Editing Glitches in Pikmin
Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 19: | Line 19: | ||
===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]]{{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]]{{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}}}}. | ||
| 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. | ||
Line 49: | Line 49: | ||
===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). | ||
Line 83: | Line 83: | ||
===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. | ||
Line 106: | Line 106: | ||
===Pikmin-eating bridge=== | ===Pikmin-eating bridge=== | ||
{{glitch | reproducibility = High | consequences = Harmful | p1 = Yes | npcp1 = Yes | p1s = | {{glitch | reproducibility = High | consequences = Harmful | p1 = Yes | npcp1 = Yes | p1s = 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}}. 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. | ||
Line 146: | Line 145: | ||
| 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. | ||
}} | }} | ||
Line 158: | Line 157: | ||
| 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. | ||
| howto = Have a non-Blue Pikmin on the shore, but within reach of the whistle. Have one or more Blue Pikmin with you on the group. Whistle the Pikmin at the shore, and while it's walking towards Captain Olimar, grab onto the Blue Pikmin and press {{button| | | howto = Have a non-Blue Pikmin on the shore, but within reach of the whistle. Have one or more Blue Pikmin with you on the group. Whistle the Pikmin at the shore, and while it's walking towards Captain Olimar, grab onto the Blue Pikmin and press {{button|NS|b}} to grab the other Pikmin. Right after, throw the Pikmin somewhere else, like a different shore. | ||
}} | }} | ||
Line 172: | Line 171: | ||
|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. | ||
}} | }} | ||
Line 280: | Line 271: | ||
|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. | ||
}} | }} | ||
Line 324: | Line 309: | ||
{{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. | ||
Line 355: | Line 340: | ||
===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]]). | ||
Line 382: | Line 367: | ||
===Tilted objects=== | ===Tilted objects=== | ||
{{image}} | {{image}} | ||
{{glitch | reproducibility = Low | consequences = Harmful | p1 = Yes | npcp1 = Yes | p1s = Yes | image = | {{glitch | reproducibility = Low | consequences = Harmful | p1 = Yes | npcp1 = Yes | p1s = Yes | image = Side_tilt_glitch.jpg | youtube = VVaaug-fnpo | ||
| effects = Makes some objects become tilted. | | effects = Makes some objects become tilted. | ||
| howto = Have Pikmin carry an object from a high ledge. Given the object's physics, it may fall down at an angle, and the Pikmin will proceed to carry it in said angle. Some Pikmin might even be holding it in mid-air, while other times, the Pikmin may let the object fall. | | howto = Have Pikmin carry an object from a high ledge. Given the object's physics, it may fall down at an angle, and the Pikmin will proceed to carry it in said angle. Some Pikmin might even be holding it in mid-air, while other times, the Pikmin may let the object fall. | ||
Line 473: | Line 458: | ||
|- | |- | ||
| 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}}}} | ||
|- | |||
| If a [[Breadbug]] is carrying something in the direction of the [[Blue Onion]] when it is discovered, it may move during the cutscene, in a straight line. Mid-cutscene, the Breadbug is invisible, but then turns visible when it ends. || Unknown || Unknown || Yes || [https://twitter.com/1337Walrus/status/1672307693770661894 Twitter video] | |||
|- | |- | ||
| 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 Red Pikmin coming out of the Onion to instantly die without a trace. || Unknown || Unknown || Yes || [https://twitter.com/justtgrim/status/1671628517237456897 Twitter video] |