Editing Glitches in Pikmin 2
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===Sped up punching=== | ===Sped up punching=== | ||
{{glitch | reproducibility = High | consequences = Helpful | p2 = Yes | npcp2 = Yes | {{glitch | reproducibility = High | consequences = Helpful | p2 = Yes | npcp2 = Yes | ||
| 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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| 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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| effects = Causes a Pikmin to disappear without being counted as a death. | | effects = Causes a Pikmin to disappear without being counted as a death. | ||
| howto = Be near a [[cave]] entrance hole, and have a Pikmin ready to be captured by an enemy. It can be a simple capture like a [[Swooping Snitchbug]]'s grab, or something more lethal, like a [[Bulborb|Red Bulborb]]'s bite. As soon as the Pikmin squeals, and before the Pikmin dies, enter the cave. The Pikmin will still be shown entering the cave in the cutscene, but will not be really present inside. When the day is over, the Pikmin count reveals that that Pikmin is gone, but not counted as a death. | | howto = Be near a [[cave]] entrance hole, and have a Pikmin ready to be captured by an enemy. It can be a simple capture like a [[Swooping Snitchbug]]'s grab, or something more lethal, like a [[Bulborb|Red Bulborb]]'s bite. As soon as the Pikmin squeals, and before the Pikmin dies, enter the cave. The Pikmin will still be shown entering the cave in the cutscene, but will not be really present inside. When the day is over, the Pikmin count reveals that that Pikmin is gone, but not counted as a death. | ||
}} | }} | ||
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{{glitch | reproducibility = Medium | consequences = Harmless | p2 = Yes | npcp2 = Yes | p2s = Yes | {{glitch | reproducibility = Medium | consequences = Harmless | p2 = Yes | npcp2 = Yes | p2s = 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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===Negative Pikmin born=== | ===Negative Pikmin born=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = ? | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = ? | ||
| effects = Saves a negative number of Pikmin born to the high scores menu. | | effects = Saves a negative number of Pikmin born to the high scores menu. | ||
| prerequisites = Have not lost five or more Pikmin of the type you're saving the score for. | | prerequisites = Have not lost five or more Pikmin of the type you're saving the score for. | ||
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{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | p2s = Yes | youtube = mQ-tOp5Q9lA | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | p2s = Yes | youtube = mQ-tOp5Q9lA | ||
| effects = Makes a Purple Pikmin stuck to a Dwarf Bulborb teleport to the leader's hand, or be thrown while still stuck to the enemy. | | effects = Makes a Purple Pikmin stuck to a Dwarf Bulborb teleport to the leader's hand, or be thrown while still stuck to the enemy. | ||
| howto = Simply throw a Purple Pikmin at a [[Dwarf Bulborb|Dwarf Red Bulborb]], [[Dwarf Orange Bulborb]], [[Snow Bulborb]], or [[Dwarf Bulbear]] such that it crushes the enemy instantly. The Purple Pikmin will stay stuck to the enemy for a couple of seconds. During this time, whistle the Pikmin, get close to it, and hold {{button|gc|a|wii | | howto = Simply throw a Purple Pikmin at a [[Dwarf Bulborb|Dwarf Red Bulborb]], [[Dwarf Orange Bulborb]], [[Snow Bulborb]], or [[Dwarf Bulbear]] such that it crushes the enemy instantly. The Purple Pikmin will stay stuck to the enemy for a couple of seconds. During this time, whistle the Pikmin, get close to it, and hold {{button|gc|a|wii|a}} to grab it. The Pikmin will be grabbed, as evidenced by the sound, but will not be in the leader's hand. The Pikmin will teleport to the leader's hand when the enemy's [[soul]] shows up. This means that the player can keep the enemy [[Camera#Off-camera|off-camera]], and only when the enemy is visible again will the Pikmin teleport to the leader. While the Pikmin is stuck, you can also release the button to throw it, but this will just make it spin in place on top of the enemy, and land right near it after a bit. This glitch also works if you switch to a different Pikmin in your group, and then use {{button|gc|padlr|wii|b}} to switch to a Purple Pikmin, while making sure that the stuck Purple is the closest one in the group. | ||
}} | }} | ||
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===Invincible Wollywog=== | ===Invincible Wollywog=== | ||
{{glitch | reproducibility = Low | consequences = Depends | p2 = Yes | npcp2 = ? | {{glitch | reproducibility = Low | consequences = Depends | p2 = Yes | npcp2 = ? | demonstration = [https://clips.twitch.tv/KitschyImpartialPepperoniCorgiDerp Twitch video] | ||
| effects = Makes a Wollywog be stuck in the ground, and invincible. Helpful for those who want to avoid the creature, harmful for those who want the [[Poko]]s it yields. | | effects = Makes a Wollywog be stuck in the ground, and invincible. Helpful for those who want to avoid the creature, harmful for those who want the [[Poko]]s it yields. | ||
| howto = The timing is strict, but you must hit a [[Wollywog]] with a Purple Pikmin right as it starts jumping up. If done correctly, it should get trapped underground and become unable to move, as well as become invincible. Wollywogs can also become stuck for a variety of reasons, especially if their jumps make them land on top of other objects or oddly-shaped structures; this too makes them invincible unless they manage to land. | | howto = The timing is strict, but you must hit a [[Wollywog]] with a Purple Pikmin right as it starts jumping up. If done correctly, it should get trapped underground and become unable to move, as well as become invincible. Wollywogs can also become stuck for a variety of reasons, especially if their jumps make them land on top of other objects or oddly-shaped structures; this too makes them invincible unless they manage to land. | ||
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| howto = Make the Dwarf Red Bulborb shake, kill it, or crush it with a Pikmin throw while it is in the middle of turning on the spot. You can also do that while the enemy is walking forward, although the effect won't be as noticeable. | | howto = Make the Dwarf Red Bulborb shake, kill it, or crush it with a Pikmin throw while it is in the middle of turning on the spot. You can also do that while the enemy is walking forward, although the effect won't be as noticeable. | ||
| notes = When the Dwarf Red Bulborb is in the <code>turn</code> state, its animations are sped up to double speed. In the <code>walk</code> state, they are sped up around 1.3 times. Interrupting the enemy during one of these states will not restore its animation speed to normal.{{cite web|https://cdn.discordapp.com/attachments/177496240035069962/903697187228225536/Dolphin_5.0-15421___JIT64_SC___Vulkan___HLE___FPS__30_-_VPS__60_-_100___GPVE01_2021-10-29_13-28-57.mp4|Discord video|Discord|published={{date|29|October|2021}}|retrieved={{date|5|November|2021}}}} | | notes = When the Dwarf Red Bulborb is in the <code>turn</code> state, its animations are sped up to double speed. In the <code>walk</code> state, they are sped up around 1.3 times. Interrupting the enemy during one of these states will not restore its animation speed to normal.{{cite web|https://cdn.discordapp.com/attachments/177496240035069962/903697187228225536/Dolphin_5.0-15421___JIT64_SC___Vulkan___HLE___FPS__30_-_VPS__60_-_100___GPVE01_2021-10-29_13-28-57.mp4|Discord video|Discord|published={{date|29|October|2021}}|retrieved={{date|5|November|2021}}}} | ||
}} | }} | ||
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===Titan Dweevil treasure glitch=== | ===Titan Dweevil treasure glitch=== | ||
{{game help|p2|Get more info on this. Specifically, what happens if you beat up the treasure afterwards?}} | {{game help|p2|Get more info on this. Specifically, what happens if you beat up the treasure afterwards?}} | ||
{{glitch | reproducibility = Medium | consequences = Depends | p2 = Yes | npcp2 = ? | youtube = RXlmnr_IpBA | vcaption = Demonstration of the glitch, at 4:30 | {{glitch | reproducibility = Medium | consequences = Depends | p2 = Yes | npcp2 = ? | youtube = RXlmnr_IpBA | vcaption = Demonstration of the glitch, at 4:30. | ||
| effects = Makes a treasure re-appear in the [[Titan Dweevil]]'s hands. | | effects = Makes a treasure re-appear in the [[Titan Dweevil]]'s hands. | ||
| howto = Beat up one of the Titan Dweevil's treasures until it's nearly detached. When the creature is just about to use that treasure, [[ultra-bitter spray|petrify it]]. Attack the treasure and detach it before the boss breaks free. | | howto = Beat up one of the Titan Dweevil's treasures until it's nearly detached. When the creature is just about to use that treasure, [[ultra-bitter spray|petrify it]]. Attack the treasure and detach it before the boss breaks free. | ||
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===Wollywog super-jump=== | ===Wollywog super-jump=== | ||
{{glitch | reproducibility = High | consequences = Helpful | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Helpful | p2 = Yes | npcp2 = Yes | youtube = IHXSagmmcwo | ||
| effects = Makes a Wollywog or Yellow Wollywog jump very far. | | effects = Makes a Wollywog or Yellow Wollywog jump very far. | ||
| howto = Get two leaders next to a Wollywog or Yellow Wollywog. Place them close enough that the creature will notice them, but not so close that it will jump. Keep one leader in this spot, and with the other leader, walk up to the Wollywog and spray it with ultra-bitter spray as soon as possible. The glitch will work so long as you spray the enemy before it starts its jump, but after it chose a target to jump to. Then, quickly run away with that same leader, preferably in a straight line. After enough time has passed for the petrification to wear off, switch back to the leader that's still close to the enemy. It should reactivate and perform a massive jump in the direction of the first leader. It is possible for it to travel any distance this way, but if it hits an obstacle or wall, it might stop short. | | howto = Get two leaders next to a Wollywog or Yellow Wollywog. Place them close enough that the creature will notice them, but not so close that it will jump. Keep one leader in this spot, and with the other leader, walk up to the Wollywog and spray it with ultra-bitter spray as soon as possible. The glitch will work so long as you spray the enemy before it starts its jump, but after it chose a target to jump to. Then, quickly run away with that same leader, preferably in a straight line. After enough time has passed for the petrification to wear off, switch back to the leader that's still close to the enemy. It should reactivate and perform a massive jump in the direction of the first leader. It is possible for it to travel any distance this way, but if it hits an obstacle or wall, it might stop short. | ||
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===Zombie Dweevil=== | ===Zombie Dweevil=== | ||
{{glitch | reproducibility = Low | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = Low | consequences = Harmless | p2 = Yes | npcp2 = Yes | youtube = gaHYdGQh-0Q | ||
| effects = Keeps a Dweevil alive, but with 0 [[health]] remaining. | | effects = Keeps a Dweevil alive, but with 0 [[health]] remaining. | ||
| howto = You have to try to make a [[Dweevil]] run out of health just when it picks up an object. If successful, the creature will be alive and carry the object around, while supposedly dead. | | howto = You have to try to make a [[Dweevil]] run out of health just when it picks up an object. If successful, the creature will be alive and carry the object around, while supposedly dead. | ||
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===Zombie Pellet Posy=== | ===Zombie Pellet Posy=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | image = Zombie Pellet Posy NPC P2.jpg | youtube = xw1ytja45oU | ||
| effects = Keeps a Pellet Posy alive, but with 0 [[health]] remaining. | | effects = Keeps a Pellet Posy alive, but with 0 [[health]] remaining. | ||
| howto = Have a Pikmin attack a Pellet Posy from the ground. Make it so that, when the Pikmin jumps to the plant's stem, it pummels it an even number of times. If the last hit were to cause the Posy to fall, it will instead stay alive with 0 health. Whistle the Pikmin at this point to keep the plant that way, otherwise the Pikmin will kill it. A consistent way to do this is to throw a non-Red and non-Purple Pikmin near a Pellet Posy, let it attack once while on the ground, let it attack a few times after it latches on by itself, and whistle the Pikmin just as the plant's health goes to 0. | | howto = Have a Pikmin attack a Pellet Posy from the ground. Make it so that, when the Pikmin jumps to the plant's stem, it pummels it an even number of times. If the last hit were to cause the Posy to fall, it will instead stay alive with 0 health. Whistle the Pikmin at this point to keep the plant that way, otherwise the Pikmin will kill it. A consistent way to do this is to throw a non-Red and non-Purple Pikmin near a Pellet Posy, let it attack once while on the ground, let it attack a few times after it latches on by itself, and whistle the Pikmin just as the plant's health goes to 0. | ||
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| effects = Makes the [[Treasure Gauge]]'s needle point directly upwards, for a split second, and gives the gauge its color, if it was previously black-and-white. | | effects = Makes the [[Treasure Gauge]]'s needle point directly upwards, for a split second, and gives the gauge its color, if it was previously black-and-white. | ||
| prerequisites = Have collected the [[Prototype Detector]]. | | prerequisites = Have collected the [[Prototype Detector]]. | ||
| howto = Pause the game. After you press {{button|gc|start|wii | | howto = Pause the game. After you press {{button|gc|start|wii|+}} to unpause, rapidly mash {{button|gc|y|wii|-}} so that you switch leaders as soon as possible. If you managed to press the button at the right time, the needle will be stuck for the duration of the leader transition. If the Treasure Gauge was in black-and-white, it will have gained color. | ||
| notes = The needle gets fixed when the leader transition ends, and the coloring gets fixed when you pause again, or when you leave the area or the game. There are {{frames|2}} frames in which pressing the leader button will trigger the glitch, and these are the first frames in which changing is possible after an unpause. If an [[Antenna Beetle]] is present, the gauge will have the needle pointing up, and will not have the purple effect, but when the needle gets unfrozen, the purple effect starts and the gauge starts acting | | notes = The needle gets fixed when the leader transition ends, and the coloring gets fixed when you pause again, or when you leave the area or the game. There are {{frames|2}} frames in which pressing the leader button will trigger the glitch, and these are the first frames in which changing is possible after an unpause. If an [[Antenna Beetle]] is present, the gauge will have the needle pointing up, and will not have the purple effect, but when the needle gets unfrozen, the purple effect starts and the gauge starts acting normal. | ||
| explanation = The Treasure Gauge, along with the other normal HUD items, gets loaded and set to an initial state when the player unpauses. The Treasure Gauge's initial state is colored, and has the needle pointing directly up. The needle is updated every frame, except when a leader transition is occurring, so if the player manages to switch leaders while the Treasure Gauge is still in its initial state, it will stay that way until the transition is over. As for the coloring, it is only updated when a treasure is collected, when the area is left, when an Antenna Beetle dies, or when the game is paused and unpaused, so it stays colored until one of these updates happen. | | explanation = The Treasure Gauge, along with the other normal HUD items, gets loaded and set to an initial state when the player unpauses. The Treasure Gauge's initial state is colored, and has the needle pointing directly up. The needle is updated every frame, except when a leader transition is occurring, so if the player manages to switch leaders while the Treasure Gauge is still in its initial state, it will stay that way until the transition is over. As for the coloring, it is only updated when a treasure is collected, when the area is left, when an Antenna Beetle dies, or when the game is paused and unpaused, so it stays colored until one of these updates happen. | ||
}} | }} | ||
===Cave entrance leader mixup=== | ===Cave entrance leader mixup=== | ||
{{ | {{main|Cave#Cave entrance leader mixup}} | ||
When entering the first sublevel of a cave, the game may or may not switch the player's active leader. It depends on the last leader the player used to jump to a non-first sublevel. | |||
===Cave hole glitch=== | ===Cave hole glitch=== | ||
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===Double cash register=== | ===Double cash register=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | ||
| effects = Makes the "cash register" sound play twice, and makes the [[Poko]] value numbers pop out twice. | | effects = Makes the "cash register" sound play twice, and makes the [[Poko]] value numbers pop out twice. | ||
| howto = Enter a cave, and exit it by any means, with or without making monetary profit. On the [[Menu#Cave exited|Treasures Salvaged screen]], wait for the list to scroll entirely. When the cash register sound plays and the numbers at the bottom pop out, press {{button|gc|a|wii|a}}. The sound should play a second time, and the numbers should pop out once again. | | howto = Enter a cave, and exit it by any means, with or without making monetary profit. On the [[Menu#Cave exited|Treasures Salvaged screen]], wait for the list to scroll entirely. When the cash register sound plays and the numbers at the bottom pop out, press {{button|gc|a|wii|a}}. The sound should play a second time, and the numbers should pop out once again. | ||
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}} | }} | ||
===Floating | ===Floating cherry=== | ||
{{glitch | reproducibility = Low | consequences = Helpful | p2 = ? | npcp2 = ? | {{glitch | reproducibility = Low | consequences = Helpful | p2 = ? | npcp2 = ? | ||
| effects = Makes a | | effects = Makes a cherry float and go to an Onion by itself. | ||
| howto = Go into 2-Player Battle mode. Have a Pikmin grab a [[Cupid's Grenade| | | howto = Go into 2-Player Battle mode. Have a Pikmin grab a [[Cupid's Grenade|cherry]] near a dead enemy's carcass. The Pikmin will grab the cherry and start to take it right through the carcass. The Pikmin will get stuck in front of the carcass, walking endlessly until the cherry enters the Onion. Meanwhile, the cherry will continue to move without any Pikmin carrying it. | ||
}} | }} | ||
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{{glitch | reproducibility = High | consequences = Harmless | p2 = ? | npcp2 = Yes | {{glitch | reproducibility = High | consequences = Harmless | p2 = ? | npcp2 = Yes | ||
| effects = Makes nectar float in mid-air. | | effects = Makes nectar float in mid-air. | ||
| howto = Cause a drop of | | howto = Cause a drop of nectar, such as one from a petrified enemy, to fall on top of a pile of sticks used to build a bridge. If the sticks are removed from under the drop by building the bridge, the drop will remain suspended in the air. Pikmin can be made to drink the nectar by throwing them at it, and they will fall back to the ground once the nectar is all used up. A good place to do this is in [[Awakening Wood]] with a [[Yellow Wollywog]] near the bridges. | ||
}} | }} | ||
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| prerequisites = Have the [[Volatile Dweevil]] on the [[Piklopedia (Pikmin 2)|Piklopedia]]. | | prerequisites = Have the [[Volatile Dweevil]] on the [[Piklopedia (Pikmin 2)|Piklopedia]]. | ||
| howto = Petrify the Volatile Dweevil on the Piklopedia. Right before it breaks free, petrify it again. If you did it correctly, only the [[bomb-rock]] on its back should've been petrified. An easy way to ensure the correct timing is to mash {{button|gc|z|wii|1}} when the creature is about to break free, and quickly stop the second it does. If you petrify it in this state, the creature itself will be turned into stone, but the bomb-rock will break free. | | howto = Petrify the Volatile Dweevil on the Piklopedia. Right before it breaks free, petrify it again. If you did it correctly, only the [[bomb-rock]] on its back should've been petrified. An easy way to ensure the correct timing is to mash {{button|gc|z|wii|1}} when the creature is about to break free, and quickly stop the second it does. If you petrify it in this state, the creature itself will be turned into stone, but the bomb-rock will break free. | ||
| explanation = The bomb-rock and the creature must count as two different objects. They also react to the petrification at different times. With the right timing, their petrifications can be desynchronized | | explanation = The bomb-rock and the creature must count as two different objects. They also react to the petrification at different times. With the right timing, their petrifications can be desynchronized. | ||
}} | }} | ||
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===Shifted heat haze=== | ===Shifted heat haze=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = No | npcp2 = Yes | {{glitch | reproducibility = High | consequences = Harmless | p2 = No | npcp2 = Yes | image = P2 shifted heat haze.jpg | icaption = Demonstration of the glitch. The [[Dwarf Bulborb|Dwarf Red Bulborb]]s behind the [[fire geyser]] aren't distorted, but the [[Clover]] to the right of it is. | ||
| effects = Makes a [[fire]]'s {{w|heat haze}} effect shift from the place it should be. | | effects = Makes a [[fire]]'s {{w|heat haze}} effect shift from the place it should be. | ||
| prerequisites = | | prerequisites = Have the [[New Play Control! Pikmin 2|Wii version]] of the game run in widescreen mode. | ||
| howto = If the camera is facing towards some fire, and said fire is horizontally centered on-screen, the heat haze will be on top of it like normal. However, if you rotate the camera or move the leader so that the fire is no longer horizontally centered, you'll see the heat haze effect move away from it. It can even disconnect from the fire entirely. | | howto = If the camera is facing towards some fire, and said fire is horizontally centered on-screen, the heat haze will be on top of it like normal. However, if you rotate the camera or move the leader so that the fire is no longer horizontally centered, you'll see the heat haze effect move away from it. It can even disconnect from the fire entirely. | ||
| explanation = This is caused by an oversight while porting the game to Wii. The developers seemingly forgot to adjust the position of the heat haze in relation to the fire when converting the game to the new widescreen mode, thus causing the heat haze to be displaced. | | explanation = This is caused by an oversight while porting the game to Wii. The developers seemingly forgot to adjust the position of the heat haze in relation to the fire when converting the game to the new widescreen mode, thus causing the heat haze to be displaced. | ||
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===Sliding Waterwraith=== | ===Sliding Waterwraith=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | youtube = jGdRY_4d5SQ | ||
| effects = Makes the Waterwraith move around without using its running animation. | | effects = Makes the Waterwraith move around without using its running animation. | ||
| prerequisites = None. | | prerequisites = None. | ||
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===Struggling Waterwraith=== | ===Struggling Waterwraith=== | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | youtube = mZtkwrwQmSs | image = Waterwraith - Petrified.jpg | ||
| effects = Makes the Waterwraith's rollers petrified, leaving the creature struggling to break free. | | effects = Makes the Waterwraith's rollers petrified, leaving the creature struggling to break free. | ||
| prerequisites = Have the [[Waterwraith]] on the [[Piklopedia (Pikmin 2)|Piklopedia]]. | | prerequisites = Have the [[Waterwraith]] on the [[Piklopedia (Pikmin 2)|Piklopedia]]. | ||
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}} | }} | ||
===Stuck bag=== | ===Stuck paper bag=== | ||
{{glitch | reproducibility = Low | consequences = Harmless | p2 = Yes | npcp2 = Yes | youtube = WKbO8-YvHfY | {{glitch | reproducibility = Low | consequences = Harmless | p2 = Yes | npcp2 = Yes | youtube = WKbO8-YvHfY | ||
| effects = Makes the first bag in the [[Valley of Repose]] stuck until the day is over. It'll act as it if were closed, i.e. it can still be passed through, although the [[HUD#Cursor|cursor]] will stay on top of it when moved there. | | effects = Makes the first paper bag in the [[Valley of Repose]] stuck until the day is over. It'll act as it if were closed, i.e. it can still be passed through, although the [[HUD#Cursor|cursor]] will stay on top of it when moved there. | ||
| howto = Start a new [[Saved game|save file]] and work your way until you have enough Pikmin to put down the first [[bag]]. Throw the required number of Pikmin but one onto the bag. When you throw the last one, call the Pikmin to either leader's side just as the Pikmin lands on the bag. Until you get the exact timing, it's better to whistle too early rather than too late, because if you whistle too late, the cutscene will start and you'll have to restart the save file to try again, whereas whistling too early makes the Pikmin come to you, and you can try again right away. If you timed it right, there's a chance the Pikmin will move out of the bag, and the latter will stay in place, but the reunion cutscene will still occur. Olimar and Louie will pass through the bag, and it'll be stuck in this state until the day ends. | | howto = Start a new [[Saved game|save file]] and work your way until you have enough Pikmin to put down the first [[paper bag]]. Throw the required number of Pikmin but one onto the bag. When you throw the last one, call the Pikmin to either leader's side just as the Pikmin lands on the bag. Until you get the exact timing, it's better to whistle too early rather than too late, because if you whistle too late, the cutscene will start and you'll have to restart the save file to try again, whereas whistling too early makes the Pikmin come to you, and you can try again right away. If you timed it right, there's a chance the Pikmin will move out of the bag, and the latter will stay in place, but the reunion cutscene will still occur. Olimar and Louie will pass through the paper bag, and it'll be stuck in this state until the day ends. | ||
| notes = With incredible luck, it is also possible to have the "You appear to be stuck" cutscene interrupt the bag's deflation, which also triggers the glitch. | | notes = With incredible luck, it is also possible to have the "You appear to be stuck" cutscene interrupt the paper bag's deflation, which also triggers the glitch. | ||
| explanation = Just like the [[Glitches in Pikmin#Cardboard box cutscene softlock|cardboard box softlock glitch in ''Pikmin'']], if the Pikmin are brought back into the party just as the cutscene starts, there will be no Pikmin to actually perform the actions required by the cutscene, in this case, deflating the bag. Because it was never assumed that this could or would happen, the game is programmed to move Olimar and Louie to the place where the squashed bag was, regardless of its state. | | explanation = Just like the [[Glitches in Pikmin#Cardboard box cutscene softlock|cardboard box softlock glitch in ''Pikmin'']], if the Pikmin are brought back into the party just as the cutscene starts, there will be no Pikmin to actually perform the actions required by the cutscene, in this case, deflating the bag. Because it was never assumed that this could or would happen, the game is programmed to move Olimar and Louie to the place where the squashed bag was, regardless of its state. | ||
}} | }} | ||
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| prerequisites = Have the Pileated Snagret on the Piklopedia. | | prerequisites = Have the Pileated Snagret on the Piklopedia. | ||
| howto = On the [[Menu#Area selection|area selection screen]], place the ship over the [[Valley of Repose]]. Enter the Piklopedia and open the Pileated Snagret's file. The creature spawns on top of a snowy hill, but there's a chance that it will be unable to emerge from the ground, instead becoming stuck inside the patch of snow. If it doesn't happen, try making it burrow and emerge more often. It can also be able to move freely while inside the snow, and can be driven to fall into the [[pit]] by luring it with [[pikpik carrot]]s. Another way to make it stuck is to lure it towards the part with grass; it might be unable to go back to its original place, all the while hopping endlessly while trying to go up the hill. | | howto = On the [[Menu#Area selection|area selection screen]], place the ship over the [[Valley of Repose]]. Enter the Piklopedia and open the Pileated Snagret's file. The creature spawns on top of a snowy hill, but there's a chance that it will be unable to emerge from the ground, instead becoming stuck inside the patch of snow. If it doesn't happen, try making it burrow and emerge more often. It can also be able to move freely while inside the snow, and can be driven to fall into the [[pit]] by luring it with [[pikpik carrot]]s. Another way to make it stuck is to lure it towards the part with grass; it might be unable to go back to its original place, all the while hopping endlessly while trying to go up the hill. | ||
}} | }} | ||
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===World cut-off=== | ===World cut-off=== | ||
{{game help|p2|Elaborate on the exact point to throw the Pikmin at and to lie down at, for spot 2, and move it to its own glitch (this one is about render distance, that one seems to be about object culling.}} | {{game help|p2|Elaborate on the exact point to throw the Pikmin at and to lie down at, for spot 2, and move it to its own glitch (this one is about render distance, that one seems to be about object culling.}} | ||
{{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 | {{glitch | reproducibility = High | consequences = Harmless | p2 = Yes | npcp2 = Yes | image = Wistful Wild cut-off.jpg | ||
| effects = Makes part of the world geometry cut off and get replaced with nothing. | | effects = Makes part of the world geometry cut off and get replaced with nothing. | ||
| prerequisites =<br> | | prerequisites =<br> | ||
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| prerequisites = Have the [[Napsack]]. | | prerequisites = Have the [[Napsack]]. | ||
| howto = When {{button|gc|x|wii|c}} is held, the leader makes a small bounce before lying down. If this bounce happens just as a boulder lands on the leader, there's a chance he might jump quite high in the air. The easiest way to pull it off is to enter the [[Cave of Pain]]. You should hold the button one and a half seconds after the shadow of the boulder appears. If you get hurt, that means you have to press it sooner. If you just [[lie down]], that means you pressed it too soon. For reference, check the timings on the notes. | | howto = When {{button|gc|x|wii|c}} is held, the leader makes a small bounce before lying down. If this bounce happens just as a boulder lands on the leader, there's a chance he might jump quite high in the air. The easiest way to pull it off is to enter the [[Cave of Pain]]. You should hold the button one and a half seconds after the shadow of the boulder appears. If you get hurt, that means you have to press it sooner. If you just [[lie down]], that means you pressed it too soon. For reference, check the timings on the notes. | ||
| notes = This trick can be used to jump over some obstacles. The further away from the center of the boulder, the farther the distance of the jump. The closer to the center of the timing window you start lying down, the higher the jump. Via testing, it's concluded that the button must be pressed between the {{frames|41}}st [[frame]] after the shadow appears ({{frames|40}} frames of the shadow's existence) and the {{frames|46}}th ({{frames|45}} frames of the shadow's existence). This results in a window of {{frames|6}} frames. If you make the leader wake up, he will lose all of his momentum and fall to the ground, without you being able to control his descent. | | notes = This trick can be used to jump over some obstacles. The further away from the center of the boulder, the farther the distance of the jump. The closer to the center of the timing window you start lying down, the higher the jump. Via testing, it's concluded that the button must be pressed between the {{frames|41}}st [[frame]] after the the shadow appears ({{frames|40}} frames of the shadow's existence) and the {{frames|46}}th ({{frames|45}} frames of the shadow's existence). This results in a window of {{frames|6}} frames. If you make the leader wake up, he will lose all of his momentum and fall to the ground, without you being able to control his descent. | ||
| explanation = The small bounce a leader makes must be programmed as an actual, physics-abiding jump, instead of a simple animation. This would explain why when something that's meant to cause knockback interferes with a jump makes a glitchy jump happen, as the game wasn't ready to handle that particular scenario. Alternately, it has to do with how the leader should've been knocked back, but the Napsack partially stops that, and blocks all damage, again, causing confusion in the physics engine. | | explanation = The small bounce a leader makes must be programmed as an actual, physics-abiding jump, instead of a simple animation. This would explain why when something that's meant to cause knockback interferes with a jump makes a glitchy jump happen, as the game wasn't ready to handle that particular scenario. Alternately, it has to do with how the leader should've been knocked back, but the Napsack partially stops that, and blocks all damage, again, causing confusion in the physics engine. | ||
}} | }} | ||
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| prerequisites = Have the [[King of Bugs]] uncollected. | | prerequisites = Have the [[King of Bugs]] uncollected. | ||
| howto = Kill the [[Titan Dweevil]] for the first time. When you do, [[Louie]] will fall to the ground and a cutscene will start. At this point, {{button|gc|c|wii|padd}} or {{button|gc|x|wii|c}} can be used to swarm or [[dismiss]] the Pikmin underneath Louie when he lands, and the Pikmin will carry him off the screen when the cutscene starts. | | howto = Kill the [[Titan Dweevil]] for the first time. When you do, [[Louie]] will fall to the ground and a cutscene will start. At this point, {{button|gc|c|wii|padd}} or {{button|gc|x|wii|c}} can be used to swarm or [[dismiss]] the Pikmin underneath Louie when he lands, and the Pikmin will carry him off the screen when the cutscene starts. | ||
| notes = Once the ship | | notes = Once the ship start speaking, the Pikmin will pause though. | ||
}} | }} | ||
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===Frozen leader glitch=== | ===Frozen leader glitch=== | ||
{{glitch | reproducibility = Medium | consequences = Harmful | p2 = Yes | npcp2 | {{glitch | reproducibility = Medium | consequences = Harmful | p2 = Yes | npcp2 = Yes | youtube = SjkshAlRaH0 | vcaption = Falling with dweevils | other = [https://www.youtube.com/watch?v=pvHglwyXWzw Falling without dweevils] | ||
| effects = Makes a leader frozen or unusable. | | effects = Makes a leader frozen or unusable. | ||
| prerequisites = Have the [[Napsack]]. | | prerequisites = Have the [[Napsack]]. | ||
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===Idle Pikmin during leader switch=== | ===Idle Pikmin during leader switch=== | ||
{{glitch | reproducibility = Medium | consequences = Harmful | p2 = ? | npcp2 = | {{glitch | reproducibility = Medium | consequences = Harmful | p2 = ? | npcp2 = ? | ||
|effects = Makes the Pikmin within a leader's group not come to the Onion at sunset. | |effects = Makes the Pikmin within a leader's group not come to the Onion at sunset. | ||
|prerequisites = Be on day two or further. | |prerequisites = Be on day two or further. | ||
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===Tilted objects=== | ===Tilted objects=== | ||
{{glitch | reproducibility = Low | consequences = Harmful | p2 = Yes | npcp2 = Yes | image = | {{glitch | reproducibility = Low | consequences = Harmful | p2 = Yes | npcp2 = Yes | image = Activity_arouser_tilt.jpeg | ||
| effects = Makes some objects become tilted. Can sometimes cause the object to fall through the map. | | effects = Makes some objects become tilted. Can sometimes cause the object to fall through the map. | ||
| howto = Have Pikmin carry an object from a high ledge. Given the object's physics, it may fall down at an angle, and the Pikmin will proceed to carry it in said angle. Some Pikmin might even be holding it in mid-air, while other times, the Pikmin may let the object fall. | | howto = Have Pikmin carry an object from a high ledge. Given the object's physics, it may fall down at an angle, and the Pikmin will proceed to carry it in said angle. Some Pikmin might even be holding it in mid-air, while other times, the Pikmin may let the object fall. | ||
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| If a Purple Pikmin is thrown at a [[gate]] while very close to the gate, and is thrown at full force, it will go through and attack from the other side. || || || || {{cite youtube|ttD6A9eA5Rw|showing Purple Pikmin being thrown through a gate}} | | If a Purple Pikmin is thrown at a [[gate]] while very close to the gate, and is thrown at full force, it will go through and attack from the other side. || || || || {{cite youtube|ttD6A9eA5Rw|showing Purple Pikmin being thrown through a gate}} | ||
|- | |- | ||
| Some obstacles (such as the [[bag]]s) are surrounded by invisible walls to prevent the player from throwing Pikmin to the other side of the obstacle. However, even after crushing the obstacle in question, the invisible walls do not disappear. This glitch can also be reproduced with the [[cardboard box]]es in ''Pikmin''. || || || || {{cite youtube|Laba7Tj4QGA|showing the invisible walls.}} | | Some obstacles (such as the [[paper bag]]s) are surrounded by invisible walls to prevent the player from throwing Pikmin to the other side of the obstacle. However, even after crushing the obstacle in question, the invisible walls do not disappear. This glitch can also be reproduced with the [[cardboard box]]es in ''Pikmin''. || || || || {{cite youtube|Laba7Tj4QGA|showing the invisible walls.}} | ||
|- | |- | ||
| When Pikmin walk through a petrified [[Hermit Crawmad]], without being issued to attack it, the creature will start taking damage, and can even be killed this way. || || || || {{cite youtube|MzeJOjgWSxQ|of petrified Hermit Crawmads suffering damage without being attacked}} | | When Pikmin walk through a petrified [[Hermit Crawmad]], without being issued to attack it, the creature will start taking damage, and can even be killed this way. || || || || {{cite youtube|MzeJOjgWSxQ|of petrified Hermit Crawmads suffering damage without being attacked}} | ||
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|- | |- | ||
| In Challenge Mode, after the cutscene where the Pikmin and leaders land fades out, the player has a {{frames|3}} frame window in which they can press the camera zoom button. Doing so will zoom out the camera like normal while the "Ready? Go!" text appears, but objects [[Camera#Off-camera objects|outside of the standard zoom level's reach]] will not appear until the gameplay begins proper. Other text cutscenes, like the debt repayment milestone text can also be affected. With this, the player can even see a [[Pellet Posy]] with no pellet inside (until the gameplay begins and the objects get rendered properly). || || || || | | In Challenge Mode, after the cutscene where the Pikmin and leaders land fades out, the player has a {{frames|3}} frame window in which they can press the camera zoom button. Doing so will zoom out the camera like normal while the "Ready? Go!" text appears, but objects [[Camera#Off-camera objects|outside of the standard zoom level's reach]] will not appear until the gameplay begins proper. Other text cutscenes, like the debt repayment milestone text can also be affected. With this, the player can even see a [[Pellet Posy]] with no pellet inside (until the gameplay begins and the objects get rendered properly). || || || || | ||
|- | |||
| The walls next to the 35 Pikmin [[paper bag]] in the [[Valley of Repose]] actually wobble back and forth with the tree shadows. || || || || | |||
|- | |- | ||
| If you [[lie down]], get up as soon as possible, and start [[whistling]], the first part of the whistle will be silent, and the sound will only start some time after. || || || || | | If you [[lie down]], get up as soon as possible, and start [[whistling]], the first part of the whistle will be silent, and the sound will only start some time after. || || || || | ||
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| If a leader is [[lying down]] and being carried by Pikmin when the [[cutscene]] explaining how sunset works begins, that leader will get up and start walking in place. || || || || {{cite web|https://www.reddit.com/r/Pikmin/comments/a3a3d2/what_is_your_unexplained_glitch_story_that_you/eb5qyvc/|Post|reddit|published={{date|5|December|2018}}|retrieved={{date|3|May|2022}}}} | | If a leader is [[lying down]] and being carried by Pikmin when the [[cutscene]] explaining how sunset works begins, that leader will get up and start walking in place. || || || || {{cite web|https://www.reddit.com/r/Pikmin/comments/a3a3d2/what_is_your_unexplained_glitch_story_that_you/eb5qyvc/|Post|reddit|published={{date|5|December|2018}}|retrieved={{date|3|May|2022}}}} | ||
|- | |- | ||
| | | With a widescreen setup, during the cutscene where [[Louie]] runs away from the Red Pikmin he just plucked, when he leaves the screen from the left and re-enters it shortly after, it is possible to see him zip into scene very quickly for a split-second. || No || Yes || Yes || | ||
|} | |} | ||
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|- | |- | ||
| In [[Bully Den]] in 2-player mode, a [[Waterwraith]] will always ignore Louie. This can result in a rollerless Waterwraith casually walking or even standing still next to Louie as if it doesn't notice him. Louie can still attack the creature, though. || Yes || Yes || Yes || [https://cdn.discordapp.com/attachments/177496240035069962/1123360647099449414/2023062623050900-FBD6C38DDCEBA77B90C7098B6DC16A91.mov Discord video] | | In [[Bully Den]] in 2-player mode, a [[Waterwraith]] will always ignore Louie. This can result in a rollerless Waterwraith casually walking or even standing still next to Louie as if it doesn't notice him. Louie can still attack the creature, though. || Yes || Yes || Yes || [https://cdn.discordapp.com/attachments/177496240035069962/1123360647099449414/2023062623050900-FBD6C38DDCEBA77B90C7098B6DC16A91.mov Discord video] | ||
|- | |||
| When a [[Gatling Groink]] finishes [[revival|reviving]], it is possible for its animations to be sped up from there on out. || || || || {{cite youtube|xt6cEMqt-YQ|of a Gatling Groink's animations being sped up after a revival, in [[Secret Testing Range]]|published={{date|8|May|2017}}|retrieved={{date|24|April|2020}}}}{{cite youtube|p18zntLYpiU|m=3|s=38|of a Gatling Groink's moving animations speeding up after a revival, in [[Cavern of Chaos]]|published={{date|22|April|2020}}|retrieved={{date|23|April|2020}}}} | |||
|- | |- | ||
| It is possible for an Armored Cannon Beetle Larva to take a few seconds before it emerges out of its hole. || || || || {{cite web|https://clips.twitch.tv/MiniatureWiseTildeTinyFace|Twitch clip (language warning)|Twitch|published={{date|8|November|2020}}|retrieved={{date|10|November|2020}}}} | | It is possible for an Armored Cannon Beetle Larva to take a few seconds before it emerges out of its hole. || || || || {{cite web|https://clips.twitch.tv/MiniatureWiseTildeTinyFace|Twitch clip (language warning)|Twitch|published={{date|8|November|2020}}|retrieved={{date|10|November|2020}}}} | ||
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| If the sunset warning [[cutscene]] begins at the same time the player is getting Pikmin to carry a leader that is lying down, it is possible for that leader to stand up and become unresponsive. He can still be whistled by the other leader, however. || || || || {{cite youtube|wD3zADOPpR4|of a leader becoming unresponsive after standing up while being carried|published={{date|18|January|2021}}|retrieved={{date|19|January|2021}}}} | | If the sunset warning [[cutscene]] begins at the same time the player is getting Pikmin to carry a leader that is lying down, it is possible for that leader to stand up and become unresponsive. He can still be whistled by the other leader, however. || || || || {{cite youtube|wD3zADOPpR4|of a leader becoming unresponsive after standing up while being carried|published={{date|18|January|2021}}|retrieved={{date|19|January|2021}}}} | ||
|- | |- | ||
| By entering the hole to the next sublevel at the same time the [[Waterwraith]] would appear for the first time, the Waterwraith's cutscene will start, but only with the rollers and without the creature proper. It will also have no music or sound effects. || | | By entering the hole to the next sublevel at the same time the [[Waterwraith]] would appear for the first time, the Waterwraith's cutscene will start, but only with the rollers and without the creature proper. It will also have no music or sound effects. || || || || {{cite web|https://www.reddit.com/r/Pikmin/comments/lkvhvl/waterwraith_cutscene_glitch_by_going_into_hole/|Waterwraith cutscene glitch by going into hole right as Waterwraith appeared. No music played or sound effects.|reddit|published={{date|16|February|2021}}|retrieved={{date|16|February|2021}}}} | ||
|- | |- | ||
| When [[pluck]]ing Pikmin, it is possible for one Pikmin to temporarily appear at the top of the Onion as it is ejecting seeds. || || || || {{cite web|https://clips.twitch.tv/AntsyViscousChickpeaOneHand-J14o8pM0tVGz44gs|Twitch clip|Twitch|published={{date|24|July|2021}}|retrieved={{date|25|July|2021}}}} | | When [[pluck]]ing Pikmin, it is possible for one Pikmin to temporarily appear at the top of the Onion as it is ejecting seeds. || || || || {{cite web|https://clips.twitch.tv/AntsyViscousChickpeaOneHand-J14o8pM0tVGz44gs|Twitch clip|Twitch|published={{date|24|July|2021}}|retrieved={{date|25|July|2021}}}} | ||
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|- | |- | ||
| Given unknown circumstances, it is possible for the [[Burgeoning Spiderwort mold]] to become indestructible. This can be fixed by resetting the game. || Yes || Unknown || Yes || {{cite youtube|pF0zAcfofTE|of the indestructible mold|published={{date|19|January|2019}}|retrieved={{date|07|July|2023}}}} | | Given unknown circumstances, it is possible for the [[Burgeoning Spiderwort mold]] to become indestructible. This can be fixed by resetting the game. || Yes || Unknown || Yes || {{cite youtube|pF0zAcfofTE|of the indestructible mold|published={{date|19|January|2019}}|retrieved={{date|07|July|2023}}}} | ||
|} | |} | ||
===Gallery=== | |||
<gallery> | |||
Valley of Repose wobbly wall.gif|The walls next to the 35 Pikmin [[paper bag]] wobble. This footage is sped up around 7 times. Click for full-size. | |||
</gallery> | |||
==Other== | ==Other== |