Editing Glitches in Pikmin 2
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{{page title|Glitches in ''Pikmin 2''}} | {{page title|Glitches in ''Pikmin 2''}}{{game icons|p2=y}} | ||
{{game icons|p2=y}} | |||
{{spoiler}} | {{spoiler}} | ||
{{game help|p2|Analyze and document [[Talk:Glitches in Pikmin 2#Glitches to analyze|these]].}} | {{game help|p2|Analyze and document [[Talk:Glitches in Pikmin 2#Glitches to analyze|these]].}} | ||
{{TOC right}} | {{TOC right}} | ||
This is a collection of '''[[glitch]]es''' possible in | This is a collection of '''[[glitch]]es''' possible in ''[[Pikmin 2]]'' and the [[New Play Control! Pikmin 2|''New Play Control!'' port]]. | ||
Please read the [[Pikipedia:Glitch notes|glitch notes]] before attempting any of these glitches or before adding your own. | Please read the [[Pikipedia:Glitch notes|glitch notes]] before attempting any of these glitches or before adding your own. | ||
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===Instant bridge=== | ===Instant bridge=== | ||
{{glitch | reproducibility = | {{todo|Get more info on this and place it on the [[bridge]] article, since it's not a glitch.}} | ||
| effects = Makes a bridge's | {{glitch | reproducibility = Medium | consequences = Helpful | p2 = Yes | npcp2 = Yes | demonstration = [http://speeddemosarchive.com/demo.pl?Pikmin2_BestEnding_310 13:10 of part 3 of the current Speed Demos Archive speedrun, by Charles Griffin] | ||
| prerequisites = You should | | effects = Makes a bridge's 2nd+ sections be constructed instantly. | ||
| howto = | | prerequisites = You should have visited this area before. | ||
| | | 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. | |||
| explanation = While a definitive explanation has not been found, certain people who mod ''Pikmin 2'' have theorized that this glitch is a result of the game not caching the bridge's health correctly. | |||
}} | }} | ||
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===Sped up punching=== | ===Sped up punching=== | ||
{{glitch | reproducibility = High | consequences = Helpful | p2 = Yes | npcp2 = Yes | {{glitch | reproducibility = High | consequences = 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. | ||
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===Spray duplication=== | ===Spray duplication=== | ||
{{glitch | reproducibility = High | consequences = Helpful | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Helpful | p2 = Yes | npcp2 = Yes | image = Double spray glitch.jpg | image-align = left | ||
| effects = Duplicates the amount of sprays gained by absorbing a [[spray drop]]. | | effects = Duplicates the amount of sprays gained by absorbing a [[spray drop]]. | ||
| prerequisites = Have [[spray]]s unlocked. | | prerequisites = Have [[spray]]s unlocked. | ||
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| effects = Causes a Pikmin to disappear without being counted as a death. | | effects = Causes a Pikmin to disappear without being counted as a death. | ||
| howto = Be near a [[cave]] entrance hole, and have a Pikmin ready to be captured by an enemy. It can be a simple capture like a [[Swooping Snitchbug]]'s grab, or something more lethal, like a [[Bulborb|Red Bulborb]]'s bite. As soon as the Pikmin squeals, and before the Pikmin dies, enter the cave. The Pikmin will still be shown entering the cave in the cutscene, but will not be really present inside. When the day is over, the Pikmin count reveals that that Pikmin is gone, but not counted as a death. | | howto = Be near a [[cave]] entrance hole, and have a Pikmin ready to be captured by an enemy. It can be a simple capture like a [[Swooping Snitchbug]]'s grab, or something more lethal, like a [[Bulborb|Red Bulborb]]'s bite. As soon as the Pikmin squeals, and before the Pikmin dies, enter the cave. The Pikmin will still be shown entering the cave in the cutscene, but will not be really present inside. When the day is over, the Pikmin count reveals that that Pikmin is gone, but not counted as a death. | ||
}} | }} | ||
===Fake Pikmin extinction=== | ===Fake Pikmin extinction=== | ||
{{glitch | reproducibility = Medium | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = Medium | consequences = 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|gc|x|wii|c | | howto = Go near the entrance of a [[cave]] with Pikmin on your party. When you're ready, press {{button|gc|x|wii|c}} and {{button|gc|a|wii|a}} at the same time, preferably the [[dismiss]] button slightly before. The cave chart will say you have all the 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 the Pikmin will be inside the Onions and Ship. | | notes = Because no Pikmin died, it will not affect the total number of Pikmin deaths. When you return to the overworld, all the 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. | ||
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===Lifeguards through the bridge=== | ===Lifeguards through the bridge=== | ||
{{glitch | reproducibility = High | consequences = Helpful | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Helpful | 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. | ||
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===Negative Pikmin born=== | ===Negative Pikmin born=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = ? | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = ? | ||
| effects = Saves a negative number of Pikmin born to the high scores menu. | | effects = Saves a negative number of Pikmin born to the high scores menu. | ||
| prerequisites = Have not lost five or more Pikmin of the type you're saving the score for. | | prerequisites = Have not lost five or more Pikmin of the type you're saving the score for. | ||
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===Pikmin stuck under bridge=== | ===Pikmin stuck under bridge=== | ||
{{glitch | reproducibility = | {{glitch | reproducibility = Low | consequences = Harmless | p2 = Yes | npcp2 = Yes | youtube = LTy9zsrwotc | ||
| 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 | consequences = Harmful | p2 = Yes | 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. | ||
}} | }} | ||
===Remote Purple Pikmin=== | ===Remote Purple Pikmin=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | youtube = mQ-tOp5Q9lA | ||
| effects = Makes a Purple Pikmin stuck to a Dwarf Bulborb teleport to the leader's hand, or be thrown while still stuck to the enemy. | | effects = Makes a Purple Pikmin stuck to a Dwarf Bulborb teleport to the leader's hand, or be thrown while still stuck to the enemy. | ||
| howto = Simply throw a Purple Pikmin at a [[Dwarf Bulborb|Dwarf Red Bulborb]], [[Dwarf Orange Bulborb]], [[Snow Bulborb]], or [[Dwarf Bulbear]] such that it crushes the enemy instantly. The Purple Pikmin will stay stuck to the enemy for a couple of seconds. During this time, whistle the Pikmin, get close to it, and hold {{button|gc|a|wii | | howto = Simply throw a Purple Pikmin at a [[Dwarf Bulborb|Dwarf Red Bulborb]], [[Dwarf Orange Bulborb]], [[Snow Bulborb]], or [[Dwarf Bulbear]] such that it crushes the enemy instantly. The Purple Pikmin will stay stuck to the enemy for a couple of seconds. During this time, whistle the Pikmin, get close to it, and hold {{button|gc|a|wii|a}} to grab it. The Pikmin will be grabbed, as evidenced by the sound, but will not be in the leader's hand. The Pikmin will teleport to the leader's hand when the enemy's [[soul]] shows up. This means that the player can keep the enemy [[Camera#Off-camera|off-camera]], and only when the enemy is visible again will the Pikmin teleport to the leader. While the Pikmin is stuck, you can also release the button to throw it, but this will just make it spin in place on top of the enemy, and land right near it after a bit. This glitch also works if you switch to a different Pikmin in your group, and then use {{button|gc|padlr|wii|b}} to switch to a Purple Pikmin, while making sure that the stuck Purple is the closest one in the group. | ||
}} | }} | ||
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===Floating enemies=== | ===Floating enemies=== | ||
{{glitch | reproducibility = Low | consequences = Harmless | p2 = Yes | npcp2 = | {{glitch | reproducibility = Low | consequences = Harmless | p2 = Yes | npcp2 = ? | youtube = ShWBvyyWKpM | vcaption = The glitch in question manifests itself at 1:18 | ||
| effects = Makes an enemy float in mid-air. | | effects = Makes an enemy float in mid-air. | ||
| howto = This glitch happens mostly 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. This can also be triggered by throwing Purple Pikmin at the enemy as it falls – the Purple Pikmin's pound attack will cause enemies to lose their falling momentum. An identical effect can be achieved by using Purple Pikmin to stun an enemy, most commonly an airborne one such as a [[Swooping Snitchbug]], on top of a [[gate]] and then working on destroying it; the enemy will remain at the same altitude at which it was stunned at despite the gate's top moving down. | | howto = This glitch happens mostly 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. This can also be triggered by throwing Purple Pikmin at the enemy as it falls – the Purple Pikmin's pound attack will cause enemies to lose their falling momentum. An identical effect can be achieved by using Purple Pikmin to stun an enemy, most commonly an airborne one such as a [[Swooping Snitchbug]], on top of a [[gate]] and then working on destroying it; the enemy will remain at the same altitude at which it was stunned at despite the gate's top moving down. | ||
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===Invincible Wollywog=== | ===Invincible Wollywog=== | ||
{{glitch | reproducibility = Low | consequences = Depends | p2 = Yes | npcp2 = ? | {{glitch | reproducibility = Low | consequences = Depends | p2 = Yes | npcp2 = ? | demonstration = [https://clips.twitch.tv/KitschyImpartialPepperoniCorgiDerp Twitch video] | ||
| 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 = The timing is strict, but you must hit a [[Wollywog]] with a Purple Pikmin right as it starts jumping up. If done correctly, it should get trapped underground and become unable to move, as well as become invincible. Wollywogs can also become stuck for a variety of reasons, especially if their jumps make them land on top of other objects or oddly-shaped structures; this too makes them invincible unless they manage to land. | | howto = The timing is strict, but you must hit a [[Wollywog]] with a Purple Pikmin right as it starts jumping up. If done correctly, it should get trapped underground and become unable to move, as well as become invincible. Wollywogs can also become stuck for a variety of reasons, especially if their jumps make them land on top of other objects or oddly-shaped structures; this too makes them invincible unless they manage to land. | ||
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| howto = Make the Dwarf Red Bulborb shake, kill it, or crush it with a Pikmin throw while it is in the middle of turning on the spot. You can also do that while the enemy is walking forward, although the effect won't be as noticeable. | | howto = Make the Dwarf Red Bulborb shake, kill it, or crush it with a Pikmin throw while it is in the middle of turning on the spot. You can also do that while the enemy is walking forward, although the effect won't be as noticeable. | ||
| notes = When the Dwarf Red Bulborb is in the <code>turn</code> state, its animations are sped up to double speed. In the <code>walk</code> state, they are sped up around 1.3 times. Interrupting the enemy during one of these states will not restore its animation speed to normal.{{cite web|https://cdn.discordapp.com/attachments/177496240035069962/903697187228225536/Dolphin_5.0-15421___JIT64_SC___Vulkan___HLE___FPS__30_-_VPS__60_-_100___GPVE01_2021-10-29_13-28-57.mp4|Discord video|Discord|published={{date|29|October|2021}}|retrieved={{date|5|November|2021}}}} | | notes = When the Dwarf Red Bulborb is in the <code>turn</code> state, its animations are sped up to double speed. In the <code>walk</code> state, they are sped up around 1.3 times. Interrupting the enemy during one of these states will not restore its animation speed to normal.{{cite web|https://cdn.discordapp.com/attachments/177496240035069962/903697187228225536/Dolphin_5.0-15421___JIT64_SC___Vulkan___HLE___FPS__30_-_VPS__60_-_100___GPVE01_2021-10-29_13-28-57.mp4|Discord video|Discord|published={{date|29|October|2021}}|retrieved={{date|5|November|2021}}}} | ||
}} | }} | ||
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===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 | consequences = | {{glitch | reproducibility = Medium | consequences = ? | 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 | consequences = Helpful | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Helpful | p2 = Yes | npcp2 = Yes | 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 | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = Low | consequences = Harmless | p2 = Yes | npcp2 = Yes | youtube = gaHYdGQh-0Q | ||
| effects = Keeps a Dweevil alive, but with 0 [[health]] remaining. | | effects = Keeps a Dweevil alive, but with 0 [[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. | ||
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===Zombie Pellet Posy=== | ===Zombie Pellet Posy=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | image = Zombie Pellet Posy NPC P2.jpg | youtube = xw1ytja45oU | ||
| effects = Keeps a Pellet Posy alive, but with 0 [[health]] remaining. | | effects = Keeps a Pellet Posy alive, but with 0 [[health]] remaining. | ||
| howto = Have a Pikmin attack a Pellet Posy from the ground. Make it so that, when the Pikmin jumps to the plant's stem, it pummels it an even number of times. If the last hit were to cause the Posy to fall, it will instead stay alive with 0 health. Whistle the Pikmin at this point to keep the plant that way, otherwise the Pikmin will kill it. A consistent way to do this is to throw a non-Red and non-Purple Pikmin near a Pellet Posy, let it attack once while on the ground, let it attack a few times after it latches on by itself, and whistle the Pikmin just as the plant's health goes to 0. | | howto = Have a Pikmin attack a Pellet Posy from the ground. Make it so that, when the Pikmin jumps to the plant's stem, it pummels it an even number of times. If the last hit were to cause the Posy to fall, it will instead stay alive with 0 health. Whistle the Pikmin at this point to keep the plant that way, otherwise the Pikmin will kill it. A consistent way to do this is to throw a non-Red and non-Purple Pikmin near a Pellet Posy, let it attack once while on the ground, let it attack a few times after it latches on by itself, and whistle the Pikmin just as the plant's health goes to 0. | ||
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===Broken Treasure Gauge=== | ===Broken Treasure Gauge=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Makes the [[Treasure Gauge]]'s needle point directly upwards, for a split second, and gives the gauge its color, if it was previously black-and-white. | | effects = Makes the [[Treasure Gauge]]'s needle point directly upwards, for a split second, and gives the gauge its color, if it was previously black-and-white. | ||
| prerequisites = Have collected the [[Prototype Detector]]. | | prerequisites = Have collected the [[Prototype Detector]]. | ||
| howto = Pause the game. After you press {{button|gc|start|wii | | howto = Pause the game. After you press {{button|gc|start|wii|+}} to unpause, rapidly mash {{button|gc|y|wii|-}} so that you switch leaders as soon as possible. If you managed to press the button at the right time, the needle will be stuck for the duration of the leader transition. If the Treasure Gauge was in black-and-white, it will have gained color. | ||
| notes = The needle gets fixed when the leader transition ends, and the coloring gets fixed when you pause again, or when you leave the area or the game. There are {{frames|2}} frames in which pressing the leader button will trigger the glitch, and these are the first frames in which changing is possible after an unpause. If an [[Antenna Beetle]] is present, the gauge will have the needle pointing up, and will not have the purple effect, but when the needle gets unfrozen, the purple effect starts and the gauge starts acting | | notes = The needle gets fixed when the leader transition ends, and the coloring gets fixed when you pause again, or when you leave the area or the game. There are {{frames|2}} frames in which pressing the leader button will trigger the glitch, and these are the first frames in which changing is possible after an unpause. If an [[Antenna Beetle]] is present, the gauge will have the needle pointing up, and will not have the purple effect, but when the needle gets unfrozen, the purple effect starts and the gauge starts acting normal. | ||
| explanation = The Treasure Gauge, along with the other normal HUD items, gets loaded and set to an initial state when the player unpauses. The Treasure Gauge's initial state is colored, and has the needle pointing directly up. The needle is updated every frame, except when a leader transition is occurring, so if the player manages to switch leaders while the Treasure Gauge is still in its initial state, it will stay that way until the transition is over. As for the coloring, it is only updated when a treasure is collected, when the area is left, when an Antenna Beetle dies, or when the game is paused and unpaused, so it stays colored until one of these updates happen. | | explanation = The Treasure Gauge, along with the other normal HUD items, gets loaded and set to an initial state when the player unpauses. The Treasure Gauge's initial state is colored, and has the needle pointing directly up. The needle is updated every frame, except when a leader transition is occurring, so if the player manages to switch leaders while the Treasure Gauge is still in its initial state, it will stay that way until the transition is over. As for the coloring, it is only updated when a treasure is collected, when the area is left, when an Antenna Beetle dies, or when the game is paused and unpaused, so it stays colored until one of these updates happen. | ||
}} | }} | ||
===Cave entrance leader mixup=== | ===Cave entrance leader mixup=== | ||
{{ | {{main|Cave#Cave entrance leader mixup}} | ||
When entering the first sublevel of a cave, the game may or may not switch the player's active leader. It depends on the last leader the player used to jump to a non-first sublevel. | |||
===Cave hole glitch=== | ===Cave hole glitch=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Makes a leader be inside the hole/geyser model. | | effects = Makes a leader be inside the hole/geyser model. | ||
| prerequisites = Have [[The Key]] to the current [[Challenge Mode (Pikmin 2)|Challenge Mode]] level uncollected. | | prerequisites = Have [[The Key]] to the current [[Challenge Mode (Pikmin 2)|Challenge Mode]] level uncollected. | ||
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===Double cash register=== | ===Double cash register=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Makes the "cash register" sound play twice, and makes the [[Poko]] value numbers pop out twice. | | 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|gc|a|wii|a}}. The sound should play a second time, and the numbers should pop out once again. | | 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|gc|a|wii|a}}. The sound should play a second time, and the numbers should pop out once again. | ||
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}} | }} | ||
===Floating | ===Floating cherry=== | ||
{{glitch | reproducibility = Low | consequences = Helpful | p2 = ? | npcp2 = ? | {{glitch | reproducibility = Low | consequences = Helpful | p2 = ? | npcp2 = ? | ||
| effects = Makes a | | 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| | | 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. | ||
}} | }} | ||
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{{glitch | reproducibility = High | consequences = Harmless | p2 = ? | npcp2 = Yes | {{glitch | reproducibility = High | consequences = Harmless | p2 = ? | npcp2 = Yes | ||
| effects = Makes nectar float in mid-air. | | effects = Makes nectar float in mid-air. | ||
| howto = Cause a drop of | | 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. | ||
}} | }} | ||
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===Half petrified Volatile Dweevil=== | ===Half petrified Volatile Dweevil=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Petrifies only half of the Volatile Dweevil. | | effects = Petrifies only half of the Volatile Dweevil. | ||
| prerequisites = Have the [[Volatile Dweevil]] on the [[Piklopedia (Pikmin 2)|Piklopedia]]. | | prerequisites = Have the [[Volatile Dweevil]] on the [[Piklopedia (Pikmin 2)|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|gc|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. | | 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|gc|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 | | 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. | ||
}} | }} | ||
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===Shifted heat haze=== | ===Shifted heat haze=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = No | npcp2 = Yes | {{glitch | reproducibility = High | consequences = Harmless | p2 = No | npcp2 = Yes | image = P2 shifted heat haze.jpg | icaption = Demonstration of the glitch. The [[Dwarf Bulborb|Dwarf Red Bulborb]]s behind the [[fire geyser]] aren't distorted, but the [[Clover]] to the right of it is. | ||
| effects = Makes a [[fire]]'s {{w|heat haze}} effect shift from the place it should be. | | effects = Makes a [[fire]]'s {{w|heat haze}} effect shift from the place it should be. | ||
| prerequisites = | | prerequisites = Have the [[New Play Control! Pikmin 2|Wii version]] of the game run in widescreen mode. | ||
| howto = If the camera is facing towards some fire, and said fire is horizontally centered on-screen, the heat haze will be on top of it like normal. However, if you rotate the camera or move the leader so that the fire is no longer horizontally centered, you'll see the heat haze effect move away from it. It can even disconnect from the fire entirely. | | howto = If the camera is facing towards some fire, and said fire is horizontally centered on-screen, the heat haze will be on top of it like normal. However, if you rotate the camera or move the leader so that the fire is no longer horizontally centered, you'll see the heat haze effect move away from it. It can even disconnect from the fire entirely. | ||
| explanation = This is caused by an oversight while porting the game to Wii. The developers seemingly forgot to adjust the position of the heat haze in relation to the fire when converting the game to the new widescreen mode, thus causing the heat haze to be displaced. | | explanation = This is caused by an oversight while porting the game to Wii. The developers seemingly forgot to adjust the position of the heat haze in relation to the fire when converting the game to the new widescreen mode, thus causing the heat haze to be displaced. | ||
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===Sliding Waterwraith=== | ===Sliding Waterwraith=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | youtube = jGdRY_4d5SQ | ||
| effects = Makes the Waterwraith move around without using its running animation. | | effects = Makes the Waterwraith move around without using its running animation. | ||
| prerequisites = None. | | prerequisites = None. | ||
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===Spinning leader=== | ===Spinning leader=== | ||
{{todo|Find somewhere else to put this, since it's not a glitch.}} | {{todo|Find somewhere else to put this, since it's not a glitch.}} | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Makes the inactive leader spin in place. | | effects = Makes the inactive leader spin in place. | ||
| prerequisites = Have the large bridge in the [[Valley of Repose]] built. | | prerequisites = Have the large bridge in the [[Valley of Repose]] built. | ||
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===Struggling Waterwraith=== | ===Struggling Waterwraith=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | youtube = mZtkwrwQmSs | image = Waterwraith - Petrified.jpg | ||
| effects = Makes the Waterwraith's rollers petrified, leaving the creature struggling to break free. | | effects = Makes the Waterwraith's rollers petrified, leaving the creature struggling to break free. | ||
| prerequisites = Have the [[Waterwraith]] on the [[Piklopedia (Pikmin 2)|Piklopedia]]. | | prerequisites = Have the [[Waterwraith]] on the [[Piklopedia (Pikmin 2)|Piklopedia]]. | ||
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}} | }} | ||
===Stuck bag=== | ===Stuck paper bag=== | ||
{{glitch | reproducibility = Low | consequences = Harmless | p2 = Yes | npcp2 = Yes | youtube = WKbO8-YvHfY | {{glitch | reproducibility = Low | consequences = Harmless | p2 = Yes | npcp2 = Yes | youtube = WKbO8-YvHfY | ||
| effects = Makes the first 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. | | 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 [[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 you'll have to restart the save file to try again, 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 the latter will stay in place, but the reunion cutscene will still occur. Olimar and Louie will pass through the bag, and it'll be stuck in this state until the day ends. | | 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 you'll have to restart the save file to try again, 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 the latter will 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 bag's deflation, which also triggers the glitch. | | 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| | | 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=== | ===Stuck Pileated Snagret=== | ||
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| prerequisites = Have the Pileated Snagret 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. It can also be able to move freely while inside the snow, and can be driven to fall into the [[pit]] by luring it with [[pikpik carrot]]s. Another way to make it stuck is to lure it towards the part with grass; it might be unable to go back to its original place, all the while hopping endlessly while trying to go up the hill. | | 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. It can also be able to move freely while inside the snow, and can be driven to fall into the [[pit]] by luring it with [[pikpik carrot]]s. Another way to make it stuck is to lure it towards the part with grass; it might be unable to go back to its original place, all the while hopping endlessly while trying to go up the hill. | ||
}} | }} | ||
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===Undead Ranging Bloyster=== | ===Undead Ranging Bloyster=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | youtube = 5fK_oL0R-xU | other = [https://www.youtube.com/watch?v=nAbt2JJjL3w&t=2h20m56s Another demonstration] | ||
| effects = Makes a [[Ranging Bloyster]]'s antenna flash and emit waves even after death. | | effects = Makes a [[Ranging Bloyster]]'s antenna flash and emit waves even after death. | ||
| howto = Fight the Ranging Bloyster, and have it perform its death animation [[Camera#Off-camera objects|off camera]]. | | howto = Fight the Ranging Bloyster, and have it perform its death animation [[Camera#Off-camera objects|off camera]]. | ||
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===World cut-off=== | ===World cut-off=== | ||
{{game help|p2|Elaborate on the exact point to throw the Pikmin at and to lie down at, for spot 2, and move it to its own glitch (this one is about render distance, that one seems to be about object culling.}} | {{game help|p2|Elaborate on the exact point to throw the Pikmin at and to lie down at, for spot 2, and move it to its own glitch (this one is about render distance, that one seems to be about object culling.}} | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = 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. | | effects = Makes part of the world geometry cut off and get replaced with nothing. | ||
| prerequisites =<br> | | prerequisites =<br> | ||
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| prerequisites = Have the [[Napsack]]. | | prerequisites = Have the [[Napsack]]. | ||
| howto = When {{button|gc|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. | | howto = When {{button|gc|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. | ||
}} | }} | ||
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| 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|gc|c|wii|padd}} or {{button|gc|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. | | 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|gc|c|wii|padd}} or {{button|gc|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. | ||
}} | }} | ||
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===Frozen leader glitch=== | ===Frozen leader glitch=== | ||
{{glitch | reproducibility = Medium | consequences = Harmful | p2 = Yes | npcp2 | {{glitch | reproducibility = Medium | consequences = Harmful | p2 = Yes | npcp2 = Yes | youtube = SjkshAlRaH0 | vcaption = Falling with dweevils | other = [https://www.youtube.com/watch?v=pvHglwyXWzw Falling without dweevils] | ||
| effects = Makes a leader frozen or unusable. | | effects = Makes a leader frozen or unusable. | ||
| prerequisites = Have the [[Napsack]]. | | prerequisites = Have the [[Napsack]]. | ||
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===Idle Pikmin during leader switch=== | ===Idle Pikmin during leader switch=== | ||
{{glitch | reproducibility = Medium | consequences = Harmful | p2 = ? | npcp2 = | {{glitch | reproducibility = Medium | consequences = 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. | ||
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| prerequisites = Have a spray drop ready to absorb, and a way to generate nectar drops or spray drops. | | prerequisites = Have a spray drop ready to absorb, and a way to generate nectar drops or spray drops. | ||
| howto = You need to make a nectar drop or spray drop appear just as a leader finishes drinking a spray drop that is already on the floor. The new drop should appear right as the spray drop absorption is ending (i.e. just before the numbers on the [[HUD]] begin to change). The spray counter that will increase depends on the drop that has just appeared: you will receive one dosage of the spray type that just spawned, or if it's nectar, you'll get one dosage of ultra-bitter spray. One way to do this is to make the [[Iridescent Glint Beetle]] on the pot at the [[Awakening Wood]] release a spray drop, then 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 drop is done being absorbed. You can also time it to the destruction of an [[egg]], the burst of a [[Honeywisp]]'s sac, the release of an [[Iridescent Flint Beetle]]'s spoils, etc. | | howto = You need to make a nectar drop or spray drop appear just as a leader finishes drinking a spray drop that is already on the floor. The new drop should appear right as the spray drop absorption is ending (i.e. just before the numbers on the [[HUD]] begin to change). The spray counter that will increase depends on the drop that has just appeared: you will receive one dosage of the spray type that just spawned, or if it's nectar, you'll get one dosage of ultra-bitter spray. One way to do this is to make the [[Iridescent Glint Beetle]] on the pot at the [[Awakening Wood]] release a spray drop, then 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 drop is done being absorbed. You can also time it to the destruction of an [[egg]], the burst of a [[Honeywisp]]'s sac, the release of an [[Iridescent Flint Beetle]]'s spoils, etc. | ||
| notes = The window for this glitch is not very strict (seemingly {{frames|7}} [[frame]]s). With this, it is possible to obtain ultra-bitter sprays without having harvested any berries of that type. | | notes = The window for this glitch is not very strict (seemingly {{frames|7}} [[frame]]s). With this, it is possible to obtain ultra-bitter sprays without having harvested any berries of that type. | ||
}} | }} | ||
===Tilted objects=== | ===Tilted objects=== | ||
{{glitch | reproducibility = Low | consequences = Harmful | p2 = Yes | npcp2 = Yes | image = | {{glitch | reproducibility = Low | consequences = Harmful | p2 = Yes | npcp2 = Yes | image = Activity_arouser_tilt.jpeg | ||
| effects = Makes some objects become tilted. Can sometimes cause the object to fall through the map. | | effects = Makes some objects become tilted. Can sometimes cause the object to fall through the map. | ||
| howto = Have Pikmin carry an object from a high ledge. Given the object's physics, it may fall down at an angle, and the Pikmin will proceed to carry it in said angle. Some Pikmin might even be holding it in mid-air, while other times, the Pikmin may let the object fall. | | howto = Have Pikmin carry an object from a high ledge. Given the object's physics, it may fall down at an angle, and the Pikmin will proceed to carry it in said angle. Some Pikmin might even be holding it in mid-air, while other times, the Pikmin may let the object fall. | ||
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The following glitches are too insignificant to warrant their own section, or do not have enough details, but are included here for completion's sake. | The following glitches are too insignificant to warrant their own section, or do not have enough details, but are included here for completion's sake. | ||
; Gameplay: | |||
* 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}} | |||
* Some obstacles (such as the [[paper bag]]s) are surrounded by invisible walls to prevent the player from throwing Pikmin to the other side of the obstacle. However, even after crushing the obstacle in question, the invisible walls do not disappear.{{cite youtube|Laba7Tj4QGA|showing the invisible walls.}} This glitch can also be reproduced with the [[cardboard box]]es in ''Pikmin''. | |||
* When Pikmin walk through a petrified [[Hermit Crawmad]], without being issued to attack it, the creature will start taking damage, and can even be killed this way.{{cite youtube|MzeJOjgWSxQ|of petrified Hermit Crawmads suffering damage without being attacked}} | |||
* If a Hermit Crawmad is petrified on land during its lunge attack, and is then dragged to the water, it will create the water splash effect even though it's not moving. If the enemy is killed in this state, the effect will stay there until the player exits the area or sublevel.{{cite youtube|tmr9s1tGKdg|of a petrified Hermit Crawmad leaving the water splash trail behind}} | |||
* Quitting a cave while Pikmin have been taken by a [[Candypop Bud]], but before the new seeds are expelled, will make the Pikmin vanish. This will decrease the total Pikmin count, but won't increase the death counter.{{cite youtube|2G0Wk5LdIPU|showing a cave escape when the Pikmin have been taken by a Candypop Bud}} | |||
* If Pikmin in a leader A's group touches [[fire]], or any other hazard, they will be burning up without technically leaving leader A's group. In this state, if leader B whistles leader A, this will count as all of leader A's Pikmin getting whistled, meaning that the Pikmin's fire will be put out, regardless of how far away that Pikmin is, and the fact that the whistle wasn't anywhere close to them.{{cite youtube|v7JE5_uuqDc|showing how it's possible to whistle a leader in order to save all of that leader's Pikmin}} | |||
* Petrifying a [[bomb rock]] just as it is about to blow up will make it disappear without harm.{{cite youtube|Tt-oXztIb5w|of a bomb rock disappearing by being petrified just as it was going to blow up}} | |||
* Killing a petrified [[Mamuta]] that had an [[Unmarked Spectralids]] resting on top of it, and then leaving the scene will make the Spectralids return to its original position, and land in mid-air.{{cite youtube|QDGe9OZ661Q|of a Spectralids returning to where a Mamuta was, and standing in mid-air}} | |||
* Petrifying an [[Emperor Bulblax]] as it is jumping, and then killing it in mid-air will cause the body to vanish, the health wheel to stay there, and a sound to repeat over and over.{{cite web|https://clips.twitch.tv/ElegantAmusedUdonPupper|Twitch clip|Twitch|published={{date|23|June|2018}}|retrieved={{date|23|June|2018}}}}{{cite web|https://cdn.discordapp.com/attachments/200128597539684353/451915705588121600/20180531_200759.mp4|Video of an Emperor Bulblax that disappeared with 0 health remaining, by The JustGreat Minty Meeo|Discord|published={{date|1|June|2018}}|retrieved={{date|1|June|2018}}}} | |||
** Similarly, petrifying a Female Sheargrub as it is unearthing and killing it will cause the same effect.{{cite youtube|EO1QknAX-P0|of a Female Sheargrub getting petrified as it digs out of the ground|published={{date|14|July|2019}}|retrieved={{date|14|July|2019}}}} | |||
* An [[Orange Bulborb]] can play its dying animation faster than normal, for no apparent reason.{{cite web|https://www.twitch.tv/videos/271730846|Twitch clip|Twitch|published={{date|10|June|2018}}|retrieved={{date|10|June|2018}}}} | |||
* Surrounding a Wollywog in a large group of Pikmin can make it unable to decide which Pikmin to attack for several seconds.{{cite youtube|6vvTvFOTuXA|of a Wollywog surrounded by Pikmin refusing to attack|published={{date|5|June|2018}}|retrieved={{date|13|June|2018}}}} | |||
* If a leader is [[throw|holding]] a Purple Pikmin on top of a [[seesaw block]], the Pikmin's weight will go from 10 to 2. | |||
* A Pikmin that is drowning will be unable to be eaten. On top of that, when an enemy tries to eat it, it will just reset the Pikmin's drowning timer.{{cite web|https://twitter.com/fuji_luck/status/1079358787713097728|Twitter video|Twitter|published={{date|30|December|2018}}|retrieved={{date|9|February|2019}}}} | |||
* Pikmin can go through the wall in the first sublevel of [[Snagret Hole]]. If the player throws the Pikmin at the root opposite the entrance to the ramp going up, the Pikmin can go through and fall [[out of bounds]].{{cite youtube|sA_c9lX3ReY|of Pikmin being thrown at the gap in the wall|published={{date|7|October|2019}}|retrieved={{date|7|October|2019}}}} | |||
; Aesthetic: | |||
* 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. This does not work with [[enemy]] carcasses, but can also be performed with cutscene-triggering treasures, but the timing involved makes it much harder. | |||
* In Challenge Mode, after the cutscene where the Pikmin and leaders land fades out, the player has a {{frames|3}} frame window in which they can press the camera zoom button. Doing so will zoom out the camera like normal while the "Ready? Go!" text appears, but objects [[Camera#Off-camera objects|outside of the standard zoom level's reach]] will not appear until the gameplay begins proper. Other text cutscenes, like the debt repayment milestone text can also be affected. With this, the player can even see a [[Pellet Posy]] with no pellet inside (until the gameplay begins and the objects get rendered properly). | |||
* The walls next to the 35 Pikmin [[paper bag]] in the [[Valley of Repose]] actually wobble back and forth with the tree shadows. | |||
* If you [[lie down]], get up as soon as possible, and start [[whistling]], the first part of the whistle will be silent, and the sound will only start some time after. | |||
* The stems of idle Pikmin at the start of a [[2-Player Battle]] match will not glow. The glow will start working normally if the Pikmin is added to the group and then made idle again. In the ''New Play Control!'' version, sometimes a Pikmin that should otherwise be affected by the glitch will have the glow working properly from the get-go. | |||
* By activating the hole to the next sublevel at the same time the leader begins [[lie down|lying down]], the player will activate the hole confirmation prompt when the leader is in mid-air, and lying down. If the player confirms, the Pikmin will huddle up to where that leader was, in the GameCube version{{cite web|https://cdn.discordapp.com/attachments/177496240035069962/657682501925339161/napsack_hole_glitch.mp4|Video of a leader lying down at the same time the hole is activated, in the GameCube version, by "PikHacker"|Discord|published={{date|20|December|2019}}|retrieved={{date|21|December|2019}}}}, or they will run away from the hole entirely, in the Wii version.{{cite web|https://cdn.discordapp.com/attachments/177496240035069962/657690244719837238/napsack_wii.mp4|Video of a leader lying down at the same time the hole is activated, in the Wii version, by "PikHacker"|Discord|published={{date|20|December|2019}}|retrieved={{date|21|December|2019}}}} | |||
* If the player pauses and unpauses when holding on to a Pikmin, the Pikmin will stop playing its sound. | |||
* Pausing when a leader or enemy is on top of a [[seesaw block]] will cause the carrying numbers "0/1" to appear. | |||
* If a leader is [[lying down]] and being carried by Pikmin when the [[cutscene]] explaining how sunset works begins, that leader will get up and start walking in place.{{cite web|https://www.reddit.com/r/Pikmin/comments/a3a3d2/what_is_your_unexplained_glitch_story_that_you/eb5qyvc/|Post|reddit|published={{date|5|December|2018}}|retrieved={{date|3|May|2022}}}} | |||
| | |||
|} | |||
; Hard to reproduce: | |||
* The game can crash for a number of reasons, as explained in [[crash|this article]]. | |||
* 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 [[carry]] an object.{{cite youtube|4_MfAqm5boc|showing a Purple Pikmin refusing to carry a dead Yellow Wollywog}} | |||
* Petrifying a Waterwraith while it is on top of large corpses or treasures will make it float around in a semi-random way.{{cite youtube|HSkgfpu1EiM|showing how the Waterwraith behaves when petrified on top of large objects}} | |||
* Given unknown circumstances, it's possible for a walking Armored Cannon Larva to turn into the buried version.{{cite youtube|mdHljZUbB2E|showing how a free Armored Cannon Larva transformed into a buried one}} This glitched buried version can also get stunned, unlike the regular buried version.{{cite youtube|5r7k6oT5zqI|demonstrating how the glitched buried Larva can still get stunned.}} | |||
* Rarely, it is possible for a [[Burrowing Snagret]] or [[Pileated Snagret]] to live with 0 health. Damaging the creature in any way will end the glitch. | |||
* In all of the metallic caves it is possible for your Pikmin to fall off the stage. This usually kills the Pikmin, but there are reports of that sometimes not happening. | |||
* 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 it will drop him into the [[Pit|void]] the walls are blocking out. If you fall in, you will reappear at the [[Research Pod]].{{cite youtube|ZgAHpQD9EA0|in which a Bumbling Snitchbug drops a leader out of bounds|m=13|s=41}} | |||
* If a leader is hurt while held by a [[Bumbling Snitchbug]] (e.g. with an [[electrical wire]]), they will enter a state similar to as if they were on the ground. This means they can whistle, punch, etc. Making the leader [[lie down]] will result in him falling to the ground, sleeping, but after the Snitchbug attempts to throw, the leader will enter a "falling" state. In this state, they can't do much except be pushed around by other objects, and act as if there is no friction. Hitting a wall fixes this.{{cite youtube|Jg3Y7-MeJIo|of what happens if a leader is hurt while grabbed by a Bumbling Snitchbug}} | |||
* Much like the [[#Hideous Victual physics glitches|Hideous Victual glitches]], treasures can jump away seemingly at random{{cite web|https://clips.twitch.tv/FrailPrettyEchidnaBCWarrior|Twitch clip|Twitch|published={{date|28|September|2017}}|retrieved={{date|28|September|2017}}}}{{cite youtube|Dskcl01PdDY|of the Five-man Napsack jumping away|published={{date|2|September|2018}}|retrieved={{date|10|September|2018}}}}{{cite web|https://clips.twitch.tv/AffluentCorrectCaterpillarDxCat|Twitch clip|Twitch|published={{date|29|October|2018}}|retrieved={{date|29|October|2018}}}}{{cite web|https://clips.twitch.tv/TsundereMistyBeaverCopyThis|Twitch clip (language warning)|Twitch}}{{cite web|https://twitch.clips.gg/UglyBlazingGoatJonCarnage|Twitch clip|Twitch Clips}}{{cite web|https://twitch.clips.gg/FrailPrettyEchidnaBCWarrior|Twitch clip|Twitch Clips}}{{cite youtube|2TbAK6RhgXk|of a [[Crystal Clover]] being projected as it spawns|published={{date|18|November|2018}}|retrieved={{date|19|November|2018}}}}{{cite web|https://www.twitch.tv/videos/374702324|Twitch clip|Twitch|published={{date|3|February|2019}}|retrieved={{date|3|February|2019}}}}{{cite web|https://twitter.com/keisen2853/status/860487790848389122|Twitter video|Twitter|published={{date|3|February|2019}}|retrieved={{date|3|February|2019}}}}{{cite web|https://clips.twitch.tv/AdorableMushyEmuDxCat|Twitch video|Twitch|published={{date|15|February|2019}}|retrieved={{date|15|February|2019}}}}{{cite web|https://www.twitch.tv/videos/178024256|Twitch video|Twitch}}{{cite web|https://clips.twitch.tv/ManlySuaveCheesecakeHumbleLife|Twitch clip|Twitch|published={{date|31|October|2019}}|retrieved={{date|1|November|2019}}}}, and even become unreachable in an unknown location.{{cite web|https://clips.twitch.tv/EndearingFunSoymilkSquadGoals|Twitch clip|Twitch|published={{date|28|September|2017}}|retrieved={{date|28|September|2017}}}}{{dead link|October|2018}} This is likely due to the collision cylinders for both objects overlapping, and the game attempting to push them apart.{{cite web|https://clips.twitch.tv/CrypticRoughGrouseTakeNRG|Twitch clip|Twitch|published={{date|3|November|2018}}|retrieved={{date|3|November|2018}}}}{{cite web|https://twitter.com/fuji_luck/status/1335555772055339008|Twitter video|Twitter|published={{date|6|December|2020}}|retrieved={{date|7|December|2020}}}} | |||
* Pikmin can sometimes bounce away after landing on an enemy.{{cite web|https://www.twitch.tv/videos/264860765|Twitch clip|Twitch}} | |||
* For unknown reasons, the [[Giant Breadbug]] can become immune to [[ultra-bitter spray]]s after it has bonked on the Research Pod as a treasure is collected.{{cite web|https://clips.twitch.tv/FlaccidSingleLouseBIRB|Twitch clip|Twitch|published={{date|16|July|2018}}|retrieved={{date|16|July|2018}}}} | |||
| | * If a treasure is salvaged at the same time a debt repayment update message shows up on-screen, the game will softlock and enter a state similar to the treasure analysis state, but without the effects or HUD for it, and without the ability to close out. The player can still rotate the treasure around.{{cite youtube|P-VFCdvjFRE|of the treasure analysis softlock}}{{cite youtube|REiSAHzILZo|of the treasure analysis softlock glitch being triggered}} | ||
| | * Very rarely, enemies can instantly die for seemingly no reason. It seems to only happen when nearby enemies are taking damage.{{cite web|https://www.twitch.tv/videos/252198687|Twitch clip|Twitch|published={{date|19|April|2018}}|retrieved={{date|19|April|2018}}}}{{cite youtube|W9P5Ydv02VM|of a Shearwig instantly dying (the topmost one)|m=28|s=10|published={{date|12|June|2020}}|retrieved={{date|15|June|2020}}}}{{cite web|https://twitter.com/Ghostly2500/status/1344159651273846784|Twitter video|Twitter|published={{date|30|December|2020}}|retrieved={{date|30|December|2020}}}}{{cite web|https://clips.twitch.tv/AstuteKathishPeanutTBCheesePull-yNNlWRAY-F35ClAt|Twitch clip (language warning)|Twitch|published={{date|20|July|2021}}|retrieved={{date|20|July|2021}}}} | ||
| | * A plucked Pikmin can appear displaced above the Onion, for a second.{{cite web|https://www.twitch.tv/videos/258964086|Twitch clip|Twitch|published={{date|8|May|2018}}|retrieved={{date|8|May|2018}}}} | ||
* A plucked Pikmin can fall through the floor shortly after being plucked.{{cite web|https://clips.twitch.tv/BitterSaltyHippoSSSsss|Twitch clip|Twitch|published={{date|15|July|2018}}|retrieved={{date|19|July|2018}}}}{{cite web|https://www.twitch.tv/videos/244447505|Twitch clip|Twitch|retrieved={{date|15|September|2018}}}} | |||
| | * A [[Fiery Bulblax]] stunned by [[Purple Pikmin]] can have its [[health]] frozen in place for a while even while continuously getting attacked, and after the glitch wears off, its health will drop down to the value it should be at.{{cite web|https://clips.twitch.tv/JoyousAnnoyingTrayYouWHY|Twitch clip|Twitch|published={{date|13|May|2018}}|retrieved={{date|13|May|2018}}}} | ||
* Objects can fall through the floor seemingly without reason. If a Pikmin is holding on to it, it can fall too.{{cite web|https://clips.twitch.tv/OilyCredulousMooseWTRuck|Twitch clip (language warning)|Twitch|retrieved={{date|14|September|2018}}}}{{cite web|https://clips.twitch.tv/EasyMoldyPangolinKeyboardCat|Twitch clip (language warning)|Twitch|published={{date|16|October|2020}}|retrieved={{date|17|October|2020}}}} | |||
| | * An [[Antenna Beetle]] can spawn in such a way that it dies shortly after, causing the [[treasure]] to fall back on the floor.{{cite web|https://clips.twitch.tv/WealthyClearMosquitoPeanutButterJellyTime|Twitch clip (language warning)|Twitch|retrieved={{date|15|September|2018}}}}{{cite web|https://clips.twitch.tv/UnsightlyCrackyParrotCoolCat|Twitch clip|Twitch|retrieved={{date|30|March|2020}}}} | ||
| | * Antenna Beetles struggling near thin walls can pass through them and fall out of bounds, into the [[pit]].{{cite web|https://clips.twitch.tv/UnsightlyCrackyParrotCoolCat|Twitch clip|Twitch|retrieved={{date|15|September|2018}}}} | ||
| | * [[Creeping Chrysanthemum]]s and [[Bulborb|Red Bulborb]]s can freeze and refuse to change state. They can still be damaged, and bounce when they are.{{cite web|https://www.twitch.tv/videos/124253367|Twitch clip|Twitch|retrieved={{date|22|September|2018}}}}{{cite web|https://clips.twitch.tv/BillowingSpineyOxItsBoshyTime|Twitch clip|Twitch|published={{date|22|September|2018}}|retrieved={{date|22|September|2018}}}}{{cite web|https://cdn.discordapp.com/attachments/177496240035069962/704554723042394132/video0.mov|Discord video|Discord|published={{date|28|April|2020}}|retrieved={{date|28|April|2020}}}} | ||
* [[Breadbug]]s can sometimes dart forward when they grab an object,{{cite web|https://clips.twitch.tv/VivaciousStylishAdminBloodTrail|Twitch video|Twitch|published={{date|28|October|2018}}|retrieved={{date|28|October|2018}}}}{{cite youtube|oSgFzH5bJXM|of a Breadbug darting forward|m=3|s=51|published={{date|9|August|2018}}|retrieved={{date|28|October|2018}}}} or when they are close to their den.{{cite web|https://clips.twitch.tv/AgileTangentialManateeBIRB|Twitch video|Twitch|published={{date|30|November|2018}}|retrieved={{date|30|November|2018}}}} | |||
* Some treasures, in some circumstances, can become uncarriable by Pikmin.{{cite web|https://clips.twitch.tv/FriendlyPricklyDoveSuperVinlin|Twitch clip (language warning)|Twitch|published={{date|4|November|2018}}|retrieved={{date|5|November|2018}}}} | |||
* The [[Unspeakable Wonder]] can go under the floor next to its starting position, given unknown circumstances. It will be carried by the Pikmin in a plane below the ramp of snow that leads up to the treasure.{{cite web|https://clips.twitch.tv/SavageThirstyBaboonTwitchRPG|Twitch clip|Twitch|published={{date|13|November|2018}}|retrieved={{date|15|November|2018}}}} | |||
* Due to unknown reasons, an [[Anode Beetle]]'s zapping particles can remain in place indefinitely.{{cite web|https://twitter.com/fuji_luck/status/1089190588056928256|Twitter video|Twitter|published={{date|26|January|2019}}|retrieved={{date|15|November|2018}}}} | |||
* It is possible for an Anode Beetle to spawn above a [[gate]].{{cite web|https://twitter.com/fuji_luck/status/1089191324476071936|Twitter video|Twitter|published={{date|26|January|2019}}|retrieved={{date|15|November|2018}}}} | |||
* For an unknown reason, a Waterwraith can land in mid-air, and after it finishes its landing animation, it falls down to the ground with a bounce.{{cite web|https://twitter.com/fuji_luck/status/1071374785614032896|Twitter video|Twitter|published={{date|8|December|2018}}|retrieved={{date|15|November|2018}}}} | |||
* If a Waterwraith lands on top of a treasure, it will look like it's bouncing in the air. In some rare cases, it may slam onto the ground as it lands, possibly triggering its vulnerable status, making it possible to damage it before floor 5.{{cite youtube|eNvN_HIDHEs|demonstrating the Waterwraith becoming vulnerable|m=5|s=40}} | |||
*Rarely, a falling [[Wollywog]] can [[crush]] Pikmin latched on to it.{{cite web|https://clips.twitch.tv/SlickTiredAmazonDoritosChip|Twitch video|Twitch|published={{date|14|February|2019}}|retrieved={{date|15|February|2019}}}} | |||
* Pikmin may randomly follow an incorrect path in the middle of moving while carrying something.{{cite web|https://clips.twitch.tv/NimbleSassyGorillaRickroll|Twitch video|Twitch|published={{date|19|March|2019}}|retrieved={{date|19|March|2019}}}} | |||
* Pikmin that are shaken off by [[Dwarf Bulbear]]s can appear on the floor above them, if any.{{cite web|https://clips.twitch.tv/SoftBoldCaribouThunBeast|Twich clip|Twitch|published={{date|26|March|2019}}|retrieved={{date|26|March|2019}}}} | |||
* For unknown reasons, a [[Waterwraith]] can get frozen in its solid state while on rollers. It can also turn back into its transparent state instantly. If this glitch happens, the creature cannot be killed.{{cite web|https://twitter.com/fuji_luck/status/1135090722594365440|Twitter clip|Twitter|published={{date|2|June|2019}}|retrieved={{date|2|June|2019}}}} | |||
* For unknown reasons, a dweevil corpse can have its Purple Pikmin stun particles attached to it.{{cite web|https://twitter.com/fuji_luck/status/1142752973354754048|Twitter video|Twitter|published={{date|23|June|2019}}|retrieved={{date|6|July|2019}}}} | |||
* For unknown reasons, a dweevil may fail to pick up a treasure.{{cite web|https://twitter.com/fuji_luck/status/1110107986670710784|Twitter video|Twitter|published={{date|25|March|2019}}|retrieved={{date|9|July|2019}}}} | |||
* When playing [[Challenge Mode (Pikmin 2)|Challenge Mode]] for several hours, there is a possibility the game can begin acting weirdly, like Pikmin not interacting with objects unless dismissed, or treasures not pushing other objects away.{{cite youtube|XIxt4toKMCU|of Challenge Mode's physics misbehaving|published={{date|2|August|2019}}|retrieved={{date|2|August|2019}}}} | |||
* With a specific timing, by placing the [[Ranging Bloyster]] off-camera as it dies, it is possible for its lock-on sound effect to continue playing even after its death.{{cite web|https://cdn.discordapp.com/attachments/177496240035069962/619061278790385684/videoplayback_Trim.mp4|Video of a Ranging Bloyster's sound effect continuing after death, by Gnarly_Turtle|Discord|published={{date|5|September|2019}}|retrieved={{date|12|September|2019}}}} | |||
* It is possible for the treasure recovery music to only start playing after a small delay.{{cite web|https://clips.twitch.tv/FuriousAcceptableGnatFreakinStinkin|Twitch clip|Twitch|published={{date|14|October|2019}}|retrieved={{date|14|October|2019}}}} | |||
* It is possible for a Pikmin that gets [[pluck]]ed to fall into the [[pit]] in the process, but remain alive.{{cite web|https://www.reddit.com/r/Pikmin/comments/dklyhp/this_glitch_happened_to_me_last_night_while_i_was/|This glitch happened to me last night while I was playing Pikmin 2 on the WiiU with the new play control. I plucked a purple, and it flew back into this pit under my cursor, but it is still alive. Has this happened before? Why?|reddit|published={{date|20|October|2019}}|retrieved={{date|23|October|2019}}}} | |||
* It is possible for a [[Hairy Bulborb]] that is getting pelted by Purple Pikmin to go through a wall.{{cite web|https://clips.twitch.tv/KawaiiCharmingHumanAllenHuhu|Twitch clip|Twitch|published={{date|8|January|2020}}|retrieved={{date|8|January|2020}}}} | |||
* In [[Bully Den]] in 2-player mode, a [[Waterwraith]] will always ignore Louie. This can result in a rollerless Waterwraith casually walking or even standing still next to Louie as if it doesn't notice him. Louie can still attack the creature, though. | |||
* When a [[Gatling Groink]] finishes [[revival|reviving]], it is possible for its animations to be sped up from there on out.{{cite youtube|xt6cEMqt-YQ|of a Gatling Groink's animations being sped up after a revival, in [[Secret Testing Range]]|published={{date|8|May|2017}}|retrieved={{date|24|April|2020}}}}{{cite youtube|p18zntLYpiU|m=3|s=38|of a Gatling Groink's moving animations speeding up after a revival, in [[Cavern of Chaos]]|published={{date|22|April|2020}}|retrieved={{date|23|April|2020}}}} | |||
* It is possible for an Armored Cannon Beetle Larva to take a few seconds before it emerges out of its hole.{{cite web|https://clips.twitch.tv/MiniatureWiseTildeTinyFace|Twitch clip (language warning)|Twitch|published={{date|8|November|2020}}|retrieved={{date|10|November|2020}}}} | |||
* It is possible for a [[Burrowing Snagret]] to pop out from the floor inside a [[gate]], in [[Snagret Hole]] sublevel 6.{{cite web|https://cdn.discordapp.com/attachments/177496240035069962/792209313053409300/unknown.png|Discord attachment|Discord|published={{date|26|December|2020}}|retrieved={{date|26|December|2020}}}} | |||
* If the sunset warning [[cutscene]] begins at the same time the player is getting Pikmin to carry a leader that is lying down, it is possible for that leader to stand up and become unresponsive. He can still be whistled by the other leader, however.{{cite youtube|wD3zADOPpR4|of a leader becoming unresponsive after standing up while being carried|published={{date|18|January|2021}}|retrieved={{date|19|January|2021}}}} | |||
* By entering the hole to the next sublevel at the same time the [[Waterwraith]] would appear for the first time, the Waterwraith's cutscene will start, but only with the rollers and without the creature proper. It will also have no music or sound effects.{{cite web|https://www.reddit.com/r/Pikmin/comments/lkvhvl/waterwraith_cutscene_glitch_by_going_into_hole/|Waterwraith cutscene glitch by going into hole right as Waterwraith appeared. No music played or sound effects.|reddit|published={{date|16|February|2021}}|retrieved={{date|16|February|2021}}}} | |||
* When [[pluck]]ing Pikmin, it is possible for one Pikmin to temporarily appear at the top of the Onion as it is ejecting seeds.{{cite web|https://clips.twitch.tv/AntsyViscousChickpeaOneHand-J14o8pM0tVGz44gs|Twitch clip|Twitch|published={{date|24|July|2021}}|retrieved={{date|25|July|2021}}}} | |||
* A treasure carried by a Giant Breadbug and Pikmin, with the Pikmin overpowering the Breadbug, may temporarily follow some weird path and ignore collisions, even against walls. It can force its carriers to go out of bounds.{{cite web|https://www.twitch.tv/videos/1133771885|Twitch clip|Twitch|published={{date|30|August|2021}}|retrieved={{date|7|September|2021}}}} | |||
* For unknown reasons, Pikmin that are [[swarming]] may become idle in [[Cavern of Chaos]] sublevel 4.{{cite web|https://www.reddit.com/r/Pikmin/comments/nrqr1s/yo_these_pikmin_2_bugs_be_wilding/|Post|reddit|published={{date|4|June|2021}}|retrieved={{date|3|May|2022}}}} | |||
* During a treasure recovery cutscene, a Purple Pikmin may decide to walk off the group of delivery Pikmin on its own, whilst in the "struggling to lift object" animation.{{cite web|https://cdn.discordapp.com/attachments/177496240035069962/1000581957253615656/chrome_Wf5T700jHG.mp4|Discord video|Discord|published={{date|24|July|2022}}|retrieved={{date|26|July|2022}}}} | |||
=== | ===Gallery=== | ||
<gallery> | |||
Valley of Repose wobbly wall.gif|The walls next to the 35 Pikmin [[paper bag]] wobble. This footage is sped up around 7 times. Click for full-size. | |||
</gallery> | |||
==Other== | ==Other== |