Editing Glitches in Pikmin 2

Jump to navigation Jump to search
You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 67: Line 67:


===Sped up punching===
===Sped up punching===
{{glitch | reproducibility = High | consequences = Helpful | p2 = Yes | npcp2 = Yes | p2s = 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.
Line 107: Line 107:
| 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.
| notes = A similar glitch can happen in caves; if the player throws a non-yellow Pikmin onto an electric wire, and quickly exits from the cave as it jolts back, but before dying, the Pikmin will disappear, but will not add to the death count.
}}
}}


Line 128: Line 127:


===Negative Pikmin born===
===Negative Pikmin born===
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = ? | p2s = Yes
{{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.
Line 252: Line 251:
| 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}}}}
}}
===Sped up reviving enemies===
{{glitch | reproducibility = Medium | consequences = Depends | p2 = Yes | youtube = ciY7fbGqvbY | other = {{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}}}}
| effects = Makes it so a [[Spotty Bulbear]] or [[Gatling Groink]]'s animations are sped up when they [[revive]].
| prereq = Be in a sublevel with at least two of the enemy in question.
| howto = Kill the enemies and retrieve one of the corpses while the others are reviving. If the order you chose is correct, which is not something possible to determine while playing normally, the revived enemies will be sped up.
| notes =<br>
** The creature's animation for waking up after reviving may be skipped altogether.
** For Spotty Bulbears, this effect mostly affects the speed in which they get up and turn, since their animation speed is set to something else when they start walking.
** For Gatling Groinks, this affects almost everything they do, which can include the interval between fired shots and the speed they wobble at when carried.
** Also for Gatling Groinks, the ones that are stationary and the ones that roam around freely belong to different enemy "types", meaning they can't be used interchangeably.
** This glitch will only work if the carcass that gets recovered is of an enemy that is spawned earlier than the enemy that revived, which is something decided when the sublevel loads, meaning it cannot be determined by the player unless external tools are used.
** When three enemies are involved, if the carcass of the first-spawned enemy is recovered and the other two are reviving, what happens depends on which of the two finish reviving first. If the third-spawned revives first, it will be sped up while the other will not. If the second-spawned revives first, then both will be sped up.
** A [[#Sped up spawned enemies|similar glitch]] also affects Mitites and Unmarked Spectralids.
}}
===Sped up spawned enemies===
{{glitch | reproducibility = High | consequences = Depends | p2 = Yes | youtube = ciY7fbGqvbY
| effects = Makes it so a [[Mitite]] or [[Unmarked Spectralids]]'s animations are sped up. This also makes them die quicker.
| prereq = Be in an area or sublevel where you can spawn multiple of the enemy at will. For Mitites, there should be enough [[egg]]s to spawn one group and then spawn another (or for one group to be buried in the ground), and for Unmarked Spectralids there should be enough [[vegetation]] that spawns them when bumped against such as the [[Margaret]] and [[Figwort]] near the base of [[Awakening Wood]].
| howto = Collect carcasses of the enemies in question. Then, spawn some more of that enemy, and some of them will be sped up. For every one carcass you collect, the number of enemies that will be sped up increases by one, and decreases whenever a sped up enemy spawns.
| notes =<br>
** For Mitites that spawn from the ground, one of the Mitites will always be at normal speed.
** A [[#Sped up reviving enemies|similar glitch]] also affects Spotty Bulbears and Gatling Groinks.
| explanation = In memory, there is a list with data about all of the Mitites that can be loaded at once and another for all the Spectralids. When the area or sublevel is loaded, the data on this list is cleared. Whenever a new enemy needs to spawn, it occupies one slot of this list and initializes its data. When that enemy is defeated and its carcass is being beamed up by the Onion, its animation speeds up, which is controlled by one variable in that enemy's slot in memory. Once the enemy is completely absorbed by the Onion, its object vanishes from the game world, and its slot in memory is marked as vacant. When a new enemy is spawned, it takes up the first available slot in memory and initializes some data. The problem comes from the fact that the data that gets initialized does not include the variable that controls the animation speed, and so it just uses whatever was left behind in memory at that point. The reason buried Mitites always have one enemy that is not sped up is because when the area loads, the Mitite responsible for the group is already created and exists as an object in the game world, meaning it uses the regular cleared data in the list.
}}
}}


Line 295: Line 268:


===Wollywog super-jump===
===Wollywog super-jump===
{{glitch | reproducibility = High | consequences = Helpful | p2 = Yes | npcp2 = Yes | p2s = Yes | youtube = IHXSagmmcwo
{{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.
Line 323: Line 296:
| prerequisites = Have collected the [[Prototype Detector]].
| prerequisites = Have collected the [[Prototype Detector]].
| howto = Pause the game. After you press {{button|gc|start|wii|+|switch|+}} to unpause, rapidly mash {{button|gc|y|wii|-|switch|y}} 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.
| howto = Pause the game. After you press {{button|gc|start|wii|+|switch|+}} to unpause, rapidly mash {{button|gc|y|wii|-|switch|y}} 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 as it should when being affected by an Antenna Beetle.
| 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===
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | p2s = Yes | demonstration = [https://youtu.be/DtPkOwWds60&t=237 Youtube video at 3:57]
{{main|Cave#Cave entrance leader mixup}}
| effects = When entering the first sublevel of a cave in ''Pikmin 2'', the game may or may not switch the player's active leader.  
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.
| prerequisites = None
| howto = Enter the last sublevel in a cave, and then enter the first sublevel of a different cave with a different leader.
| notes = This does not happen when the player goes from one sublevel to the next. [[Challenge Mode (Pikmin 2)|Challenge Mode]] uses a different behavior, without a glitch, and that the default value of the variable is 0, meaning that at the start of the game, before the player goes from one sublevel to the next, the game will make Olimar the active leader when entering a cave.
| explanation = In order to decide what leader to turn active whenever a sublevel is entered (be it the first or not), the game reads a variable in memory. This variable is also saved onto the [[Saved game|save game data]] and loaded from it. It is set whenever the player goes from one sublevel to the next, which explains why, when the next sublevel is loaded, the game selects the correct leader. However, this variable never gets set when the cave itself is entered. This means that when the first sublevel is finished loading, the game reads the variable, and uses an outdated value, last updated when a sublevel hole was entered.
}}


===Cave hole glitch===
===Cave hole glitch===
Line 367: Line 335:
}}
}}


===Floating Cupid's Grenade===
===Floating cherry===
{{glitch | reproducibility = Low | consequences = Helpful | p2 = ? | npcp2 = ?
{{glitch | reproducibility = Low | consequences = Helpful | p2 = ? | npcp2 = ?
| effects = Makes a Cupid's Grenade float and go to an Onion by itself.
| 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|Cupid's Grenade]] near a dead enemy's carcass. The Pikmin will grab the Cupid's Grenade and start to take it right through the carcass. The Pikmin will get stuck in front of the carcass, walking endlessly until the Cupid's Grenade enters the Onion. Meanwhile, the Cupid's Grenade will continue to move without any Pikmin carrying it.
| 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.
}}
}}


Line 376: Line 344:
{{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 [[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.
| 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.
}}
}}


Line 391: Line 359:
| 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. A similar glitch can happen with the [[Waterwraith]] and its rollers.
| 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.
}}
}}


Line 409: Line 377:


===Shifted heat haze===
===Shifted heat haze===
{{glitch | reproducibility = High | consequences = Harmless | p2 = No | npcp2 = Yes | p2s=No | 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.
{{glitch | reproducibility = High | consequences = Harmless | p2 = Does not exist | 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 = Be playing the [[New Play Control! Pikmin 2|''New Play Control!'' version]] of the game in widescreen mode.
| prerequisites = Have the [[New Play Control! Pikmin 2|Wii version/Nintendo Switch 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.
Line 443: Line 411:
}}
}}


===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|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.
| 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.
}}
}}
Line 457: Line 425:
| 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.
| explanation = Snagrets are programmed to burrow up anywhere there is a flat collision plane, meaning the collision below the hill is likely causing the Pileated Snagret to pop up there instead of above the hill.
}}
}}


Line 500: Line 467:
| 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.
}}
}}
Line 517: Line 484:
| 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 starts speaking, the Pikmin will pause.
| notes = Once the ship start speaking, the Pikmin will pause though.
}}
}}


Line 543: Line 510:


===Frozen leader glitch===
===Frozen leader glitch===
{{glitch | reproducibility = Medium | consequences = Harmful | p2 = Yes | npcp2 = Yes | p2s = Yes | youtube = SjkshAlRaH0 | vcaption = Falling with dweevils | other = [https://www.youtube.com/watch?v=pvHglwyXWzw Falling without dweevils]
{{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]].
Line 646: Line 613:
| 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}}
| 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 [[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. This glitch can also be reproduced with the [[cardboard box]]es in ''Pikmin''. || || || || {{cite youtube|Laba7Tj4QGA|showing the invisible walls.}}
| 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. This glitch can also be reproduced with the [[cardboard box]]es in ''Pikmin''. || || || || {{cite youtube|Laba7Tj4QGA|showing the invisible walls.}}
|-
|-
| 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}}
| 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}}
Line 684: Line 651:
|-
|-
| 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). || || || ||
| 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. || || || ||
| 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. || || || ||
Line 697: Line 666:
| 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}}}}
| 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}}}}
|-
|-
| When playing the ''New Play Control!'' version in widescreen or the Nintendo Switch version, during the cutscene where [[Louie]] runs away from the Red Pikmin he just plucked, when he leaves the screen from the left and re-enters it shortly after, it is possible to see him zip into scene very quickly for a split-second. || No || Yes || Yes ||  
| With a widescreen setup, during the cutscene where [[Louie]] runs away from the Red Pikmin he just plucked, when he leaves the screen from the left and re-enters it shortly after, it is possible to see him zip into scene very quickly for a split-second. || No || Yes || Yes ||  
|-
| Sometimes, right before [[Titan Dweevil]] uses one of its weapons or tries to shake off Pikmin, one of the notes in the [[Music in Pikmin 2#Titan Dweevil|Titan Dweevil's theme]] will play really loudly. This is likely caused by some error from how the sequenced music is set to transition from the main theme to the attack stingers. || || Yes || || {{cite youtube|NXE1H7tsr2s|of a single note of the Titan Dweevil's theme playing loudly|m=16|s=31}}
|}
|}


Line 787: Line 754:
|-
|-
| 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. || Yes || Yes || Yes || [https://cdn.discordapp.com/attachments/177496240035069962/1123360647099449414/2023062623050900-FBD6C38DDCEBA77B90C7098B6DC16A91.mov Discord video]
| 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. || Yes || Yes || Yes || [https://cdn.discordapp.com/attachments/177496240035069962/1123360647099449414/2023062623050900-FBD6C38DDCEBA77B90C7098B6DC16A91.mov Discord video]
|-
| 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 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}}}}
Line 794: Line 763:
| 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}}}}
| 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. || Yes || Unknown || Yes || {{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}}}}, [https://twitter.com/Jiozak/status/1678067133144788997 Twitter video]
| 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}}}}
| 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}}}}
Line 817: Line 786:
|-
|-
| Given unknown circumstances, it is possible for a Fiery Bulblax to stop moving, shaking, and biting. It can still die as usual when its health is depleted. This may coincide with it turning to head back to its home after disengaging with the player. || Unknown || Unknown || Yes || {{cite youtube|gJX_IV-EhgQ|of an unresponsive Fiery Bulblax|published={{date|16|September|2023}}|retrieved={{date|17|September|2023}}}}
| Given unknown circumstances, it is possible for a Fiery Bulblax to stop moving, shaking, and biting. It can still die as usual when its health is depleted. This may coincide with it turning to head back to its home after disengaging with the player. || Unknown || Unknown || Yes || {{cite youtube|gJX_IV-EhgQ|of an unresponsive Fiery Bulblax|published={{date|16|September|2023}}|retrieved={{date|17|September|2023}}}}
|-
| In [[update|version]] 1.0.0 of {{p2s}}, if the player pauses the game when the timer in a [[Challenge Mode (Pikmin 2)|Challenge Mode]] stage hits 10 exactly, the game will crash. || Unknown || Unknown || Yes (1.0.0) ||
|-
| It is possible for thrown Pikmin to keep going in the same direction forever, unaffected by gravity, or to simply be flung much farther and slower than usual. || No || No || Yes || [https://twitter.com/YurikoTheDragon/status/1675358567875100672 Twitter video], [https://twitter.com/Halentenne/status/1672810521383567362 2], [https://twitter.com/gh0st_type_/status/1672258489484476416 3], [https://twitter.com/jk1ill0n/status/1672769138341584899 4]
|-
| If a Pikmin catches on fire right after a treasure is delivered, the cutscene might show the Pikmin in a T-pose. || Unknown || Unknown || Yes || [https://twitter.com/LazyJP_/status/1672417989948502017 Twitter video]
|-
| It is possible for an enemy to fall from the ceiling in a cave, but spawn beyond the wall, falling directly into the [[pit]]. || Unknown || Unknown || Yes || [https://twitter.com/pikminjosh/status/1672242672168501256 Twitter video]
|-
| It is possible for a Pikmin of the opposite team to carry objects to a player's Onion, in [[2-Player Battle]]. || Unknown || Unknown || Yes || [https://twitter.com/_Flamsey/status/1671689396117209089 Twitter video]
|-
| It is possible for the Withering Blowhog that falls from the ceiling in sublevel 3 of the [[Submerged Castle]] to spawn out of bounds. || Yes || Unknown || Unknown || [https://clips.twitch.tv/BlightedFlaccidChickenSaltBae-FxD1o2s7IHGEEzFe Twitch clip] (language warning)
|}
|}
===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==

Please note that all contributions to Pikipedia are considered to be released under the Attribution-ShareAlike 4.0 International license (see Pikipedia:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)