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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===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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| 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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| prerequisites = Have collected the [[Prototype Detector]]. | | prerequisites = Have collected the [[Prototype Detector]]. | ||
| howto = Pause the game. After you press {{button|gc|start|wii|+|switch|+}} to unpause, rapidly mash {{button|gc|y|wii|-|switch|y}} so that you switch leaders as soon as possible. If you managed to press the button at the right time, the needle will be stuck for the duration of the leader transition. If the Treasure Gauge was in black-and-white, it will have gained color. | | howto = Pause the game. After you press {{button|gc|start|wii|+|switch|+}} to unpause, rapidly mash {{button|gc|y|wii|-|switch|y}} so that you switch leaders as soon as possible. If you managed to press the button at the right time, the needle will be stuck for the duration of the leader transition. If the Treasure Gauge was in black-and-white, it will have gained color. | ||
| notes = The needle gets fixed when the leader transition ends, and the coloring gets fixed when you pause again, or when you leave the area or the game. There are {{frames|2}} frames in which pressing the leader button will trigger the glitch, and these are the first frames in which changing is possible after an unpause. If an [[Antenna Beetle]] is present, the gauge will have the needle pointing up, and will not have the purple effect, but when the needle gets unfrozen, the purple effect starts and the gauge starts acting | | 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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}} | }} | ||
===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 = | {{glitch | reproducibility = High | consequences = Harmless | p2 = Does not exist | npcp2 = Yes | image = P2 shifted heat haze.jpg | icaption = Demonstration of the glitch. The [[Dwarf Bulborb|Dwarf Red Bulborb]]s behind the [[fire geyser]] aren't distorted, but the [[Clover]] to the right of it is. | ||
| effects = Makes a [[fire]]'s {{w|heat haze}} effect shift from the place it should be. | | effects = Makes a [[fire]]'s {{w|heat haze}} effect shift from the place it should be. | ||
| prerequisites = | | prerequisites = Have the [[New Play Control! Pikmin 2|Wii version/Nintendo Switch version]] of the game run in widescreen mode. | ||
| howto = If the camera is facing towards some fire, and said fire is horizontally centered on-screen, the heat haze will be on top of it like normal. However, if you rotate the camera or move the leader so that the fire is no longer horizontally centered, you'll see the heat haze effect move away from it. It can even disconnect from the fire entirely. | | howto = If the camera is facing towards some fire, and said fire is horizontally centered on-screen, the heat haze will be on top of it like normal. However, if you rotate the camera or move the leader so that the fire is no longer horizontally centered, you'll see the heat haze effect move away from it. It can even disconnect from the fire entirely. | ||
| explanation = This is caused by an oversight while porting the game to Wii. The developers seemingly forgot to adjust the position of the heat haze in relation to the fire when converting the game to the new widescreen mode, thus causing the heat haze to be displaced. | | explanation = This is caused by an oversight while porting the game to Wii. The developers seemingly forgot to adjust the position of the heat haze in relation to the fire when converting the game to the new widescreen mode, thus causing the heat haze to be displaced. | ||
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| prerequisites = Have the Pileated Snagret on the Piklopedia. | | prerequisites = Have the Pileated Snagret on the Piklopedia. | ||
| howto = On the [[Menu#Area selection|area selection screen]], place the ship over the [[Valley of Repose]]. Enter the Piklopedia and open the Pileated Snagret's file. The creature spawns on top of a snowy hill, but there's a chance that it will be unable to emerge from the ground, instead becoming stuck inside the patch of snow. If it doesn't happen, try making it burrow and emerge more often. It can also be able to move freely while inside the snow, and can be driven to fall into the [[pit]] by luring it with [[pikpik carrot]]s. Another way to make it stuck is to lure it towards the part with grass; it might be unable to go back to its original place, all the while hopping endlessly while trying to go up the hill. | | howto = On the [[Menu#Area selection|area selection screen]], place the ship over the [[Valley of Repose]]. Enter the Piklopedia and open the Pileated Snagret's file. The creature spawns on top of a snowy hill, but there's a chance that it will be unable to emerge from the ground, instead becoming stuck inside the patch of snow. If it doesn't happen, try making it burrow and emerge more often. It can also be able to move freely while inside the snow, and can be driven to fall into the [[pit]] by luring it with [[pikpik carrot]]s. Another way to make it stuck is to lure it towards the part with grass; it might be unable to go back to its original place, all the while hopping endlessly while trying to go up the hill. | ||
}} | }} | ||
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| prerequisites = Have the [[Napsack]]. | | prerequisites = Have the [[Napsack]]. | ||
| howto = When {{button|gc|x|wii|c}} is held, the leader makes a small bounce before lying down. If this bounce happens just as a boulder lands on the leader, there's a chance he might jump quite high in the air. The easiest way to pull it off is to enter the [[Cave of Pain]]. You should hold the button one and a half seconds after the shadow of the boulder appears. If you get hurt, that means you have to press it sooner. If you just [[lie down]], that means you pressed it too soon. For reference, check the timings on the notes. | | howto = When {{button|gc|x|wii|c}} is held, the leader makes a small bounce before lying down. If this bounce happens just as a boulder lands on the leader, there's a chance he might jump quite high in the air. The easiest way to pull it off is to enter the [[Cave of Pain]]. You should hold the button one and a half seconds after the shadow of the boulder appears. If you get hurt, that means you have to press it sooner. If you just [[lie down]], that means you pressed it too soon. For reference, check the timings on the notes. | ||
| notes = This trick can be used to jump over some obstacles. The further away from the center of the boulder, the farther the distance of the jump. The closer to the center of the timing window you start lying down, the higher the jump. Via testing, it's concluded that the button must be pressed between the {{frames|41}}st [[frame]] after the shadow appears ({{frames|40}} frames of the shadow's existence) and the {{frames|46}}th ({{frames|45}} frames of the shadow's existence). This results in a window of {{frames|6}} frames. If you make the leader wake up, he will lose all of his momentum and fall to the ground, without you being able to control his descent. | | notes = This trick can be used to jump over some obstacles. The further away from the center of the boulder, the farther the distance of the jump. The closer to the center of the timing window you start lying down, the higher the jump. Via testing, it's concluded that the button must be pressed between the {{frames|41}}st [[frame]] after the the shadow appears ({{frames|40}} frames of the shadow's existence) and the {{frames|46}}th ({{frames|45}} frames of the shadow's existence). This results in a window of {{frames|6}} frames. If you make the leader wake up, he will lose all of his momentum and fall to the ground, without you being able to control his descent. | ||
| explanation = The small bounce a leader makes must be programmed as an actual, physics-abiding jump, instead of a simple animation. This would explain why when something that's meant to cause knockback interferes with a jump makes a glitchy jump happen, as the game wasn't ready to handle that particular scenario. Alternately, it has to do with how the leader should've been knocked back, but the Napsack partially stops that, and blocks all damage, again, causing confusion in the physics engine. | | explanation = The small bounce a leader makes must be programmed as an actual, physics-abiding jump, instead of a simple animation. This would explain why when something that's meant to cause knockback interferes with a jump makes a glitchy jump happen, as the game wasn't ready to handle that particular scenario. Alternately, it has to do with how the leader should've been knocked back, but the Napsack partially stops that, and blocks all damage, again, causing confusion in the physics engine. | ||
}} | }} | ||
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| 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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|- | |- | ||
| 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 [[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}}}} | ||
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| 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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| In [[update|version]] 1.0.0 of {{p2s}}, if the player pauses the game when the timer in a [[Challenge Mode (Pikmin 2)|Challenge Mode]] stage hits 10 exactly, the game will crash. || Unknown || Unknown || Yes (1.0.0) || | | In [[update|version]] 1.0.0 of {{p2s}}, if the player pauses the game when the timer in a [[Challenge Mode (Pikmin 2)|Challenge Mode]] stage hits 10 exactly, the game will crash. || Unknown || Unknown || Yes (1.0.0) || | ||
|- | |- | ||
| It is possible for thrown Pikmin to keep going in the same direction forever, unaffected by gravity | | It is possible for a thrown Yellow Pikmin to keep going in the same direction forever, unaffected by gravity. || No || No || Yes || [https://twitter.com/YurikoTheDragon/status/1675358567875100672 Twitter video] | ||
|} | |} | ||
===Gallery=== | |||
<gallery> | |||
Valley of Repose wobbly wall.gif|The walls next to the 35 Pikmin [[bag]] wobble. This footage is sped up around 7 times. Click for full-size. | |||
</gallery> | |||
==Other== | ==Other== |