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{{game icons|p=y|p2=y|p3 | {{game icons|p=y|p2=y|p3=y|hp=y}} | ||
In computing, a '''crash''', sometimes also referred to as a '''freeze''', happens when a piece of software stops working properly and can not continue running. This is usually because the code has | In computing, a '''crash''', sometimes also referred to as a '''freeze''', happens when a piece of software stops working properly and can not continue running. This is usually because the code has done something impossible, like trying to divide by zero, or read from an invalid memory position. Ideally, most software will be programmed in such a way that the final user can almost never cause the program to do something illegal, but some [[glitches]] or exploits can allow the user to do so. The {{ps}} also have a few glitches, exploits, and hacks that allow the player to crash the game. | ||
When a crash happens in a ''Pikmin'' game, | When a crash happens in a ''Pikmin'' game, the game stops responding, and the player can do almost nothing except shut down the console and boot it back up. Crashes in ''Pikmin'' games are very rare, and the player will likely need to do them on purpose, but a corrupted or damaged game, [[saved game]] data, or system can all cause crashes. In this case, they should be replaced or repaired. | ||
Besides crashing, some scenarios can also happen where the player is " | Besides crashing, some scenarios can also happen where the player is "softlocked". In these cases, the game continues playing and responding like normal, but it is in a state that does not allow the player to make any progress. | ||
== Ways to crash == | == Ways to crash == | ||
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Besides that, there was also a rumored glitch in ''Pikmin'' that would allow the [[Beady Long Legs]] to walk out of its arena, fall into the [[pit]], and crash the game. More information can be found [[Beady Long Legs#Presumed glitch|here]]. | Besides that, there was also a rumored glitch in ''Pikmin'' that would allow the [[Beady Long Legs]] to walk out of its arena, fall into the [[pit]], and crash the game. More information can be found [[Beady Long Legs#Presumed glitch|here]]. | ||
=== ''Pikmin 2'' === | === ''Pikmin 2'' === | ||
* [[Glitches in Pikmin 2#Treasure delivery crash|Treasure delivery crash]]: If the player pauses the game in the same [[frame]] as a [[treasure]] collection [[cutscene]] starts, and then chooses to quit the cave, the game will crash shortly after. | |||
* [[Glitches in Pikmin 2#Minor|Glutton's Kitchen crashes]]: It is possible for the game to crash when the player is playing on [[Glutton's Kitchen]] sublevel 6. The reasons for this are not known. | |||
* [[Glitches in Pikmin 2#Minor|Cavernous Abyss loading crash]]: For unknown reasons, the game can crash while trying to load [[Cavernous Abyss]]. | |||
* [[Glitches in Pikmin 2#Petrified Volatile Dweevil suicide|Petrified Volatile Dweevil suicide]]: In the Japanese [[region|version]], using an [[ultra-bitter spray]] on a Volatile Dweevil that is about to explode will cause the game to crash. | |||
* [[Crash#Pikmin 2|Extinction crash]]{{cite youtube|11mPwK5ayGs|Extinction crash}}: If the player is inside a cave and chooses to delve deeper in the same [[frame]] as a [[Pikmin extinction]] occurs, the game will crash shortly after. | |||
* [[Crash#Pikmin 2|Softlocked leader during treasure collection crash]]{{cite youtube|X_3K6nFSRDM|Softlocked leader during treasure collection crash}}: If the player falls out of bounds by using the [[Glitches in Pikmin 2#Seesaw block glitch|seesaw block glitch]] and lays down using the [[Upgrade#Napsack|Napsack]] while falling, the leader will sometimes lose his light on his head. Then, the player must immediately switch leaders, start carrying a treasure, and let this leader die. You will control the leader with the missing light again, but the screen will be glitched out. Once the treasure is collected, the game will crash. | |||
* [[Crash#Pikmin 2|Missing sprout crash]]{{cite youtube|UVzJXxUOFHc|Missing sprout crash}}: When the player approaches the [[Onion#Red|Red Onion]] with Louie for the first time, a 20-second timer begins. If the timer finishes before Louie plucks the sprout, a [[Cutscene]] plays that focuses on the sprout that the [[Onion#Red|Red Onion]] produced, which is meant to inform the player how to pluck the sprout. However, it is possible for no sprout to exist when this cutscene plays, which causes a crash. | |||
* [[Crash#Pikmin 2|Missing paper bag crash]]{{cite youtube|YSiGdVAktXo|Missing paper bag crash}}: When 15 Pikmin are in the field for the first time, a 3-minute timer begins. If the timer finishes before the first paper bag is crushed, a [[Cutscene]] plays that focuses on the 15-weight paper bag, which is meant to inform the player how to crush the paper bag with weight. However, it is possible to be in a different [[Area|area]] when the cutscene is meant to play, which causes a crash, since the 15-weight paper bag is not located in other maps. | |||
* [[Crash#Pikmin 2|Disabling a wrong cutscene timer crash]]{{cite youtube|cPqyk5PyL-E|Disabling a wrong cutscene timer crash}}: Certain actions in the game cause cutscene timers to be disabled. For example, plucking your first red Pikmin disables the 20-second timer mentioned in the [[Crash#Pikmin 2|Missing sprout crash]] description, and crushing your first paper bag disables the 3-minute timer mentioned in the [[Crash#Pikmin 2|Missing paper bag crash]] description. However, it is possible to disable either timer while a different timer is counting down. This causes a crash. Note that letting Pikmin approach you for the first time disables a separate 1-second timer. | |||
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| Softlocked leader during treasure collection crash | |||
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| Missing sprout crash | |||
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| Missing paper bag crash | |||
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| Disabling a wrong cutscene timer crash | |||
=== ''Pikmin 3'' === | === ''Pikmin 3'' === | ||
* [[Glitches in Pikmin 3#Hard to reproduce|Cardboard box crash]]: The game can crash some seconds after the [[cardboard box]] at the start of the first day is pushed. | * [[Glitches in Pikmin 3#Hard to reproduce|Cardboard box crash]]: The game can crash some seconds after the [[cardboard box]] at the start of the first day is pushed. | ||
== Ways to softlock == | == Ways to softlock == | ||
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=== ''Pikmin'' === | === ''Pikmin'' === | ||
* [[Glitches in Pikmin#Cardboard box cutscene softlock|Cardboard box cutscene softlock]]: Throwing the tenth Pikmin at the [[cardboard box]] in [[day]] 1, and then [[whistling]] some Pikmin back just as they were about to start pushing it will result in the pushing [[cutscene]] to start, but since there aren't enough Pikmin to do so, it won't move. The game will not advance until the box reaches the destination, and so the gameplay cannot continue. | * [[Glitches in Pikmin#Cardboard box cutscene softlock|Cardboard box cutscene softlock]]: Throwing the tenth Pikmin at the [[cardboard box]] in [[day]] 1, and then [[whistling]] some Pikmin back just as they were about to start pushing it will result in the pushing [[cutscene]] to start, but since there aren't enough Pikmin to do so, it won't move. The game will not advance until the box reaches the destination, and so the gameplay cannot continue. | ||
Although not | Although not a softlock, it is also possible for some ship parts to [[Glitches in Pikmin#Libra glitch|disappear forever]], and make the game impossible to complete, unless the player restarts the story. The [[Libra]] is the most famous example of this. | ||
=== ''Pikmin 2'' === | === ''Pikmin 2'' === | ||
* [[Glitches in Pikmin 2#Minor|Debt update softlock]]: If a treasure is recovered at the same time that a debt repayment update message [[cutscene]] starts, the game will enter the treasure analysis cutscene, but with some important aspects missing, like the ability to close the cutscene. | * [[Glitches in Pikmin 2#Minor|Debt update softlock]]: If a treasure is recovered at the same time that a debt repayment update message [[cutscene]] starts, the game will enter the treasure analysis cutscene, but with some important aspects missing, like the ability to close the cutscene. | ||
There is also a minor softlock, the [[Glitches in Pikmin 2#Spray nectar softlock|spray nectar softlock]], but this can be solved by having an enemy attack the leaders, or by having the day end, either with the natural time progression, or by using the pause menu. | There is also a minor softlock, the [[Glitches in Pikmin 2#Spray nectar softlock|spray nectar softlock]], but this can be solved by having an enemy attack the leaders, or by having the day end, either with the natural time progression, or by using the pause menu. | ||
=== ''Hey! Pikmin'' === | === ''Hey! Pikmin'' === | ||
* [[Glitches in Hey! Pikmin#Black screen lock|Black screen lock]]: Losing all Pikmin for the first time in a [[saved game]] at the same time that Olimar falls into a [[pit]] will result in the game staying stuck on a faded-out black screen. Only the music will keep playing. | * [[Glitches in Hey! Pikmin#Black screen lock|Black screen lock]]: Losing all Pikmin for the first time in a [[saved game]] at the same time that Olimar falls into a [[pit]] will result in the game staying stuck on a faded-out black screen. Only the music will keep playing. | ||
== Crash handler == | == Crash handler == | ||
[[File:Pikmin 2 crash handler.png|thumb|The crash handler in ''Pikmin 2''.]] | [[File:Pikmin 2 crash handler.png|thumb|The crash handler in ''Pikmin 2''.]] | ||
{{game help|npcp2|Figure out if there's any crash handler in the ''New Play Control!'' version.}} | |||
In {{p2}} for the [[GameCube]], if the game crashes, the player might be able to input a development button combination in order to get a crash handler screen to pop up.{{cite youtube|cPqyk5PyL-E|of the crash handler in action}} The code should be pressed one button at a time, and with ample time between each button press: | {{game help|p2|The Interactive Multi Game Demo Disc Version 18 has a ''Pikmin 2'' demo with an intact code map. Figure out if the crash handler exists in this demo, and determine if the intact code map allows it to decode the addresses more consistently.}} | ||
In {{p2}} for the [[GameCube]], if the game crashes, the player might be able to input a development button combination in order to get a crash handler screen to pop up.{{cite youtube|cPqyk5PyL-E|of the crash handler in action|published={{date|3|August|2018}}|retrieved={{date|4|August|2018}}}} The code should be pressed one button at a time, and with ample time between each button press: | |||
:{{button|gc|a}} {{button|gc|b}} {{button|gc|x}} {{button|gc|r}} {{button|gc|l}} {{button|gc|padl}} {{button|gc|padd}} {{button|gc|padu}} {{button|gc|padr}} {{button|gc|z}} | :{{button|gc|a}} {{button|gc|b}} {{button|gc|x}} {{button|gc|r}} {{button|gc|l}} {{button|gc|padl}} {{button|gc|padd}} {{button|gc|padu}} {{button|gc|padr}} {{button|gc|z}} | ||
This was used by the developers to help figure out what went wrong when the game crashed during development. Because the core game itself is frozen, the handler writes the debugging data directly onto the framebuffer, and as a result, is a bit choppy and slow. When the crash handler is opened, it begins by scrolling down the entire report, line by line, and the user can only control it after it reaches the end. {{button|gc|padu}} and {{button|gc|padd}} scroll the report up and down, while {{button|gc|b}} goes to the start and {{button|gc|a}} goes to the bottom. | This was used by the developers to help figure out what went wrong when the game crashed during development. Because the core game itself is frozen, the handler writes the debugging data directly onto the framebuffer, and as a result, is a bit choppy and slow. When the crash handler is opened, it begins by scrolling down the entire report, line by line, and the user can only control it after it reaches the end. {{button|gc|padu}} and {{button|gc|padd}} scroll the report up and down, while {{button|gc|b}} goes to the start and {{button|gc|a}} goes to the bottom. | ||
The first few lines contain | The first few lines contain information about what function crashed, and where in the code it is. Because the code map file in the game's data has been overwritten with garbage at some point during development, the handler will often be unable to decode the addresses and will simply show "no information". Everything else in the report consists of information about the type of error that occurred, and the state of some important locations of memory when that happened. | ||
== References == | == References == |