Editing Glitches in Pikmin
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==Main== | ==Main== | ||
===Counter glitch=== | ===Counter glitch=== | ||
{{glitch | reproducibility = Low | consequences = Harmless | p1 = Yes | npcp1 | {{glitch | reproducibility = Low | consequences = 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 in 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]], killing a [[Wollywog]], 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. | | howto = So far, there is no known way to trigger the glitch on purpose. It seems to happen most often when Pikmin die in 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]], killing a [[Wollywog]], 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. | ||
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===Crushing glitch=== | ===Crushing glitch=== | ||
{{glitch | reproducibility = Depends | consequences = Harmful | p1 = Yes | npcp1 = Yes | p1s = Yes | youtube = UKHwhtTMVB8 | vcaption = YouTube video (at 1:46) | other = [[:File:Crushing glitch.gif|Example animation, viewed from under the ground.]] [https://twitter.com/alpha_0630/status/1672610224027598848?s=20 Switch example 1], [https://cdn.discordapp.com/attachments/177496227108225034/1122442516067799160/Replay_2023-06-25_18-17-05.mp4 2 | {{glitch | reproducibility = Depends | consequences = Harmful | p1 = Yes | npcp1 = Yes | p1s = Yes | youtube = UKHwhtTMVB8 | vcaption = YouTube video (at 1:46) | other = [[:File:Crushing glitch.gif|Example animation, viewed from under the ground.]] [https://twitter.com/alpha_0630/status/1672610224027598848?s=20 Switch example 1], [https://cdn.discordapp.com/attachments/177496227108225034/1122442516067799160/Replay_2023-06-25_18-17-05.mp4 2] | ||
| 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 [[soul]] or making a sound. There are several enemies where this happens, but the most common are [[Wollywog]]s, [[Bulborb|Spotty Bulborb]]s, and the Puffstool, which can kill up to 30 Pikmin when its cap falls on top of them. It also happens with more regularity when [[swarm]]ing enemies rather than [[throw]]ing Pikmin at them, and it is more likely to happen the more Pikmin are used. It can also happen after combat, when the enemy is falling, with [[pellet]]s | | howto = When battling an enemy, there is a chance that some Pikmin will mysteriously vanish without leaving a [[soul]] or making a sound. There are several enemies where this happens, but the most common are [[Wollywog]]s, [[Bulborb|Spotty Bulborb]]s, and the Puffstool, which can kill up to 30 Pikmin when its cap falls on top of them. It also happens with more regularity when [[swarm]]ing enemies rather than [[throw]]ing Pikmin at them, and it is more likely to happen the more Pikmin are used. It can also happen after combat, when the enemy is falling, and with [[pellet]]s. This glitch can severely alter the course of gameplay, so extreme caution is advised. | ||
| notes = This glitch is more frequent in the [[New Play Control! Pikmin|''New Play Control!'' version]]{{source needed}}, less frequent in the [[Pikmin 1 (Nintendo Switch)|Switch version]] | | notes = This glitch is more frequent in the [[New Play Control! Pikmin|''New Play Control!'' version]]{{source needed}}, less frequent in the [[Pikmin 1 (Nintendo Switch)|Switch 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. Other enemies can also be killed in this way.{{cite web|https://clips.twitch.tv/PlacidHeartlessPastaDancingBaby-lQFg37qShCim_TyX|Twitch clip|Twitch|published={{date|7|October|2021}}|retrieved={{date|10|October|2021}}}}. | ||
| explanation = During combat, Pikmin get pushed around by the enemy and its hitboxes in various directions. At times, some Pikmin might be pushed downward and outwards, but there is more force driving them downwards than forwards (for instance, if other Pikmin are keeping them from sliding off). If the force is too great, the Pikmin is pushed through the ground, where it falls and dies. | | explanation = During combat, Pikmin get pushed around by the enemy and its hitboxes in various directions. At times, some Pikmin might be pushed downward and outwards, but there is more force driving them downwards than forwards (for instance, if other Pikmin are keeping them from sliding off). If the force is too great, the Pikmin is pushed through the ground, where it falls and dies. | ||
}} | }} | ||
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===Drowning reset=== | ===Drowning reset=== | ||
{{image}} | {{image}} | ||
{{glitch | reproducibility = High | consequences = Helpful | p1 = Yes | npcp1 = Yes | {{glitch | reproducibility = High | consequences = 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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===Object nudging=== | ===Object nudging=== | ||
{{glitch | reproducibility = High | consequences = Helpful | p1 = Yes | npcp1 = 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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===Riding on enemies and going out of bounds=== | ===Riding on enemies and going out of bounds=== | ||
{{glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 | {{glitch | reproducibility = Medium | consequences = 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 [[Bulborb|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 | | howto = Lure a [[Bulborb|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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===Controlling Mushroom Pikmin=== | ===Controlling Mushroom Pikmin=== | ||
{{glitch | reproducibility = Low | consequences = Depends | p1 = Yes | npcp1 | {{glitch | reproducibility = Low | consequences = 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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===Pikmin-eating bridge=== | ===Pikmin-eating bridge=== | ||
{{glitch | reproducibility = High | consequences = Harmful | p1 = Yes | npcp1 = Yes | {{glitch | reproducibility = High | consequences = 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]]{{source needed}}. | ||
| 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 | consequences = Harmful | p1 = No | npcp1 = Yes | youtube = fhPvMNidnHw | |||
{{glitch | reproducibility = High | consequences = Harmful | p1 = No | npcp1 = Yes | |||
| 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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===Rebel Mushroom Pikmin=== | ===Rebel Mushroom Pikmin=== | ||
{{glitch | reproducibility = | {{glitch | reproducibility = Low | consequences = 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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| 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 | consequences = Helpful | p1 = No | npcp1 = Yes | {{glitch | reproducibility = High | consequences = 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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|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 | consequences = Harmful | p1 | {{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 | | 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 | ===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 | | 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 | | 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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===Pikmin out at night=== | ===Pikmin out at night=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p1 = Yes | npcp1 | {{glitch | reproducibility = High | consequences = 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 | consequences = Harmless | p1 = Yes | npcp1 | {{glitch | reproducibility = High | consequences = 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 | consequences = Harmless | p1 = Yes | npcp1 = Yes | {{glitch | reproducibility = High | consequences = 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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===Sunset menu antenna light=== | ===Sunset menu antenna light=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p1 = Yes (European version only) | npcp1 | {{glitch | reproducibility = High | consequences = Harmless | p1 = Yes (European version only) | 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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==Misc.== | ==Misc.== | ||
===Bouncing on a pellet=== | ===Bouncing on a pellet=== | ||
{{glitch | reproducibility = High | consequences = Harmful | p1 = Yes | {{glitch | reproducibility = High | consequences = Harmful | p1 = Yes | ||
| effects = Makes Olimar go [[out of bounds]]. | | effects = Makes Olimar go [[out of bounds]]. | ||
| howto = Go to [[The Forest Navel]] in [[Challenge Mode (Pikmin)|Challenge Mode]]. At the north of the area, there is a [[geyser]] in one of the pools of water. Go to the very northernmost pool, issue Pikmin to start carrying the 20 blue pellet, stay behind, and whistle them when the pellet is in that geyser's landing spot. Go back to the pool with said geyser and ride it. Olimar will bounce on it and go out of bounds. | | howto = Go to [[The Forest Navel]] in [[Challenge Mode (Pikmin)|Challenge Mode]]. At the north of the area, there is a [[geyser]] in one of the pools of water. Go to the very northernmost pool, issue Pikmin to start carrying the 20 blue pellet, stay behind, and whistle them when the pellet is in that geyser's landing spot. Go back to the pool with said geyser and ride it. Olimar will bounce on it and go out of bounds. | ||
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|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. | ||
}} | }} | ||
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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 | | 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 | {{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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===Sunset cutscene softlock=== | ===Sunset cutscene softlock=== | ||
{{glitch | reproducibility = High | consequences = Harmful | p1 = Yes (Japanese revision 1.01 only) | {{glitch | reproducibility = High | consequences = Harmful | p1 = Yes (Japanese revision 1.01 only) | 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, and only in revision 1.01. 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 | consequences = Harmful | p1 = Yes | npcp1 | {{glitch | reproducibility = Low | consequences = 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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! Glitch || ''Pikmin'' || ''New Play Control!'' || Switch || Demonstration | ! Glitch || ''Pikmin'' || ''New Play Control!'' || Switch || Demonstration | ||
|- | |- | ||
| 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. This glitch also occurs with the [[ | | 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. This glitch also occurs with the [[paper bags]] in ''Pikmin 2''. || || || || {{cite youtube|Laba7Tj4QGA|of the invisible walls above cardboard boxes}} | ||
|- | |- | ||
| 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]]''. || || || || | | 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]]''. || || || || | ||
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|- | |- | ||
| It is possible for a [[Breadbug]] that is starting to carry a [[pellet]] to not take damage when the pellet gets beamed into the [[Onion]]. || || || || {{cite youtube|UE8EpxuQDGY|of a Breadbug hitting against the Onion and not taking damage|published={{date|28|March|2021}}|retrieved={{date|29|March|2021}}}} | | It is possible for a [[Breadbug]] that is starting to carry a [[pellet]] to not take damage when the pellet gets beamed into the [[Onion]]. || || || || {{cite youtube|UE8EpxuQDGY|of a Breadbug hitting against the Onion and not taking damage|published={{date|28|March|2021}}|retrieved={{date|29|March|2021}}}} | ||
|} | |} | ||
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|- | |- | ||
| Resetting the [[nunchuk]] while a textbox is appearing results in the game staying darker than normal. || || || || {{cite web|https://cdn.discordapp.com/attachments/177496227108225034/1112399877817770087/2023-05-28_10-02-07_Trim.mp4|Discord video|Discord|published={{date|28|May|2023}}|retrieved={{date|1|June|2023}}}} | | Resetting the [[nunchuk]] while a textbox is appearing results in the game staying darker than normal. || || || || {{cite web|https://cdn.discordapp.com/attachments/177496227108225034/1112399877817770087/2023-05-28_10-02-07_Trim.mp4|Discord video|Discord|published={{date|28|May|2023}}|retrieved={{date|1|June|2023}}}} | ||
|} | |} | ||
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|- | |- | ||
| For unknown reasons, a Pikmin may latch on to nothing, and stay in the attacking animation, until it is whistled. || || || || {{cite web|https://old.reddit.com/r/Pikmin/comments/unc6wq/didnt_have_a_capture_card_setup_but_this_happened/|reddit post|reddit|published={{date|11|May|2022}}|retrieved={{date|12|May|2022}}}} | | For unknown reasons, a Pikmin may latch on to nothing, and stay in the attacking animation, until it is whistled. || || || || {{cite web|https://old.reddit.com/r/Pikmin/comments/unc6wq/didnt_have_a_capture_card_setup_but_this_happened/|reddit post|reddit|published={{date|11|May|2022}}|retrieved={{date|12|May|2022}}}} | ||
|} | |} | ||