Editing Glitches in Pikmin

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===Object nudging===
===Object nudging===
{{glitch | reproducibility = High | consequences = Helpful | p1 = Yes | npcp1 = Yes | p1s = Yes |
{{glitch | reproducibility = High | consequences = Helpful | p1 = Yes | npcp1 = Yes
| effects = Allows Olimar to slightly move objects than can only be moved with Pikmin.
| effects = Allows Olimar to slightly move objects than can only be moved with Pikmin.
| prerequisites = Must be day 2 or later (since Olimar cannot [[lie down]] on day 1).
| prerequisites = Must be day 2 or later (since Olimar cannot [[lie down]] on day 1).
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| prerequisites = Have at least one ship part uncollected in the area (besides the [[Secret Safe]]).
| prerequisites = Have at least one ship part uncollected in the area (besides the [[Secret Safe]]).
| effects = Prevents Pikmin from being called, but only for about 15-20 seconds.
| effects = Prevents Pikmin from being called, but only for about 15-20 seconds.
| howto = Make Pikmin carry any ship part back to the Dolphin. When they get close to the ring of light next to the Dolphin, stand in the middle or close to the middle of the Pikmin. When the ship part is retrieved and identified, call the Pikmin back with the [[whistle]]. The Pikmin will appear to be called, but then revert back to their dismissed state. It will take a few tries, but the Pikmin will be called back eventually.
| howto = Make Pikmin carry any ship part back to the Dolphin. When they get close to the ring of light next to the Dolphin, stand in the middle or close to the the middle of the Pikmin. When the ship part is retrieved and identified, call the Pikmin back with the [[whistle]]. The Pikmin will appear to be called, but then revert back to their dismissed state. It will take a few tries, but the Pikmin will be called back eventually.
| explanation = It could have something to do with when you touch a Pikmin, it automatically calls the Pikmin back. But right after the Pikmin collect a ship part, you are touching them, a cutscene just played, and the game thinks the Pikmin are called back.
| explanation = It could have something to do with when you touch a Pikmin, it automatically calls the Pikmin back. But right after the Pikmin collect a ship part, you are touching them, a cutscene just played, and the game thinks the Pikmin are called back.
}}
}}
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===Smoky Progg crash===
===Smoky Progg crash===
{{glitch | reproducibility = Medium | consequences = Harmful | p1 = Yes | p1s = Yes | youtube = RR54fHOGb5g | other = [https://www.youtube.com/watch?v=CzPS49XW1nE YouTube video (Switch version)]
{{glitch | reproducibility = Medium | consequences = Harmful | p1 = Yes | youtube = RR54fHOGb5g
| effects = Makes the game [[crash]].
| effects = Makes the game [[crash]].
| prerequisites = Be on day 15 or lower. In [[The Distant Spring]], have the [[Gate#Reinforced wall|black stone gate]] near base destroyed, and have the [[bridge]] to the [[Armored Cannon Beetle]] arena built.
| prerequisites = Be on day 15 or lower. In [[The Distant Spring]], have the [[Gate#Reinforced wall|black stone gate]] near base destroyed, and have the [[bridge]] to the [[Armored Cannon Beetle]] arena built.
| howto = Awaken [[Smoky Progg]] and guide it deep into the [[Armored Cannon Beetle]]'s arena, then lose its attention. It will then follow routes back to the Onions and, sometime after passing the black gate, may crash the game.
| howto = Awaken [[Smoky Progg]] and guide it deep into the [[Armored Cannon Beetle]]'s arena, then lose its attention. It will then follow routes back to the Onions and, sometime after passing the black gate, may crash the game.
| notes = There may be other setups that crash, but this is the only one that is currently known. This will seemingly not occur if it uproots Pikmin on the way back.
| notes = There may be other setups that crash, but this is the only one that is currently known.
| explanation = The function <code>[getRouteWayPoint__5BTekiFi]</code> oversteps an array of pointers to route nodes, resulting in a null pointer being used in the function <code>[act__14TAIAgoGoalPathFR4Teki]</code> while checking if surrounding route nodes are active or inactive. (Confirmed on GCN USA v1.01.)
| explanation = The function <code>[getRouteWayPoint__5BTekiFi]</code> oversteps an array of pointers to route nodes, resulting in a null pointer being used in the function <code>[act__14TAIAgoGoalPathFR4Teki]</code> while checking if surrounding route nodes are active or inactive. (Confirmed on GCN USA v1.01.)
}}
}}


===Various glitches with the Smoky Progg===
===Various glitches with the Smokey Progg===
{{glitch | reproducibility = High | consequences = Depends | npcp1 = Yes | youtube = aFFGH1OkXvE
{{glitch | reproducibility = High | consequences = Depends | npcp1 = Yes | youtube = aFFGH1OkXvE
| effects = Makes the Smoky Progg fly, go out of bounds, and gain a lot of speed. It can also push other enemies and Olimar out of bounds.
| effects = Makes the Smokey Progg fly, go out of bounds, and gain a lot of speed. It can also push other enemies and Olimar out of bounds.
| prerequisites = Be on day 15 or lower.
| prerequisites = Be on day 15 or lower.
| howto = Awaken the Smoky Progg without killing it. It'll then go to the landing site. After a while, it'll start following Olimar if he has at least 1 Pikmin with himself. The Smoky Progg can follow the Captain everywhere in the map as long as he is close to the enemy. The Progg can then be lured into small walls and tight crevices, where it can go out of bounds. At random times, it will start picking up a lot of speed, which it loses when it reaches the landing site.
| howto = Awaken the Smokey Progg without killing it. It'll then go to the landing site. After a while, it'll start following Olimar if he has at least 1 Pikmin with himself. The Smoky Progg can follow the Captain everywhere in the map as long as he is close to the enemy. The Progg can then be lured into small walls and tight crevices, where it can go out of bounds. At random times, it will start picking up a lot of speed, which it loses when it reaches the landing site.
}}
}}


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{{glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | youtube = cMaOwVbwOTs
{{glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | youtube = cMaOwVbwOTs
| effects = Makes Pikmin hold a second, invisible [[bomb-rock]], after the first one had blown up.
| effects = Makes Pikmin hold a second, invisible [[bomb-rock]], after the first one had blown up.
| prerequisites = Have 2 Yellow Pikmin.
| prerequisites = Have Yellow Pikmin.
| howto = Get an enemy to snatch a Yellow Pikmin that is holding a bomb-rock. Then, make it so that the creature is killed by the blast of a dropped bomb-rock. The bomb-rock the captured Pikmin was holding will explode too, the enemy will die, and that Pikmin will be dropped unharmed, though they will still be holding another bomb-rock, which is invisible.
| howto = Get an enemy to snatch a Yellow Pikmin that is holding a bomb-rock. Then, make it so that the creature is killed by the blast of a dropped bomb-rock. The bomb-rock the captured Pikmin was holding will explode too, the enemy will die, and that Pikmin will be dropped unharmed, though they will still be holding another bomb-rock, which is invisible.
| notes = It is possible that the captured Pikmin will instead simply lose their bomb-rocks, so the glitch is a bit luck-dependent. When the Pikmin drops the invisible bomb-rock, it will be gone for good, but if the Pikmin is made idle next to an enemy or gate, it purposely chucks the bomb at the target, and the bomb-rock will still explode.
| notes = It is possible that the captured Pikmin will instead simply lose their bomb-rocks, so the glitch is a bit luck-dependent. When the Pikmin drops the invisible bomb-rock, it will be gone for good, but if the Pikmin is made idle next to an enemy or gate, it purposely chucks the bomb at the target, and the bomb-rock will still explode.
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===Ship part recovery cutscene skip===
===Ship part recovery cutscene skip===
{{glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 = Yes | p1s = crashes game | youtube = rtWPBRm3WLY
{{glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 = Yes | youtube = rtWPBRm3WLY
| effects = Allows the player to partially skip the [[cutscene]] of the S.S. Dolphin recovering a ship part.
| effects = Allows the player to partially skip the [[cutscene]] of the S.S. Dolphin recovering a ship part.
| prerequisites = Have at least one ship part uncollected in the area (besides the [[Main Engine]]).
| prerequisites = Have at least one ship part uncollected in the area (besides the [[Main Engine]]).
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===Tilted objects===
===Tilted objects===
{{image}}
{{image}}
{{glitch | reproducibility = Low | consequences = Harmful | p1 = Yes | npcp1 = Yes | p1s = Yes | image = P1 Tilted Libra.png | youtube = VVaaug-fnpo
{{glitch | reproducibility = Low | consequences = Harmful | p1 = Yes | npcp1 = Yes | p1s = Yes | image = Side_tilt_glitch.jpg | youtube = VVaaug-fnpo
| effects = Makes some objects become tilted.
| effects = Makes some objects become tilted.
| howto = Have Pikmin carry an object from a high ledge. Given the object's physics, it may fall down at an angle, and the Pikmin will proceed to carry it in said angle. Some Pikmin might even be holding it in mid-air, while other times, the Pikmin may let the object fall.
| howto = Have Pikmin carry an object from a high ledge. Given the object's physics, it may fall down at an angle, and the Pikmin will proceed to carry it in said angle. Some Pikmin might even be holding it in mid-air, while other times, the Pikmin may let the object fall.

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