Editing Glitches in Pikmin
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{{ | {{DISPLAYTITLE:Glitches in ''Pikmin''}}{{game icons|p=y}} | ||
{{game icons|p=y}} | |||
{{spoiler}} | {{spoiler}} | ||
{{game help|p|Mention some missing glitches, such as lying down to get Bulbears to push you through the wall, cutscene skipping, etc.}} | {{game help|p|Mention some missing glitches, such as lying down to get Bulbears to push you through the wall, cutscene skipping, etc.}} | ||
{{TOC right}} | {{TOC right}} | ||
This is a collection of '''[[glitch]]es''' possible in the first | This is a collection of '''[[glitch]]es''' possible in the first ''[[Pikmin (game)|Pikmin]]'' game, as well as its [[New Play Control! Pikmin|''New Play Control!'' remake]]. | ||
Please read the [[Pikipedia:Glitch notes|glitch notes]] before attempting any of these glitches or before adding your own. | Please read the [[Pikipedia:Glitch notes|glitch notes]] before attempting any of these glitches or before adding your own. | ||
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==Main== | ==Main== | ||
===Counter glitch=== | ===Counter glitch=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmless | p1 = Yes | npcp1 = Yes | image = Counter_glitch.jpg | image-align = left | ||
| effects = The Pikmin counter will display erroneous numbers, including a total of Pikmin on the field that doesn't correspond to the truth, and a number of Pikmin on the party superior to that of the field number. | | effects = The Pikmin counter will display erroneous numbers, including a total of Pikmin on the field that doesn't correspond to the truth, and a number of Pikmin on the party superior to that of the field number. | ||
| howto = So far, there is no known way to trigger the glitch on purpose. It seems to happen most often when Pikmin die | | howto = So far, there is no known way to trigger the glitch on purpose. It seems to happen most often when Pikmin die with unconventional ways, especially by being killed by the [[Smoky Progg]]'s smoke trail. It also happens with some frequency with deaths caused by [[The Forest Navel]]'s [[Pit|abysses]], and when several Pikmin die at once. Furthermore, it can also be related to some bridge glitches. Lastly, the [[Glitches in Pikmin#Crushing glitch|crushing glitch]] can also sometimes trigger this. | ||
| notes = A [[Glitches in Pikmin 3#Counter glitch| | | notes = A similar glitch can also happen in ''[[Glitches in Pikmin 3#Counter glitch|Pikmin 3]]''. | ||
| explanation = Some of the possible Pikmin deaths must override the standard "killing" procedure. When certain, as of now unknown circumstances happen, the code will not handle deaths the normal way, and the Pikmin counter won't be updated correctly. | | explanation = Some of the possible Pikmin deaths must override the standard "killing" procedure. When certain, as of now unknown circumstances happen, the code will not handle deaths the normal way, and the Pikmin counter won't be updated correctly. | ||
}} | }} | ||
===Crushing glitch=== | ===Crushing glitch=== | ||
{{glitch | reproducibility = | {{glitch | reproducibility = Low | danger = Harmful | p1 = Yes | npcp1 = Yes | youtube = UKHwhtTMVB8 | vcaption = YouTube video (at 1:46) | other = [[:File:Crushing glitch.gif|Example animation, viewed from under the ground.]] | ||
| effects = Compresses a Pikmin through the ground, killing it when it touches the [[pit]]. | | effects = Compresses a Pikmin through the ground, killing it when it touches the [[pit]]. | ||
| howto = When battling an enemy, there is a chance that some Pikmin will mysteriously vanish without leaving a [[ | | howto = When battling an enemy, there is a chance that some Pikmin will mysteriously vanish without leaving a [[spirit]] or making a sound. There are several enemies where this happens, but the most common are [[Wollywog]]s, [[Red Bulborb]]s, and the similar enemies. It also happens with more regularity when [[swarm]]ing enemies rather than [[throw]]ing Pikmin at them, and it's more likely to happen the more Pikmin are used. It can also happen after combat, when the enemy is falling, and with [[pellet]]s. | ||
| notes = This glitch is more frequent in the [[New Play Control! Pikmin|''New Play Control!'' version]] | | notes = This glitch is more frequent in the [[New Play Control! Pikmin|''New Play Control!'' version]], and can also happen in [[Glitches in Pikmin 2#Crushing glitch|''Pikmin 2'']]. This behavior may have been intentional at one point in the game; some [[Pikmin prerelease information|prerelease footage]] shows Pikmin being killed by a Yellow Wollywog corpse. | ||
| explanation = During combat, Pikmin get pushed around by the enemy and its hitboxes | | explanation = During combat, Pikmin get pushed around by the enemy and its hitboxes every which way. At times, some Pikmin might be pushed downward and outwards, but there's more force driving it downwards than forwards (for instance, if other Pikmin are keeping it from sliding off). If the force is too great, the Pikmin is pushed through the ground, where it falls and dies. | ||
}} | }} | ||
===Drowning reset=== | ===Drowning reset=== | ||
{{image}} | {{image}} | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Helpful | p1 = Yes | npcp1 = Yes | ||
| effects = Causes a non-Blue Pikmin to remain drowning indefinitely without dying. | | effects = Causes a non-Blue Pikmin to remain drowning indefinitely without dying. | ||
| howto = Take any non-Blue Pikmin and either toss it into the water or just run into the water with it, thus causing it to drown. If you whistle and run into the Pikmin, the Pikmin may then restart its drowning sequence, which allows it to stay in the water for an extended period of time. This can be repeated for as many times necessary. The Pikmin will still drown eventually if they are not called to shore or if the glitch is unrepeated. | | howto = Take any non-Blue Pikmin and either toss it into the water or just run into the water with it, thus causing it to drown. If you whistle and run into the Pikmin, the Pikmin may then restart its drowning sequence, which allows it to stay in the water for an extended period of time. This can be repeated for as many times necessary. The Pikmin will still drown eventually if they are not called to shore or if the glitch is unrepeated. | ||
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===Libra glitch=== | ===Libra glitch=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmful | p1 = Yes | npcp1 = Yes | youtube = im_TBX4PATI | ||
| effects = The [[Libra]] will bounce off the map and be forever unobtainable, making the game impossible to complete (the Libra being one of the 25 required ship parts). | | effects = The [[Libra]] will bounce off the map and be forever unobtainable, making the game impossible to complete (the Libra being one of the 25 required ship parts). | ||
| prerequisites = Have the Libra uncollected. | | prerequisites = Have the Libra uncollected. | ||
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===Object nudging=== | ===Object nudging=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | 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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===Riding on enemies and going out of bounds=== | ===Riding on enemies and going out of bounds=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Helpful | p1 = Yes | npcp1 = Yes| youtube = tYqJkeuHLgg | ||
| effects = Makes Captain Olimar ride on top of a large enemy, and go out of bounds this way. | | effects = Makes Captain Olimar ride on top of a large enemy, and go out of bounds this way. | ||
| howto = Lure a [[ | | howto = Lure a [[Spotty Bulborb]] or [[Spotty Bulbear]] into a place where you can get on a platform that's roughly its height, and have it stay on ground lower than you; the erratic height platforms near [[The Distant Spring]]'s landing site work well here. Get close to it so that it'll lunge forward. When it misses, quickly climb on its back. You can influence which way the creature should go by standing on its edge, in that direction. It will attempt to bite you several times by lunging forward; try to avoid falling off. With practice, you can lure it towards other ledges that are its height, but lead to places out of bounds. | ||
| normal = It should be impossible to ride on top of enemies. | | normal = It should be impossible to ride on top of enemies. | ||
| explanation = Bulborbs and Bulbears have tall hitboxes, of course. The top of these hitboxes makes for something like solid ground, and there's no problem in this, seeing as Olimar is never meant to go on top of them. It's still possible to ride on them by going to certain ledges. The fact that a Bulborb's eating lunge throws them very far forward, even partially through the walls, allows Olimar passage to their tops. | | explanation = Bulborbs and Bulbears have tall hitboxes, of course. The top of these hitboxes makes for something like solid ground, and there's no problem in this, seeing as Olimar is never meant to go on top of them. It's still possible to ride on them by going to certain ledges. The fact that a Bulborb's eating lunge throws them very far forward, even partially through the walls, allows Olimar passage to their tops. | ||
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==Pikmin-related== | ==Pikmin-related== | ||
===Cloning Pikmin with a Swooping Snitchbug=== | ===Cloning Pikmin with a Swooping Snitchbug=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Helpful | p1 = ? | npcp1 = ? | ||
| effects = Makes a [[Swooping Snitchbug]] clone one or two Pikmin. | | effects = Makes a [[Swooping Snitchbug]] clone one or two Pikmin. | ||
| howto = Go to an area with a Swooping Snitchbug and lure it to the landing site. Get any type of Pikmin out. Put the Pikmin in the Onion when the Swooping Snitchbug swoops for them. If done correctly all of the amount of Pikmin will go in and the Swooping Snitchbug will have one or two in its hands. | | howto = Go to an area with a Swooping Snitchbug and lure it to the landing site. Get any type of Pikmin out. Put the Pikmin in the Onion when the Swooping Snitchbug swoops for them. If done correctly all of the amount of Pikmin will go in and the Swooping Snitchbug will have one or two in its hands. | ||
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===Controlling Mushroom Pikmin=== | ===Controlling Mushroom Pikmin=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Depends | p1 = Yes | npcp1 = Yes | youtube = 0xJR7CLrf24 | ||
| effects = Makes it possible to partially control a [[Mushroom Pikmin]]. | | effects = Makes it possible to partially control a [[Mushroom Pikmin]]. | ||
| prerequisites = Have a living [[Puffstool]] in the area. | | prerequisites = Have a living [[Puffstool]] in the area. | ||
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===Converting 11 Pikmin=== | ===Converting 11 Pikmin=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Helpful | p1 = Yes | npcp1 = ? | youtube = Xc3XwgDmyxU | ||
| effects = Makes a [[Candypop Bud]] convert 11 Pikmin instead of 10. | | effects = Makes a [[Candypop Bud]] convert 11 Pikmin instead of 10. | ||
| howto = Throw 9 Pikmin onto a Candypop Bud. Then, throw a 10th Pikmin as a Yellow Pikmin, and a fraction of a second after, a 11th Pikmin as either a Red Pikmin or a Blue Pikmin. With the right timing, the 11th Pikmin will land on the Candypop Bud at the same time as the 10th. The 11th Pikmin will cling to the side of the Candypop Bud, begin attacking it, and after a bit, it will also squeal and disappear. The plant will then spit out 11 converted Pikmin. | | howto = Throw 9 Pikmin onto a Candypop Bud. Then, throw a 10th Pikmin as a Yellow Pikmin, and a fraction of a second after, a 11th Pikmin as either a Red Pikmin or a Blue Pikmin. With the right timing, the 11th Pikmin will land on the Candypop Bud at the same time as the 10th. The 11th Pikmin will cling to the side of the Candypop Bud, begin attacking it, and after a bit, it will also squeal and disappear. The plant will then spit out 11 converted Pikmin. | ||
}} | }} | ||
===Pikmin-eating bridge=== | ===Pikmin-eating bridge=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmful | p1 = Yes | npcp1 = Yes | youtube = 0UhTCi3qQrA | ||
| effects = Makes Pikmin die by falling through the ground. | | effects = Makes Pikmin die by falling through the ground. | ||
| prerequisites = Have built the [[bridge]] closest to the Blue Onion in [[The Forest Navel]]. | | prerequisites = Have built the [[bridge]] closest to the Blue Onion in [[The Forest Navel]]. | ||
| howto = Head to the bridge closest to the Blue Onion in The Forest Navel, and issue some Pikmin to go under it. [[Dismiss]] them, then go to the exit (lower part) of the bridge. Finally, whistle your Pikmin to come to you. Basically, you want the Pikmin to walk towards the acute angle of the bridge, while under it. Some Pikmin should disappear and die. | | howto = Head to the bridge closest to the Blue Onion in The Forest Navel, and issue some Pikmin to go under it. [[Dismiss]] them, then go to the exit (lower part) of the bridge. Finally, whistle your Pikmin to come to you. Basically, you want the Pikmin to walk towards the acute angle of the bridge, while under it. Some Pikmin should disappear and die. | ||
| notes = This glitch is much more reproducible in the [[New Play Control! Pikmin|''New Play Control!'' | | notes = This glitch is much more reproducible in the [[New Play Control! Pikmin|''New Play Control!'' remake]]. | ||
| explanation = The corner the bridge makes with the ground is just too sharp, making collision detection with the floor harder to do correctly. The bridge keeps pushing Pikmin down as they walk towards the angle, and because the floor's hitbox is just a plane, not a bulky prism, it gives in to letting Pikmin go through it more easily than the bridge does. | | explanation = The corner the bridge makes with the ground is just too sharp, making collision detection with the floor harder to do correctly. The bridge keeps pushing Pikmin down as they walk towards the angle, and because the floor's hitbox is just a plane, not a bulky prism, it gives in to letting Pikmin go through it more easily than the bridge does. | ||
}} | }} | ||
=== Pikmin-eating Pearly Clamclamp === | ===Pikmin-eating Pearly Clamclamp=== | ||
{{glitch | reproducibility = High | danger = Harmful | p1 = No | npcp1 = Yes | youtube = fhPvMNidnHw | |||
{{glitch | reproducibility = High | | |||
| effects = Makes Pikmin die by falling through the ground. | | effects = Makes Pikmin die by falling through the ground. | ||
| prerequisites = Have access to the beach at [[The Impact Site]]. | | prerequisites = Have access to the beach at [[The Impact Site]]. | ||
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===Pikmin out of bounds=== | ===Pikmin out of bounds=== | ||
{{image}} | {{image}} | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmful | p1 = Yes | npcp1 = No | ||
| effects = Makes Pikmin go out of bounds, where they can slide back into the area, go far enough to be irretrievable, or slide the opposite direction, where they will fall off-screen and die. | | effects = Makes Pikmin go out of bounds, where they can slide back into the area, go far enough to be irretrievable, or slide the opposite direction, where they will fall off-screen and die. | ||
| prerequisites = Have a living [[Goolix]] on [[The Impact Site]]. | | prerequisites = Have a living [[Goolix]] on [[The Impact Site]]. | ||
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===Rebel Mushroom Pikmin=== | ===Rebel Mushroom Pikmin=== | ||
{{glitch | reproducibility = | {{glitch | reproducibility = Low | danger = Depends | p1 = Yes | npcp1 = Yes | youtube = OQ4Er-U5EQk | ||
| effects = Makes a Mushroom Pikmin attack the Puffstool rather than Captain Olimar. | | effects = Makes a Mushroom Pikmin attack the Puffstool rather than Captain Olimar. | ||
| prerequisites = Have a living [[Puffstool]] on the area. | | prerequisites = Have a living [[Puffstool]] on the area. | ||
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===Ship part whistle glitch=== | ===Ship part whistle glitch=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Harmless | p1 = ? | npcp1 = Yes | ||
| 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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===Throwing non-Blue Pikmin underwater=== | ===Throwing non-Blue Pikmin underwater=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Helpful | p1 = No | npcp1 = Yes | youtube = 2IxJaPlwfDY | ||
| effects = Makes it possible to throw a Red or Yellow Pikmin while Olimar is underwater. | | effects = Makes it possible to throw a Red or Yellow Pikmin while Olimar is underwater. | ||
| prerequisites = Have Blue Pikmin. | | prerequisites = Have Blue Pikmin. | ||
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===Blowhog stuck on skull=== | ===Blowhog stuck on skull=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Helpful | p1 = ? | npcp1 = ? | ||
|effects = Puts a [[Puffy Blowhog]] stuck on top of a skull, endlessly repeating its falling animation. | |effects = Puts a [[Puffy Blowhog]] stuck on top of a skull, endlessly repeating its falling animation. | ||
|howto = Go to [[The Distant Spring]], gather some Pikmin, and make it so that the Puffy Blowhog near the landing site hovers on top of a skull as it stops to inhale. While it is busy attacking, throw Pikmin at it. When it falls on the skull, it should permanently stay on it, in its fall animation. | |howto = Go to [[The Distant Spring]], gather some Pikmin, and make it so that the Puffy Blowhog near the landing site hovers on top of a skull as it stops to inhale. While it is busy attacking, throw Pikmin at it. When it falls on the skull, it should permanently stay on it, in its fall animation. | ||
|notes = This can be used to defeat the enemy without it being able to shake the Pikmin off. | |notes = This can be used to defeat the enemy without it being able to shake the Pikmin off. | ||
|explanation = The enemy only performs its landing animation when certain spots of its underside detect a ground. These points do not coincide with the ones that control the physics portion that stops it from falling through the skull. This means that while the physics code is detecting the skull's uncertain terrain as ground, the script for the landing animation is not. | |explanation = The enemy only performs its landing animation when certain spots of its underside detect a ground. These points do not coincide with the ones that control the physics portion that stops it from falling through the skull. This means that while the physics code is detecting the skull's uncertain terrain as ground, the script for the landing animation is not. | ||
}} | }} | ||
===Smoky Progg crash=== | ===Smoky Progg crash=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Harmful | p1 = Yes | npcp1 = ? | 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 | | 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 Smoky Progg=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Depends | p1 = ? | 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 Smoky 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. | ||
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===Yellow Wollywog stuck on pipe=== | ===Yellow Wollywog stuck on pipe=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Depends | p1 = Yes | npcp1 = Yes | youtube = yZuLcgQe_hg | ||
| effects = Makes a Yellow Wollywog stuck in the jumping animation. This can be helpful to the player, as the Yellow Wollywog won't be able to attack, but it also stops the player from bringing the corpse and its pellet to the Onion. | | effects = Makes a Yellow Wollywog stuck in the jumping animation. This can be helpful to the player, as the Yellow Wollywog won't be able to attack, but it also stops the player from bringing the corpse and its pellet to the Onion. | ||
| howto = On The Final Trial, in Challenge Mode, there is a [[Yellow Wollywog]] near a pipe. If the Yellow Wollywog jumps on the hole in the pipe, it gets stuck there; it can be coerced into doing so by moving [[Olimar]] onto it. | | howto = On The Final Trial, in Challenge Mode, there is a [[Yellow Wollywog]] near a pipe. If the Yellow Wollywog jumps on the hole in the pipe, it gets stuck there; it can be coerced into doing so by moving [[Olimar]] onto it. | ||
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===Pikmin out at night=== | ===Pikmin out at night=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p1 = Yes | npcp1 = Yes | youtube = Lsoik7Cr6Uk | ||
| effects = Makes Pikmin stay with and chase after Olimar after he whistles everybody into the [[Onions]], and while he enters the [[S.S. Dolphin]]. | | effects = Makes Pikmin stay with and chase after Olimar after he whistles everybody into the [[Onions]], and while he enters the [[S.S. Dolphin]]. | ||
| prerequisites = Finish day 1. | | prerequisites = Finish day 1. | ||
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===Seeds with maturity=== | ===Seeds with maturity=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p1 = Yes | npcp1 = Yes | image = Pikmin seed (bud).png | ||
| effects = Makes an Onion spit out a seed that has a [[Maturity|bud or a flower]]. This only affects the seed in mid-air; the buried Pikmin will still be a leaf when its stem pops out of the ground. | | effects = Makes an Onion spit out a seed that has a [[Maturity|bud or a flower]]. This only affects the seed in mid-air; the buried Pikmin will still be a leaf when its stem pops out of the ground. | ||
| howto = Pluck a bud or flower Pikmin. It does not matter how this Pikmin became buried in the first place. Straight afterwards, make any Onion spit out a seed. This new seed will have a bud or flower, matching the type of the plucked Pikmin. This can extend over multiple Pikmin, too. For clarity's sake, imagine there's a queue. Whenever you pluck a Pikmin, its maturity gets placed on that queue. Whenever a seed is expelled, it will use the same maturity as the head of the queue. If the queue is empty, the seed will be a leaf. | | howto = Pluck a bud or flower Pikmin. It does not matter how this Pikmin became buried in the first place. Straight afterwards, make any Onion spit out a seed. This new seed will have a bud or flower, matching the type of the plucked Pikmin. This can extend over multiple Pikmin, too. For clarity's sake, imagine there's a queue. Whenever you pluck a Pikmin, its maturity gets placed on that queue. Whenever a seed is expelled, it will use the same maturity as the head of the queue. If the queue is empty, the seed will be a leaf. | ||
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===Silent whistle=== | ===Silent whistle=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p1 = Yes | npcp1 = Yes | ||
| effects = Makes the [[whistle]] not produce any sound. It will still work like normal, though. | | effects = Makes the [[whistle]] not produce any sound. It will still work like normal, though. | ||
| howto = Whistle once and hold it. When you let go, press and hold {{button|gc|b|wii|b}} again ''almost instantly'' afterwards. If you're having trouble, it might be easier to mash the button two or three times very quickly, and holding on the last time. | | howto = Whistle once and hold it. When you let go, press and hold {{button|gc|b|wii|b}} again ''almost instantly'' afterwards. If you're having trouble, it might be easier to mash the button two or three times very quickly, and holding on the last time. | ||
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===Splash glitch=== | ===Splash glitch=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p1 = Yes | npcp1 = Yes | ||
|effects = Makes water splash particles constantly and rapidly appear. | |effects = Makes water splash particles constantly and rapidly appear. | ||
|prerequisites = Have access to [[The Forest Navel]]. | |prerequisites = Have access to [[The Forest Navel]]. | ||
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===Sunset menu antenna light=== | ===Sunset menu antenna light=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p1 = Yes | npcp1 = Yes | image = Sunset menu antenna light.jpg | ||
|effects = Shows the particle effect for Olimar's antenna light during the sunset menu. | |effects = Shows the particle effect for Olimar's antenna light during the sunset menu. | ||
|prerequisites = Have access to The Forest Navel or a later area. | |prerequisites = Have access to The Forest Navel or a later area. | ||
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===Sunset while knocked out=== | ===Sunset while knocked out=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p1 = ? | npcp1 = Yes | youtube = ssMfQ_CT37Y | ||
|effects = Breaks the sunset cutscene. | |effects = Breaks the sunset cutscene. | ||
|howto = Let [[Captain Olimar]] take enough damage to be knocked out, but right when the final hit connects, pause the game and choose to go to sunset. The sunset cutscene will play, but Olimar's antenna won't have any light, the Pikmin will not gather up and will instead become invisible, all bundled in one spot (only visible because their idle glow is still there), the [[S.S. Dolphin]] and the [[Onion]]s will not have any lights or effects, and finally, the Onions will stay there instead of lifting off. The sunset sequence plays out like normal besides that. The [[Olimar's voyage log|voyage log]] entry for Olimar's first knockout can still happen with this glitch. | |howto = Let [[Captain Olimar]] take enough damage to be knocked out, but right when the final hit connects, pause the game and choose to go to sunset. The sunset cutscene will play, but Olimar's antenna won't have any light, the Pikmin will not gather up and will instead become invisible, all bundled in one spot (only visible because their idle glow is still there), the [[S.S. Dolphin]] and the [[Onion]]s will not have any lights or effects, and finally, the Onions will stay there instead of lifting off. The sunset sequence plays out like normal besides that. The [[Olimar's voyage log|voyage log]] entry for Olimar's first knockout can still happen with this glitch. | ||
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==Misc.== | ==Misc.== | ||
===Cardboard box cutscene softlock=== | ===Cardboard box cutscene softlock=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Harmful | p1 = Yes | npcp1 = No | ||
| effects = Makes the game stuck waiting for a cutscene to end, with no way out. | | effects = Makes the game stuck waiting for a cutscene to end, with no way out. | ||
| howto = Start a new [[Saved game|save file]]. After gathering 10 Red Pikmin, go towards the [[cardboard box]]. Place 9 Pikmin on the box, and then throw the 10th at it. Then, try to make it so that you whistle at least one Pikmin the exact moment the 10th Pikmin lands. It's better to whistle too soon rather than too late. If you whistle too soon, you can try again right away, but if you whistle too late, the cutscene will start and you'll have to restart the save file again to retry. If you call in Pikmin just when the cutscene starts, the box won't be able to move, and the cutscene will never end. | | howto = Start a new [[Saved game|save file]]. After gathering 10 Red Pikmin, go towards the [[cardboard box]]. Place 9 Pikmin on the box, and then throw the 10th at it. Then, try to make it so that you whistle at least one Pikmin the exact moment the 10th Pikmin lands. It's better to whistle too soon rather than too late. If you whistle too soon, you can try again right away, but if you whistle too late, the cutscene will start and you'll have to restart the save file again to retry. If you call in Pikmin just when the cutscene starts, the box won't be able to move, and the cutscene will never end. | ||
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===Corrupt objects=== | ===Corrupt objects=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmful | p1 = Yes | youtube = WsWK27gdWNo | vcaption = Demonstration of the glitch with a blue pellet | other = [https://www.youtube.com/watch?v=NKy6a6GCCEk Demonstration of the glitch with the Nova Blaster] | ||
|effects = Makes an object in the area teleport to somewhere it shouldn't, and cause the game to draw random parts of its geometry on top of the screen. | |effects = Makes an object in the area teleport to somewhere it shouldn't, and cause the game to draw random parts of its geometry on top of the screen. | ||
|howto = There is no known way to reproduce this glitch at the moment. | |howto = There is no known way to reproduce this glitch at the moment. | ||
|notes = This only seems to affect objects that have been carried in the past or are currently being carried. | |notes = This only seems to affect objects that have been carried in the past or are currently being carried. | ||
}} | }} | ||
===Embed glitch=== | ===Embed glitch=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmful | p1 = Yes | npcp1 = ? | youtube = d2Km5QKffqE | other = [https://www.twitch.tv/videos/43061489 Twitch clip, with the Puffstool spoils falling through the floor and reappearing] | ||
| effects = Some objects can get embedded inside walls, the floor, or other objects, making retrieving them impossible in some cases. | | effects = Some objects can get embedded inside walls, the floor, or other objects, making retrieving them impossible in some cases. | ||
| howto = Occasionally, a ship part or a pellet can become partially embedded inside a wall or another object. It can be possible to move the object against the spot it's stuck in, though that can either set it free or burrow it deeper. Issuing Pikmin around these objects is sometimes pointless, as they'll be unable to distribute themselves correctly over it, and thus, be unable to carry it. For a stationary and partial example, there's the Blue 20-Pellet on [[The Final Trial]] in [[Challenge Mode (Pikmin)|Challenge Mode]]. | | howto = Occasionally, a ship part or a pellet can become partially embedded inside a wall or another object. It can be possible to move the object against the spot it's stuck in, though that can either set it free or burrow it deeper. Issuing Pikmin around these objects is sometimes pointless, as they'll be unable to distribute themselves correctly over it, and thus, be unable to carry it. For a stationary and partial example, there's the Blue 20-Pellet on [[The Final Trial]] in [[Challenge Mode (Pikmin)|Challenge Mode]]. | ||
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===Disappearing pellet=== | ===Disappearing pellet=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Harmless | p1 = ? | npcp1 = Yes | youtube = 3Lea0P2GK9E | ||
|effects = Causes a red 10 [[pellet]] in [[The Distant Spring]]'s [[Challenge Mode (Pikmin)|Challenge Mode]] to get pushed underground and respawn a few seconds later. | |effects = Causes a red 10 [[pellet]] in [[The Distant Spring]]'s [[Challenge Mode (Pikmin)|Challenge Mode]] to get pushed underground and respawn a few seconds later. | ||
|prerequisites = Unlock The Distant Spring in Challenge Mode. | |prerequisites = Unlock The Distant Spring in Challenge Mode. | ||
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===Falling through gates=== | ===Falling through gates=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Harmless | p1 = Yes | npcp1 = ? | youtube = C89IX9Xresk | ||
| effects = Makes a captain go inside a [[gate]]. | | effects = Makes a captain go inside a [[gate]]. | ||
| prerequisites = Have an unopened gate you can get on top of. | | prerequisites = Have an unopened gate you can get on top of. | ||
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===Inaccessible Onions=== | ===Inaccessible Onions=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmful | p1 = ? | npcp1 = Yes | demonstration = [https://old.reddit.com/r/Pikmin/comments/gxvnt4/i_found_a_glitch_in_the_first_game_if_you/ reddit video] | other = [https://old.reddit.com/r/Pikmin/comments/gxxz92/an_update_on_the_glitched_onion_this_time_i/ reddit video] | ||
| effects = The Onions won't have their rings of light out, and won't be able to be interacted with. | | effects = The Onions won't have their rings of light out, and won't be able to be interacted with. | ||
| prerequisites = Have uncollected [[ship part]]s, besides the [[Secret Safe]]. | | prerequisites = Have uncollected [[ship part]]s, besides the [[Secret Safe]]. | ||
| howto = Bring a ship part that has not yet been identified (i.e. Olimar has yet to come close to the piece and comment on it) close to the [[S.S. Dolphin]], but not so close that the Dolphin will take it in. The next day, when [[Captain Olimar]] comes out of the Dolphin, the part will be identified, and the Onions will be inaccessible. | | howto = Bring a ship part that has not yet been identified (i.e. Olimar has yet to come close to the piece and comment on it) close to the [[S.S. Dolphin]], but not so close that the Dolphin will take it in. The next day, when [[Captain Olimar]] comes out of the Dolphin, the part will be identified, and the Onions will be inaccessible. | ||
| notes = If the player lets Olimar's | | notes = If the player lets Olimar's monologue play out without skipping, the Onions will fix themselves. Alternatively, the player can use buried Pikmin to bring resources into an Onion, which will fix it. Otherwise, the player has to go to sunset in order to fix this. | ||
| explanation = The [[cutscene]] that plays at the start of each day cannot be skipped, and it should not be interrupted. Normally, one cannot interrupt the cutscene, as the player is unable to control Olimar before the cutscene's end, but if there's a ship part near Olimar when the cutscene starts, the game will recognize the proximity between the Olimar object and the ship part object; this triggers the identification | | explanation = The [[cutscene]] that plays at the start of each day cannot be skipped, and it should not be interrupted. Normally, one cannot interrupt the cutscene, as the player is unable to control Olimar before the cutscene's end, but if there's a ship part near Olimar when the cutscene starts, the game will recognize the proximity between the Olimar object and the ship part object; this triggers the identification monologue. Seeing as such a process was never meant to happen during the cutscene, the game is unable to complete it, and the Onions will never be able to open their rings of light. | ||
}} | }} | ||
===Invisible duplicate bomb-rock=== | ===Invisible duplicate bomb-rock=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Helpful | p1 = Yes | npcp1 = ? | 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 | | 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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===Pellet Posy squeeze=== | ===Pellet Posy squeeze=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Helpful | p1 = Yes | npcp1 = ? | youtube = EvKHrXwcso4 | ||
| effects = Makes the player able to go out of bounds. | | effects = Makes the player able to go out of bounds. | ||
| howto = Go to an area near the [[Nova Blaster]] on [[The Forest of Hope]] with [[Pellet Posy|Pellet Posies]]. If there is no Posy next to a wall, try another day. Once you find a Pellet Posy very close to a wall, try to go in between to fly out of bounds. | | howto = Go to an area near the [[Nova Blaster]] on [[The Forest of Hope]] with [[Pellet Posy|Pellet Posies]]. If there is no Posy next to a wall, try another day. Once you find a Pellet Posy very close to a wall, try to go in between to fly out of bounds. | ||
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===Pellet under bridge glitch=== | ===Pellet under bridge glitch=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Harmless | p1 = ? | npcp1 = ? | ||
| effects = Makes the Pikmin stop working on a bridge, and circle a pellet, eventually giving up and becoming idle. | | effects = Makes the Pikmin stop working on a bridge, and circle a pellet, eventually giving up and becoming idle. | ||
| prerequisites = Have a [[pellet]] under the way of an unconstructed [[bridge]]. A good example would be the one with a [[Yellow Wollywog]] near the island with the [[Massage Machine]] in [[The Distant Spring]]. | | prerequisites = Have a [[pellet]] under the way of an unconstructed [[bridge]]. A good example would be the one with a [[Yellow Wollywog]] near the island with the [[Massage Machine]] in [[The Distant Spring]]. | ||
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===Removing Olimar's collision=== | ===Removing Olimar's collision=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Depends | p1 = Yes | npcp1 = Yes | youtube = eb9FQug1uxM | vcaption = YouTube video (using Puffstool) | other = [https://youtu.be/mCEg_SgPFn0?t=6m24s YouTube video (using bridge)]<br>[https://youtu.be/EyvxErG74a4?t=7m24s YouTube video (using Wollywog)] | ||
| effects = Causes Olimar to fall through the floor, and upon respawning, be able to walk around unable to collide with most objects. The breadth of objects that no longer interact with Olimar seems inconsistent, however, and the effect goes away when [[lie down|lying down]]. Additionally, once Olimar gets up, Pikmin in formation will no longer attempt to carry Olimar when lying down again, only idle Pikmin will. | | effects = Causes Olimar to fall through the floor, and upon respawning, be able to walk around unable to collide with most objects. The breadth of objects that no longer interact with Olimar seems inconsistent, however, and the effect goes away when [[lie down|lying down]]. Additionally, once Olimar gets up, Pikmin in formation will no longer attempt to carry Olimar when lying down again, only idle Pikmin will. | ||
| prerequisites = Have access to [[The Forest Navel]] in story mode, or [[The Distant Spring]] in story mode or [[Challenge Mode (Pikmin)|Challenge Mode]]. | | prerequisites = Have access to [[The Forest Navel]] in story mode, or [[The Distant Spring]] in story mode or [[Challenge Mode (Pikmin)|Challenge Mode]]. | ||
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===Ship part recovery cutscene skip=== | ===Ship part recovery cutscene skip=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = 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]] or [[Secret Safe]]). | ||
| howto = As Pikmin approach the S.S. Dolphin with the ship part, hold or repeatedly tap {{button|gc|a|wii|a}} next to either another ship part or the ship itself, while the Pikmin move into position of the ship's tractor beam. If done correctly, the | | howto = As Pikmin approach the S.S. Dolphin with the ship part, hold or repeatedly tap {{button|gc|a|wii|a}} next to either another ship part or the ship itself, while the Pikmin move into position of the ship's tractor beam. If done correctly, the monologue that should trigger after the ship's cutscene plays will instead be displayed during it. Navigating through the text quickly enough will return control to the player earlier than intended. If you press the button too early, simply traverse the monologue that appears and try again. | ||
| notes = This works best if you don't have any Pikmin in your group. This glitch can be used to save time during a [[speedrun]]. This glitch does not work with the Main Engine, as | | notes = This works best if you don't have any Pikmin in your group. This glitch can be used to save time during a [[speedrun]]. This glitch does not work with the Main Engine or the Secret Safe, as those ship parts have special cutscenes and text linked to them, as well as sending the player to sunset or ending the game. | ||
| explanation = When Olimar inspects a ship part or the S.S. Dolphin by pressing {{button|gc|a|wii|a}} next to it, it signals the game to open one of his | | explanation = When Olimar inspects a ship part or the S.S. Dolphin by pressing {{button|gc|a|wii|a}} next to it, it signals the game to open one of his monologues. However, for a short time after the signal is sent, the game will keep progressing, allowing Pikmin to keep carrying something a few steps forward. When a ship part is collected during this short window, the text for Olimar's monologue will instead be replaced by the text concerning the recovered ship part. Progressing through this monologue will return the camera and control of Olimar to the player while the ship part cutscene is playing. | ||
}} | }} | ||
===Silent bomb-rock explosions=== | ===Silent bomb-rock explosions=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p1 = ? | npcp1 = ? | ||
| effects = Makes the explosion sound of a set of [[bomb-rock]]s not play. | | effects = Makes the explosion sound of a set of [[bomb-rock]]s not play. | ||
| prerequisites = Play on a day where there are a lot of bomb-rocks. | | prerequisites = Play on a day where there are a lot of bomb-rocks. | ||
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===Sunset cutscene softlock=== | ===Sunset cutscene softlock=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmful | p1 = Yes | npcp1 = ? | demonstration = [https://clips.twitch.tv/TrappedPunchyEchidnaWoofer Twitch Clip] | ||
| effects = Makes the game [[softlock]]ed by not progressing the [[sunset]] cutscene. | | effects = Makes the game [[softlock]]ed by not progressing the [[sunset]] cutscene. | ||
| prerequisites = Be on [[day]] 2 or later. | | prerequisites = Be on [[day]] 2 or later. | ||
| howto = Pause the game, and choose the option to skip to the sunset. While the menu box is fading out, start mashing {{button|gc|start}}. If you managed to press the button in the required time, you will hear the sound effect that plays when you pause, the screen will go black to start the cutscene, and when the image comes to, you'll see the start of the cutscene, without anything else advancing. | | howto = Pause the game, and choose the option to skip to the sunset. While the menu box is fading out, start mashing {{button|gc|start}}. If you managed to press the button in the required time, you will hear the sound effect that plays when you pause, the screen will go black to start the cutscene, and when the image comes to, you'll see the start of the cutscene, without anything else advancing. | ||
| notes = This glitch only works in the Japanese | | notes = This glitch only works in the Japanese [[region|version]] of the game. The player has a {{frames|1|y}} frame window in which to perform the button for the glitch to happen, so mashing is recommended. | ||
}} | }} | ||
===Tilted objects=== | ===Tilted objects=== | ||
{{image}} | {{image}} | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmful | p1 = Yes | npcp1 = 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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===Two-sectioned bridge=== | ===Two-sectioned bridge=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmless | p1 = Yes | npcp1 = ? | image = Pikmin two section bridge.png | youtube = -AKCBp5NnHk | ||
| effects = Makes a bridge have two sections, each with a rolled up bundle of sticks, one of them floating in mid-air. | | effects = Makes a bridge have two sections, each with a rolled up bundle of sticks, one of them floating in mid-air. | ||
| prerequisites = Have a built bridge. | | prerequisites = Have a built bridge. | ||
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The following glitches are too insignificant to warrant their own section, but are included for completion's sake. | The following glitches are too insignificant to warrant their own section, but are included for completion's sake. | ||
;Gameplay | |||
* Some obstacles (such as the cardboard boxes) are surrounded by invisible walls to prevent the player from throwing Pikmin to the other side of the obstacle. However, even after moving the obstacle in question, the invisible walls do not disappear.{{cite youtube|Laba7Tj4QGA|of the invisible walls above cardboard boxes}} This glitch also occurs with the [[paper bags]] in ''Pikmin 2''. | |||
* Drowning Pikmin that are called to Captain Olimar can go through gates as if they didn't exist. This can be seen on the gate that bars access to the [[Armored Cannon Beetle]]. This has been fixed in ''[[New Play Control! Pikmin]]''. | |||
* By simply walking on a bridge, Captain Olimar will spin erratically. This works best on the Northern bridge of The Final Trial, while walking North. In the [[New Play Control! Pikmin|''New Play Control!'' version]], if you try to fix the [[camera]] behind Olimar by pressing {{button|wii|z}}, it will make it spin in the direction in which Olimar's body was when the button was pressed. | |||
* In {{npcp1}}, it is possible for Pikmin building the southern bridge at [[The Forest Navel]] to shrivel up and die with no apparent cause.{{cite youtube|BIVfXXYGBlE|in which Pikmin building a bridge die for no reason|m=3|s=14}} | |||
* It is possible for some Pikmin next to a red pellet to move a bit away, quickly, in an erratic manner.{{cite youtube|tAiHEdtflZw|where two Blue Pikmin and a red pellet move away in a weird manner|m=8|s=55}} | |||
* If the player throws a Pikmin the moment a [[Swooping Snitchbug]] tries to grab it, the Pikmin will squeal, but remain idle in mid-air, and eventually bury itself.{{cite youtube|XKTa4aRoe8o|of a Pikmin burying itself}} | |||
* If a Pikmin holding a [[bomb-rock]] touches the [[pit]], an invisible, silent explosion will take place on roughly the same spot, but at ground level.{{cite youtube|yEyPaEJmlrk|of an invisible silent bomb-rock explosion}} | |||
* In {{npcp1}} exclusively, on [[The Forest Navel]], in the corridor leading up to the [[Blue Onion]], if the player aims the cursor near the area of the [[Fiery Blowhog]] in the [[Libra]]'s path, there are some spots where the throwing cursor will disappear, and only the Wii Remote's cursor will show up. If the player hugs the western wall and throws Pikmin when the cursor is in this state, the Pikmin will be thrown with a lot of force at the wall, and will bounce back up and be flung off high in the air in random directions.{{cite youtube|9MphqJsUK8k|of thrown Pikmin being flung off high in the air in The Forest Navel}} | |||
* If a [[reinforced wall]] is opened right as the day is ending, such that the jingle plays, but the gate only lowered one level before the sunset cutscene, the gate might become corrupted. The next day, it can start with the last third remaining, but upon being blown up, the game will instantly place it at the second level, play the task completion jingle, and then lower the gate by one, meaning it will still remain with the last third left. After this, the gate cannot be interacted with, but it can still block the way.{{cite web|https://www.twitch.tv/videos/284327430|Video clip|Twitch|published={{date|13|July|2018}}|retrieved={{date|14|July|2018}}}}{{cite youtube|39ijjf-3nh8|of a reinforced wall becoming indestructible in the Wii version}} | |||
* For unknown reasons, a Pikmin can get stuck in mid-air, in the animation where it is clinging on an enemy and pummeling it.{{cite youtube|v2mFFz3gytg|of a Pikmin stuck pummeling in mid-air|published={{date|9|November|2018}}|retrieved={{date|10|November|2018}}}} | |||
* For unknown reasons, a thrown Pikmin can keep going without falling down, in ''New Play Control! Pikmin''. It will stop when whistled.{{cite web|https://www.twitch.tv/videos/383662142|Twitch video|Twitch|published={{date|20|February|2019}}|retrieved={{date|20|February|2019}}}} | |||
* It is possible for a Yellow Wollywog to push another one through the floor.{{cite youtube|TCtDNvCk2RI|of a Yellow Wollywog pushing another through the floor|published={{8|March|2019}}|retrieved={{8|March|2019}}}} | |||
| | * It is possible for a [[Fiery Blowhog]]'s fire attack to hurt a target far away.{{cite web|https://www.twitch.tv/mokaygee/clip/AggressiveBrightFrogKeepo|Twitch clip|Twitch|published={{date|11|October|2019}}|retrieved={{date|12|October|2019}}}} | ||
== | ;Aesthetic | ||
{{ | * If the player is [[swarm]]ing and goes to [[pluck]] Pikmin, the move fanfare will continue playing even if the player isn't moving the group any more. It will only stop when Olimar stops plucking. | ||
{{ | * Given unknown circumstances, it is possible for the SS Dolphin's collection pad to replace the dripping particles of a Fiery Blowhog on [[The Forest Navel]].{{cite youtube|pqP9QJATw04|in which a mysterious light appears on The Forest Navel|m=13|s=18}} Fiery Blowhogs can also emit particles that don't belong to them, like dust{{cite web|https://clips.twitch.tv/FurtiveTsundereSardineTakeNRG|Twitch clip|Twitch|published={{date|5|May|2019}}|retrieved={{date|11|May|2019}}}}, or even emit fire particles that never disappear. | ||
{{ | * By throwing a Blue Pikmin, a Yellow Pikmin and two Red Pikmin at a [[climbing stick]] at the same time, they'll stay on the base on the exact same spot, whilst repeating their climbing animation. This will make them look like a merged Pikmin hybrid.{{cite youtube|JUrxGc35DEw|of four Pikmin merged at the base of a climbing stick}} | ||
{{ | * If collection of the Positron Generator unlocks access to The Distant Spring, the game will show the propeller-looking object on the side of the [[S.S. Dolphin]] during the ship upgrade cutscene, but after that finishes, it will be missing. The propeller will return once the day ends. This also happens when [[The Forest Navel]] is unlocked if the Positron Generator is collected [[#Positron Generator with only Red Pikmin|prior to discovering Blue Pikmin]]. | ||
{{ | *If a Swooping Snitchbug grabs a non-Red Pikmin and flies over an active [[fire geyser]], the Pikmin will catch fire and burn in mid-air.{{cite youtube|wTVEHsIwHOY0|of two Pikmin burning in mid-air}} | ||
* It is possible for some sound effects to go mute. The reason for this is unknown.{{cite web|https://clips.twitch.tv/BelovedPunchyRedpandaFailFish|Video clip|Twitch|published={{date|7|June|2017}}|retrieved={{date|7|June|2017}}}} | |||
* Occasionally, most often on the area-select screen and the end-of-day screen, it is possible for a glowing light to appear on the edge of the bottom left corner. The light bears resemblance to the glowing spot on the Onion sprite on the end-of-day screen, and will appear partially cut-off. The cause is unknown, and it is known to occur on the New Play Control version. | |||
* It is possible for a [[Mamuta]] that was just killed to shake violently for a second before continuing with its death animation.{{cite youtube|7G5eoqINdQU|where a Mamuta shakes before dying|m=10|s=4}} | |||
* Due to the way objects spawn, it is possible for the likes of Pellet Posies to appear on slants or above terrain they are meant to.{{cite web|https://www.reddit.com/r/Pikmin/comments/9f3u41/pikmin_1_glitch_plant_doesnt_need_soil/|Pikmin 1 Glitch: Plant Doesn't Need Soil|Reddit|published={{date|12|September|2018}}|retrieved={{date|12|September|2018}}}} | |||
* For unknown reasons, [[The Impact Site]]'s theme may have all versions (normal, combat, sunset, and sunset combat) playing at once when the player starts a new adventure.{{cite web|https://www.twitch.tv/videos/479350314|Twitch video, at 1:52:45|Twitch|published={{date|9|September|2019}}|retrieved={{date|12|September|2019}}}} | |||
==See also== | ==See also== |