Editing Glitches in Pikmin 2
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{{ | {{DISPLAYTITLE:Glitches in ''Pikmin 2''}} | ||
This is a collection of '''[[glitch]]es''' possible in ''[[Pikmin 2]]'' and the [[New Play Control! Pikmin 2|''New Play Control!'' remake]]. | |||
This is a collection of '''[[glitch]]es''' possible in | |||
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. | ||
{{spoiler}} | |||
==Main== | ==Main== | ||
=== | ===Double sprays=== | ||
{{glitch | reproducibility = | {{ glitch | reproducibility = High | danger = Helpful | p2 = Yes | npcp2 = Yes | image = Double spray glitch.jpg | ||
| | | effects = Duplicates the amount of sprays gained by absorbing a [[spray drop]]. | ||
| howto = | | prerequisites = Have [[spray]]s unlocked. | ||
| notes = | | howto = Find a droplet of spray, the color is irrelevant for the glitch. [[Dismiss]] all your Pikmin. Now you have to make it so that the leader you're not controlling starts absorbing the spray, and you absorb it as well before it's fully gone. The easiest way is to place one of your leaders close to the spray drop, then switch to the other leader and place him on the other side of the drop, so that both leaders and the drop are aligned. Call the idle leader, and just as he crosses the drop, dismiss. That leader should start absorbing, and before he finishes, touch the spray with your current leader. Alternate methods include pushing the idle leader into the drop, or running towards the drop at full speed with one leader, and just before he touches it, switch leaders; the momentum of the run should make him touch it. | ||
| explanation = | | notes = It is not possible to perform this glitch if the other leader is in your party, so dismissing is necessary. | ||
| explanation = The game is programmed to ignore all input from a leader that's absorbing a spray. That's why it's not normally possible to switch to another leader while absorbing. However, if a leader touches a drop without being the current leader, he'll still absorb it (but only if he's not on the other leader's group). The game increases the number of sprays whenever a leader finishes his absorbing animation. So if both leaders do it, the game increases it two times. | |||
}} | }} | ||
=== | ===Extended swimming=== | ||
{{glitch | reproducibility = Low | | {{ glitch | reproducibility = Low | danger = Helpful | p2 = Yes | npcp2 = Yes | ||
| effects = Makes a non-Blue Pikmin swim for however long the glitch is done. | | effects = Makes a non-Blue Pikmin swim for however long the glitch is done. | ||
| prerequisites = Have Blue Pikmin. | | prerequisites = Have Blue Pikmin. | ||
| howto = Non-Blue Pikmin drown after swimming for a while. If you have an idle Blue Pikmin grab the swimming Pikmin, the latter's swimming time will reset. You can call the Blue Pikmin to you in order to avoid having it throw the swimming Pikmin onto land, and you can continue doing this to cross any body of water. | | howto = Non-Blue Pikmin drown after swimming for a while. If you have an idle Blue Pikmin grab the swimming Pikmin, the latter's swimming time will reset. You can call the Blue Pikmin to you in order to avoid having it throw the swimming Pikmin onto land, and you can continue doing this to cross any body of water. | ||
| notes = | | notes = It's also possible to indefinitely extend the swimming period of a non-Blue Pikmin in [[Glitches in Pikmin#Extended swimming|''Pikmin'']], but the method is different. | ||
| explanation = To make sure that a Blue Pikmin's rescue attempt is successful, as to prevent the player from being robbed out of a life save that seemed guaranteed, and in order to avoid having to deal with the Blue Pikmin carrying a Pikmin that's dying, the game resets the time the swimming Pikmin has left the second the Blue Pikmin grabs it. This prevents the swimming Pikmin from dying. If the throw is canceled, the Blue Pikmin will not throw the swimming Pikmin, but the latter's swimming time will still have been reset. | | explanation = To make sure that a Blue Pikmin's rescue attempt is successful, as to prevent the player from being robbed out of a life save that seemed guaranteed, and in order to avoid having to deal with the Blue Pikmin carrying a Pikmin that's dying, the game resets the time the swimming Pikmin has left the second the Blue Pikmin grabs it. This prevents the swimming Pikmin from dying. If the throw is canceled, the Blue Pikmin will not throw the swimming Pikmin, but the latter's swimming time will still have been reset. | ||
}} | }} | ||
===High ledge trick=== | ===High ledge trick=== | ||
{{ | {{ glitch | reproducibility = Medium | danger = Helpful | p2 = Yes | npcp2 = Yes | demonstration = [http://speeddemosarchive.com/demo.pl?Pikmin2_BestEnding_310 2:25 of part 4 of the current speedrun, by Charles Griffin] | ||
| effects = Makes it possible to [[throw]] a non-Yellow Pikmin onto a high ledge. | |||
| howto = Using the "[[Throw#Longer throw trick|long throw]]" technique (throw a Pikmin while running), it's possible to make non-Yellow Pikmin reach a ledge that only Yellows are meant to. The Pikmin must scrape the wall a bit during the ascending part of their jump in order to make it. The exact amount of contact with the wall depends, and some surfaces (specially when they aren't perfectly vertical) work better than others. If you need help, check some speedrunning and challenge videos, as this trick is commonly used in such runs. | |||
| notes = This glitch can also happen in [[Glitches in Pikmin#High ledge trick|''Pikmin'']]. In ''New Play Control! Pikmin 2'', the [[HUD#Cursor|cursor]] must be placed so that it is at the longest possible distance or beyond. This gives the throw enough force to perform the glitch. | |||
| explanation = Some energy from the throw cannot be transfered horizontally, as there's a wall, so instead it gets transferred vertically. It also helps that some tilted surfaces make thrown Pikmin slide up, given their incline. | |||
}} | |||
===Instant bridge=== | ===Instant bridge=== | ||
{{glitch | reproducibility = | {{ glitch | reproducibility = Medium | danger = Helpful | p2 = Yes | npcp2 = Yes | demonstration = [http://speeddemosarchive.com/demo.pl?Pikmin2_BestEnding_310 13:10 of part 3 of the current speedrun, by Charles Griffin] | ||
| effects = Makes a bridge's | | effects = Makes a bridge's 2nd+ sections be constructed instantly. | ||
| prerequisites = You should | | prerequisites = You should have visited this area before. | ||
| howto = | | howto = Start by making some Pikmin build the first section of the bridge. Then call all Pikmin to stop them from working on the bridge. Finally, proceed to issue them to work on the bridge again. | ||
| | | notes = When you're on an area for the first time, bridges are constructed like normal, no matter what. However, if you're coming back to the area, be it because you ended the day and came back or because you came out from a [[cave]], it's possible to have the bridge unfurl quickly. | ||
}} | }} | ||
=== | ===Off-camera limbo=== | ||
{{glitch | reproducibility = High | | {{ glitch | reproducibility = High | danger = Helpful | p2 = Yes | npcp2 = Yes | ||
| effects = | | effects = All off-screen activity will be severely reduced. | ||
| | | howto = Have Pikmin carry something from far away, through a path that has several fatal dangers. When they start carrying, quickly switch to the other leader, who should be far away, or just walk away from the Pikmin. Basically, you need to place the Pikmin and their path off-[[camera]]. You should notice the Pikmin will deliver the object safe and sound, whereas if you were to see them on their journey, they would likely get killed. You can help by zooming in and making the camera face the opposite way. One way to notice that certain activity doesn't happen off-camera is by killing an enemy and moving the camera away before the [[spirit]] vanishes. The spirit will only continue rising when the camera shows it again. | ||
| notes = This glitch can also happen in [[Glitches in Pikmin#Off-camera limbo|''Pikmin'']]. | |||
| explanation = In order to minimize CPU usage, most interactions that happen off-camera aren't accounted for, or at least minimized. For instance, enemies don't move while off-screen and far away. It could also be this way to prevent Pikmin from getting hurt without the player being able to understand why, nor being able to help right away. | |||
}} | }} | ||
===Seesaw block | ===Seesaw block glitch=== | ||
{{glitch | reproducibility = | {{ glitch | reproducibility = Low | danger = Helpful | p2 = Yes | npcp2 = Yes | demonstration = [http://speeddemosarchive.com/demo.pl?Pikmin2_BestEnding_310 2:20 and 5:25 of part 7 of the current speedrun, by Charles Griffin] | ||
| effects = | | effects = Makes a leader able to go out of bounds, and teleport into a helpful spot, allowing shortcuts. | ||
| prerequisites = Have | | prerequisites = Have uncollected treasure. | ||
| howto = | | howto = Send Pikmin to carry a treasure to the ship. While they're going, head for a [[seesaw block]]. The timing is very hard, but you have to try to make it so that the seesaw block your leader is on raises at the same time the treasure collection cutscene begins. After the cutscene is over, you will be inside the block. You can now go out of bounds or fall through the terrain, at which point you'll respawn somewhere near the ship. | ||
| notes = | | notes = This trick can be used on the [[Perplexing Pool]] to go out of bounds and access the Shower Room without taking down the [[electric gate]]s, and on the [[Awakening Wood]] to obtain [[Blue Pikmin]] early. | ||
| explanation = During | | explanation = During the treasure collection cutscene, leaders and non-treasure-related Pikmin are frozen in place (enemies are not). This is to prevent disasters from happening while the player is unable to take action. Some objects continue to move though, such as the seesaw blocks. Because the leader's position doesn't move, but the block does, it engulfs the leader, and when the player takes control, they can fall out of bounds, as there are no walls in the small area in which the leader was left in. Leaders who fall out of bounds respawn in hardcoded places, specifically added for the scenario of a leader somehow falling off. Maybe the places weren't assigned with much attention, or maybe they made sense in earlier versions of the maps, as it's unlikely that Nintendo would want the default respawn places to be set up in such a way that players can easily take shortcuts. | ||
}} | }} | ||
===Sped up punching=== | ===Sped up punching=== | ||
{{glitch | reproducibility = High | | {{ glitch | reproducibility = High | danger = Helpful | p2 = Yes | npcp2 = Yes | ||
| effects = Makes a leader [[punch]] twice as fast. | | effects = Makes a leader [[punch]] twice as fast. | ||
| howto = Simply punch while moving. Rotating in place also works. You should attack roughly twice as fast as if you were standing still. | | howto = Simply punch while moving. Rotating in place also works. You should attack roughly twice as fast as if you were standing still. | ||
| explanation = Olimar/Louie's running animation speed depends on how fast he's moving. The punching animations get affected by this as well. | | explanation = Olimar/Louie's running animation speed depends on how fast he's moving. The punching animations get affected by this as well. | ||
}} | }} | ||
=== | ==Cosmetic== | ||
{{glitch | reproducibility = High | | |||
| effects = | ===Cave hole glitch=== | ||
| | {{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | ||
| howto = | | effects = Makes a leader be inside the hole/geyser model. | ||
| notes = | | prerequisites = Have [[The Key]] to the current [[Challenge Mode (Pikmin 2)|Challenge Mode]] level uncollected. | ||
| explanation = The game is programmed to | | howto = Place a leader in the center of the spot where the hole to the next sublevel will appear (or the exit geyser). Then, have the Pikmin deliver the Key. If you placed him in the correct spot, he should be inside the hole (or geyser). | ||
| notes = It's possible to walk out of the hole or geyser, but it's not possible to go back in. You can also place objects and Pikmin on the spot where the hole will spawn. [[Treasure]]s and [[Enemy|enemies]] disappear and fall back down to the sublevel on top of the structure, and [[Pikmin family|Pikmin]] are pushed out of the way. If the leader [[lie down|lies down]] where the hole will appear, he will fall from the sky above the hole after the Key's cutscene is over. | |||
| explanation = Collision between object A and B is only detected when an object A attempts to move from a position outside object B to a position inside it. If the initial position of A is already inside, no collision is detected, and hence, object A can remain inside B. | |||
}} | |||
===Double cash register=== | |||
{{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | |||
| effects = Makes the "cash register" sound play twice, and makes the [[Poko]] value numbers pop out twice. | |||
| howto = Enter a cave, and exit it by any means, with or without making monetary profit. On the [[Menu#Cave exited|Treasures Salvaged screen]], wait for the list to scroll entirely. When the cash register sound plays and the numbers at the bottom pop out, press {{button|gcn|A|wii|A}}. The sound should play a second time, and the numbers should pop out once again. | |||
| explanation = Pressing {{button|gcn|A|wii|A}} makes the game skip the listing, and go directly to the register sound and number pop out. The code for this is simple; instead of literally skipping past the list's scrolling, it just fully scrolls the list, plays the sound and animation, and marks the listing as "complete". Erroneously, the player can still press the button a second or so after the listing is completed normally, which results in the game running the code to "skip", playing the sound and animations a second time. | |||
}} | |||
===Early third day cutscene=== | |||
{{ glitch | reproducibility = High | danger = Harmless | p2 = ? | npcp2 = ? | |||
|effects = Makes [[Hocotate ship|the ship]] start the [[cutscene]]s that take place at the beginning of the third [[day]] start in the second day instead. | |||
|prerequisites = Be on the second day. | |||
|howto = When you first enter the [[Emergence Cave]], grow 9 Purple Pikmin and leave the cave using the [[geyser]] without collecting the [[Sphere Chart]]. Enter the cave again, grow 10 more Purples, leave without the treasure once more, and store the Purples on the ship's hull. Return to the cave once more. For the final time, leave without the globe, and when you reach the surface, the cutscenes that are meant to start on the third day (the ship informing about the Purples having been stored on its hull and how Olimar should've instructed Louie about the [[controls]]) will play on the current day instead. | |||
}} | |||
===Frozen Glowstem=== | |||
{{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = ga_6QmokF6I | vcaption = Demonstration of the glitch at 4:29. | |||
| effects = Makes a [[Glowstem]] temporarily stuck, not emitting light. | |||
| howto = Have a leader and some Pikmin near a Glowstem, and another leader a bit far away, facing away from the Glowstem. Make the Pikmin on the first leader's party bump against the Glowstem. After they touch it, quickly take them away from it and switch leaders. If the other leader was positioned sufficiently far, the Glowstem will be off-[[camera]] once the focus shifts onto the other leader. Then, walk with this leader towards the Glowstem. If the timing was right, it should remain disabled until it's touched once more. | |||
| notes = If Pikmin keep touching the Glowstem before switching to the other leader, once the Glowstem is back into view, it'll be updated. | |||
| explanation = It's related to the [[#Off-camera limbo|off-camera limbo glitch]]. While off-camera, the Glowstem stops in the middle of its animation. | |||
}} | |||
===Floating cherry=== | |||
{{ glitch | reproducibility = Low | danger = Harmless | p2 = ? | npcp2 = ? | |||
| effects = Makes a cherry float and go to an Onion by itself. | |||
| howto = Go into 2-Player Battle mode. Have a Pikmin grab a [[Cupid's Grenade|cherry]] near a dead enemy's carcass. The Pikmin will grab the cherry and start to take it right through the carcass. The Pikmin will get stuck in front of the carcass, walking endlessly until the cherry enters the Onion. Meanwhile, the cherry will continue to move without any Pikmin carrying it. | |||
}} | |||
===Floating nectar=== | |||
{{ glitch | reproducibility = High | danger = Harmless | p2 = ? | npcp2 = Yes | |||
| effects = Makes nectar to float in mid-air. | |||
| howto = Cause a drop of nectar, such as one from a petrified enemy, to fall on top of a pile of sticks used to build a bridge. If the sticks are removed from under the drop by building the bridge, the drop will remain suspended in the air. Pikmin can be made to drink the nectar by throwing them at it, and they will fall back to the ground once the nectar is all used up. A good place to do this is in [[Awakening Wood]] with a [[Yellow Wollywog]] near the bridges. | |||
}} | |||
===Floating treasure=== | |||
{{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = -3Ej2E5rmbg | |||
| effects = Makes treasures float in mid-air, and smaller in size. | |||
| howto = In [[Challenge Mode (Pikmin 2)|Challenge mode]], have some Pikmin carry a treasure, and just as it is being beamed into the Research Pod, quit the level. The cutscene will initiate with the treasure still floating, smaller than its original size. | |||
| notes = The glitch can also be performed with cutscene-triggering treasures, but the timing involved makes it much harder. This glitch does not work with [[enemy]] carcasses. | |||
| explanation = While getting sucked up and decreased in size, the treasure must still count as being a normal treasure object, only with some special "sucking in" properties applied to it. On the quitting cutscene, all animations are paused, and all normal treasures remain visible. | |||
}} | |||
===Half petrified Volatile Dweevil=== | |||
{{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | |||
| effects = Petrifies only half of the Volatile Dweevil. | |||
| prerequisites = Have the [[Volatile Dweevil]] on the [[Piklopedia]]. | |||
| howto = Petrify the Volatile Dweevil on the Piklopedia. Right before it breaks free, petrify it again. If you did it correctly, only the [[bomb-rock]] on its back should've been petrified. An easy way to ensure the correct timing is to mash {{button|gcn|Z|wii|1}} when the creature is about to break free, and quickly stop the second it does. If you petrify it in this state, the creature itself will be turned into stone, but the bomb-rock will break free. | |||
| explanation = The bomb-rock and the creature must count as two different objects. They also react to the petrification at different times. With the right timing, their petrifications can be desynchronized. | |||
}} | |||
===Hole on the edge=== | |||
{{ glitch | reproducibility = Low | danger = Depends | p2 = ? | npcp2 = Yes | image = Cave hole edge glitch.png | youtube = cDQP8AxcwsE | vcaption = Demonstration of the glitch, at 56:42. | |||
| effects = Causes the cave model to spawn on the edge of the platform, as shown in the image. | |||
| howto = Go to the [[Subterranean Complex]] and go to sublevel 3. This is hypothesized to be possible in other sublevels too, but is easier to understand here due to the zig-zag part as shown in the image. Simply restart the sublevel until the glitch appears. | |||
| notes = If you walk into the hole, you can fall off. You'll respawn elsewhere, but Pikmin that follow you will die. | |||
| normal = Normally, the cave model should spawn in a dead end, or at least far away from the edge. | |||
| explanation = None. | |||
}} | |||
===Invisible leader=== | |||
{{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes | |||
| effects = Makes interaction with a dead leader possible. | |||
| prerequisites = Be in a cave with a [[Wollywog]], and have both leaders alive. | |||
| howto = If one of your leaders dies in any sublevel in a cave, he will be taken into the [[Research Pod]]. His body will still be in the same spot, though, except invisible and uninteractable with most things. Lure a Wollywog to its death place, and make it jump onto the same spot. When it lands, it won't do anything, but every time it jumps up, you'll see sparks coming out from the floor, and you'll hear the dead leader grunt. | |||
| notes = The original editor who added this glitch, currently unreachable, pointed out that strange things can happen to the game. Attempts to recreate the glitch have yielded no adverse side effects, bar the death of the leader necessary to trigger the glitch, but Pikipedia urges you to be careful when attempting it, regardless. | |||
| explanation = When a leader is taken away by the Research Pod, its object still exists in the same spot, but is rendered invisible, untouchable, and paused. This is a lot easier than removing the object from the area entirely. However, for some unknown reason, when a Wollywog jumps up, it actually manages to interact with the "ghost" leader. | |||
}} | |||
===Invisible treasures=== | |||
{{ glitch | reproducibility = Medium | danger = Harmless | p2 = Yes | npcp2 = ? | youtube = aMwSrcuCWbo | vcaption = Demonstration of the glitch at 9:18 | |||
| effects = Makes a treasure or object turn invisible temporarily. | |||
| prerequisites = Have at least one cutscene that hasn't been triggered yet, and an object that can be carried in the same area. | |||
| howto = This commonly happens by accident. During certain cutscenes, treasures and some objects on the area become invisible, including those carried by Pikmin. Occasionally, the carrier Pikmin will also not appear, but if they do, they will be seen carrying an invisible object. This commonly happens when there are two groups of Pikmin bringing two treasures at once, and really close to one another. This also happens very often during the cutscene when the [[camera]] focuses on a [[Enemy#Boss|boss]] reward treasure, if you have Pikmin carrying the boss before the cutscene starts. | |||
| notes = This glitch can also happen in [[Glitches in Pikmin#Invisible parts|''Pikmin'']]. | |||
}} | |||
===Jumping while laying down=== | |||
{{ glitch | reproducibility = Low | danger = Harmless | p2 = ? | npcp2 = ? | |||
| effects = Makes a leader jump down a hole whilst lying down. | |||
| howto = If one of your leaders is knocked over by an enemy just as you are going in a hole, he will jump while lying down. This will not work if he lies down by himself. | |||
| notes = This glitch does not seem to work on the European [[Region|version]]. More confirmation is necessary. | |||
| explanation = When falling down the hole, the game sets the leaders' animation to be the "jump down hole" animation. However, if they're knocked down by an enemy after the animation's been set, the animation will be overwritten with the "fall down" animation. The jumping movement will still be correct, but the animation will not. | |||
}} | |||
===Multiple rules closures=== | |||
{{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | |||
| effects = Makes the sound that plays when you close the rules page on [[2-Player Battle]] and [[Challenge Mode (Pikmin 2)|Challenge Mode]] play more than once. | |||
| howto = Simply open the rules page by pressing {{button|gcn|Z|wii|Z}}, and mash {{button|gcn|B|wii|B}}. | |||
| explanation = The B button is meant to close the page and play the appropriate sound. For such a simple and rarely-used system, although the game checks if the rules page is already closing (and if so, does not attempt to close it again), the same check was never implemented for the sound that plays. | |||
}} | |||
===Sliding Waterwraith=== | |||
{{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = jGdRY_4d5SQ | |||
| effects = Makes the Waterwraith slide around instead of walking. | |||
| prerequisites = | |||
| howto = After destroying the [[Waterwraith]]'s rollers, separate your leaders so that they're far apart from another. One of them should be close to the running Waterwraith, while the other should be so far away that it cannot see the boss. Then, switch to the leader farther away and switch back to the leader closest to the Waterwraith. It should work right the first time. | |||
| notes = It's also possible to do the glitch with both leaders close to one another, but other, harder to find circumstances must be met. There have been reports of the creature becoming invulnerable and sliding permanently. It's stated that this likely happens if the Waterwraith's head collides with the Research Pod, and the amount of [[HP|health]] it has decides whether or not it can be damaged. | |||
| explanation = Similarly to the way [[#Off-camera limbo|objects off the screen are less active]], the Waterwraith's animations are frozen by being off-[[camera]] as well. They return to normal once they're in the scene again, but maybe some piece of unique code on the camera management for switching characters and a unique piece of code for the Waterwraith's animations pass through normal "off-camera" routines, and as such aren't managed correctly. This makes the Waterwraith's animations not continue when it's on-camera again. | |||
}} | |||
===Spinning leader=== | |||
{{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | |||
| effects = Makes the inactive leader spin in place. | |||
| prerequisites = Have the large bridge in the [[Valley of Repose]] built. | |||
| howto = Grab both leaders and head for the large bridge. Wait for the nearby [[Water Dumple]] to go under you. Then, [[dismiss]] your secondary leader and walk away. | |||
| explanation = Idle leaders look at enemies, without taking the altitude into account. When an enemy like a Water Dumple is placed under prey, it'll attempt to get near it, but because it cannot go up, it will never stop moving, as it will never reach it. Because of the way creatures move, the Water Dumple will spin in place under their target. If the target is an idle leader, they'll watch them rotate, and in doing so, will spin in place. | |||
}} | |||
===Struggling Waterwraith=== | |||
{{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | image = Waterwraith - Petrified.jpg | |||
| effects = Makes the Waterwraith's rollers petrified, leaving the creature struggling to break free. | |||
| prerequisites = Have the [[Waterwraith]] on the [[Piklopedia]]. | |||
| howto = Open the Piklopedia, and go to the Waterwraith's archive. Right when you open it, repeatedly press {{button|gcn|Z|wii|1}} to [[ultra-bitter spray|petrify]] it. The rollers will become petrified, followed by the Waterwraith's body. The rollers will break free first. When they do, immediately re-petrify them. The Waterwraith will then break free, and appear to have a very difficult time trying to lift its petrified boulders. | |||
| explanation = Like with the [[#Half petrified Volatile Dweevil|half petrified Volatile Dweevil]] glitch, the rollers and the creature must count as two different objects, and their petrifications might be able to be desynchronized. | |||
}} | |||
===Stuck paper bag=== | |||
{{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = WKbO8-YvHfY | |||
| effects = Makes the first paper bag in the [[Valley of Repose]] stuck until the day is over. It'll act as it if were closed, i.e. it can still be passed through, although the [[HUD#Cursor|cursor]] will stay on top of it when moved there. | |||
| howto = Start a new [[Saved game|save file]] and work your way until you have enough Pikmin to put down the first [[paper bag]]. Throw the required number of Pikmin but one onto the bag. When you throw the last one, call the Pikmin to either leader's side just as the Pikmin lands on the bag. Until you get the exact timing, it's better to whistle too early rather than too late, because if you whistle too late, the cutscene will start and the glitch won't be reproducible, whereas whistling too early makes the Pikmin come to you, and you can try again right away. If you timed it right, there's a chance the Pikmin will move out of the bag, and it'll stay in place, but the reunion cutscene will still occur. Olimar and Louie will pass through the paper bag, and it'll be stuck in this state until the day ends. | |||
| notes = With incredible luck, it is also possible to have the "You appear to be stuck" cutscene interrupt the paper bag's deflation, which also triggers the glitch. | |||
| explanation = Just like the [[Glitches in Pikmin#Cardboard box cutscene softlock|Cardboard box softlock glitch in ''Pikmin'']], if the Pikmin are brought back into the party just as the cutscene starts, there will be no Pikmin to actually perform the actions required by the cutscene, in this case, deflating the bag. Because it was never assumed that this could or would happen, the game is programmed to move Olimar and Louie to the place where the squashed bag was, regardless of its state. | |||
}} | |||
===Stuck Pileated Snagret=== | |||
{{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = DMgwIxr032Q | |||
| effects = Makes the [[Pileated Snagret]] become stuck on the [[Piklopedia]]. | |||
| prerequisites = Have the Pileated Snagret on the Piklopedia. | |||
| howto = On the [[Menu#Area selection|area selection screen]], place the ship over the [[Valley of Repose]]. Enter the Piklopedia and open the Pileated Snagret's file. The creature spawns on top of a snowy hill, but there's a chance that it will be unable to emerge from the ground, instead becoming stuck inside the patch of snow. If it doesn't happen, try making it burrow and emerge more often. Another way to make it stuck is to lure it towards the part with grass by using [[Pikpik carrot]]s. It might be unable to go back to its original place, all the while hopping endlessly while trying to go up the hill. | |||
}} | |||
===Treasure in the background=== | |||
{{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes | |||
| effects = Creates a miniature of a treasure on the top right of the screen. | |||
| howto = It only happens rarely, but when you deliver a treasure, during the evaluation cutscene, a miniature of the same treasure might appear on the top right corner, in the background. | |||
}} | |||
===Unbeamable leader=== | |||
{{ glitch | reproducibility = Medium | danger = Harmless | p2 = Yes | npcp2 = Yes | |||
| effects = Makes a leader stay on the ground instead of being beamed up by the Research Pod. The animations will still go through, and the teleportation flash will still happen, but the leader will remain on the ground. | |||
| prerequisites = Have [[Challenge Mode (Pikmin 2)|Challenge Mode]] unlocked. | |||
| howto = Go to any Challenge Mode level with enemies that can knock a leader down onto the ground. Make it so that an enemy or [[bomb-rock]] is about to attack your leader(s). Around 3/4 of a second before the attack connects, pause and pick "Give Up". The timing is very strict, so be willing to try several times. For reference, on the [[Secret Testing Range]], you should pause just when the [[Gatling Groink]]'s projectiles start descending. | |||
| explanation = The game is programmed to set the leaders' animations/states to "sigh and be sucked up", when the player gives up. Should something that makes an animation/state change happen on the exact [[frame]] in which the game ends the Challenge Mode run, like a leader being knocked onto the ground, the game will pick it over the normal animation, possibly because the list of animations is sorted so that the "get knocked down" animation has a higher priority. | |||
}} | |||
===Undead Ranging Bloyster=== | |||
{{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = 5fK_oL0R-xU | |||
| effects = Makes a [[Ranging Bloyster]]'s antenna flash and emit waves even after death. | |||
| howto = Fight the Ranging Bloyster, and make it die by [[White Pikmin|being poisoned]]. It might not work sometimes. | |||
| explanation = The code to handle dying by White Pikmin poison passes around some normal death handling code, specially when certain circumstances are met. This makes the destruction of the Ranging Bloyster be incomplete, and makes its antenna still active. | |||
}} | |||
===Visible seeds and magic growth=== | |||
{{ glitch | reproducibility = Low | danger = Harmless | p2 = ? | npcp2 = ? | |||
| effects = Makes the bottom part of a seed visible, and shows the process behind the transformation from a seed to a Pikmin. | |||
| howto = In [[2-Player Battle]], if the [[Onion]] is on a ledge and if a [[Swooping Snitchbug]] throws a Pikmin at the very edge of the ledge, the Pikmin seed underground will be visible (it looks like it does when it pops out, only with a longer stem). If you try to pull it out, the bottom will "magically" form a Pikmin body, and the Pikmin will fall off of the ledge. | |||
| explanation = The model for a Pikmin sprout doesn't need to be the same as a full Pikmin, as its lower half is never shown. To make sure that a leader can stretch out a Pikmin's stem without showing the Pikmin, for aesthetic purposes, a Pikmin's stem while underground is modeled as being much taller than normal. | |||
}} | |||
===World cut-off=== | |||
{{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | image = Wistful Wild cut-off.jpg | |||
| effects = Makes part of the world geometry cut off and get replaced with nothing. | |||
| prerequisites = Have the [[Wistful Wild]], and open the access to the southeastern part of the map. | |||
| howto = Go to the Wistful Wild and make your way to the section with the [[Creeping Chrysanthemum]]s and [[Withering Blowhog]]s. Climb up to the top of the northernmost tree trunk (the easternmost point of the map you can reach with a leader), and face the entrance to the [[Dream Den]]. Finally, angle the [[camera]] so that it is at a 3/4 angle view, and zoom it so that it is on the closest level of zoom. The geometry near the entrance to the cave should start cutting off as the camera gets closer to its final position. | |||
| explanation = In order to save the GPU load, the game stops rendering geometry after a certain distance. This distance is quite small at the closest zoom level. In-game, it's large enough so that the geometry doesn't cut off on-[[camera]], but on that hill, the entrance to the cave is far enough away that the cut-off can actually be caught by the player. The camera's angle also takes a roll in this, in that normally, the 3/4 angle does not allow the player to see substantially far ahead to begin with. | |||
}} | }} | ||
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===Cave death count glitch=== | ===Cave death count glitch=== | ||
{{glitch | reproducibility = Medium | | {{ glitch | reproducibility = Medium | danger = Harmful | p2 = Yes | npcp2 = Yes | youtube = 7mu5dfuqa4k | ||
| effects = Increases the number of Pikmin deaths without killing the corresponding Pikmin. | | effects = Increases the number of Pikmin deaths without killing the corresponding Pikmin. | ||
| prerequisites = Be in a cave that has [[water]], [[poison]] or [[fire]] hazards, and have Pikmin that are not immune to those hazards. | | prerequisites = Be in a cave that has [[water]], [[poison]] or [[fire]] hazards, and have Pikmin that are not immune to those hazards. | ||
| howto = When your Pikmin are choking or burning due to a water, poison or fire hazard, their deaths are accounted for exactly when they make their last scream. While they are too far gone to save by the [[whistle]] at this point, they aren't exactly dead yet. If you go into a [[geyser]] or hole, you can see them jump into it with the bubbles, gas, or flames on them, albeit alive. On the next sublevel, they'll be perfectly normal. However, when you complete the cave, you'll notice that their deaths were accounted for in the number of total deaths. If you do it several times throughout the sublevels, you can even have over 100 deaths in a single cave run. | | howto = When your Pikmin are choking or burning due to a water, poison or fire hazard, their deaths are accounted for exactly when they make their last scream. While they are too far gone to save by the [[whistle]] at this point, they aren't exactly dead yet. If you go into a [[geyser]] or hole, you can see them jump into it with the bubbles, gas, or flames on them, albeit alive. On the next sublevel, they'll be perfectly normal. However, when you complete the cave, you'll notice that their deaths were accounted for in the number of total deaths. If you do it several times throughout the sublevels, you can even have over 100 deaths in a single cave run. | ||
| notes = This glitched number of deaths in the cave will also add to your Pikmin death [[Saved game|save file]] total. It's also possible for a Pikmin to catch on fire during the cutscene, if there's a geyser nearby. But this will neither kill the Pikmin or change the death count. This can also rarely happen if Pikmin die from falling off an abyss. | | notes = This glitched number of deaths in the cave will also add to your Pikmin death [[Saved game|save file]] total. It's also possible for a Pikmin to catch on fire during the cutscene, if there's a geyser nearby. But this will neither kill the Pikmin or change the death count. This can also rarely happen if Pikmin die from falling off an abyss. | ||
| explanation = The game counts a death when a Pikmin makes its last cry, even though the creature's object still exists on the map. Normally, it's impossible to save it when it's doing its last cry, though. But when entering a hole or a geyser, the game forces all Pikmin objects to jump in, regardless of their state. When loading the next sublevel, the game creates new Pikmin objects, basing itself on the previous objects' maturity, color, etc., but not their state (choking/burning). | | explanation = The game counts a death when a Pikmin makes its last cry, even though the creature's object still exists on the map. Normally, it's impossible to save it when it's doing its last cry, though. But when entering a hole or a geyser, the game forces all Pikmin objects to jump in, regardless of their state. When loading the next sublevel, the game creates new Pikmin objects, basing itself on the previous objects' maturity, color, etc., but not their state (choking/burning). | ||
}} | }} | ||
=== | ===Crushing glitch=== | ||
{{glitch | reproducibility = | {{ glitch | reproducibility = Low | danger = Harmful | p2 = Yes | npcp2 = ? | youtube = RXlmnr_IpBA | vcaption = Demonstration of the glitch, at 3:20. | other = [https://www.youtube.com/watch?v=6oJGPO8yN4w Crushing glitch on a rest sublevel] | ||
| effects = | | effects = Makes a Pikmin vanish instantly by being crushed. | ||
| | | howto = When an enemy is defeated and falls to the ground, there is a chance that a nearby Pikmin will mysteriously vanish without leaving a [[spirit]] or making a sound. There are several enemies that have this happen more frequently than others, and it also happens with more regularity when [[Group move|swarming]] enemies rather than [[throw]]ing Pikmin at them. It can also happen with [[pellet]]s. | ||
| | | notes = This glitch can also happen in [[Glitches in Pikmin#Crushing glitch|''Pikmin'']]. | ||
| | | explanation = When falling down, enemies will push any nearby Pikmin downwards and to the side. If the collision is just right, there's a chance that the downward push is too strong and the Pikmin falls to the ground, where it instantly dies shortly after. | ||
| explanation = | |||
}} | }} | ||
=== | ===Dead Pikmin?=== | ||
{{glitch | reproducibility = | {{ glitch | reproducibility = Low | danger = Harmless | p2 = ? | npcp2 = ? | ||
| effects = | | effects = Makes a Pikmin fall off the level but not die. | ||
| | | prerequisites = Be in a metallic cave, like the [[Subterranean Complex]]. | ||
| | | howto = In all of the metallic caves it is possible for your Pikmin to fall off the stage. This usually kills the Pikmin, but for unknown reasons, it sometimes does not. | ||
| notes = It's just best to avoid the dead zone spots. | |||
| explanation = [[Pit|Bottomless pit]] deaths are something the game isn't fully ready to handle, as those deaths are far less common than being eaten by an enemy. Given the right circumstances, the game mightn't execute the normal death handling code, and fails to kill off the Pikmin exactly. | |||
}} | }} | ||
=== | ===Instant Pikmin extinction=== | ||
{{glitch | reproducibility = Medium | | {{ glitch | reproducibility = Medium | danger = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Makes the game announce a Pikmin extinction, without any single Pikmin death. | | effects = Makes the game announce a Pikmin extinction, without any single Pikmin death. | ||
| howto = Go near the entrance of a [[cave]] with Pikmin on your party. When you're ready, press {{button| | | howto = Go near the entrance of a [[cave]] with Pikmin on your party. When you're ready, press {{button|gcn|X|wii|C}} and {{button|gcn|A|wii|A}} at the same time, preferably the [[dismiss]] button slightly before. The cave chart will say you have all your Pikmin with you, but they should be idle. Confirm that you wish to enter the cave. After the falling cutscene, the game should announce a Pikmin extinction. | ||
| notes = Because no Pikmin died, it will not affect the total number of Pikmin deaths. When you return to the overworld, all | | notes = Because no Pikmin died, it will not affect the total number of Pikmin deaths. When you return to the overworld, all your Pikmin will be inside the Onions and Ship. | ||
| normal = The game should recognize that no Pikmin will enter, and claim it's too dangerous to go in without any Pikmin. | | normal = The game should recognize that no Pikmin will enter, and claim it's too dangerous to go in without any Pikmin. | ||
| explanation = For each [[frame]], the code to dismiss the Pikmin comes after the code that updates their counter. As such, when the game is paused by the cave entering confirmation dialog box, it processes only what happened on that frame. And on that frame, the game tried to update the counter: all Pikmin are still in the party, so the counter indicates over 0 Pikmin (and the message box uses this value as well). However, after the counter updater code comes the dismiss code. Because the dismiss button was pressed on that frame as well, the game runs the code that dismisses all Pikmin and turns them pale. Normally, the game would update the counter on the next frame, but because the game is paused by the message box, the counter is only updated when the game returns to normal, i.e. when the cave exploration starts. When this happens, the game realizes there are 0 Pikmin and the player is inside a cave, so it triggers a Pikmin extinction. | | explanation = For each [[frame]], the code to dismiss the Pikmin comes after the code that updates their counter. As such, when the game is paused by the cave entering confirmation dialog box, it processes only what happened on that frame. And on that frame, the game tried to update the counter: all Pikmin are still in the party, so the counter indicates over 0 Pikmin (and the message box uses this value as well). However, after the counter updater code comes the dismiss code. Because the dismiss button was pressed on that frame as well, the game runs the code that dismisses all Pikmin and turns them pale. Normally, the game would update the counter on the next frame, but because the game is paused by the message box, the counter is only updated when the game returns to normal, i.e. when the cave exploration starts. When this happens, the game realizes there are 0 Pikmin and the player is inside a cave, so it triggers a Pikmin extinction. | ||
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===Lifeguards through the bridge=== | ===Lifeguards through the bridge=== | ||
{{glitch | reproducibility = High | | {{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Makes a Blue Pikmin save a drowning non-Blue, through a bridge. | | effects = Makes a Blue Pikmin save a drowning non-Blue, through a bridge. | ||
| prerequisites = Have a built bridge and Blue Pikmin. | | prerequisites = Have a built bridge and Blue Pikmin. | ||
| howto = Leave some Blue Pikmin idle on top of a bridge. Then, [[throw]] some non-Blues under the Blue Pikmin. After a bit, the Blues will grab the drowning Pikmin through the bridge, and throw them to safety. | | howto = Leave some Blue Pikmin idle on top of a bridge. Then, [[throw]] some non-Blues under the Blue Pikmin. After a bit, the Blues will grab the drowning Pikmin through the bridge, and throw them to safety. | ||
| notes = This glitch does not work in ''[[Pikmin (game)|Pikmin]]''. | |||
| explanation = Normally, lifeguard Blue Pikmin that are close to drowning Pikmin don't have anything in between. As such, the check for whether a Blue Pikmin should rescue a drowning one doesn't take into account walls, objects or bridges. All that's needed is for the Blue and the drowning Pikmin to be close enough to one another. | | explanation = Normally, lifeguard Blue Pikmin that are close to drowning Pikmin don't have anything in between. As such, the check for whether a Blue Pikmin should rescue a drowning one doesn't take into account walls, objects or bridges. All that's needed is for the Blue and the drowning Pikmin to be close enough to one another. | ||
}} | }} | ||
=== | ===Non Blue Pikmin immune to water=== | ||
{{ glitch | reproducibility = Medium | danger = Helpful | p2 = Yes | npcp2 = Yes | youtube = AmqzPQkyvFo | |||
{{glitch | reproducibility = Medium | | |||
|effects = Makes non Blue Pikmin survive in water for a few seconds, allowing the player to retrieve treasures without Blues. | |effects = Makes non Blue Pikmin survive in water for a few seconds, allowing the player to retrieve treasures without Blues. | ||
|howto = Simply trigger a cutscene that does not pause the game (like the [[sunset]] warning or a new cave). While the cutscene is playing, non | |howto = Simply trigger a cutscene that does not pause the game (like the [[sunset]] warning or a new cave). While the cutscene is playing, non Blue Pikmin will ignore water. If timed right, you can retrieve treasures without Blues. The effects stop a few seconds after the cutscene ends. If you trigger several cutscenes at once, you can keep the glitch going for longer. | ||
}} | }} | ||
===Pikmin stuck under bridge=== | ===Pikmin stuck under bridge=== | ||
{{glitch | reproducibility = | {{ glitch | reproducibility = Low | danger = Harmless | p2 = ? | npcp2 = Yes | ||
| effects = Makes a Pikmin become stuck under a bridge, without dying. | | effects = Makes a Pikmin become stuck under a bridge, without dying. | ||
| prerequisites = Have a partially built bridge that's close to the water, such as the one in the [[Awakening Wood]] near the [[Unmarked Spectralids]] or the one in the [[Perplexing Pool]], near the [[Citadel of Spiders]]. | | prerequisites = Have a partially built bridge that's close to the water, such as the one in the [[Awakening Wood]] near the [[Unmarked Spectralids]] or the one in the [[Perplexing Pool]], near the [[Citadel of Spiders]]. | ||
| howto = There are two ways for the glitch to happen. One way is to throw Purple Pikmin on top of [[Sheargrub]]s (Awakening Wood) or a [[Cloaking Burrow-nit]] ([[Wistful Wild]]) that are chewing at a bridge that is not fully constructed. If you did it right, the Pikmin and carcass will fall through the bridge and onto the water, sometimes the former will stand on top of the latter, and not drown. Something similar can also happen with a [[Yellow Wollywog]], on the Perplexing Pool, though the creature will remain on top of the bridge. The second way to pull off the glitch is when a non-Blue Pikmin "swims" underneath a bridge, or if the bridge is constructed on top of them. | | howto = There are two ways for the glitch to happen. One way is to throw Purple Pikmin on top of [[Sheargrub]]s (Awakening Wood) or a [[Cloaking Burrow-nit]] ([[Wistful Wild]]) that are chewing at a bridge that is not fully constructed. If you did it right, the Pikmin and carcass will fall through the bridge and onto the water, sometimes the former will stand on top of the latter, and not drown. Something similar can also happen with a [[Yellow Wollywog]], on the Perplexing Pool, though the creature will remain on top of the bridge. The second way to pull off the glitch is when a non-Blue Pikmin "swims" underneath a bridge, or if the bridge is constructed on top of them. | ||
| notes = To release the stuck Pikmin, you should push them with your leader, as they cannot be whistled | | notes = To release the stuck Pikmin, you should push them with your leader, as they cannot be whistled. [[Wollywog]]s and Yellow Wollywogs can also get stuck under bridges in the same way; this too is rare. | ||
| explanation = Deconstructed bridge sections have collision data that's sub-optimal, because they're meant to be temporary things. As such, collisions that involve bridge sections sometimes fail. Pikmin can survive drowning because, again, the bridge section's poor collision makes the game consider them as being out of the water. | | explanation = Deconstructed bridge sections have collision data that's sub-optimal, because they're meant to be temporary things. As such, collisions that involve bridge sections sometimes fail. Pikmin can survive drowning because, again, the bridge section's poor collision makes the game consider them as being out of the water. | ||
}} | }} | ||
===Pikmin vanish through the bridge=== | ===Pikmin vanish through the bridge=== | ||
{{glitch | reproducibility = | {{ glitch | reproducibility = Low | danger = Harmful | p2 = ? | npcp2 = Yes | ||
| effects = Makes a Pikmin vanish, but not die, by going through a bridge. | | effects = Makes a Pikmin vanish, but not die, by going through a bridge. | ||
| prerequisites = Have a built [[bridge]] being eaten by [[Mandiblard|Sheargrubs]]. | | prerequisites = Have a built [[bridge]] being eaten by [[Mandiblard|Sheargrubs]]. | ||
| howto = Throw a Pikmin onto a bridge that's being deconstructed by Sheargrubs. If you're lucky, it might mysteriously disappear from the screen. | | howto = Throw a Pikmin onto a bridge that's being deconstructed by Sheargrubs. If you're lucky, it might mysteriously disappear from the screen. | ||
| notes = The Pikmin will still be counted on the counter and appear on the [[radar]] as their respective colors, but will not appear above or below the bridge. Corpses and pellets, however, will still be on the bridge | | notes = The Pikmin will still be counted on the counter and appear on the [[radar]] as their respective colors, but will not appear above or below the bridge. Corpses and pellets, however, will still be on the bridge. | ||
| explanation = As with other bridge-related glitches, bridges are objects, not level geometry, so their collision detection is inferior. In addition, by having the Sheargrubs eat the bridge, it's possible for ground that used to be under the Pikmin to suddenly stop existing, which makes the game behave erratically. | | explanation = As with other bridge-related glitches, bridges are objects, not level geometry, so their collision detection is inferior. In addition, by having the Sheargrubs eat the bridge, it's possible for ground that used to be under the Pikmin to suddenly stop existing, which makes the game behave erratically. | ||
}} | }} | ||
==Enemy-related== | ==Enemy-related== | ||
===Blowhog stuck above water=== | ===Blowhog stuck above water=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Helpful | p2 = Yes | npcp2 = Yes | youtube = JLmGOM9Yhec | ||
|effects = Makes a [[Withering Blowhog]] stuck between the ground and water, endlessly repeating its falling animation. | |effects = Makes a [[Withering Blowhog]] stuck between the ground and water, endlessly repeating its falling animation. | ||
|howto = Go to the [[Shower Room]], and make it so that the Withering Blowhog near the landing site hovers between the ground and water as it stops to inhale. Then, make it fall. It should permanently repeat its falling animation. | |howto = Go to the [[Shower Room]], and make it so that the Withering Blowhog near the landing site hovers between the ground and water as it stops to inhale. Then, make it fall. It should permanently repeat its falling 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. | |explanation = The enemy only performs its landing animation when certain spots of its underside detect a ground. | ||
}} | |||
===Blues on a Fiery Bulblax=== | |||
{{ glitch | reproducibility = High | danger = Harmless | p2 = ? | npcp2 = ? | |||
|effects = Makes Blue Pikmin ignore a Fiery Bulblax's flames. | |||
|howto = Lure the enemy into the water, and when its fire goes out, toss Blue Pikmin at its back. When it walks out of the water, its fire should reurn, but the Blue Pikmin in its back should take no mind to the fire. | |||
|explanation = When the Bulblax leaves the water, there is no code to alert the Blue Pikmin that the object they're attacking has changed its elemental properties, so the Pikmin keep the old behavior – attacking, instead of the new one – being set ablaze. | |||
}} | }} | ||
===Dud bomb-rocks=== | ===Dud bomb-rocks=== | ||
{{glitch | reproducibility = Low | | {{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = ? | youtube = HffrdnfsmNg | ||
|effects = Makes a [[bomb-rock]] thrown by a [[Careening Dirigibug]] stay in place without detonating, and eventually disappearing. | |effects = Makes a [[bomb-rock]] thrown by a [[Careening Dirigibug]] stay in place without detonating, and eventually disappearing. | ||
|howto = Go on sublevel 6 of the [[Subterranean Complex]] and lure a Careening Dirigibug to you. Walk to the exit [[geyser]], and stand between it and the ledge. With luck, the enemy will throw a bomb, but it will stay in place without exploding, between you and the geyser. | |howto = Go on sublevel 6 of the [[Subterranean Complex]] and lure a Careening Dirigibug to you. Walk to the exit [[geyser]], and stand between it and the ledge. With luck, the enemy will throw a bomb, but it will stay in place without exploding, between you and the geyser. | ||
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}} | }} | ||
=== | ===Floating enemies=== | ||
{{glitch | reproducibility = Low | | {{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = ? | youtube = ShWBvyyWKpM | vcaption = The glitch in question manifests itself at 1:15 | ||
|effects = Makes | | effects = Makes an enemy float in mid-air. | ||
|howto = | | howto = This glitch happens randomly. When you are close to an area where an enemy will fall down, it may fall on a dead enemy or treasure. This will make the enemy float in mid air, but it counts as being on the ground. | ||
|explanation = | | notes = If this happens with an Armored Cannon Beetle Larva, the boulder it shoots will fall down like if it was a cliff. | ||
| explanation = For collision purposes, enemies have long vertical hitboxes, probably a universal height. Normally, it's not possible to have an enemy fall on top of another, and the tall hitboxes is to make sure the enemy that's falling from above slides out of the way at a comfortable distance. If, however, the falling enemy is spot-on on the grounded enemy's center, it will have no direction to slide into, so it takes the collision as landing on solid ground. | |||
}} | }} | ||
=== | ===Fragile Hermit Crawmad=== | ||
{{glitch | reproducibility = | {{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = MzeJOjgWSxQ | ||
| effects = | | effects = Damage and kill a [[Hermit Crawmad]] without inflicting actual harm. | ||
| | | prerequisites = Be on a place with Hermit Crawmads. Have [[ultra-bitter spray]]s. | ||
| howto = Simply petrify the Hermit Crawmad and have your Pikmin army walk through it, without issuing them to attack (i.e. without using {{button|gcn|C|wii|Paddown}}, [[throw]]ing them at it or [[dismiss]]ing them). The creature should start taking damage and eventually die. | |||
| | | notes = This also applies to the Hermit Crawmad on the Wistful Wild, before the lake is drained, meaning this problem is not exclusive to Crawmads on water. | ||
}} | }} | ||
===Invincible Wollywog=== | ===Invincible Wollywog=== | ||
{{glitch | reproducibility = Low | | {{ glitch | reproducibility = Low | danger = Depends | p2 = Yes | npcp2 = ? | youtube = Cr5ye2sX57w | ||
| effects = Makes a Wollywog be stuck in the ground, and invincible. Helpful for those who want to avoid the creature, harmful for those who want the [[Poko]]s it yields. | | effects = Makes a Wollywog be stuck in the ground, and invincible. Helpful for those who want to avoid the creature, harmful for those who want the [[Poko]]s it yields. | ||
| howto = | | howto = Enter the [[Shower Room]]. On the first floor, a [[Wollywog]] will fall from the ceiling. Quickly mob it with [[Purple Pikmin]] just as it's falling. If done correctly, it should get trapped underground and unable to move, as well as become invincible. Wollywogs can also become stuck for a variety of reasons, specially if their jumps make them land on top of other objects or oddly-shaped structures. | ||
| explanation = | | explanation = Purple Pikmin latch on to enemies differently (e.g. a [[Swooping Snitchbug]] can never shake off a Purple Pikmin), so the code for it mustn't be like normal attack code. In addition, a Wollywog that's falling is not in a "ready" state, so if it receives interaction that was only meant to happen if it were ready, like being attacked, the game will not handle it properly, and leave its state as not ready, making it unattackable. The fact that it burrows to the ground must be because its unreadiness state stops it from handling collisions with the ground correctly, and given its fall velocity, it becomes embedded with the ground, instead of snapping on top of it. | ||
}} | }} | ||
===Leader stuck in pipe=== | ===Leader stuck in pipe=== | ||
{{glitch | reproducibility = Medium | | {{ glitch | reproducibility = Medium | danger = Depends | p2 = ? | npcp2 = Yes | youtube = SI0KDTwJW7k&t=13m45s | vcaption = The glitch in question happens at 13:45 | ||
| effects = Causes the active leader to be stuck on a pipe and makes the player unable to switch leaders or move, until the [[Bumbling Snitchbug]] frees them. | | effects = Causes the active leader to be stuck on a pipe and makes the player unable to switch leaders or move, until the [[Bumbling Snitchbug]] frees them. | ||
| prerequisites = Be in a sublevel with a Bumbling Snitchbug and fully-covered pipes (such as the corridor in the 6th sublevel of the [[Shower Room]]). | | prerequisites = Be in a sublevel with a Bumbling Snitchbug and fully-covered pipes (such as the corridor in the 6th sublevel of the [[Shower Room]]). | ||
| howto = Walk into a fully-covered metal pipe where a Bumbling Snitchbug is flying under, and let the Bumbling Snitchbug catch you and throw you inside the pipe. | | howto = Walk into a fully-covered metal pipe where a Bumbling Snitchbug is flying under, and let the Bumbling Snitchbug catch you and throw you inside the pipe. | ||
| notes = The glitch cannot be undone unless the Bumbling Snitchbug picks up the leader again | |notes = The glitch cannot be undone unless the Bumbling Snitchbug picks up the leader again. | ||
}} | }} | ||
===Petrified Volatile Dweevil suicide=== | ===Petrified Volatile Dweevil suicide=== | ||
{{glitch | reproducibility = Medium | | {{ glitch | reproducibility = Medium | danger = Helpful | p2 = Yes | npcp2 = ? | youtube = 0cNUbwxEEtE | ||
| effects = Makes a petrified Volatile Dweevil kill itself, yielding normal petrification death spoils. | | effects = Makes a petrified Volatile Dweevil kill itself, yielding normal petrification death spoils. | ||
| prerequisites = Have at least one [[ultra-bitter spray]]. | | prerequisites = Have at least one [[ultra-bitter spray]]. | ||
| howto = Approach a [[Volatile Dweevil]]. Just as it's about to die, petrify it | | howto = Approach a [[Volatile Dweevil]]. Just as it's about to die, petrify it, the timing isn't too strict. If you did it correctly, the creature will have exploded, but the game will still have recognized your petrification, giving out a nectar or some sprays as a result. This removes the need to use Pikmin in order to kill a petrified Volatile Dweevil, but carries some danger, seeing as the explosion might cause damage. | ||
| notes = This can be done on the Piklopedia, but seeing as no nectars ever come out, it is as if the glitch hadn't happened at all | | notes = This can be done on the Piklopedia, but seeing as no nectars ever come out, it is as if the glitch hadn't happened at all; in the Japanese [[Region|version]]'s Piklopedia, the [[#Volatile Dweevil freeze|game freezes]] instead. | ||
| explanation = There's a point on the bomb-rock's explosion where it can no longer be petrified and has to explode; this happens a few [[frame]]s before a normal explosion. During this point, petrification attempts will only turn the Dweevil into stone, but not the bomb-rock. Seeing as the explosive destroys the Dweevil, and seeing as the Dweevil is considered to be petrified, even if its petrification animation has just barely started, the game gives out nectars or sprays. | | explanation = There's a point on the bomb-rock's explosion where it can no longer be petrified and has to explode; this happens a few [[frame]]s before a normal explosion. During this point, petrification attempts will only turn the Dweevil into stone, but not the bomb-rock. Seeing as the explosive destroys the Dweevil, and seeing as the Dweevil is considered to be petrified, even if its petrification animation has just barely started, the game gives out nectars or sprays. | ||
}} | }} | ||
===Sped up Dwarf | ===Sped up Dwarf Bulborb=== | ||
{{glitch | reproducibility = Medium | | {{ glitch | reproducibility = Medium | danger = Harmful | p2 = Yes | npcp2 = ? | ||
| effects = Makes a Dwarf | | effects = Makes a Dwarf Bulborb's animations temporarily speed up to roughly twice its normal speed, giving the player less time to react. | ||
| prerequisites = Have the [[Brute Knuckles]]. | |||
| howto = Combo a Dwarf Bulborb using the Brute Knuckles. Occasionally, the Bulborb's shaking, biting and dying animations might be sped up. | |||
| notes = This can also happen with similar enemies, such as [[Dwarf Orange Bulborb]]s. | |||
| | |||
}} | }} | ||
===Stuck Waterwraith=== | ===Stuck Waterwraith=== | ||
{{glitch | reproducibility = High | | {{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = ? | youtube = h7fS9k6_fvo | ||
| effects = Makes the Waterwraith's rollers unable to move, though the creature itself will still move. | | effects = Makes the Waterwraith's rollers unable to move, though the creature itself will still move. | ||
| howto = Go on sublevel 4 of the [[Submerged Castle]]. Lure the Waterwraith into entering the large pipe area. It should get stuck fairly easily. | | howto = Go on sublevel 4 of the [[Submerged Castle]]. Lure the Waterwraith into entering the large pipe area. It should get stuck fairly easily. | ||
}} | }} | ||
===Titan Dweevil treasure glitch=== | ===Titan Dweevil treasure glitch=== | ||
{{game help|p2|Get more info on this. Specifically, what happens if you beat up the treasure afterwards?}} | {{game help|p2|Get more info on this. Specifically, what happens if you beat up the treasure afterwards?}} | ||
{{glitch | reproducibility = Medium | | {{ glitch | reproducibility = Medium | danger = ? | p2 = Yes | npcp2 = ? | youtube = RXlmnr_IpBA | vcaption = Demonstration of the glitch, at 4:30. | ||
| effects = Makes a treasure re-appear in the [[Titan Dweevil]]'s hands. | | effects = Makes a treasure re-appear in the [[Titan Dweevil]]'s hands. | ||
| howto = Beat up one of the Titan Dweevil's treasures until it's nearly detached. When the creature is just about to use that treasure, [[ultra-bitter spray|petrify it]]. Attack the treasure and detach it before the boss breaks free. | | howto = Beat up one of the Titan Dweevil's treasures until it's nearly detached. When the creature is just about to use that treasure, [[ultra-bitter spray|petrify it]]. Attack the treasure and detach it before the boss breaks free. | ||
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===Wollywog super-jump=== | ===Wollywog super-jump=== | ||
{{glitch | reproducibility = High | | {{ glitch | reproducibility = High | danger = Helpful | p2 = Yes | npcp2 = ? | youtube = IHXSagmmcwo | ||
| effects = Makes a Wollywog or Yellow Wollywog jump very far. | | effects = Makes a Wollywog or Yellow Wollywog jump very far. | ||
| howto = Get two leaders next to a Wollywog or Yellow Wollywog. Place them close enough that the creature will notice them, but not so close that it will jump. Keep one leader in this spot, and with the other leader, walk up to the Wollywog and spray it with ultra-bitter spray as soon as possible. The glitch will work so long as you spray the enemy before it starts its jump, but after it chose a target to jump to. Then, quickly run away with that same leader, preferably in a straight line. After enough time has passed for the petrification to wear off, switch back to the leader that's still close to the enemy. It should reactivate and perform a massive jump in the direction of the first leader. It is possible for it to travel any distance this way, but if it hits an obstacle or wall, it might stop short. | | howto = Get two leaders next to a Wollywog or Yellow Wollywog. Place them close enough that the creature will notice them, but not so close that it will jump. Keep one leader in this spot, and with the other leader, walk up to the Wollywog and spray it with ultra-bitter spray as soon as possible. The glitch will work so long as you spray the enemy before it starts its jump, but after it chose a target to jump to. Then, quickly run away with that same leader, preferably in a straight line. After enough time has passed for the petrification to wear off, switch back to the leader that's still close to the enemy. It should reactivate and perform a massive jump in the direction of the first leader. It is possible for it to travel any distance this way, but if it hits an obstacle or wall, it might stop short. | ||
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===Zombie Dweevil=== | ===Zombie Dweevil=== | ||
{{glitch | reproducibility = Low | | {{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = ? | youtube = gaHYdGQh-0Q | ||
| effects = Keeps a Dweevil alive, but with 0 [[health]] remaining. | | effects = Keeps a Dweevil alive, but with 0 [[HP|health]] remaining. | ||
| howto = You have to try to make a [[Dweevil]] run out of health just when it picks up an object. If successful, the creature will be alive and carry the object around, while supposedly dead. | | howto = You have to try to make a [[Dweevil]] run out of health just when it picks up an object. If successful, the creature will be alive and carry the object around, while supposedly dead. | ||
| notes = To stop the glitch, make the Dweevil drop the object | | notes = To stop the glitch, make the Dweevil drop the object. | ||
| explanation = When the Dweevil is in the "carrying object" state, the game assumes it's alive, regardless of its health. Normally, it can only enter this state if it's alive, and while on this state, it cannot be hurt. However, with precise timing, it can pick up an object at the same time it loses its last bit of health. If so, the game doesn't kill it, because it's entering the "carrying object" state (it's crouching down to pick it up). | | explanation = When the Dweevil is in the "carrying object" state, the game assumes it's alive, regardless of its health. Normally, it can only enter this state if it's alive, and while on this state, it cannot be hurt. However, with precise timing, it can pick up an object at the same time it loses its last bit of health. If so, the game doesn't kill it, because it's entering the "carrying object" state (it's crouching down to pick it up). | ||
}} | }} | ||
== | ==Misc.== | ||
=== | ===Bitter spicy spray=== | ||
{{glitch | reproducibility = Low | | {{ glitch | reproducibility = Low | danger = Helpful | p2 = Yes | npcp2 = Yes | youtube = 47aYAtpIN7Q | other = [https://www.youtube.com/watch?v=Jh2HZSlOmQE The glitch happening just after an enemy is defeated, at 5:27] | ||
| effects = Makes | | effects = Makes an absorbed [[ultra-spicy spray]] drop increase the amount of [[ultra-bitter spray]]s instead. | ||
| prerequisites = Have the | | prerequisites = Have an undefeated enemy and an [[ultra-spicy spray]] drop in the same area or sublevel. | ||
| howto = | | howto = This mostly happens accidentally, but it is possible to purposely trigger the glitch by following these steps: when you have an ultra-spicy spray drop ready to be absorbed, petrify a nearby enemy, and issue some Pikmin to attack it. When the creature is almost defeated, go collect the spray drop, but time it so that the enemy explodes just as the absorption is ending (i.e. just before the numbers on the [[HUD]] begin to change). One of the easiest ways to do this is to make the [[Iridescent Glint Beetle]] on the pot at the [[Awakening Wood]] release a spray drop, then use one of the nearby enemies. The window for the glitch is not very strict ({{frames|7}} [[frame]]s), but timing the absorption with the defeat of the creature may prove difficult. | ||
| | | notes = If using the aforementioned method, the enemy you petrify and the spray drop can be at any distance from one another. If an ultra-bitter spray is absorbed instead, nothing special happens. The glitch can also happen by absorbing an ultra-spicy spray drop from a petrified boss, but this only happens rarely and under unknown circumstances. | ||
}} | }} | ||
===Boulder jump glitch=== | ===Boulder jump glitch=== | ||
{{glitch | reproducibility = Low | | {{ glitch | reproducibility = Low | danger = Helpful | p2 = Yes | npcp2 = Yes | youtube = 9zpNEphShKE | vcaption = Demonstration of a use of the glitch, at 8:44. | ||
| effects = Makes the leader jump quite high in the air. | | effects = Makes the leader jump quite high in the air. | ||
| prerequisites = Have the [[Napsack]]. | | prerequisites = Have the [[Napsack]]. | ||
| howto = When {{button| | | howto = When {{button|gcn|X|wii|C}} is held, the leader makes a small bounce before lying down. If this bounce happens just as a boulder lands on the leader, there's a chance he might jump quite high in the air. The easiest way to pull it off is to enter the [[Cave of Pain]]. You should hold the button one and a half seconds after the shadow of the boulder appears. If you get hurt, that means you have to press it sooner. If you just [[lie down]], that means you pressed it too soon. For reference, check the timings on the notes. | ||
| notes = This trick can be used to jump over some obstacles. The further away from the center of the boulder, the farther the distance of the jump. The closer to the center of the timing window you start lying down, the higher the jump. Via testing, it's concluded that the button must be pressed between the {{frames|41}}st [[frame]] after the shadow appears ({{frames|40}} frames of the shadow's existence) and the {{frames|46}}th ({{frames|45}} frames of the shadow's existence). This results in a window of {{frames|6}} frames. If you make the leader wake up, he will lose all of his momentum and fall to the ground, without you being able to control his descent. | | notes = This trick can be used to jump over some obstacles. The further away from the center of the boulder, the farther the distance of the jump. The closer to the center of the timing window you start lying down, the higher the jump. Via testing, it's concluded that the button must be pressed between the {{frames|41}}st [[frame]] after the the shadow appears ({{frames|40}} frames of the shadow's existence) and the {{frames|46}}th ({{frames|45}} frames of the shadow's existence). This results in a window of {{frames|6}} frames. If you make the leader wake up, he will lose all of his momentum and fall to the ground, without you being able to control his descent. | ||
| explanation = The small bounce a leader makes must be programmed as an actual, physics-abiding jump, instead of a simple animation. This would explain why when something that's meant to cause knockback interferes with a jump makes a glitchy jump happen, as the game wasn't ready to handle that particular scenario. Alternately, it has to do with how the leader should've been knocked back, but the Napsack partially stops that, and blocks all damage, again, causing confusion in the physics engine. | | explanation = The small bounce a leader makes must be programmed as an actual, physics-abiding jump, instead of a simple animation. This would explain why when something that's meant to cause knockback interferes with a jump makes a glitchy jump happen, as the game wasn't ready to handle that particular scenario. Alternately, it has to do with how the leader should've been knocked back, but the Napsack partially stops that, and blocks all damage, again, causing confusion in the physics engine. | ||
}} | }} | ||
===Bridge corner | ===Bridge corner glitch=== | ||
{{glitch | reproducibility = Medium | | {{ glitch | reproducibility = Medium | danger = Depends | p2 = Yes | npcp2 = Yes | youtube = eWCaWOqMZbI | ||
| effects = Makes Pikmin or a leader go through a bridge, and occasionally, through the ground surrounding the bridge. Leaders that fall off the level can teleport to helpful locations, but Pikmin die. | | effects = Makes Pikmin or a leader go through a bridge, and occasionally, through the ground surrounding the bridge. Leaders that fall off the level can teleport to helpful locations, but Pikmin die. | ||
| prerequisites = Have one of the bridges where the glitch works fully built. | | prerequisites = Have one of the bridges where the glitch works fully built. | ||
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===Carrying Louie during a cutscene=== | ===Carrying Louie during a cutscene=== | ||
{{glitch | reproducibility = Medium | | {{ glitch | reproducibility = Medium | danger = Harmless | p2 = ? | npcp2 = Yes | youtube = 9eGdHDfT9pM | vcaption = Glitch occurs at 14:18 | ||
| effects = Makes Louie be carried during a cutscene. | | effects = Makes Louie be carried during a cutscene. | ||
| prerequisites = Have the [[King of Bugs]] uncollected. | | prerequisites = Have the [[King of Bugs]] uncollected. | ||
| howto = Kill the [[Titan Dweevil]] for the first time. When you do, [[Louie]] will fall to the ground and a cutscene will start. At this point, {{button| | | howto = Kill the [[Titan Dweevil]] for the first time. When you do, [[Louie]] will fall to the ground and a cutscene will start. At this point, {{button|gcn|C|wii|Paddown}} or {{button|gcn|X|wii|C}} can be used to swarm or [[dismiss]] the Pikmin underneath Louie when he lands, and the Pikmin will carry him off the screen when the cutscene starts. | ||
| notes = Once the ship | | notes = Once the ship start speaking, the Pikmin will pause though. This makes the King of Bugs the only [[treasure]] that can be carried during a cutscene. | ||
}} | }} | ||
===Double gate=== | ===Double gate=== | ||
{{glitch | reproducibility = Low | | {{ glitch | reproducibility = Low | danger = Harmless | p2 = ? | npcp2 = ? | ||
| effects = Causes two [[gate]]s to appear in the same spot. If one gate is destroyed and Pikmin are thrown on the side where the other gate is, they will mysteriously land on the wall, and the other gate will come down. | | effects = Causes two [[gate]]s to appear in the same spot. If one gate is destroyed and Pikmin are thrown on the side where the other gate is, they will mysteriously land on the wall, and the other gate will come down. | ||
| howto = Rarely, sublevel 7 of the [[Hole of Heroes]], where the [[Ranging Bloyster]] is, will have two gates inside one another. If it doesn't happen, you can keep resetting until it does, since reloading the [[Saved game|save file]] takes you to the same sublevel, but with a different layout. | | howto = Rarely, sublevel 7 of the [[Hole of Heroes]], where the [[Ranging Bloyster]] is, will have two gates inside one another. If it doesn't happen, you can keep resetting until it does, since reloading the [[Saved game|save file]] takes you to the same sublevel, but with a different layout. | ||
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===Embed glitch=== | ===Embed glitch=== | ||
{{glitch | reproducibility = Low | | {{game help|p2|Find a video or image from ''Pikmin 2''.}} | ||
{{ glitch | reproducibility = Low | danger = Harmful | p2 = Yes | npcp2 = ? | youtube = d2Km5QKffqE | |||
| effects = Some objects can get embedded inside walls and other objects, making retrieving them impossible in some cases. | | effects = Some objects can get embedded inside walls and other objects, making retrieving them impossible in some cases. | ||
| howto = Occasionally, a treasure 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. In addition, if a Pikmin is latched on to or grabbing an object as it becomes embedded with a wall, if the Pikmin is whistled, it'll fall through and die. | | howto = Occasionally, a treasure 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. In addition, if a Pikmin is latched on to or grabbing an object as it becomes embedded with a wall, if the Pikmin is whistled, it'll fall through and die. | ||
| notes = [[Glitches in Pikmin#Embed glitch| | | notes = This glitch can also happen in [[Glitches in Pikmin#Embed glitch|''Pikmin'']]. | ||
| explanation = Objects may become embedded for a variety of reasons, but mostly, it's due to them being pushed inside walls by other objects. This is because the game attempts to avoid having objects overlapping one another, and as a last resort, an object is embedded against a wall. | | explanation = Objects may become embedded for a variety of reasons, but mostly, it's due to them being pushed inside walls by other objects. This is because the game attempts to avoid having objects overlapping one another, and as a last resort, an object is embedded against a wall. | ||
}} | }} | ||
===Frozen leader glitch=== | ===Frozen leader glitch=== | ||
{{glitch | reproducibility = | {{ glitch | reproducibility = Low | danger = Harmful | p2 = Yes | npcp2 = Yes | youtube = SjkshAlRaH0 | other = [https://www.youtube.com/watch?v=pvHglwyXWzw Falling into the abyss without dweevils] | ||
| effects = Makes a leader frozen or unusable. | | effects = Makes a leader frozen or unusable. | ||
| prerequisites = Have the [[Napsack]]. | | prerequisites = Have the [[Napsack]]. | ||
| howto = | | howto = To trigger this glitch, you must fall into the [[abyss]] while [[Lie down|lying down]]. This can be achieved with a number of ways.<br> | ||
** The simplest way is to lay on the ground using the Napsack and have a Dweevil carry you off the stage. This requires luck, and it works better in metallic caves, as they have very low boundaries. | |||
** In Challenge Mode, make a leader [[lie down]] where the hole to the next sublevel will appear (or the exit geyser). The leader might fall off the stage's boundaries when the hole appears. | |||
** In the Perplexing Pool or the Awakening Wood, use the [[#seesaw block glitch|seesaw block glitch]] while lying down. | |||
| notes = <br> | | notes = <br> | ||
** | ** After falling, the [[camera]] moves to the [[Research Pod]] or [[the Ship]]; the leader's helmet beacon light can be seen above this. Sometimes, the camera stays there and nothing further happens. Pressing any button causes the leader to reappear at that spot, as normal. In this case, it is also possible to switch leaders; if the player whistles the other leader's beacon light, the leader who fell appears at the Ship or Research Pod. Otherwise, if the player moves around and performs actions such as throwing Pikmin, the beacon light fades and the glitch progresses. | ||
** | ** If this happens, the leader reappears somewhere near the edge of the level where he fell off. He will be lying down with his beacon light gone, and he cannot be whistled or switched to, only carried by Pikmin (or Dweevils or [[Bumbling Snitchbug]]s). After having been returned to the Ship or Research Pod, he cannot be moved again. | ||
** Trying to force the game to switch to the | *** Trying to force the game to switch to the other leader, by letting the current one's [[health]] drop, for instance, will make the frozen leader stand up and freeze; the [[HUD]] will be gone, and only the camera can be moved.{{cite youtube|9zpNEphShKE|showing what happens when the game is forced to switch to the frozen leader|m=4|s=25}} | ||
** On the other hand, if the beacon light fades near-instantly, the player still plays from the point of view of the now-frozen leader. Switching leaders makes it impossible to switch back. Pressing {{button|gcn|A|wii|A}} makes the leader stand up and lower his head; now, no more actions can be performed, and the game must be reset, or the day ended or the cave left. | |||
| explanation = Whenever a leader falls off the level, it respawns in another place. When lying down, some of its attributes are a bit different, probably the fact that it's considered an object that can be carried. Treasures that fall down also respawn, but their code must be different, and most set some attributes on the treasures that once set to leaders make them freeze or behave erratically. | |||
}} | }} | ||
===Idle Pikmin during leader switch=== | ===Idle Pikmin during leader switch=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Harmful | p2 = ? | npcp2 = ? | ||
|effects = Makes the Pikmin within a leader's group not come to the Onion at sunset. | |effects = Makes the Pikmin within a leader's group not come to the Onion at sunset. | ||
|prerequisites = Be on day two or further. | |prerequisites = Be on day two or further. | ||
|howto = Gather some Pikmin in your party, and whistle the other leader so that he's in your group as well. Move far away from the landing site, and wait until the day is about to end. Either time it so you switch leaders right when the sunset cutscene is about to start, or rapidly switch leaders and hope it happens. When the cutscene starts, some or all of the Pikmin in the group should count as left behind, despite being in the group. | |howto = Gather some Pikmin in your party, and whistle the other leader so that he's in your group as well. Move far away from the landing site, and wait until the day is about to end. Either time it so you switch leaders right when the sunset cutscene is about to start, or rapidly switch leaders and hope it happens. When the cutscene starts, some or all of the Pikmin in the group should count as left behind, despite being in the group. | ||
|explanation = When switching leaders while the two are together, the game makes all Pikmin in the current leader's group idle, switches the current leader, and calls the Pikmin to the new leader right away. The fact that the Pikmin do the "got called" animation supports this. The Pikmin only count as belonging to the group when they finish that animation, so between that time, they are technically idle. If the day ends during this time, they're treated like any other idle Pikmin, and get left behind. | |explanation = When switching leaders while the two are together, the game makes all Pikmin in the current leader's group idle, switches the current leader, and calls the Pikmin to the new leader right away. The fact that the Pikmin do the "got called" animation supports this. The Pikmin only count as belonging to the group when they finish that animation, so between that time, they are technically idle. If the day ends during this time, they're treated like any other idle Pikmin, and get left behind. | ||
}} | }} | ||
===Leave boundaries=== | ===Leave boundaries=== | ||
{{glitch | reproducibility = Low | | {{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Makes you go out of bounds on garden-type sublevels. | | effects = Makes you go out of bounds on garden-type sublevels. | ||
| howto = Go to a sublevel that looks like an outside area (such as | | howto = Go to a sublevel that looks like an outside area (such as Sublevel 2 of the [[Snagret Hole]] or the [[Brawl Yard]]), and have an enemy push you close to the boundary while you push into it. If done right, you will be flung to the outside of the walls and can explore out of bounds. The easiest way to do it is to use the [[Sniper Room]], and finding the [[Orange Bulborb]] in a dead end, if it's there. Go on the boundary of the dead end, push through, and let the Bulborb bite you. It works a lot better if you time a press of {{button|gcn|X|wii|C}} so that the leader [[lie down|lies down]] just as the creature takes a bite. | ||
| notes = If you go far enough away from the main part of the level, you will hit a massive wall with blurry images of trees and foliage painted on it, or in other cases an invisible barrier. Throwing Pikmin at this barrier will make them float in place for a while before falling to the ground.{{cite youtube|MnYc8FzIF3A|with the boundaries glitch, showing what happens to Pikmin thrown at the invisible wall}} | | notes = If you go far enough away from the main part of the level, you will hit a massive wall with blurry images of trees and foliage painted on it, or in other cases an invisible barrier. Throwing Pikmin at this barrier will make them float in place for a while before falling to the ground.{{cite youtube|MnYc8FzIF3A|with the boundaries glitch, showing what happens to Pikmin thrown at the invisible wall}} | ||
| explanation = Same reason as to why the [[#Embed glitch|embed glitch]] happens. | | explanation = Same reason as to why the [[#Embed glitch|embed glitch]] happens. | ||
}} | }} | ||
=== | ===Make leaders fall into the abyss=== | ||
{{glitch | reproducibility = | {{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = ? | ||
| effects = Makes | | effects = Makes a leader fall into the abyss, outside of a cave's boundaries. | ||
| howto = In caves like the [[Snagret Hole]], there are solid walls. Behind these walls, you see nothing but black. If a [[Bumbling Snitchbug]] grabs one of the leaders, there is a chance that they will drop them into the [[Pit|void]] the walls are blocking out. If you fall in, you will magically reappear at the [[Research Pod]]. | |||
| notes = | | notes = If you go out of bounds thanks to a [[Dweevil]], [[#Frozen leader glitch|another glitch]] might occur. | ||
| explanation = | | explanation = Bumbling Snitchbugs fly a bit higher than the cave's walls. This allows them to fly out of bounds, and occasionally, they can drop a leader there. | ||
}} | }} | ||
===Protruding gate=== | ===Protruding gate=== | ||
{{glitch | reproducibility = Low | | {{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = ? | demonstration = [http://en.niconico.sarashi.com/?sm6552944 Video on Niconico Douga] | ||
| effects = Makes a gate able to be destroyed from the other side of a wall. | | effects = Makes a gate able to be destroyed from the other side of a wall. | ||
| howto = Occasionally, one of the posts that holds up a [[gate]] might protrude from an adjacent wall. You can issue your Pikmin to destroy the gate from the opposite side of the wall. | | howto = Occasionally, one of the posts that holds up a [[gate]] might protrude from an adjacent wall. You can issue your Pikmin to destroy the gate from the opposite side of the wall. | ||
| explanation = The randomly generated mazes have complex algorithms, in order to create lively and balanced labyrinths. This complexity can sometimes cause minor problems, like having a gate protrude from a wall. Because from the other side of the wall, the gate is still a normal "gate" object, it can also be targeted and hit by Pikmin. | | explanation = The randomly generated mazes have complex algorithms, in order to create lively and balanced labyrinths. This complexity can sometimes cause minor problems, like having a gate protrude from a wall. Because from the other side of the wall, the gate is still a normal "gate" object, it can also be targeted and hit by Pikmin. | ||
}} | }} | ||
===Tilted objects=== | ===Tilted objects=== | ||
{{glitch | reproducibility = Low | | {{game help|p2|Find an image from ''Pikmin 2''.}} | ||
| effects = Makes some objects become tilted | {{ glitch | reproducibility = Low | danger = Harmful | p2 = Yes | npcp2 = ? | image = Side_tilt_glitch.jpg | ||
| 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. | ||
| notes = This glitch can also happen in [[Glitches in Pikmin#Tilted objects|''Pikmin'']]. | | notes = This glitch can also happen in [[Glitches in Pikmin#Tilted objects|''Pikmin'']]. | ||
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}} | }} | ||
=== | ===Volatile Dweevil freeze=== | ||
{{glitch | reproducibility = | {{ glitch | reproducibility = Medium | danger = Harmful | p2 = Yes (Japan only) | npcp2 = ? | youtube = 2DKvQoqUzBw | ||
| effects = | | effects = Freezes the game. | ||
| prerequisites = Have | | prerequisites = Have the [[Volatile Dweevil]] on the [[Piklopedia]]. | ||
| howto = | | howto = Open the Volatile Dweevil's archive on the Piklopedia. Wake it up with some pikpik carrots, and attempt to [[ultra-bitter spray|petrify]] it right when its explosion is about to happen. If you timed it right, the game will freeze. | ||
| explanation = The game | | notes = This glitch does not happen in the US and European versions of the game. Instead, the [[#Volatile Dweevil suicide|creature explodes itself while petrified]]. Outside of the Piklopedia, the behavior is the same as in the overseas releases. | ||
| explanation = The game might not be ready to handle an enemy's petrified death on the Piklopedia. Code for this was added on the overseas release, meaning the game no longer froze when it tried to kill the petrified Dweevil. | |||
}} | }} | ||
==Minor== | ==Minor== | ||
* Given unknown circumstances, it is possible for Pikmin in a [[cave]] to attack a [[gate]] while quite far away from it, leaning on a wall. It might only happen if the gate is blocking off a dead end, and there is a room on the opposite side of the dead end's wall.{{cite youtube|1sZDWoWzV2E|showcasing a glitch where Pikmin attack a gate in a cave from far away|m=11|s=9}} | |||
* If a Pikmin is latching on to a [[Yellow Wollywog]], there is a chance that it will be crushed in mid-air.{{cite youtube|aJH8mHq2wxc|showing a Purple Pikmin being crushed in mid-air}} | |||
* Rarely, a Pikmin may refuse to [[Carrying|carry]] an object.{{cite youtube|4_MfAqm5boc|showing a Purple Pikmin refusing to carry a dead Yellow Wollywog}} | |||
* If a Purple Pikmin is thrown at a [[gate]] while very close to the gate, and is thrown at full force, it will go through and attack from the other side.{{cite youtube|ttD6A9eA5Rw|showing Purple Pikmin being thrown through a gate}} | |||
* For unknown reasons, a [[Mamuta]] might fail to bury a Pikmin.{{cite youtube|klaIcvk5P_U|showing a Mamuta failing to bury a White Pikmin}} | |||
==See also== | ==See also== | ||
*[[Unused content in Pikmin 2|Unused content in ''Pikmin | *[[Unused content in Pikmin 2|Unused content in ''Pikmin'']] | ||
*[[Mistake]] | |||
==References== | ==References== | ||
{{refs}} | {{refs}} | ||
{{ | {{mistakes}} | ||
[[Category: | [[Category:Glitches]] | ||
[[Category:Real world]] | |||
[[Category:Technical]] |