sprays soot around enemies to slowly their attacks/distract them, like a more unique version of the classic video game chill effect. They could act like a support role. Or maybe they could be inedible due to their sooty surface making enemies spit them out leaving them only killable to hazards and crushing. There’s a lot of fun that could be done with the idea of soot.
People have been asking for longer videos and this topic certainly deserved a longer video, so I guess it finally happened - I made a Pikmin 4 theory that's over 20 minutes long.
@@VantageEmblem vantage I have a ton of video idea and content pikmin 4 even tho it’s been finally confirmed is still a wait for this of us waiting a decade you should cover every variant Pikmin enemy
Thank you so much! I was actually thinking the editing on this was a little weaker than the others when I was working on it, but I think it may have just been burnout given the length because everyone really seems to like it :)
My idea for goo Pikmin: -Can pass through certain walls -Can travel through pipes to cross certain areas -Can enter and dismember mechanical enemies Weaknesses: -Have slightly lower attack power -Are killed faster by all hazards I have an idea for another Pikmin type if you want to hear it.
I love your videos! my Pikmin (and Pikmin 4 specifically) hyperfixation is thriving lol. I've never seen this page of concept art before which makes this video all the more interesting, thank you for sharing your thoughts! 🌱
Hey! This is the comment I wanted, someone who hadn't seen this art before and got to experience it because of my video. Seriously, thank you SO much for watching and commenting, this made my day.
I just thought of an odd idea for the (black) sootmin. What if, since they are a bit fuzzy lookin, what if they could create small amounts of static electricity, not providing immunity, but allowing the yellows to power something for a lil bit. It's a weird one, but I'm curious what you think
@@_octoboi12_ Cool idea, i'd be on board, so long as the player is still able to easily see and interact with them. I think that may be the reason why Black Pikmin were changed out for purple in Pikmin 2 all those years ago: it would have been hard to see them in caves!
I think people have long wanted a reason to explore at night. What if the ‘ghost’ pikmin were key to this? They’d only appear at night and only remain in your squad during nightfall, after which they disappear. That means each night you’d need to find new ones roaming around. Their only purpose is to serve as light in the darkness. They can be ‘thrown,’ but rather than the normal arch, they just slowly drift to where the player directed. They can’t interact with or carry anything, nor fight or even attract enemies. While having many ghost pikmin would be helpful for light, they would also be a ‘useless’ slot in the squad in all other respects (perhaps this could serve as a form of night-time handicap as they reduce your effective squad numbers). (If this style of night-time is in the game, I think there should still be an option to skip nights. But aside from more time to explore or accomplish tasks, night could also serve as a kind of mercy time for stranded pikmin. Rather than the end of the day immediately cutting to departing in rocket and onion, nightfall is a chance to risk retrieving lost pikmin, but it’s risky because depending on your situation, you could risk losing more.) And maybe ghost pikmin could even spawn in all the colors of the pikmin types, but especially where you’ve lost pikmin in the past, quietly but strongly suggesting they’re the lost spirits of your former pikmin comrades.
I think ghost pikmin should be the only pikmin you can get at nighttime, and you're able to damage enemies using them The ghost pikmin can't die (they're already dead) and all the enemies will try to focus on killing your captain instead
Coming back here after a new trailer it looks like the idea for having that spotty bulbear help olimar has been turned into the new dog like companion for pikmin 4 with it having similar mechanics! Who knows what else from this sheet could appear in the new game now that we know they pulled an idea from it
This is SOLID pikmin content and the future of the community. I would love to see Goo Pikmin again and this video is gonna be stuck on my mind thinking of what these types could do. Amazing content and im very proud to be associated with you as we all grow towards Pikmin 4s release.
Looks like I stayed up late enough to catch your comment when you woke up- In all seriousness, thank you so much for watching. This video was a huge undertaking and I’m glad it’s getting such a positive response
Dang, I love this video so much. When this video first came out, I was like "how did I not see these sooner!?!" I was researching everything and anything pikmin for a while and never saw these. I drew all these pikmin types, picked favorites, and dreamed up ideas for them. The green bean "nerd" pikmin is definitely my favorite. Tehe I love him!… Her? Do pikmin have genders? My other being the light blue blob pikmin. The idea of a wraith pikmin excites the heck out of me! I watched this like 3 times the day you put it up😁. Please, if you find anymore old concept art, make a video on it! I love lost and forgotten stuff! -Zoe
Hello! Thank you so much for watching! I am planning on a follow up to this video at some point, though we are currently still in the research phase. Stay tuned!
Honestly... using a Pikmin-controlled Bulbear would be really really cool... not as something you can do whenever, but perhaps as some kind of story event that happens only a few times. Maybe you solve a puzzle or something to free one of these guys and they help you cross a river like a controllable boat or something, serving a similar function to the lily pads in Pikmin 3, but less of an environmental feature and more of a helpful side character.
I got an idea for the armored mushroom pikmin! So scattered across the game, there are pipes/enemies who constantly spew out streams of corrosive acid. You can throw these new pikmin into the opening holes, and they can plug it up so your whole squad can pass, and, if you all charge them near a acid spewing enemy they all bunch together to form a wall. And just like how the blues are little lifeguards, if a normal pikmin is near a acid enemy they can run in an act almost like a shield from the acid attacks. I would love to see more of a defensive type of pikmin sometime. It would really shake up the combat and allow for more challenging enemies.
I love it! Honestly, anything like this harkens back to classic Pikmin with blocking the nose of the armored canon beetle - maybe we could see an acid cannon beetle?
I think Brown/Beard Pikmin and the Black/Soot/Hairy Pikmin could have been brought together as a single Pikmin type intended to be robust replacements for Purple Pikmin that were acclimated to colder areas of the game. Seed Pikmin could have been part of the old farming mechanic mentioned with the Green Pikmin. Perhaps they were Pikmin you would find out in the wild that would need to be escorted to a designated place on the map where they could be planted and tended to by the Green Pikmin in order to grow food or new Onions. Or, perhaps the Seed Pikmin were infant Green Pikmin, and you would feed them to small enemies in order to get them to sprout into Bulbmin and the like, which could then be turned into Green Pikmin after some undecided upon trigger, causing them from going from being the smallest Pikmin to being the tallest.
How I always saw the Green Pikmin in the scrapped concept art was as some sort of Spear Pikmin. Like with Rocks, I could’ve seen them have a different way of attacking, possibly poking their thin bodies at enemies like it was a said spear, possibly having some sort of drainage type of damage until shaken off. I can even imagine the captains holding the Pikmin like an actual spear with how tall and lean they are. Puzzles are especially interesting has Spear Pikmin could be thrown longer so they could past long distances, or are the only type that can squeeze past say, tangled vines due to their thin bodies. Another one that would make sense are targets, like once you hit one with a spear Pikmin a treasure appears, or maybe there’s an enemy with metal armor and only the spear can pierce through. Though it’s probably both too much and too little of a concept to say it could work, but I’d like to hear other people’s ideas relating to this lanky Pikmin.
Some ideas to make these types work Green/ parasitic pikmin Balance: stronger enemies take more pikmin to take over. The pikmin can't detach from their host, so using them to their full potential effectively kills them, like using White's poison. Gameplay: green pikmin will not attack enemies, but instead, willingly leap into their mouths to hijack enemies from the inside, once enough have entered that is. They are immune to being eaten and will sit in the host until enough join them or the day ends, but before that, you have as long as you want to kill the enemy to get them out. Their attachment is only permanent once the host is taken over. Once a host is taken over, again those pikmin are effectively dead at end of day, however they still count for the total pikmin on the field. So if you take over a bulborb with 10, out of your squad of 100, you now can only use 90 pikmin, along with that captured enemy. The host is now a playable character you can switch to, lore reason being their combined brain power makes them intelligent enough to see a need to fulfill, and will act independently of the captain's command to fulfill that need themselves. However, they gain a hunger meter around their health meter. If you don't hunt, the pikmin inside lose control of the host's urges and it goes back to normal, however, will prefer going after bigger targets close by instead of pikmin or the captain as a last struggle for power by the pikmin inside. This also leads to another long requested mechanic. The creatures interacting with each other. Instead of chilling together waiting to bully passing pikmin, they'll now fight each other for various reasons. Food, territory, etc. This would also mean a higher enemy count to compensate for them killing each other, and to increase the chances they come across each other for these interactions to occur. Most enemies will have larger patrol radiuses for this. If an enemy's hunger is near full, and they come into conflict again, they'll prefer to run and hide rather than pointlessly fight to the death. Back to the green pikmin. The next day you go to that area, the uncontrollable enemy will now be around where you left it, or around where the host originally was if left in an incompatible area. They can't be taken over again as the pikmin lost full control by now and the enemy developed an immunity to their parasitic pathogens. They are only enemies now and will prefer hunting you down as revenge, stronger and faster than before. At the end of this day, they automatically die from internal shock and go away. And finally, using enemies is a fully optional alternative strategy to solving things, as they make doing a deathless run impossible. Green pikmin are optional therefore. Also only 80 can be on the field at a time to prevent soft locking. Lore: embrace the moral darkness with captain's notes. "I witnessed something truly unsettling today while using this new pikmin type. Using the pikmin for my own needs already raises moral anguish in my soul, but today I think I really passed a new level of moral darkness. On the one hand, now I finally have the answer of where bulbmin came from. On the other hand, I wish I didn't. I really need to think carefully in any decisions involving green pikmin from now on... surely there is a better option." Black/ fuzzy pikmin Balance and Gameplay: their fuzzy bodies absorb impacts, including their own, so while they don't die from getting knocked around, they do very little damage. However when knocked around, they float gracefully to the ground, ready for action immediately unlike other pikmin. There are some places that are too cold for any other pikmin, and even the captains need to take breaks near heat sources when in these areas Orange/ seed pikmin Balance and Gameplay: same stuff you said, but also immune to explosives, due to their perfect round body covered in tiny holes which lets pressure waves pass through or be deflected. Ideally this feature would actually be given to red pikmin to make them more useful. Cyan/ slime pikmin Balance: extremely slow, but can't be shaken off. Extremely weak to water and cold, being quickly diluted or frozen in those cases. Can't carry anything and can't be thrown, but can slowly destroy any non elemental wall. Gameplay: instead of hitting their enemy, they relentlessly latch on and slowly break down their molecular bonds. If an enemy is defeated by slime damage, it will dissolve like the titan dweevil. Slime pikmin that dealt damage to it gain nutrients within themselves that they can take back to the onion. It sucks them up and spits them back out, plus additional seeds for the nutrients. That will reset their leaf however. Use with extreme caution. Contact with slime is deadly to everything including captains and pikmin. Captains can obtain a hazmat suit upgrade that makes them immune. Another note of caution, they will huddle up on the captain when in the party instead of staying neatly behind them like other pikmin. So in a way, you have to run from them and direct their destructive power to productive means. They also poison enemies when eaten Lore: "I thought I saw it again, and almost ran screaming back to the ship. But, it's just a new type of pikmin. Though it constantly approaches me in party, and relentlessly stares at me when idle, I can't help feeling like there's something sinister hiding under its normal pikmin looking eyes and plant stalk. Other pikmin mind personal space, and will stretch or admire the scenery. These ones though. They just stare... even if I go behind a wall and show up somewhere else, they never stop staring at me, like they have xray vision. I wonder if even in orbit, they're watching me from their onion at this very moment. I shan't sleep tonight. Rainbow/ Spectral pikmin Balance and Gameplay: they can be any pikmin color. They are immune to everything. They appear where you have lost pikmin before and if you don't have a full squad. They are vengeful spirits that can't be commanded or harmed, but will automatically help attack nearby enemies, typically the one that killed them. Upon an enemy's defeat, they will travel and fade upwards like normal and won't reappear. If there is no enemy to defeat, they will follow your party, making ghostly pikmin sounds until you reach the edge of their death area, where they'll go back and wait in the exact spot they died. When idle near other pikmin, they'll form a defensive circle around them, while the other pikmin will be quiet and act more somber and alert. A spectral pikmin can also be made at peace by saving an indivual suffering pikmin, such as throwing them out of water or putting out a fire. They only appear during the last 8th of the day, or all night, if night mode is introduced Lore: "they say some mistakes can haunt you for the rest of your life. On this trip, it's been proven to me. Now whenever a pikmin falls in battle or from a lack in leadership skills, I get constantly reminded of it via their ghostly apparition appearing to aid me and the pikmin one last time to put their spirits at ease. After all the things I've witnessed on this planet, I grow envious of them. I don't think I'll ever know peace and closure like they do. The responsibility of leading all these little guys is a crushing burden to bear on my soul. Yet despite countless mistakes, they follow without question. I need to do a deep dive into research on why they feel so naturally inclined to follow me. But first, a moment of silence to those lost pikmin who, throughout my journeys to this planet, I myself would be lost without..." Edit to yellow pikmin. They can take over mechanical enemies and objects, but won't be lost by doing so. Edit to purple pikmin. They cost more to produce, don't home, and don't stun. Their slam is still super powerful though, however their throw arc is low and short, so you need to be on higher ground to slam most enemies that are any taller than an amprat. Purple pikmin landing on the ground can knock small enemies into the air, which briefly stops them, like in pikmin 2, but still, without the stun. Enemies hiding in the ground will be hurt by the slam. They're too heavy to save from drowning and will instantly sink. Water is electricity to them. Enemies have a harder time picking them up or swallowing them. Their whiskers allow them to feel vibrations and alert you to threats hiding in the ground or air White pikmin edit. They can follow enemies into the ground and eject them from it. Red pikmin edit. Immune to explosives, and attack further increased x2 Blue, rock and wing pikmin are perfect. Levels just need to be better designed around them
Thank you so much for watching! This video represents a remarkable amount of work from both 3D-Böy and I, so genuinely thank you so much for watching :)
Thanks for watching! There's still more to talk about with this concept art, and I'm working on another video regarding it that I'm super excited about :)
@@VantageEmblem oh yeah I suppose so! Still glowing is more like green so maybe we'll still get parasite green. But as a rare secret Pikmin only in caves that you have a limited amount of to take over enemies. But they don't follow you between floors!
I'm thinking that all the pikmin will return in the new game, but there will be a new "habitat" feature, where certain types of pikmin can't survive in different climates. Like blue and Winged pikmin won't be able to survive the cold climates, but yellow pikmin would thrive. I could see this feature being a good way to have all pikmin types in the game, while also having a good amount of pikmin in your 100 member squad.
Ah... I guess the bulbear concept became Oatchi. I also think that if you look at the light splotch on the Carapace pikmin, there's something resembling a hand, and the lighting, plus dark coloration, may have caused confusion. The Black pikmin could easily have evolved into the ice pikmin. Huge change in design, brought about by expanding on what they could do with "cold"
Bro you just gave me a huge another idea for those Brown Pikmin, they should be Wood/Tree Type!!! They can be the builders/constructors and could be good like carpenters since they are the wood / tree type Pikmin. While agree they are least likely to return, I actually think they have such massive potential if done this way!
I like to imagine that the carapice Pikmin could be a sort of deployable barrier. Like to deflect enemy projectiles, or to redirect streams of water, etc.
The mushrooms looking pikimin kinda look like that one enemy from pikmin one that takes control of your pikmin. I get they could have an ability to buff other pikmin in someway while themselves being useless alone.
Looking back with hindsight of the first trailer, I find it very interesting that the ferrying idea with the bulbear green pikmin was recycled into Oatchi within Pikmin 4. The original "Pink" pikmin is also interesting, as the newest release seems to take advantage of verticality. It is also quite notable that the Ice pikmin, colored light-blue, shares a "connecting" mechanic with the goo pikmin, perhaps they share the same inspiration? That's all I got from rewatching this with the first trailer in mind, perhaps a proper comparison is due whenever the game is fully released.
I think the winged pikmin being orange is really cute. it makes them look like lil bumble bees flying about in the pikmin world, so nice :) But I guess that's why they scrapped it, it looked too much like a bee, lol.
@@terratherat I was told it was more as you looked over the river to see their onion in the web, where it's not very clear against other objects. But at the same time, who knows.
Interesting, I had seen some of these Pikmin designs floating around, but I had never seen the notebook itself they originated from. When I heard farming, my first thought was that they could pluck other Pikmin sprouts. Perhaps that was the devs’ thinking before they came with being able to throw other captains at sprouts to pluck them. That’s just a complete guess tho
It's such a strange world for me, because I grew up watching those videos ten years ago and now I'm the one making them. I remember watching Dazz's content, for example, almost religiously
My idea for the green’s abilities: *highjacking, only small~smaller/medium size creatures, needs to be finished by a green(or with a green latched on) cannot highjack corpses, temporary.. they merge with the green onion at end of day(crating seeds of the creature+1) *leaf craft, can reshape a type of leaf into helpful objects (like raft or climb rope) *also having a “javelin” type of throw.. but less potential throw range
I have like 4 pikmin ideas, some of them stupid, some of them smart. 1: Ice. Color: Cyan. A bit transparent. very blocky. Special ability: doesn't slip when on ice. Can break ice walls Won't freeze. Special weaknesses: Dies within 1 second when in contact with fire. 2: Liquid. Color: no color. Very transparent, yet still visable. Special ability: Can fill up pipes to make water come out to knock something off of a leaf. Can go in water. Weaknesses: Needs to be in water. They can survive on land, but not very long. Very, VERY weak. 3: Sand. Color: Light yellow with a little bit more gray in it. Special ability: Isn't affected by the decreased vision (aka sand in your eyes.) Is immune to sand sinkholes or quicksand. Weaknesses: Dies immediatley when it touches water. 4: Magnet. Color: grayish. Have a magnet as their leaf. Special ability: can use its leaf to pull large metal blocks away from your path. Weaknesses: They are immune to water, but they will rust when in it. Very slow If they are very rusted, they will move slower than a leaf purple pikmin. Little note: Can derust when in contact with gasoline. no other pikmin can go through that. Note: I also had some more ideas, like a ghost pikmin, or an earth pikmin, and also a paper pikmin. But I don't really feel like explaining them.
Honestly a grainy sandy light yellow/cream/beige is such a good idea to get more Pikmin colors, and I e literally never heard somebody suggest a “transparent” Pikmin before but it’s also SUCH a good idea. Maybe the wraith Pikmin could have filled that role
I like how every pikmin has a different body part and size, even the concept pikmin. The brown ones have beards, the green ones are skinny, and the carapace ones have little hats.
It’s a key part of Pikmin design that a lot of fan-based designs miss. (The first five types all had a sense-based feature on their face, as a fun detail)
@@VantageEmblem I think all the pikmin have a body feature because rock pikmin may symbolize different body shape and I'm pretty sure winged pikmin wear goggles/glasses
It’s crazy how much I got right (and also how much I got wrong!) I’m planning a live stream event where I go through all of my pre-Pikmin 4 videos and ranking how right and wrong they are on a tier list, so we’ll see how that goes haha
Omg, I just thought of a pretty way to get the ghost pikmin. They could come out at night and float really high like stars, then when you leave on your space ship you hit one and watch it fall to the planet's surface.
I think that the Gooey Pikmin could be used in a new wraith boss battle, where a wraith takes the form of a captain (maybe Louie?) and uses the Gooey Pikmin as a water hazard to drown non blue Pikmin. In addition, maybe the fuzzy Pikmin would be static hazards that require yellow Pikmin to defeat.
Well the hairy pikmin definitely turned into the ice pikmin of pikmin 4, and the swimming parasitized bulbear seems to have ended up as Oatchi. The ghost pikmin is definitely the glow pikmin of pikmin 4
Finally got around to watching this, and I'm surprised that, while I've thought of Ice hazards in the past, I've never thought about the wider implications of it until now. Think of your captain touching an ice hazard, and along with the regular damage and making your Pikmin at risk, it freezes you for a second or two and makes it so you're helpless as your Pikmin run around out of your control, giving you less time to save them and potentially putting them in greater harms way. There could be further mechanics using ice, such as freezing water to make a bridge over a chasm that's too deep for the captains and Pikmin to cross. It could also spark a revolution of sorts to the importance of elements, almost how Pikmin 3 did with wire puzzles, and make each hazard more unique rather than just damage to the captain and giving your Pikmin a till to death. Imagine if when you got hurt with fire, you also ran around out of control muck like the Pikmin, now putting YOU in harms way along with the Pikmin, as well as throwing your whistle aim off so it's harder to whistle back the Pikmin. Furthermore, imagine if they add more mechanics rather than just more unique hazards, such as giant ice walls that can't be broken like normal gates and walls, but you must now set your red Pikmin on fire, similar to the mechanics seen in the Puffmin quest trailer, so they can melt it! Imagine a new wind hazard with Light Gray Pikmin that are denser so they can't be blown away, but they also have larger leaves that can generate their own wind and they can use that to clear a room full of poison! Imagine a room full of enemies immune to damage because they're coated like the Crushblat, and you need the returning White Pikmin to divert pipes of poison gas into the room to kill all the enemies (although this idea teeters on the brink of more horrific)
I've entertained the idea for Pikmin 4 that the plot is that Koppai is planning on colonizing PNF-404. Maybe these pikmin can play a factor into it with various pikmin suited to their environments helping the protagonist build sustainable colonies.
That could be really cool! Honestly, I wonder if this had something to do with the original plot of Pikmin 3, which these would have been considered for, but the plot shifted dramatically as the gameplay evolved away from construction
@@VantageEmblem I just saw the trailer of Pikmin 4 and your also trying to rescue castaways so I might be partially right. Then again, those castaways could just be passengers and the "captains" are just the crew of transportation company and you might be a shorter time limit in 4 as your trying to rescue castaways from certain death.
I love seeing concept art like this, fun to get into the head of the developers as they work. One type it seems like they aren’t interested in developing that I’ve always wanted to see is an aggressive type that doesn’t have any interest in following a captain, and may, in fact, work against your goals by competing for the same resources.
I have never heard of these concepts until today, & not too long ago I made a concept for Green Pikmin that was similar to the Greenbeans, regarding making bridge Pikmin. “Introducing: Rose Pikmin! When they are fully flowered, they have roses on their stems, & like real roses, these Pikmin have thorns, which deal extra damage to enemies, but only every few hits, so their not as strong as reds or purples on average. Their stems are long like vines, & enough rose Pikmin can intertwine their stems to make bridges for you & your other Pikmin to walk across, but the rose Pikmin will be unable to follow you afterwards, being forced to stay & hold the bridge form until you return to grab them.”
Here’s my two cents, not about what the devs want(Ed) but what I would do: It’s already established that some pikmin don’t have onions. To add to that, what if all pikmin aren’t especially useful on the field? Both ideas would explain their rarity. I love the parasitic idea but you are right: programming it for each and every enemy would be endless and probably break the game. I also feel like the root of the pikmin species, including the bulbmin, may be that parasitic green pikmin, which went on to evolve to more efficient specialized types. With the idea of gardening and the bearded one’s gardening ability, I feel like there is an opportunity to have a growable hub world in which you let specific rare types of pikmin stay and build your base without taking them on the field. Maybe your protagonist says these types are too rare and precious to risk taking on the field. That way, they can become collectibles in a limited quantity: green pikmin aren’t that great in battle, so you want to escort them back to your ship, but doing so wastes time in the day since you have to back track. Taking several on your team to take back to the ship is possible but at the risk of them being eaten so you’d need to find them at a later date. So what would they do? If I were to make a pikmin game, the green’s ability would be your checkpoint objectives. We need red pikmin there, but there is a brook, so we need a boat. We found a big ass bulborb, but we’d need about 20 greens to possess that body in a useful way. Come back when you have 20 greens and that road is unlocked. A possibility would be that there is no mandatory order of completion, so depending on what orders you give to your limited supply of green pikmin, you get a different game experience.. however, that demands more planning and balancing time which is why linear games tend to develop quicker. You may even get a secret boss / ending / zone if you manage to find all optional ones. 3 has already tried to make you search for hidden things in its beautiful environment. 4 could be no different, but, again, I have no idea as to what the real devs have in mind.
I love the idea of the Pikmin themselves being collectables and being setpieces. I think it works with a classic Zelda-like design philosophy, in particular
Way to add green. Green beans are also known as string beans. Give them snare/binding abilities. Let them also develop vines/poles for exploration and progression. And slow or trip large monsters. Hope this inspires people.
i watched this video two days ago but i just have to watch it again it is probably the best pikmin video ive ever seen im sharing it with all my friends
@@VantageEmblem i really can imagine orange, green and light blue being real because of the good ending of pikmin 1. But I think green and orange, depending on the shades, could not make it into the game because of accessibility (they could be difficult to be seen/differentiated from the ground and background colors for people with some visual disabilities). So I lean more towards the light blue and maybe the glowy-ghost orange pikmin.
Maybe the lanky Pikmin can be used for bridge making like it said, but because they are so thin that can be thrown like darts for extra damage, or even used to get certain fruit puzzles by hitting targets other Pikmin can’t
green pikmin could be toned down a little so they can only inhabit members of the grub-dog and breadbug family, and seeing as they each work in similar ways it wouldn’t be too much stress trying to come up with new movesets for them seed pikmin could be like portions of a pikmin, focusing more on quantity than quality, making it harder for enemies and hazards to take so many of them down at once. A singular seed pikmin takes up half of the space in your party but also only have a quarter of the attack strength of a regular pikmin. This is made up for by the fact that they can be thrown in bundles though, their small size means captains can throw multiple at once
I designed some Pikmin types ages ago, and there is some overlap here. The most obvious ones are Green Pikmin as parasites. The way i envisioned them working is that once you defeat an enemy, you can then throw Greens at it to make them transform (for example: you defeat a Dwarf Bulborb, which weighs 3. If you throw two Greens and one Red at it, they will simply carry it to the Onion and produce more Greens, but if you throw three Greens at it, they will transform, consuming the body in the process). These transformed Pikmin have different abilities depending on the enemy type. For example: Bulborb Pikmin don’t drown in shallow water and are immune to electricity (though they aren’t as fast at tearing down electric gates as Yellow), Wollywag Pikmin gain a nerfed version of the Purple’s stun attack, Snagret Pikmin deal more damage and are immune to being crushed… the trade-off for all of this? Transformed Greens can’t go into the Onion, and they can’t untransform. You have to leave them behind at night, which adds a risk/reward element to them. Will you sacrifice some potential Pikmin from the defeated enemy and some of your current Greens for the sake of having some unique Pikmin for one day, or will you use the body to increase your Pikmin numbers? (Also, maybe add the ability to harvest spicy spray berries more quickly. Give them a use outside of transforming, while also somewhat incorporating the “farming“ thing mentioned in this document) The other overlapping idea are the Ghost Pikmin. They resemble two of mine. The glowing ability is shared with my Light Pikmin, while the concept of being a ghost was also used by me. However, my Ghost Pikmin worked differently: they have the carrying strength of half a Pikmin, but they can’t be targeted by enemies. They can still die from hazards and as collateral damage, but they won’t draw aggro, making them useful for transporting objects out of dangerous areas
I think not only are the buildable bridges an idea that stemmed from the scrapped Green Pikmin but also the captain throwing mechanic as both are used to transport across gaps A possible idea for the fuzzy pikmin is that along with cold resistance they can float like dandelion puffs which would allow them to catch streams of air and be thrown farther than regular pikmin
I'd love to see the soot pikmin take advantage of gusts of air. That would be SUCH a cool idea. Also, I think you're onto something with the captain throwing mechanic
@@VantageEmblem It could even be a drawback where Fuzzy Pikmin are more susceptible to enemies like puffy blowhogs, other Fuzzy Pikmin drawbacks could be a bigger weakness to fire and water, fire is obvious because they're covered in fur but with water perhaps their fur gets soaked and heavy with water making them drown faster, another thing could be that they get flung off of enemies further making it risky to use them against enemies near water or fire hazards. Also another idea is combining some of these scrapped pikmin ideas together like combining the carapace pikmin, pink wall climbing pikmin and the cyan goo pikmin into like snail pikmin with shells to protect from crushing and their gooey mucus allows them to climb up walls.
Haven't finished the video (currently at 4:03) but Davogato found the original source for these images a few months ago and they are indeed legitimate. The original person who posted the pic on Twitter has been collecting Nintendo Seminar notebooks since the late 2000's, they even had some zelda and mario ones. Also, you can tell the Winged Pikmin were orange because: -compared to the tiny pink pikmin in this picture, there is a clear distinction -they are still called "Orange_Pikmin" in Pikmin 3's code
Amazing! I had little to no doubts that they are legitimate anyway given the fact that so many things just line up, and if Davo found the source, then that’s definitely enough for me
Also, regarding the orange Pikmin, I can’t see it myself (it’s that blue vs gold dress situation), but I can see WHY they come across as orange and they probably are on the book. That being said, I know they were supposed to be orange initially code wise, which is what makes this point so interesting
Maybe the goo pikmin could secrete there goo as they move around, getting smaller and smaller overtime until eventually they die. A benefit to this would be that the goo slows and damages enemies and that they'd get twice the pellet yield.
I feel like expendable Pikmin types would be real hard to make work given so many people play choosing to limit deaths as much as possible. That being said, for a more typical RTS this is a VERY cool idea
I think the green PIKMIN can be a parasite only towards bulborbs, and maybe the “good at farming”means they help replicate other PIKMIN or automatically pull any PIKMIN in the ground
Bro amazing video and have you heard the secret Onion theory based on the good ending of Pikmin 1? There are multiple colored onions which take off from the planet at the end of the game and light blue is among the colors (Newly revealed ice type) Green was among it (could hint at green coming finally as we dreamed!) And not only this but Orange was also an onion, so Orange could be coming in 4 as well! Among the other onions if I remember correctly were a Black and purple (rock and purple Pikmin) and a greyish whitish looking one all the way in the bottom that likely represented White Pikmin. If you have a chance please go check that out you might find it interesting! I suspect btw those ghost looking concept art Pikmin could be the orange Pikmin. Edit: of course u said it at the end of the video, you are so on point bro great video I definitely agree with so much you said in this video and I look forward to the new types of Pikmin coming in 4!
Secret onion theory is a blessing into development us Pikmin fans don’t deserve. The fact that the devs at least somewhat considered each of those colors as future options years ago has been so fascinating to explore
Maybe the Goo Pikmin could be enemies? Like imagine them in something like the formidable oak where they spray goo on the ground that makes you move slower or something, basically the wraith’s underlings! I remember awhile back I had an idea for Magnet Pikmin that allowed you to interact with metallic objects. Like if there’s a metal treasure up high, if you get enough magnets they can pull it down. I also had an idea for a “trashy Bulblax” which covered itself in garbage, which the magnet Pikmin could pull off, revealing its soft body
Ahh, you’re the magnet Pikmin person! I love that idea so much! Could you imagine a wraith captain with goo Pikmin?! That would be CHILLING to encounter in game.
I've definitely seen the idea around in a YT comment section - honestly, if it wasn't you, "great minds think alike" and all that. It's a really good idea.