PSPikmin is a PSP port (all firmware, even OFFICIAL FIRMWARE) of the game Pikmin made in Gamecube and Wii. In the game you play as two austrounauts that land on the planet in search for treasure. They gain help in finding treasure from the native creatures of the planet called Pikmin. The austronauts (named Olimar and Louie, and sometimes Mr. President) go and find treasure's in 5 different areas and dozens of holes that contain many levels. At the same time, they must fight enemies of the Pikmin using the Pikmin as "plant weapons". PSPikmin will feature the five Pikmin in the game, Purple, White, Red, Blue, and Yellow. And the game will feature some new Pikmin and enemies (such as Green, Orange, and Pink  Pikmin!). This game might also feature some Multiplayer action
(ad-hoc mostly cause we cant guarantee online mode). And will feature new areas never seen in the original Pikmin games!

Four years after the events of Pikmin 2, The President of the Hocatate Freight Co. has spent billions and billions to create a new device that will shrink anything, no matter how massive, to an extremely small size. To do this, sadly, The President built up a massive debt, and the deadline for repayment is closer than expected. Olimar and Louie are then called to return to PNF-404 to find more treasures from the planet, and to repay the debt once again. When the group arrives at PNF-404's orbit, a strange magnetic feild pulls the Hocatate Ship into the atmosphere at an alarmingly fast rate, and peices of Olimar and Louies suit are scattered throughout the planet. Unable to leave the planets orbit due to the magnetic feild, Olimar and Louie set out on their biggest, pocket-sized adventure yet!

Progress so far:

Codes: [/-------------]1%
Eboot files and sound: [////-----------]20%
OFW capabilities: [-----------------]0%
Characters and Enemies [/----------] 13%

Wanted at the moment:
Texture Artist
Programmers (In Lua)

Current Team:

 Pixel Artist, Mapper
Endercraft4: Coder

Senior Meatbox: Pixel Artist, Animator

PSPikmin Windows, PSP game

Visit the new Facebook page for updates and talk about Pspikmin:

Added Note: Don't expect much updates from me. I'm barely finishing up the school year and I need to get ready for my senior year. -Trollmar

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Which Pikmin design do you prefer. New Ship animations (please read description) we  are moving up.
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6 comments by Trollmar on Jul 10th, 2014

Before I continue onward with this news update, I still need people to help me out. 
Coders (has to be able to code 2d game)
Mapper? (this one not so sure about)
I will explain this

I am completely aware that the PSP modding scene will die soon. I am also aware that I have entered the modding scene completely unprepared, expecting for help to just pop out when I needed it. That was a huge mistake in my part. I have now realized that now there is no going back on what I started unless I want this project to die out (Which is something I don't want to happen). As of today I will try my best not to make any mistakes until this project is finished. After that I can be the huge f*ck up that I am.

So without further ado (English for without anymore bullsh*t), I will announce the new changes.

A while back me and senior were talking about the structure of PSPikmin. He mentioned changing PSPikmin into 2d. But being the stubborn d*ckstain that I am, I ignored the idea until today. After some consideration, PSPikmin will make the transition from 3d to 2d. As of the time writing this, I still haven't decided what type of 2d PSPikmin will be, but I am hoping that I will go along the lines of something like: (Note: this is concept made by someone else. I didnt make this art. Give credit to them not me)

Also, as of this writing, I have been working on some sprites. Some of you may have seen them in the image feed but just in case:

I started these sprites yesterday at the time of this writing. These are not permanent, as I feel they could use more work. If you like to help out in making better sprites, feel free to do so. 

I will end it here for now since thats about all there is to the update besides a few other non important points.

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Post comment Comments  (60 - 70 of 213)
Trollmar May 15 2013, 6:25pm says:

so i was looking over for some ideas of how i can better PSPikmin and i came across this, the specs for gamecube:Processor: 128-bit IBM Gekko

CPU Speed: 485 MHz

Players: 4 per System

System Memory: 40MB

Main Memory: 24MB 1T S RAM

A- Memory: 16MB DRAM

Sound: 16bit DSP, 2MB RAM

Sound Support: Dolby, DTS, AC3

Sound: SPU2, 2MB RAM

Sound Support: Dolby, DTS, AC3

Video Memory: 4MB Visual RAM

Media: 8cm Mini-DVD

Disc Size: 1.5 GB

Disc Drive: CAV (Constant Angular V)

System Weight: 2.4 kg (5 lbs. 5 oz.)

Sys. Dimensions: 15 x 11 x 16 cm
Heres the specs for PSP:•Product Name: PlayStation Portable (PSP)
•Color: Black
•Dimensions: Approx. 170 mm (L) x 74 mm (W) x 23 mm (D)
•Weight: Approx. 260 g (including battery)
•CPU: PSP CPU (System clock frequency 1~333MHz)
•Main Memory: 32MB
•Embedded DRAM: 4MB
•Display: 4.3 inch, 16:9 widescreen TFT LCD, 480 x 272 pixel (16.77 million colors), Max. 200 cd/m2 (with brightness control)

+1 vote     reply to comment
DukeInstinct May 17 2013, 9:16pm replied:

Yes the only way to better your game is to copy and paste hardware specifications. How did you know?

0 votes     reply to comment
Trollmar May 18 2013, 1:02am replied:

Funny. No. I'm comparing the hardware specs of the two systems. Pikmin ran okay on the gamecube and you're looking the specs of the gamecube. At the same time you're looking at the specs of the Playstation portable. Then you realize, "Hey, the specs for the Gamecube are better than the PSP. Which means the Pikmin and all other objects in PSPikmin should be less in the amount of polies they contain. But it's still possible to make PSPikmin if the dev team puts real thought into what the PSP can handle." I'm not just copying and pasting just to make the game better. That's like trying to make a computer run faster just by putting a text document that says "go faster." Silly Billy.

+1 vote     reply to comment
DukeInstinct May 18 2013, 7:56pm replied:

If you put any thought into this game whatsoever you would have known A YEAR AGO that the PSP had inferior hardware before starting the project. You shouldn't just NOW being finding this out. lol

0 votes     reply to comment
Trollmar May 20 2013, 6:18pm replied:

I was aware of the PSP's limitations a long time ago. I use to make maps for NZP, Alpha Team Six, and (a MIA game) Wolfenstien.

+1 vote     reply to comment
endercraft4 May 19 2013, 1:18am replied:

A psp 2000 has more ram than the gamecube.though it has a slightly slower cpu, I believe it can handle pikmin. I'm sure the rest of the dev team feel the same as I do in that we will do whatever we must to get this game finished.
I'm going to put all my extra time this next to weeks into geting maps done.
We'll get it to work.

+1 vote     reply to comment
Trollmar May 8 2013, 6:26pm says:

I keep seeing so many great games that had potential going under:
But im not going to be one of those. I am trying ad hard as I can to get this game running. And i have a surprise for you guys.

+3 votes     reply to comment
DukeInstinct May 17 2013, 9:11pm replied:

You're right. Your game won't be on that list because
1: It's not good, let alone great.
2: Has no potential.

+1 vote     reply to comment
ordoabchao May 3 2013, 4:43pm says:

Trollmar, I must resign from the dev team, I can't find the time between a job, school, and my imaginary social life to start on the pc version. I regret not being able to really start it, and I hope you find someone who has the time to help.


+1 vote     reply to comment
Trollmar Apr 15 2013, 9:44pm replied:

Get in line. Just playing. but seriously your not the only one who is waiting for this. And trust me i have tried everything to get the game going. just need a lot of things done before i can even consider releasing something.

+1 vote     reply to comment
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Windows, PSP
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Crystal Eagle Studios
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