Editing Glitches in Pikmin 2
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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 | p2ns = 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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===Negative Pikmin born=== | ===Negative Pikmin born=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = ? | p2s = | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = ? | p2s = No | ||
| 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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===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=== | ||
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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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| 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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