Editing Glitches in Pikmin

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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]. [https://www.twitch.tv/videos/1991637378 Gate example]
{{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, and with [[gate]]s as they lower. This glitch can severely alter the course of gameplay, so extreme caution is advised.
| 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]]{{source needed}}, [[Glitches in Pikmin 2#Crushing glitch|and can also happen in ''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}}}}.
| 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| p1s = Yes | youtube = 8GDDeTdY3AA | vcaption = YouTube video for the Switch version, and comparsions
{{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 | p1s = Yes |
{{glitch | reproducibility = High | consequences = Helpful | p1 = Yes | npcp1 = Yes
| effects = Allows Olimar to slightly move objects than can only be moved with Pikmin.
| effects = Allows Olimar to slightly move objects than can only be moved with Pikmin.
| prerequisites = Must be day 2 or later (since Olimar cannot [[lie down]] on day 1).
| prerequisites = Must be day 2 or later (since Olimar cannot [[lie down]] on day 1).
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===Controlling Mushroom Pikmin===
===Controlling Mushroom Pikmin===
{{glitch | reproducibility = Low | consequences = Depends | p1 = Yes | npcp1 = Yes | p1s = Yes | youtube = 0xJR7CLrf24
{{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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| 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!'' version]]{{source needed}}. This glitch has been fixed in the Switch version.
| notes = This glitch is much more reproducible in the [[New Play Control! Pikmin|''New Play Control!'' remake]]{{source needed}}. This glitch has been fixed in the Switch version.
| 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 | p1s = No | youtube = fhPvMNidnHw
{{glitch | reproducibility = High | consequences = Harmful | p1 = No | npcp1 = Yes | p1s = No | youtube = fhPvMNidnHw
| effects = Makes Pikmin die by falling through the ground.
| effects = Makes Pikmin die by falling through the ground.
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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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|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.
}}
===Breadbug cutscene glitch===
{{glitch | reproducibility = High | consequences = Depends | p1 = Yes | npcp1 = Yes | p1s = Yes | youtube = i9s6e9gd0Tk | other = [https://twitter.com/1337Walrus/status/1672307693770661894 Twitter (Onion Discovery)]
| effects = If a [[Breadbug]] is fighting for an object with Pikmin and a cutscene plays, the object will continue to move the direction it was going at the start of the cutscene. Once the cutscene is over, the Breadbug will have dropped the object, and said object will have moved a varying distance away. Interestingly, it seems when the cutscene is for a ship part, both the Pikmin and Breadbug will stop moving, whilst the object continues. If the cutscene is for the Blue Onion discovery, then the Pikmin stop, and both the Breadbug and object continue to move together. It also seems that the object continues to be carried by "phantom Pikmin" after the Onion discovery, and will attempt to follow the nearest waypoint until the Breadbug burrows. If no Pikmin are fighting for the object with the Breadbug, then the Breadbug and object will stop during the cutscene and not move.
| howto = Before discovering the Blue [[Onion]] or collecting a [[Ship part]], have the Breadbug grab onto an object and then have your Pikmin also grab the object. While the Pikmin are dragging the Breadbug, activate a cutscene by either triggering the Blue Onion discovery, or by collecting a ship part. After the cutscene, the object will have moved some distance away and the Breadbug and Pikmin will have let go of the object.
| notes = This can mess up the execution of bringing the Breadbug to the landing site to kill it, as if this glitch occurs, the Pikmin will stop dragging the Breadbug along with them.
| explanation = This likely occurs because the cutscene puts the game into a state where the enemies cannot affect the Pikmin. The Pikmin continue to carry an object during a cutscene, but they are still fighting with the Breadbug, and the Breadbug is set to not affect the object they are carrying, so the Breadbug lets go, the Pikmin  stay in place, and the object keeps its momentum.
}}
}}


===Smoky Progg crash===
===Smoky Progg crash===
{{glitch | reproducibility = Medium | consequences = Harmful | p1 = Yes | p1s = Yes | youtube = RR54fHOGb5g | other = [https://www.youtube.com/watch?v=CzPS49XW1nE YouTube video (Switch version)]
{{glitch | reproducibility = Medium | consequences = Harmful | p1 = Yes | youtube = RR54fHOGb5g
| effects = Makes the game [[crash]].
| effects = Makes the game [[crash]].
| prerequisites = Be on day 15 or lower. In [[The Distant Spring]], have the [[Gate#Reinforced wall|black stone gate]] near base destroyed, and have the [[bridge]] to the [[Armored Cannon Beetle]] arena built.
| prerequisites = Be on day 15 or lower. In [[The Distant Spring]], have the [[Gate#Reinforced wall|black stone gate]] near base destroyed, and have the [[bridge]] to the [[Armored Cannon Beetle]] arena built.
| howto = Awaken [[Smoky Progg]] and guide it deep into the [[Armored Cannon Beetle]]'s arena, then lose its attention. It will then follow routes back to the Onions and, sometime after passing the black gate, may crash the game.
| howto = Awaken [[Smoky Progg]] and guide it deep into the [[Armored Cannon Beetle]]'s arena, then lose its attention. It will then follow routes back to the Onions and, sometime after passing the black gate, may crash the game.
| notes = There may be other setups that crash, but this is the only one that is currently known. This will seemingly not occur if it uproots Pikmin on the way back.
| notes = There may be other setups that crash, but this is the only one that is currently known.
| explanation = The function <code>[getRouteWayPoint__5BTekiFi]</code> oversteps an array of pointers to route nodes, resulting in a null pointer being used in the function <code>[act__14TAIAgoGoalPathFR4Teki]</code> while checking if surrounding route nodes are active or inactive. (Confirmed on GCN USA v1.01.)
| explanation = The function <code>[getRouteWayPoint__5BTekiFi]</code> oversteps an array of pointers to route nodes, resulting in a null pointer being used in the function <code>[act__14TAIAgoGoalPathFR4Teki]</code> while checking if surrounding route nodes are active or inactive. (Confirmed on GCN USA v1.01.)
}}
}}


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


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|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.
}}
===Double ship part collection===
{{glitch | reproducibility = Low | consequences = Harmless | p1 = Yes | youtube = y1rBET4X-3w
|effects = Makes the S.S. Dolphin take in two ship parts, one after the other, but their collection cutscenes are wrong. In the first cutscene, the beamed object is the one that Olimar talks about, but the ship's appearance changes depending on the other object. In the second cutscene, all sounds play as if the part was beamed, nothing happens visually, and Olimar talks about the same part as in the previous cutscene. In both cutscenes, when Olimar mentions the number of remaining parts, he already counts both as collected.
|howto = Deliver two ship parts into the S.S. Dolphin at the same time.
}}
}}


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{{glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | youtube = cMaOwVbwOTs
{{glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | youtube = cMaOwVbwOTs
| effects = Makes Pikmin hold a second, invisible [[bomb-rock]], after the first one had blown up.
| effects = Makes Pikmin hold a second, invisible [[bomb-rock]], after the first one had blown up.
| prerequisites = Have 2 Yellow Pikmin.
| prerequisites = Have Yellow Pikmin.
| howto = Get an enemy to snatch a Yellow Pikmin that is holding a bomb-rock. Then, make it so that the creature is killed by the blast of a dropped bomb-rock. The bomb-rock the captured Pikmin was holding will explode too, the enemy will die, and that Pikmin will be dropped unharmed, though they will still be holding another bomb-rock, which is invisible.
| howto = Get an enemy to snatch a Yellow Pikmin that is holding a bomb-rock. Then, make it so that the creature is killed by the blast of a dropped bomb-rock. The bomb-rock the captured Pikmin was holding will explode too, the enemy will die, and that Pikmin will be dropped unharmed, though they will still be holding another bomb-rock, which is invisible.
| notes = It is possible that the captured Pikmin will instead simply lose their bomb-rocks, so the glitch is a bit luck-dependent. When the Pikmin drops the invisible bomb-rock, it will be gone for good, but if the Pikmin is made idle next to an enemy or gate, it purposely chucks the bomb at the target, and the bomb-rock will still explode.
| notes = It is possible that the captured Pikmin will instead simply lose their bomb-rocks, so the glitch is a bit luck-dependent. When the Pikmin drops the invisible bomb-rock, it will be gone for good, but if the Pikmin is made idle next to an enemy or gate, it purposely chucks the bomb at the target, and the bomb-rock will still explode.
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===Ship part recovery cutscene skip===
===Ship part recovery cutscene skip===
{{glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 = Yes | p1s = crashes game | youtube = rtWPBRm3WLY
{{glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 = Yes | youtube = rtWPBRm3WLY
| effects = Allows the player to partially skip the [[cutscene]] of the S.S. Dolphin recovering a ship part.
| effects = Allows the player to partially skip the [[cutscene]] of the S.S. Dolphin recovering a ship part.
| prerequisites = Have at least one ship part uncollected in the area (besides the [[Main Engine]]).
| prerequisites = Have at least one ship part uncollected in the area (besides the [[Main Engine]]).
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===Sunset cutscene softlock===
===Sunset cutscene softlock===
{{glitch | reproducibility = High | consequences = Harmful | p1 = Yes (Japanese revision 1.01 only) | npcp1 = no | demonstration = [https://clips.twitch.tv/TrappedPunchyEchidnaWoofer Twitch Clip]
{{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 GameCube [[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.
| 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 = Yes | p1s = Yes | image = P1 Tilted Libra.png | youtube = VVaaug-fnpo
{{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 [[bag]]s in ''Pikmin 2''. || || || || {{cite youtube|Laba7Tj4QGA|of the invisible walls above cardboard boxes}}
| 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}}}}
|-
| If the Smoky Progg's [[gloom]] touches a Pikmin that is [[carrying]] an object, that Pikmin will be gone but its carrying spot on the object will not be freed. || Yes || || ||
|}
|}


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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}}}}
|-
| It is possible for Red Pikmin coming out of the Onion to instantly die without a trace. || Unknown || Unknown || Yes || [https://twitter.com/justtgrim/status/1671628517237456897 Twitter video]
|-
| It is possible for thrown Pikmin to keep going in the same direction forever, unaffected by gravity, or to simply be flung much farther and slower than usual. || No || No || Yes || [https://twitter.com/Triffhedgie/status/1671672327233474567 Twitter video]
|}
|}


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