Editing Glitches in Pikmin 2
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{{game icons|p2=y}} | {{game icons|p2=y}} | ||
{{DISPLAYTITLE:Glitches in ''Pikmin 2''}} | |||
{{spoiler}} | {{spoiler}} | ||
This is a collection of '''[[glitch]]es''' possible in ''[[Pikmin 2]]'' and the [[New Play Control! Pikmin 2|''New Play Control!'' remake]]. | |||
This is a collection of '''[[glitch]]es''' possible in | |||
Please read the [[Pikipedia:Glitch notes|glitch notes]] before attempting any of these glitches or before adding your own. | Please read the [[Pikipedia:Glitch notes|glitch notes]] before attempting any of these glitches or before adding your own. | ||
==Main== | ==Main== | ||
===Crushing glitch=== | ===Crushing glitch=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmful | p2 = Yes | npcp2 = ? | youtube = RXlmnr_IpBA | vcaption = Demonstration of the glitch, at 3:20. | other = [https://www.youtube.com/watch?v=6oJGPO8yN4w Crushing glitch on a rest sublevel] | ||
| effects = Makes a Pikmin vanish instantly by being crushed. | | effects = Makes a Pikmin vanish instantly by being crushed. | ||
| howto = When an enemy is defeated and falls to the ground, there is a chance that a nearby Pikmin will mysteriously vanish without leaving a [[ | | howto = When an enemy is defeated and falls to the ground, there is a chance that a nearby Pikmin will mysteriously vanish without leaving a [[spirit]] or making a sound. There are several enemies that have this happen more frequently than others, and it also happens with more regularity when [[Group move|swarming]] enemies rather than [[throw]]ing Pikmin at them. It can also happen with [[pellet]]s. | ||
| notes = [[Glitches in Pikmin#Crushing glitch|This glitch can also happen in ''Pikmin'']]. | | notes = [[Glitches in Pikmin#Crushing glitch|This glitch can also happen in ''Pikmin'']]. | ||
| explanation = When falling down, enemies will push any nearby Pikmin downwards and to the side. If the collision is just right, there's a chance that the downward push is too strong and the Pikmin falls to the ground, where it instantly dies shortly after. | | explanation = When falling down, enemies will push any nearby Pikmin downwards and to the side. If the collision is just right, there's a chance that the downward push is too strong and the Pikmin falls to the ground, where it instantly dies shortly after. | ||
}} | |||
===Double sprays=== | |||
{{glitch | reproducibility = High | danger = Helpful | p2 = Yes | npcp2 = Yes | image = Double spray glitch.jpg | |||
| effects = Duplicates the amount of sprays gained by absorbing a [[spray drop]]. | |||
| prerequisites = Have [[spray]]s unlocked. | |||
| howto = Find a droplet of spray, the color is irrelevant for the glitch. [[Dismiss]] all your Pikmin. Now you have to make it so that the leader you're not controlling starts absorbing the spray, and you absorb it as well before it's fully gone. The easiest way is to place one of your leaders close to the spray drop, then switch to the other leader and place him on the other side of the drop, so that both leaders and the drop are aligned. Call the idle leader, and just as he crosses the drop, dismiss. That leader should start absorbing, and before he finishes, touch the spray with your current leader. Alternate methods include pushing the idle leader into the drop, or running towards the drop at full speed with one leader, and just before he touches it, switch leaders; the momentum of the run should make him touch it. | |||
| notes = It is not possible to perform this glitch if the other leader is in your party, so dismissing is necessary. | |||
| explanation = The game is programmed to ignore all input from a leader that's absorbing a spray. That's why it's not normally possible to switch to another leader while absorbing. However, if a leader touches a drop without being the current leader, he'll still absorb it (but only if he's not on the other leader's group). The game increases the number of sprays whenever a leader finishes his absorbing animation. So if both leaders do it, the game increases it two times. | |||
}} | }} | ||
===Drowning reset=== | ===Drowning reset=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Helpful | p2 = Yes | npcp2 = Yes | ||
| effects = Makes a non-Blue Pikmin swim for however long the glitch is done. | | effects = Makes a non-Blue Pikmin swim for however long the glitch is done. | ||
| prerequisites = Have Blue Pikmin. | | prerequisites = Have Blue Pikmin. | ||
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| notes = A [[Glitches in Pikmin#Drowning reset|similar glitch]] can also be done in ''Pikmin'', but the method is different. | | notes = A [[Glitches in Pikmin#Drowning reset|similar glitch]] can also be done in ''Pikmin'', but the method is different. | ||
| explanation = To make sure that a Blue Pikmin's rescue attempt is successful, as to prevent the player from being robbed out of a life save that seemed guaranteed, and in order to avoid having to deal with the Blue Pikmin carrying a Pikmin that's dying, the game resets the time the swimming Pikmin has left the second the Blue Pikmin grabs it. This prevents the swimming Pikmin from dying. If the throw is canceled, the Blue Pikmin will not throw the swimming Pikmin, but the latter's swimming time will still have been reset. | | explanation = To make sure that a Blue Pikmin's rescue attempt is successful, as to prevent the player from being robbed out of a life save that seemed guaranteed, and in order to avoid having to deal with the Blue Pikmin carrying a Pikmin that's dying, the game resets the time the swimming Pikmin has left the second the Blue Pikmin grabs it. This prevents the swimming Pikmin from dying. If the throw is canceled, the Blue Pikmin will not throw the swimming Pikmin, but the latter's swimming time will still have been reset. | ||
}} | |||
===Embed glitch=== | |||
{{game help|p2|Find a video or image from ''Pikmin 2''.}} | |||
{{glitch | reproducibility = Low | danger = Harmful | p2 = Yes | npcp2 = Yes | youtube = d2Km5QKffqE | |||
| effects = Some objects can get embedded inside walls and other objects, making retrieving them impossible in some cases. | |||
| howto = Occasionally, a treasure or a pellet can become partially embedded inside a wall or another object. It can be possible to move the object against the spot it's stuck in, though that can either set it free or burrow it deeper. Issuing Pikmin around these objects is sometimes pointless, as they'll be unable to distribute themselves correctly over it, and thus, be unable to carry it. In addition, if a Pikmin is latched on to or grabbing an object as it becomes embedded with a wall, if the Pikmin is whistled, it'll fall through and die. | |||
| notes = [[Glitches in Pikmin#Embed glitch|This glitch can also happen in ''Pikmin'']]. | |||
| explanation = Objects may become embedded for a variety of reasons, but mostly, it's due to them being pushed inside walls by other objects. This is because the game attempts to avoid having objects overlapping one another, and as a last resort, an object is embedded against a wall. | |||
}} | }} | ||
===High ledge trick=== | ===High ledge trick=== | ||
{{ | {{glitch | reproducibility = Medium | danger = Helpful | p2 = Yes | npcp2 = Yes | demonstration = [http://speeddemosarchive.com/demo.pl?Pikmin2_BestEnding_310 2:25 of part 4 of the current Speed Demos Archive speedrun, by Charles Griffin] | ||
| effects = Makes it possible to [[throw]] a non-Yellow Pikmin onto a high ledge. | |||
| howto = Using the "[[Throw#Longer throw trick|long throw]]" technique (throw a Pikmin while running), it's possible to make non-Yellow Pikmin reach a ledge that only Yellows are meant to. The Pikmin must scrape the wall a bit during the ascending part of their jump in order to make it. The exact amount of contact with the wall depends, and some surfaces (especially when they aren't perfectly vertical) work better than others. If you need help, check some speedrunning and challenge videos, as this trick is commonly used in such runs. | |||
| notes = [[Glitches in Pikmin#This glitch can also happen in High ledge trick|''Pikmin'']]. In ''New Play Control! Pikmin 2'', the [[HUD#Cursor|cursor]] must be placed so that it is at the longest possible distance or beyond. This gives the throw enough force to perform the glitch. | |||
| explanation = Some energy from the throw cannot be transfered horizontally, as there's a wall, so instead it gets transferred vertically. It also helps that some tilted surfaces make thrown Pikmin slide up, given their incline. | |||
}} | |||
===Instant bridge=== | ===Instant bridge=== | ||
{{glitch | reproducibility = | {{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 | danger = 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. | |||
| | |||
}} | }} | ||
===Seesaw block | ===Seesaw block glitch=== | ||
{{glitch | reproducibility = | {{glitch | reproducibility = Low | danger = Helpful | p2 = Yes | npcp2 = Yes | demonstration = [http://speeddemosarchive.com/demo.pl?Pikmin2_BestEnding_310 2:20 and 5:25 of part 7 of the current Speed Demos Archive speedrun, by Charles Griffin] | ||
| effects = | | effects = Makes a leader able to go out of bounds, and teleport into a helpful spot, allowing shortcuts. | ||
| prerequisites = Have | | prerequisites = Have uncollected treasure. | ||
| howto = | | howto = Send Pikmin to carry a treasure to the ship. While they're going, head for a [[seesaw block]]. The timing is very hard, but you have to try to make it so that the seesaw block your leader is on raises at the same time the treasure collection cutscene begins. After the cutscene is over, you will be inside the block. You can now go out of bounds or fall through the terrain, at which point you'll respawn somewhere near the ship. | ||
| notes = | | notes = This trick can be used on the [[Perplexing Pool]] to go out of bounds and access the Shower Room without taking down the [[electric gate]]s, and on the [[Awakening Wood]] to obtain [[Blue Pikmin]] early. | ||
| explanation = During | | explanation = During the treasure collection cutscene, leaders and non-treasure-related Pikmin are frozen in place (enemies are not). This is to prevent disasters from happening while the player is unable to take action. Some objects continue to move though, such as the seesaw blocks. Because the leader's position doesn't move, but the block does, it engulfs the leader, and when the player takes control, they can fall out of bounds, as there are no walls in the small area in which the leader was left in. Leaders who fall out of bounds respawn in hardcoded places, specifically added for the scenario of a leader somehow falling off. Maybe the places weren't assigned with much attention, or maybe they made sense in earlier versions of the maps, as it's unlikely that Nintendo would want the default respawn places to be set up in such a way that players can easily take shortcuts. | ||
}} | }} | ||
===Sped up punching=== | ===Sped up punching=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Helpful | p2 = Yes | npcp2 = Yes | ||
| effects = Makes a leader [[punch]] twice as fast. | | effects = Makes a leader [[punch]] twice as fast. | ||
| howto = Simply punch while moving. Rotating in place also works. You should attack roughly twice as fast as if you were standing still. | | howto = Simply punch while moving. Rotating in place also works. You should attack roughly twice as fast as if you were standing still. | ||
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}} | }} | ||
=== | ===Tilted objects=== | ||
{{glitch | reproducibility = | {{glitch | reproducibility = Low | danger = Harmful | p2 = Yes | npcp2 = Yes | image = Activity_arouser_tilt.jpeg | ||
| effects = | | 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. | ||
| notes = This glitch can also happen in [[Glitches in Pikmin#Tilted objects|''Pikmin'']]. | |||
| notes = | | explanation = Because of the game's physics and enforcement of gravity on objects, if Pikmin carrying the front of an object fall from an edge before the ones at the back do, the piece will be tilted. This is normal, but given that pieces falling from high places isn't common, the game doesn't handle it too well. Occasionally, it'll leave the piece tilted as the Pikmin are carrying it. | ||
| explanation = | |||
}} | }} | ||
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===Cave death count glitch=== | ===Cave death count glitch=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Harmful | p2 = Yes | npcp2 = Yes | youtube = 7mu5dfuqa4k | ||
| effects = Increases the number of Pikmin deaths without killing the corresponding Pikmin. | | effects = Increases the number of Pikmin deaths without killing the corresponding Pikmin. | ||
| prerequisites = Be in a cave that has [[water]], [[poison]] or [[fire]] hazards, and have Pikmin that are not immune to those hazards. | | prerequisites = Be in a cave that has [[water]], [[poison]] or [[fire]] hazards, and have Pikmin that are not immune to those hazards. | ||
| howto = When your Pikmin are | | howto = When your Pikmin are choking or burning due to a water, poison or fire hazard, their deaths are accounted for exactly when they make their last scream. While they are too far gone to save by the [[whistle]] at this point, they aren't exactly dead yet. If you go into a [[geyser]] or hole, you can see them jump into it with the bubbles, gas, or flames on them, albeit alive. On the next sublevel, they'll be perfectly normal. However, when you complete the cave, you'll notice that their deaths were accounted for in the number of total deaths. If you do it several times throughout the sublevels, you can even have over 100 deaths in a single cave run. | ||
| notes = This glitched number of deaths in the cave will also add to your Pikmin death [[Saved game|save file]] total. It's also possible for a Pikmin to catch on fire during the cutscene, if there's a geyser nearby. But this will neither kill the Pikmin or change the death count. This can also rarely happen if Pikmin die from falling off an abyss.{{cite youtube|e3QmXfhKPUs|showing Pikmin falling into the pit whilst on the sublevel jump cutscene}} | | notes = This glitched number of deaths in the cave will also add to your Pikmin death [[Saved game|save file]] total. It's also possible for a Pikmin to catch on fire during the cutscene, if there's a geyser nearby. But this will neither kill the Pikmin or change the death count. This can also rarely happen if Pikmin die from falling off an abyss.{{cite youtube|e3QmXfhKPUs|showing Pikmin falling into the pit whilst on the sublevel jump cutscene}} | ||
| explanation = The game counts a death when a Pikmin makes its last cry, even though the creature's object still exists on the map. Normally, it's impossible to save it when it's doing its last cry, though. But when entering a hole or a geyser, the game forces all Pikmin objects to jump in, regardless of their state. When loading the next sublevel, the game creates new Pikmin objects, basing itself on the previous objects' maturity, color, etc., but not their state (choking/burning). | | explanation = The game counts a death when a Pikmin makes its last cry, even though the creature's object still exists on the map. Normally, it's impossible to save it when it's doing its last cry, though. But when entering a hole or a geyser, the game forces all Pikmin objects to jump in, regardless of their state. When loading the next sublevel, the game creates new Pikmin objects, basing itself on the previous objects' maturity, color, etc., but not their state (choking/burning). | ||
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===Crushed Pikmin in cutscene=== | ===Crushed Pikmin in cutscene=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | image = Crushed Pikmin jumping in hole.jpg | icaption = Demonstration of the glitch. The Pikmin on the bottom-left are very flat. | ||
| effects = Causes [[ | | effects = Causes [[Blunt force|crushed]] Pikmin to appear in the sublevel transition cutscene. | ||
| prerequisites = Have something that is able to crush Pikmin on the sublevel, such as the [[Armored Cannon Larva]] in sublevel 3 of [[Subterranean Complex]]. | | prerequisites = Have something that is able to crush Pikmin on the sublevel, such as the [[Armored Cannon Larva]] in sublevel 3 of [[Subterranean Complex]]. | ||
| howto = Be near a hole to the next sublevel in a cave, and have something on the floor that is able to squish Pikmin, such as a boulder. Have the Pikmin be squished by the object (or enemy) and enter the hole right afterwards. If you enter quickly enough, the squished Pikmin will be there in the cutscene, and will appear squished. | | howto = Be near a hole to the next sublevel in a cave, and have something on the floor that is able to squish Pikmin, such as a boulder. Have the Pikmin be squished by the object (or enemy) and enter the hole right afterwards. If you enter quickly enough, the squished Pikmin will be there in the cutscene, and will appear squished. | ||
| notes = The crushed Pikmin will not die when you arrive at the next sublevel, nor will they be counted for the total of deaths. | | notes = The crushed Pikmin will not die when you arrive at the next sublevel, nor will they be counted for the total of deaths. | ||
| explanation = In caves, when the player enters the next sublevel, all living Pikmin that are not buried in the ground are automatically teleported to the leader. And, because Pikmin do not die instantly after they are crushed, there is a small window where the game considers them alive, which can be used to keep them alive in the cutscene. And because the cutscene doesn't expect the Pikmin to be different from normal, it doesn't fix the fact that they are squashed, thus, making them appear flat in the cutscene. | | explanation = In caves, when the player enters the next sublevel, all living Pikmin that are not buried in the ground are automatically teleported to the leader. And, because Pikmin do not die instantly after they are crushed, there is a small window where the game considers them alive, which can be used to keep them alive in the cutscene. And because the cutscene doesn't expect the Pikmin to be different from normal, it doesn't fix the fact that they are squashed, thus, making them appear flat in the cutscene. | ||
}} | }} | ||
===Fake Pikmin extinction=== | ===Fake Pikmin extinction=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Makes the game announce a Pikmin extinction, without any single Pikmin death. | | effects = Makes the game announce a Pikmin extinction, without any single Pikmin death. | ||
| howto = Go near the entrance of a [[cave]] with Pikmin on your party. When you're ready, press {{button|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 | | {{glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Makes a Blue Pikmin save a drowning non-Blue, through a bridge. | | effects = Makes a Blue Pikmin save a drowning non-Blue, through a bridge. | ||
| prerequisites = Have a built bridge and Blue Pikmin. | | prerequisites = Have a built bridge and Blue Pikmin. | ||
| howto = Leave some Blue Pikmin idle on top of a bridge. Then, [[throw]] some non-Blues under the Blue Pikmin. After a bit, the Blues will grab the drowning Pikmin through the bridge, and throw them to safety. | | howto = Leave some Blue Pikmin idle on top of a bridge. Then, [[throw]] some non-Blues under the Blue Pikmin. After a bit, the Blues will grab the drowning Pikmin through the bridge, and throw them to safety. | ||
| explanation = Normally, lifeguard Blue Pikmin that are close to drowning Pikmin don't have anything in between. As such, the check for whether a Blue Pikmin should rescue a drowning one doesn't take into account walls, objects or bridges. All that's needed is for the Blue and the drowning Pikmin to be close enough to one another. | | explanation = Normally, lifeguard Blue Pikmin that are close to drowning Pikmin don't have anything in between. As such, the check for whether a Blue Pikmin should rescue a drowning one doesn't take into account walls, objects or bridges. All that's needed is for the Blue and the drowning Pikmin to be close enough to one another. | ||
}} | }} | ||
===Non-Blue Pikmin underwater during cutscenes=== | ===Non-Blue Pikmin underwater during cutscenes=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Helpful | p2 = Yes | npcp2 = Yes | youtube = AmqzPQkyvFo | ||
|effects = Makes non Blue Pikmin survive in water for a few seconds, allowing the player to retrieve treasures without Blues. | |effects = Makes non Blue Pikmin survive in water for a few seconds, allowing the player to retrieve treasures without Blues. | ||
|howto = Simply trigger a cutscene that does not pause the game (like the [[sunset]] warning or a new cave). While the cutscene is playing, non-Blue Pikmin will ignore water. If timed right, you can retrieve treasures without Blues. The effects continue for a few seconds after the cutscene ends. If you trigger several cutscenes at once, you can keep the glitch going for longer. | |howto = Simply trigger a cutscene that does not pause the game (like the [[sunset]] warning or a new cave). While the cutscene is playing, non-Blue Pikmin will ignore water. If timed right, you can retrieve treasures without Blues. The effects continue for a few seconds after the cutscene ends. If you trigger several cutscenes at once, you can keep the glitch going for longer. | ||
}} | }} | ||
===Pikmin stuck under bridge=== | ===Pikmin stuck under bridge=== | ||
{{glitch | reproducibility = | {{glitch | reproducibility = Low | danger = Harmless | p2 = 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 | danger = Harmful | p2 = ? | npcp2 = Yes | ||
| effects = Makes a Pikmin vanish, but not die, by going through a bridge. | | effects = Makes a Pikmin vanish, but not die, by going through a bridge. | ||
| prerequisites = Have a built [[bridge]] being eaten by [[Mandiblard|Sheargrubs]]. | | prerequisites = Have a built [[bridge]] being eaten by [[Mandiblard|Sheargrubs]]. | ||
| howto = Throw a Pikmin onto a bridge that's being deconstructed by Sheargrubs. If you're lucky, it might mysteriously disappear from the screen. | | howto = Throw a Pikmin onto a bridge that's being deconstructed by Sheargrubs. If you're lucky, it might mysteriously disappear from the screen. | ||
| notes = The Pikmin will still be counted on the counter and appear on the [[radar]] as their respective colors, but will not appear above or below the bridge. Corpses and pellets, however, will still be on the bridge | | notes = The Pikmin will still be counted on the counter and appear on the [[radar]] as their respective colors, but will not appear above or below the bridge. Corpses and pellets, however, will still be on the bridge. | ||
| explanation = As with other bridge-related glitches, bridges are objects, not level geometry, so their collision detection is inferior. In addition, by having the Sheargrubs eat the bridge, it's possible for ground that used to be under the Pikmin to suddenly stop existing, which makes the game behave erratically. | | explanation = As with other bridge-related glitches, bridges are objects, not level geometry, so their collision detection is inferior. In addition, by having the Sheargrubs eat the bridge, it's possible for ground that used to be under the Pikmin to suddenly stop existing, which makes the game behave erratically. | ||
}} | }} | ||
==Enemy-related== | ==Enemy-related== | ||
===Beetle flip glitch=== | ===Anode Beetle flip glitch=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = ? | youtube = BLYxdnYPToE | ||
|effects = Makes an [[Anode Beetle | |effects = Makes an [[Anode Beetle]] that is getting ready to connect to a partner instantly change from its idle animation to its "flip upright" animation, and suffer no effect from the Pikmin that hit it. | ||
|howto = Throw a Pikmin at | |howto = Throw a Pikmin at an Anode Beetle that has been roaming around. The glitch will happen if the Pikmin lands on the same frame in which the creature would begin turning to face its zapping partner. | ||
|notes = If the player triggers this glitch accidentally, they could end up not reacting to the enemy | |notes = If the player triggers this glitch accidentally, they could end up not reacting to the still-active enemy in time, and could lose Pikmin. To rectify this, they can throw two Pikmin in a row, so the second one hits after the first one causes the glitch. | ||
|normal = The creature would get flipped | |normal = The creature would get flipped upside-down and become impossible to connect to a partner while in this state. | ||
|explanation = The variable that controls how much time is left until a flipped beetle | |explanation = The variable that controls how much time is left until a flipped beetle gets back up is set to zero every time it enters the state where it is aligning with a partner. If the beetle enters that state at the same time it enters the "flip upside-down" state, the enemy will be successfully flipped, but the "time remaining" variable will be set to zero, and the enemy will flip upright straight after. | ||
}} | }} | ||
===Blowhog stuck above water=== | ===Blowhog stuck above water=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Helpful | p2 = Yes | npcp2 = Yes | youtube = JLmGOM9Yhec | ||
|effects = Makes a [[Withering Blowhog]] stuck between the ground and water, endlessly repeating its falling animation. | |effects = Makes a [[Withering Blowhog]] stuck between the ground and water, endlessly repeating its falling animation. | ||
|howto = Go to the [[Shower Room]], and make it so that the Withering Blowhog near the landing site hovers between the ground and water as it stops to inhale. Then, make it fall. It should permanently repeat its falling animation. | |howto = Go to the [[Shower Room]], and make it so that the Withering Blowhog near the landing site hovers between the ground and water as it stops to inhale. Then, make it fall. It should permanently repeat its falling animation. | ||
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===Dud bomb-rocks=== | ===Dud bomb-rocks=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = ? | youtube = HffrdnfsmNg | ||
|effects = Makes a [[bomb-rock]] thrown by a [[Careening Dirigibug]] stay in place without detonating, and eventually disappearing. | |effects = Makes a [[bomb-rock]] thrown by a [[Careening Dirigibug]] stay in place without detonating, and eventually disappearing. | ||
|howto = Go on sublevel 6 of the [[Subterranean Complex]] and lure a Careening Dirigibug to you. Walk to the exit [[geyser]], and stand between it and the ledge. With luck, the enemy will throw a bomb, but it will stay in place without exploding, between you and the geyser. | |howto = Go on sublevel 6 of the [[Subterranean Complex]] and lure a Careening Dirigibug to you. Walk to the exit [[geyser]], and stand between it and the ledge. With luck, the enemy will throw a bomb, but it will stay in place without exploding, between you and the geyser. | ||
|explanation = If the bomb is lodged between a geyser and a leader, it will stay there and won't touch the ground. The bombs are programmed to only explode when they touch the ground. Possibly as a safety measure to prevent object flooding, for scenarios like this, bomb-rocks were made to despawn after some seconds. | |explanation = If the bomb is lodged between a geyser and a leader, it will stay there and won't touch the ground. The bombs are programmed to only explode when they touch the ground. Possibly as a safety measure to prevent object flooding, for scenarios like this, bomb-rocks were made to despawn after some seconds. | ||
}} | }} | ||
===Floating enemies=== | ===Floating enemies=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = 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 | | howto = This glitch happens randomly. When you are close to an area where an enemy will fall down, it may fall on a dead enemy or treasure. This will make the enemy float in mid air, but it counts as being on the ground. | ||
| notes = | | notes = If this happens with an Armored Cannon Beetle Larva, the boulder it shoots will fall down like if it was a cliff. | ||
| explanation = For collision purposes, enemies have long vertical hitboxes, probably a universal height. Normally, it's not possible to have an enemy fall on top of another, and the tall hitboxes | | explanation = For collision purposes, enemies have long vertical hitboxes, probably a universal height. Normally, it's not possible to have an enemy fall on top of another, and the tall hitboxes is to make sure the enemy that's falling from above slides out of the way at a comfortable distance. If, however, the falling enemy is spot-on on the grounded enemy's center, it will have no direction to slide into, so it takes the collision as landing on solid ground. | ||
}} | }} | ||
===Invincible Wollywog=== | ===Invincible Wollywog=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Depends | p2 = Yes | npcp2 = ? | youtube = Cr5ye2sX57w | ||
| effects = Makes a Wollywog be stuck in the ground, and invincible. Helpful for those who want to avoid the creature, harmful for those who want the [[Poko]]s it yields. | | effects = Makes a Wollywog be stuck in the ground, and invincible. Helpful for those who want to avoid the creature, harmful for those who want the [[Poko]]s it yields. | ||
| howto = | | howto = Enter the [[Shower Room]]. On the first floor, a [[Wollywog]] will fall from the ceiling. Quickly mob it with [[Purple Pikmin]] just as it's falling. If done correctly, it should get trapped underground and unable to move, as well as become invincible. Wollywogs can also become stuck for a variety of reasons, especially if their jumps make them land on top of other objects or oddly-shaped structures. | ||
| explanation = | | explanation = Purple Pikmin latch on to enemies differently (e.g. a [[Swooping Snitchbug]] can never shake off a Purple Pikmin), so the code for it mustn't be like normal attack code. In addition, a Wollywog that's falling is not in a "ready" state, so if it receives interaction that was only meant to happen if it were ready, like being attacked, the game will not handle it properly, and leave its state as not ready, making it unattackable. The fact that it burrows to the ground must be because its unreadiness state stops it from handling collisions with the ground correctly, and given its fall velocity, it becomes embedded with the ground, instead of snapping on top of it. | ||
}} | }} | ||
===Leader stuck in pipe=== | ===Leader stuck in pipe=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Depends | p2 = ? | npcp2 = Yes | youtube = SI0KDTwJW7k&t=13m45s | vcaption = The glitch in question happens at 13:45 | ||
| effects = Causes the active leader to be stuck on a pipe and makes the player unable to switch leaders or move, until the [[Bumbling Snitchbug]] frees them. | | effects = Causes the active leader to be stuck on a pipe and makes the player unable to switch leaders or move, until the [[Bumbling Snitchbug]] frees them. | ||
| prerequisites = Be in a sublevel with a Bumbling Snitchbug and fully-covered pipes (such as the corridor in the 6th sublevel of the [[Shower Room]]). | | prerequisites = Be in a sublevel with a Bumbling Snitchbug and fully-covered pipes (such as the corridor in the 6th sublevel of the [[Shower Room]]). | ||
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===Non-Reds on a Fiery Bulblax=== | ===Non-Reds on a Fiery Bulblax=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | ||
|effects = Makes non-Red Pikmin ignore a Fiery Bulblax's flames. | |effects = Makes non-Red Pikmin ignore a Fiery Bulblax's flames. | ||
|howto = Lure the enemy into the water, and when its fire goes out, toss non-Red Pikmin at its back. When it walks out of the water, its fire should return, but the Pikmin | |howto = Lure the enemy into the water, and when its fire goes out, toss non-Red Pikmin at its back. When it walks out of the water, its fire should return, but the Pikmin in its back should take no mind to the fire. | ||
|explanation = When the Bulblax leaves the water, there is no code to alert the Pikmin that the object they're attacking has changed its elemental properties, so the Pikmin keep the old behavior – attacking, instead of the new one – being set ablaze. | |explanation = When the Bulblax leaves the water, there is no code to alert the Blue Pikmin that the object they're attacking has changed its elemental properties, so the Pikmin keep the old behavior – attacking, instead of the new one – being set ablaze. | ||
}} | }} | ||
===Petrified Volatile Dweevil suicide=== | ===Petrified Volatile Dweevil suicide=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Helpful | p2 = Yes | npcp2 = Yes | youtube = 0cNUbwxEEtE | other = [https://youtube.com/watch?v=2DKvQoqUzBw YouTube video showing what happens if this glitch is performed on the Japanese version's Piklopedia] | ||
| effects = Makes a petrified Volatile Dweevil kill itself, yielding normal petrification death spoils. | | effects = Makes a petrified Volatile Dweevil kill itself, yielding normal petrification death spoils. | ||
| prerequisites = Have at least one [[ultra-bitter spray]]. | | prerequisites = Have at least one [[ultra-bitter spray]]. | ||
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}} | }} | ||
===Sped up Dwarf | ===Sped up Dwarf Bulborb=== | ||
{{glitch | reproducibility = Medium | | {{game help|p2|Get more details about this.}} | ||
| effects = Makes a Dwarf | {{glitch | reproducibility = Medium | danger = Harmful | p2 = Yes | npcp2 = Yes | ||
| effects = Makes a Dwarf Bulborb's animations temporarily speed up to roughly twice its normal speed, giving the player less time to react. | |||
| prerequisites = Have the [[Brute Knuckles]]. | |||
| howto = Combo a Dwarf Bulborb using the Brute Knuckles. Occasionally, the Bulborb's shaking, biting and dying animations might be sped up. | |||
| notes = This can also happen with similar enemies, such as [[Dwarf Orange Bulborb]]s. | |||
| | |||
}} | }} | ||
===Stuck Waterwraith=== | ===Stuck Waterwraith=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = h7fS9k6_fvo | ||
| effects = Makes the Waterwraith's rollers unable to move, though the creature itself will still move. | | effects = Makes the Waterwraith's rollers unable to move, though the creature itself will still move. | ||
| howto = Go on sublevel 4 of the [[Submerged Castle]]. Lure the Waterwraith into entering the large pipe area. It should get stuck fairly easily. | | howto = Go on sublevel 4 of the [[Submerged Castle]]. Lure the Waterwraith into entering the large pipe area. It should get stuck fairly easily. | ||
}} | }} | ||
===Titan Dweevil treasure glitch=== | ===Titan Dweevil treasure glitch=== | ||
{{game help|p2|Get more info on this. Specifically, what happens if you beat up the treasure afterwards?}} | {{game help|p2|Get more info on this. Specifically, what happens if you beat up the treasure afterwards?}} | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = ? | p2 = Yes | npcp2 = ? | youtube = RXlmnr_IpBA | vcaption = Demonstration of the glitch, at 4:30. | ||
| effects = Makes a treasure re-appear in the [[Titan Dweevil]]'s hands. | | effects = Makes a treasure re-appear in the [[Titan Dweevil]]'s hands. | ||
| howto = Beat up one of the Titan Dweevil's treasures until it's nearly detached. When the creature is just about to use that treasure, [[ultra-bitter spray|petrify it]]. Attack the treasure and detach it before the boss breaks free. | | howto = Beat up one of the Titan Dweevil's treasures until it's nearly detached. When the creature is just about to use that treasure, [[ultra-bitter spray|petrify it]]. Attack the treasure and detach it before the boss breaks free. | ||
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===Wollywog super-jump=== | ===Wollywog super-jump=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Helpful | p2 = Yes | npcp2 = 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 | | {{glitch | reproducibility = Low | danger = 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 | | {{glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | 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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==Aesthetic== | ==Aesthetic== | ||
===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 | | {{glitch | reproducibility = High | danger = 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 | | {{glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Makes the "cash register" sound play twice, and makes the [[Poko]] value numbers pop out twice. | | 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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===Early third day cutscene=== | ===Early third day cutscene=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p2 = ? | npcp2 = ? | ||
|effects = Makes [[Hocotate ship|the ship]] start the [[cutscene]]s that take place at the beginning of the third [[day]] start in the second day instead. | |effects = Makes [[Hocotate ship|the ship]] start the [[cutscene]]s that take place at the beginning of the third [[day]] start in the second day instead. | ||
|prerequisites = Be on the second day. | |prerequisites = Be on the second day. | ||
|howto = When you first enter the [[Emergence Cave]], grow Purple Pikmin and leave the cave using the [[geyser]] without collecting the [[Sphere Chart]]. | |howto = When you first enter the [[Emergence Cave]], grow 9 Purple Pikmin and leave the cave using the [[geyser]] without collecting the [[Sphere Chart]]. Enter the cave again, grow 10 more Purples, leave without the treasure once more, and store the Purples on the ship's hull. Return to the cave once more. For the final time, leave without the globe, and when you reach the surface, the cutscenes that are meant to start on the third day (the ship informing about the Purples having been stored on its hull and how Olimar should've instructed Louie about the [[controls]]) will play on the current day instead. | ||
}} | }} | ||
===Frozen Glowstem=== | ===Frozen Glowstem=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = ga_6QmokF6I | vcaption = Demonstration of the glitch at 4:29. | ||
| effects = Makes a [[Glowstem]] temporarily stuck, not emitting light. | | effects = Makes a [[Glowstem]] temporarily stuck, not emitting light. | ||
| howto = Have a leader and some Pikmin near a Glowstem, and another leader a bit far away, facing away from the Glowstem. Make the Pikmin on the first leader's party bump against the Glowstem. After they touch it, quickly take them away from it and switch leaders. If the other leader was positioned sufficiently far, the Glowstem will be [[Camera#Off-camera objects|off-camera]] once the focus shifts onto the other leader. Then, walk with this leader towards the Glowstem. If the timing was right, it should remain disabled until it's touched once more. | | howto = Have a leader and some Pikmin near a Glowstem, and another leader a bit far away, facing away from the Glowstem. Make the Pikmin on the first leader's party bump against the Glowstem. After they touch it, quickly take them away from it and switch leaders. If the other leader was positioned sufficiently far, the Glowstem will be [[Camera#Off-camera objects|off-camera]] once the focus shifts onto the other leader. Then, walk with this leader towards the Glowstem. If the timing was right, it should remain disabled until it's touched once more. | ||
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}} | }} | ||
===Floating | ===Floating cherry=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmless | 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. | ||
}} | }} | ||
===Floating nectar=== | ===Floating nectar=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p2 = ? | npcp2 = Yes | ||
| effects = Makes nectar float in mid-air. | | effects = Makes nectar to 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. | ||
}} | }} | ||
===Ghost leader=== | ===Ghost leader=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = a-mIR7hRgPY | other = [https://www.youtube.com/watch?v=T_Jly5P0S3w Leader following inside a cave] | ||
| effects = Leaves a leader's "ghost" following the active leader. This ghost can be harmed. | | effects = Leaves a leader's "ghost" following the active leader. This ghost can be harmed. | ||
| prerequisites = Have both leaders alive. | | prerequisites = Have both leaders alive. | ||
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===Half petrified Volatile Dweevil=== | ===Half petrified Volatile Dweevil=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = 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 [[ | | prerequisites = Have the [[Volatile Dweevil]] on the [[Piklopedia]]. | ||
| howto = Petrify the Volatile Dweevil on the Piklopedia. Right before it breaks free, petrify it again. If you did it correctly, only the [[bomb-rock]] on its back should've been petrified. An easy way to ensure the correct timing is to mash {{button|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. | ||
}} | }} | ||
===Lying down in a cutscene=== | ===Lying down in a cutscene=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = ? | youtube = BkYqlsomgvw | ||
| effects = Makes a leader jump down a hole or enter the [[sunset]] cutscene whilst lying down. | | effects = Makes a leader jump down a hole or enter the [[sunset]] cutscene whilst lying down. | ||
| howto = If one of your leaders is knocked over by an enemy just as you are going in a hole, or the day is ending, he will enter the cutscene while lying down. This will not work if he lies down by himself with the [[Five-man Napsack]]. | | howto = If one of your leaders is knocked over by an enemy just as you are going in a hole, or the day is ending, he will enter the cutscene while lying down. This will not work if he lies down by himself with the [[Five-man Napsack]]. | ||
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===Multiple rules closures=== | ===Multiple rules closures=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Makes the sound that plays when you close the rules page on [[2-Player Battle]] and [[Challenge Mode (Pikmin 2)|Challenge Mode]] play more than once. | | effects = Makes the sound that plays when you close the rules page on [[2-Player Battle]] and [[Challenge Mode (Pikmin 2)|Challenge Mode]] play more than once. | ||
| howto = Simply open the rules page by pressing {{button|gc|z|wii|z}}, and mash {{button|gc|b|wii|b}}. | | howto = Simply open the rules page by pressing {{button|gc|z|wii|z}}, and mash {{button|gc|b|wii|b}}. | ||
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===Shifted heat haze=== | ===Shifted heat haze=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = Harmless | p2 = No | npcp2 = Yes | image = P2 shifted heat haze.jpg | icaption = Demonstration of the glitch. The [[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 | | {{glitch | reproducibility = High | danger = 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 | | {{glitch | reproducibility = High | danger = 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 | | {{glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | image = Waterwraith - Petrified.jpg | ||
| effects = Makes the Waterwraith's rollers petrified, leaving the creature struggling to break free. | | effects = Makes the Waterwraith's rollers petrified, leaving the creature struggling to break free. | ||
| prerequisites = Have the [[Waterwraith]] on the [[ | | prerequisites = Have the [[Waterwraith]] on the [[Piklopedia]]. | ||
| howto = Open the Piklopedia, and go to the Waterwraith's archive. Right when you open it, repeatedly press {{button|gc|z|wii|1}} to [[ultra-bitter spray|petrify]] it. The rollers will become petrified, followed by the Waterwraith's body. The rollers will break free first. When they do, immediately re-petrify them. The Waterwraith will then break free, and appear to have a very difficult time trying to lift its petrified boulders. | | howto = Open the Piklopedia, and go to the Waterwraith's archive. Right when you open it, repeatedly press {{button|gc|z|wii|1}} to [[ultra-bitter spray|petrify]] it. The rollers will become petrified, followed by the Waterwraith's body. The rollers will break free first. When they do, immediately re-petrify them. The Waterwraith will then break free, and appear to have a very difficult time trying to lift its petrified boulders. | ||
| explanation = Like with the [[#Half petrified Volatile Dweevil|half petrified Volatile Dweevil]] glitch, the rollers and the creature must count as two different objects, and their petrifications might be able to be desynchronized. | | explanation = Like with the [[#Half petrified Volatile Dweevil|half petrified Volatile Dweevil]] glitch, the rollers and the creature must count as two different objects, and their petrifications might be able to be desynchronized. | ||
}} | }} | ||
===Stuck bag=== | ===Stuck paper bag=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = 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=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = DMgwIxr032Q | ||
| effects = Makes the [[Pileated Snagret]] become stuck on the [[ | | effects = Makes the [[Pileated Snagret]] become stuck on the [[Piklopedia]]. | ||
| 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 | | howto = On the [[Menu#Area selection|area selection screen]], place the ship over the [[Valley of Repose]]. Enter the Piklopedia and open the Pileated Snagret's file. The creature spawns on top of a snowy hill, but there's a chance that it will be unable to emerge from the ground, instead becoming stuck inside the patch of snow. If it doesn't happen, try making it burrow and emerge more often. Another way to make it stuck is to lure it towards the part with grass by using [[Pikpik carrot]]s. It might be unable to go back to its original place, all the while hopping endlessly while trying to go up the hill. | ||
}} | }} | ||
===Treasure in the background=== | ===Treasure in the background=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes | image = Miniature right.jpg | ||
| effects = Creates a miniature of a treasure on the top right of the screen. | | effects = Creates a miniature of a treasure on the top right of the screen. | ||
| howto = It only happens rarely, but when you deliver a treasure, during the evaluation cutscene, a miniature of the same treasure might appear on the top right corner, in the background. | | howto = It only happens rarely, but when you deliver a treasure, during the evaluation cutscene, a miniature of the same treasure might appear on the top right corner, in the background. | ||
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===Unbeamable leader=== | ===Unbeamable leader=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Makes a leader stay on the ground instead of being beamed up by the Research Pod. The animations will still go through, and the teleportation flash will still happen, but the leader will remain on the ground. | | effects = Makes a leader stay on the ground instead of being beamed up by the Research Pod. The animations will still go through, and the teleportation flash will still happen, but the leader will remain on the ground. | ||
| prerequisites = Have [[Challenge Mode (Pikmin 2)|Challenge Mode]] unlocked. | | prerequisites = Have [[Challenge Mode (Pikmin 2)|Challenge Mode]] unlocked. | ||
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===Undead Ranging Bloyster=== | ===Undead Ranging Bloyster=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | danger = 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=== | ||
{{glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | image = Wistful Wild cut-off.jpg | |||
{{glitch | reproducibility = High | | |||
| 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 = | | prerequisites = Have the [[Wistful Wild]], and open the access to the southeastern part of the map. | ||
| howto = Go to the Wistful Wild and make your way to the section with the [[Creeping Chrysanthemum]]s and [[Withering Blowhog]]s. Climb up to the top of the northernmost tree trunk (the easternmost point of the map you can reach with a leader), and face the entrance to the [[Dream Den]]. Finally, angle the [[camera]] so that it is at a 3/4 angle view, and zoom it so that it is on the closest level of zoom. The geometry near the entrance to the cave should start cutting off as the camera gets closer to its final position. | |||
| explanation = In order to save the GPU load, the game stops rendering geometry after a certain distance. This distance is quite small at the closest zoom level. In-game, it's large enough so that the geometry doesn't cut off on-[[camera]], but on that hill, the entrance to the cave is far enough away that the cut-off can actually be caught by the player. The camera's angle also takes a roll in this, in that normally, the 3/4 angle does not allow the player to see substantially far ahead to begin with. | |||
| howto = | |||
| explanation = In order to save the GPU load, the game stops rendering geometry after a certain distance. This distance is quite small at the closest zoom level. In-game, it's large enough so that the geometry doesn't cut off on-[[camera]], but on that hill, the entrance to the cave is far enough away that the cut-off can actually be caught by the player. The camera's angle also takes a | |||
}} | }} | ||
==Misc.== | ==Misc.== | ||
===Bitter spicy spray=== | |||
{{glitch | reproducibility = Low | danger = Helpful | p2 = Yes | npcp2 = Yes | youtube = 47aYAtpIN7Q | other = [https://www.youtube.com/watch?v=Jh2HZSlOmQE The glitch happening just after an enemy is defeated, at 5:27] | |||
| effects = Makes an absorbed [[ultra-spicy spray]] drop increase the amount of [[ultra-bitter spray]]s instead. | |||
| prerequisites = Have an undefeated enemy and an [[ultra-spicy spray]] drop in the same area or sublevel. | |||
| howto = This mostly happens accidentally, but it is possible to purposely trigger the glitch by following these steps: when you have an ultra-spicy spray drop ready to be absorbed, petrify a nearby enemy, and issue some Pikmin to attack it. When the creature is almost defeated, go collect the spray drop, but time it so that the enemy explodes just as the absorption is ending (i.e. just before the numbers on the [[HUD]] begin to change). One of the easiest ways to do this is to make the [[Iridescent Glint Beetle]] on the pot at the [[Awakening Wood]] release a spray drop, then use one of the nearby enemies. The window for the glitch is not very strict ({{frames|7}} [[frame]]s), but timing the absorption with the defeat of the creature may prove difficult. | |||
| notes = If using the aforementioned method, the enemy you petrify and the spray drop can be at any distance from one another. If an ultra-bitter spray is absorbed instead, nothing special happens. The glitch can also happen by absorbing an ultra-spicy spray drop from a petrified boss, but this only happens rarely and under unknown circumstances. | |||
}} | |||
===Boulder jump glitch=== | ===Boulder jump glitch=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Helpful | p2 = Yes | npcp2 = Yes | youtube = 9zpNEphShKE | vcaption = Demonstration of a use of the glitch, at 8:44. | ||
| effects = Makes the leader jump quite high in the air. | | effects = Makes the leader jump quite high in the air. | ||
| prerequisites = Have the [[Napsack]]. | | prerequisites = Have the [[Napsack]]. | ||
| howto = When {{button|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. | ||
}} | }} | ||
===Bridge corner pop-up glitch=== | ===Bridge corner pop-up glitch=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Depends | p2 = Yes | npcp2 = Yes | youtube = eWCaWOqMZbI | ||
| effects = Makes Pikmin or a leader go through a bridge, and occasionally, through the ground surrounding the bridge. Leaders that fall off the level can teleport to helpful locations, but Pikmin die. | | effects = Makes Pikmin or a leader go through a bridge, and occasionally, through the ground surrounding the bridge. Leaders that fall off the level can teleport to helpful locations, but Pikmin die. | ||
| prerequisites = Have one of the bridges where the glitch works fully built. | | prerequisites = Have one of the bridges where the glitch works fully built. | ||
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===Carrying Louie during a cutscene=== | ===Carrying Louie during a cutscene=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Harmless | p2 = ? | npcp2 = Yes | youtube = 9eGdHDfT9pM | vcaption = Glitch occurs at 14:18 | ||
| effects = Makes Louie be carried during a cutscene. | | effects = Makes Louie be carried during a cutscene. | ||
| prerequisites = Have the [[King of Bugs]] uncollected. | | prerequisites = Have the [[King of Bugs]] uncollected. | ||
| howto = Kill the [[Titan Dweevil]] for the first time. When you do, [[Louie]] will fall to the ground and a cutscene will start. At this point, {{button|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. | ||
}} | }} | ||
===Double gate=== | ===Double gate=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmless | p2 = ? | npcp2 = ? | ||
| effects = Causes two [[gate]]s to appear in the same spot. If one gate is destroyed and Pikmin are thrown on the side where the other gate is, they will mysteriously land on the wall, and the other gate will come down. | | effects = Causes two [[gate]]s to appear in the same spot. If one gate is destroyed and Pikmin are thrown on the side where the other gate is, they will mysteriously land on the wall, and the other gate will come down. | ||
| howto = Rarely, sublevel 7 of the [[Hole of Heroes]], where the [[Ranging Bloyster]] is, will have two gates inside one another. If it doesn't happen, you can keep resetting until it does, since reloading the [[Saved game|save file]] takes you to the same sublevel, but with a different layout. | | howto = Rarely, sublevel 7 of the [[Hole of Heroes]], where the [[Ranging Bloyster]] is, will have two gates inside one another. If it doesn't happen, you can keep resetting until it does, since reloading the [[Saved game|save file]] takes you to the same sublevel, but with a different layout. | ||
| explanation = Damage is caused to both gates at once, seeing as they're in the same position. However, because the Pikmin are actually "attached" to only one of the gates, only that gate falls down. When certain activities happen on the other gate, it gets updated, and when an update realizes the gate has 0 "[[HP|health]]" remaining, it makes the gate drop down all in one go. | | explanation = Damage is caused to both gates at once, seeing as they're in the same position. However, because the Pikmin are actually "attached" to only one of the gates, only that gate falls down. When certain activities happen on the other gate, it gets updated, and when an update realizes the gate has 0 "[[HP|health]]" remaining, it makes the gate drop down all in one go. | ||
}} | }} | ||
===Frozen leader glitch=== | ===Frozen leader glitch=== | ||
{{glitch | reproducibility = | {{glitch | reproducibility = Low | danger = 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]]. | ||
| howto = First, you must get a leader ready to fall into the [[pit]]. This can be achieved | | howto = First, you must get a leader ready to fall into the [[pit]]. This can be achieved with a number of ways: | ||
:* In Challenge Mode, make a leader stand where the hole to the next sublevel will appear (or the exit geyser). The leader might fall off the stage's boundaries when the object appears. | |||
:* In the Perplexing Pool or the Awakening Wood, use the [[#seesaw block glitch|seesaw block glitch]]. | |||
:Then, there are two ways to trigger the glitch. | |||
:* With the solo leader method, you must time a hold of {{button|gc|x|wii|c}} such that the leader is in the middle of the lying down animation when he touches the pit. If you are successful, he will come back but without an antenna light, and the only action you can do is leave lying down mode. This will make him stand in place with his head held low, and stuck forever. | |||
:* With the two leader method, simply have one leader fall off the pit while lying down, and switch leaders afterwards, but before he touches the pit. You will be unable to switch back, and the frozen leader will either vanish, or be able to be carried, but frozen after being delivered. | |||
:A different thing can happen if the leader touches the pit whilst carried by a Dweevil. He can be teleported to the Research Pod and become invisible, except for his antenna's light. In this state, he can be returned to normal by performing any action while controlling him, or by whistling him with another leader. If a leader is on top of the Research Pod and the other leader performs other actions (like throwing Pikmin), the first leader will eventually appear on the ground somewhere, on the same semi-frozen state with no antenna light described above. | |||
| notes = <br> | | notes = <br> | ||
** The glitch can be fixed by ending the day, exiting the cave (or Challenge Mode level), or by going inside a cave or down a sublevel, using the non-frozen leader. | ** The glitch can be fixed by ending the day, exiting the cave (or Challenge Mode level), or by going inside a cave or down a sublevel, using the non-frozen leader. | ||
** A leader that is lying down without his beacon light and hasn't been recovered to the Research Pod or Onion yet will be able to be picked up by Dweevils. | ** A leader that is lying down without his beacon light and hasn't been recovered to the Research Pod or Onion yet will be able to be picked up by Dweevils. | ||
** Trying to force the game to switch to the frozen leader, by letting the non-frozen one's [[health]] drop, for instance, will make the frozen leader stand up and freeze again; the [[HUD]] will be gone, and only the camera can be moved.{{cite youtube|9zpNEphShKE|showing what happens when the game is forced to switch to the frozen leader|m=4|s=25}} Time still flows, and the sunset cutscene can be entered like normal.{{cite youtube|4ZGAynmcrAk|showing the frozen leader glitch during sunset}} | ** Trying to force the game to switch to the frozen leader, by letting the non-frozen one's [[health]] drop, for instance, will make the frozen leader stand up and freeze again; the [[HUD]] will be gone, and only the camera can be moved.{{cite youtube|9zpNEphShKE|showing what happens when the game is forced to switch to the frozen leader|m=4|s=25}} Time still flows, and the sunset cutscene can be entered like normal.{{cite youtube|4ZGAynmcrAk|showing the frozen leader glitch during sunset}} | ||
}} | }} | ||
===Idle Pikmin during leader switch=== | ===Idle Pikmin during leader switch=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Harmful | p2 = ? | npcp2 = ? | ||
|effects = Makes the Pikmin within a leader's group not come to the Onion at sunset. | |effects = Makes the Pikmin within a leader's group not come to the Onion at sunset. | ||
|prerequisites = Be on day two or further. | |prerequisites = Be on day two or further. | ||
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===Incorrect carrying path=== | ===Incorrect carrying path=== | ||
{{glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | danger = Harmless | p2 = Yes | npcp2 = ? | youtube = b6yAbiQkrrk | vcaption = Demonstration of the glitch (at 2:40) | ||
|effects = Makes the Pikmin take the wrong path when carrying a treasure. | |effects = Makes the Pikmin take the wrong path when carrying a treasure. | ||
|prerequisites = Have the [[Geographic Projection]] or [[Air Brake]] uncollected. Have the bridge to the west of the [[Awakening Wood]]'s landing site built. | |prerequisites = Have the [[Geographic Projection]] or [[Air Brake]] uncollected. Have the bridge to the west of the [[Awakening Wood]]'s landing site built. | ||
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===Leader down pause glitch=== | ===Leader down pause glitch=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Helpful | p2 = Yes | npcp2 = Yes | image = Leader down pause glitch.jpg | youtube = OARs3BBBw-Y | ||
| effects = Makes it so Pikmin cannot [[carry]] items, nor be affected by explosions and [[crushing]]. Makes one [[leader]] invulnerable to being hurt. | | effects = Makes it so Pikmin cannot [[carry]] items, nor be affected by explosions and [[crushing]]. Makes one [[leader]] invulnerable to being hurt. | ||
| howto = Enter any sublevel and have a leader ready to be killed. At the same time the final hit connects, pause the game. If timed correctly (which is hard, since it is a [[frame]]-perfect glitch), the game will pause at the same time the leader takes damage. On the pause menu, choose to leave the cave. The game will then return to the action, but instead of quitting the cave, it will show the leader's knockout [[cutscene]] with the pause menu on top of it. The gameplay will continue like normal, except for the menu. Your inputs here will reflect both the in-game action and the menu. You can quit out of the menu's question and leave the menu entirely to continue playing. If you use {{button|gc|l|wii|padl}} or {{button|gc|r|wii|padr}} to switch menu pages, the game will fade and continue with the "abandon cave" command, so be careful. If you leave the menu, you'll play like normal, except Pikmin won't be able to carry things, and your remaining leader will ignore enemy attacks and hazards. Carriable objects float a bit in the air, and this includes the leader; this can be used to [[#Leave boundaries|go out of a metal cave's boundaries]] with the help of an enemy. If you do this, attempting the [[#Frozen leader glitch|frozen leader glitch]] will make the leader float above the bottomless pit, and waking him up will make him continue his fall and respawn like normal. | | howto = Enter any sublevel and have a leader ready to be killed. At the same time the final hit connects, pause the game. If timed correctly (which is hard, since it is a [[frame]]-perfect glitch), the game will pause at the same time the leader takes damage. On the pause menu, choose to leave the cave. The game will then return to the action, but instead of quitting the cave, it will show the leader's knockout [[cutscene]] with the pause menu on top of it. The gameplay will continue like normal, except for the menu. Your inputs here will reflect both the in-game action and the menu. You can quit out of the menu's question and leave the menu entirely to continue playing. If you use {{button|gc|l|wii|padl}} or {{button|gc|r|wii|padr}} to switch menu pages, the game will fade and continue with the "abandon cave" command, so be careful. If you leave the menu, you'll play like normal, except Pikmin won't be able to carry things, and your remaining leader will ignore enemy attacks and hazards. Carriable objects float a bit in the air, and this includes the leader; this can be used to [[#Leave boundaries|go out of a metal cave's boundaries]] with the help of an enemy. If you do this, attempting the [[#Frozen leader glitch|frozen leader glitch]] will make the leader float above the bottomless pit, and waking him up will make him continue his fall and respawn like normal. | ||
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===Leave boundaries=== | ===Leave boundaries=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Makes you go out of bounds on garden-type sublevels. | | effects = Makes you go out of bounds on garden-type sublevels. | ||
| howto = Go to a sublevel that looks like an outside area (such as sublevel 2 of the [[Snagret Hole]] or the [[Brawl Yard]]), and have an enemy push you close to the boundary while you push into the same boundary. If done right, you will be flung to the outside of the walls and can explore out of bounds. The easiest way to do it is to use the [[Sniper Room]], and finding the [[Orange Bulborb]] in a dead end, if it's there. Go on the boundary of the dead end, push through, and let the Bulborb bite you. It works a lot better if you time a press of {{button|gc|x|wii|c}} so that the leader [[lie down|lies down]] just as the creature takes a bite. | | howto = Go to a sublevel that looks like an outside area (such as sublevel 2 of the [[Snagret Hole]] or the [[Brawl Yard]]), and have an enemy push you close to the boundary while you push into the same boundary. If done right, you will be flung to the outside of the walls and can explore out of bounds. The easiest way to do it is to use the [[Sniper Room]], and finding the [[Orange Bulborb]] in a dead end, if it's there. Go on the boundary of the dead end, push through, and let the Bulborb bite you. It works a lot better if you time a press of {{button|gc|x|wii|c}} so that the leader [[lie down|lies down]] just as the creature takes a bite. | ||
| notes = If you go far enough away from the main part of the level, you will hit a massive wall with blurry images of trees and foliage painted on it, or in other cases an invisible barrier. Throwing Pikmin at this barrier will make them float in place for a while before falling to the ground.{{cite youtube|MnYc8FzIF3A|with the boundaries glitch, showing what happens to Pikmin thrown at the invisible wall}} | | notes = If you go far enough away from the main part of the level, you will hit a massive wall with blurry images of trees and foliage painted on it, or in other cases an invisible barrier. Throwing Pikmin at this barrier will make them float in place for a while before falling to the ground.{{cite youtube|MnYc8FzIF3A|with the boundaries glitch, showing what happens to Pikmin thrown at the invisible wall}} | ||
| explanation = Same reason as to why the [[#Embed glitch|embed glitch]] happens. | | explanation = Same reason as to why the [[#Embed glitch|embed glitch]] happens. | ||
}} | }} | ||
===Protruding gate=== | ===Protruding gate=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = ? | demonstration = [http://en.niconico.sarashi.com/?sm6552944 Video on Niconico Douga] | ||
| effects = Makes a gate able to be destroyed from the other side of a wall. | | effects = Makes a gate able to be destroyed from the other side of a wall. | ||
| howto = Occasionally, one of the posts that holds up a [[gate]] might protrude from an adjacent wall. You can issue your Pikmin to destroy the gate from the opposite side of the wall. | | howto = Occasionally, one of the posts that holds up a [[gate]] might protrude from an adjacent wall. You can issue your Pikmin to destroy the gate from the opposite side of the wall. | ||
| explanation = The randomly generated mazes have complex algorithms, in order to create lively and balanced labyrinths. This complexity can sometimes cause minor problems, like having a gate protrude from a wall. Because from the other side of the wall, the gate is still a normal "gate" object, it can also be targeted and hit by Pikmin. | | explanation = The randomly generated mazes have complex algorithms, in order to create lively and balanced labyrinths. This complexity can sometimes cause minor problems, like having a gate protrude from a wall. Because from the other side of the wall, the gate is still a normal "gate" object, it can also be targeted and hit by Pikmin. | ||
}} | }} | ||
===Treasure delivery crash=== | ===Treasure delivery crash=== | ||
{{glitch | reproducibility = Low | | {{glitch | reproducibility = Low | danger = Harmful | p2 = Yes | npcp2 = ? | youtube = R8Gst5gWvYM | ||
| effects = Makes the game | | effects = Makes the game crash. | ||
| prerequisites = Have an uncollected treasure in story mode. | | prerequisites = Have an uncollected treasure in story mode. | ||
| howto = Make your Pikmin carry a treasure to the Research Pod in story mode. On the same [[frame]] in which the object gets delivered, pause the game. You know you got it right if the screen fades to black for a split-second before showing the regular pause menu. Then, choose to quit the cave. The game will show the treasure collection cutscene for a few seconds, although the treasure won't move, and will then crash. | | howto = Make your Pikmin carry a treasure to the Research Pod in story mode. On the same [[frame]] in which the object gets delivered, pause the game. You know you got it right if the screen fades to black for a split-second before showing the regular pause menu. Then, choose to quit the cave. The game will show the treasure collection cutscene for a few seconds, although the treasure won't move, and will then crash. | ||
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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: | |||
* Given unknown circumstances, it is possible for Pikmin in a [[cave]] to attack a [[gate]] while quite far away from it, leaning on a wall. It might only happen if the gate is blocking off a dead end, and there is a room on the opposite side of the dead end's wall.{{cite youtube|1sZDWoWzV2E|showcasing a glitch where Pikmin attack a gate in a cave from far away|m=11|s=9}} | |||
* If a Pikmin is latching on to a [[Yellow Wollywog]], there is a chance that it will be crushed in mid-air.{{cite youtube|aJH8mHq2wxc|showing a Purple Pikmin being crushed in mid-air}} | |||
* Rarely, a Pikmin may refuse to [[Carrying|carry]] an object.{{cite youtube|4_MfAqm5boc|showing a Purple Pikmin refusing to carry a dead Yellow Wollywog}} | |||
* If a Purple Pikmin is thrown at a [[gate]] while very close to the gate, and is thrown at full force, it will go through and attack from the other side.{{cite youtube|ttD6A9eA5Rw|showing Purple Pikmin being thrown through a gate}} | |||
* 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}} | |||
* 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''. | |||
* 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. | |||
* 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}} | |||
* 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}} | |||
* It is possible for the [[Hideous Victual]] to spawn in such a way that makes it embedded in the ground, slide, or bounce away, even out off the cave sublevel, where it can become unreachable out of bounds.{{cite youtube|jxQNNjCc9S0|of the Hideous Victual flying off as it spawns}}{{cite web|https://www.twitch.tv/videos/146946663|Twitch clip|Twitch|published={{date|24|May|2017}}|retrieved={{date|25|May|2017}}}}{{cite web|https://twitter.com/keisen2853/status/861528352330350592|Video|Twitter|published={{date|8|May|2017}}|retrieved={{date|25|May|2017}}}}{{cite web|https://clips.twitch.tv/TolerantObservantFrogYouWHY|Video|Twitter|published={{date|26|May|2017}}|retrieved={{date|26|May|2017}}}}{{cite youtube|nPCZhcueavQ|of the Hideous Victual embedded underground, followed by a game crash}} | |||
| | ** Similarly, 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}}}}, 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}}}} | ||
| | * Quitting a cave while Pikmin have been taken by a [[Candypop Bud]], but before the new seeds are expelled, will make the Pikmin vanish, decreasing the total 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}} | |||
* 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. They can still rotate the treasure around.{{cite youtube|P-VFCdvjFRE|of the treasure analysis softlock}} | |||
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; 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. | |||
* The walls next to the 35 Pikmin [[paper bag]] in the [[Valley of Repose]] actually wobble back and forth with the tree shadows. | |||
== | ===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> | |||
==See also== | ==See also== | ||
*[[Unused content in Pikmin 2|Unused content in ''Pikmin | *[[Unused content in Pikmin 2|Unused content in ''Pikmin'']] | ||
*[[Mistake]] | |||
==References== | ==References== | ||
{{refs}} | {{refs}} | ||
{{ | {{mistakes}} | ||
[[Category: | [[Category:Glitches]] | ||
[[Category:Real world]] | |||
[[Category:Technical]] |