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===Geiger Counter without Blue Pikmin=== | ===Geiger Counter without Blue Pikmin=== | ||
{{ glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 | {{ glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 = Yes | youtube = YeVYWsxF58U&t=796 | ||
| effects = Allows the [[Geiger Counter]] to be collected without [[Blue Pikmin]]. | | effects = Allows the [[Geiger Counter]] to be collected without [[Blue Pikmin]]. | ||
| prerequisites = Have unlocked [[The Forest of Hope]] and have destroyed the gates blocking the southwest corridor. | | prerequisites = Have unlocked [[The Forest of Hope]] and have destroyed the gates blocking the southwest corridor. | ||
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===Gluon Drive without building the bridge=== | ===Gluon Drive without building the bridge=== | ||
{{ glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 | {{ glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 = Yes | youtube = YeVYWsxF58U&t=2671 | ||
| effects = Allows the [[Gluon Drive]] to be collected without building the 2 [[bridge]]s that lead to it. | | effects = Allows the [[Gluon Drive]] to be collected without building the 2 [[bridge]]s that lead to it. | ||
| prerequisites = Have unlocked [[The Distant Spring]]. | | prerequisites = Have unlocked [[The Distant Spring]]. | ||
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===Radiation Canopy without Blue Pikmin=== | ===Radiation Canopy without Blue Pikmin=== | ||
{{ glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 | {{ glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 = Yes | youtube = YeVYWsxF58U | ||
| effects = Allows the [[Radiation Canopy]] to be collected without [[Blue Pikmin]]. | | effects = Allows the [[Radiation Canopy]] to be collected without [[Blue Pikmin]]. | ||
| prerequisites = Have unlocked [[The Forest of Hope]] and [[Yellow Pikmin]], and have some [[bomb-rock]]s. | | prerequisites = Have unlocked [[The Forest of Hope]] and [[Yellow Pikmin]], and have some [[bomb-rock]]s. | ||
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===Sagittarius without Blue Pikmin=== | ===Sagittarius without Blue Pikmin=== | ||
{{ glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 | {{ glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 = Yes | youtube = YeVYWsxF58U&t=525 | ||
| effects = Allows the [[Sagittarius]] to be collected without [[Blue Pikmin]]. | | effects = Allows the [[Sagittarius]] to be collected without [[Blue Pikmin]]. | ||
| prerequisites = Have unlocked [[The Forest of Hope]] and have destroyed the bramble gate next to the landing site. | | prerequisites = Have unlocked [[The Forest of Hope]] and have destroyed the bramble gate next to the landing site. | ||
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| howto = Go to the pair of [[seesaw block]]s in the northeast of the area with some Pikmin. Start carrying a [[treasure]] back to the ship. Have a leader stand on the seesaw block closer to the wall, and cause the seesaw blocks to shift at the same time the treasure reaches the ship, causing the treasure collection cutscene. If done correctly, the leader will be inside the seesaw block, and can walk into the wall. Walk a precise path through the out-of-bounds area, and eventually fall into the abyss, landing in the room with the Blue Onion. | | howto = Go to the pair of [[seesaw block]]s in the northeast of the area with some Pikmin. Start carrying a [[treasure]] back to the ship. Have a leader stand on the seesaw block closer to the wall, and cause the seesaw blocks to shift at the same time the treasure reaches the ship, causing the treasure collection cutscene. If done correctly, the leader will be inside the seesaw block, and can walk into the wall. Walk a precise path through the out-of-bounds area, and eventually fall into the abyss, landing in the room with the Blue Onion. | ||
| notes = While the Blue Pikmin can be whistled immediately in the original GameCube version, they cannot be whistled immediately in the ''[[New Play Control!]]'' version. Blue Pikmin can still be unlocked early, but it is more difficult. | | notes = While the Blue Pikmin can be whistled immediately in the original GameCube version, they cannot be whistled immediately in the ''[[New Play Control!]]'' version. Blue Pikmin can still be unlocked early, but it is more difficult. | ||
}} | |||
===Early Yellow Pikmin=== | |||
{{game help|p2|Find and document more of the side effects of performing this trick in New Play Control. | |||
}} | |||
{{glitch | reproducibility = High | consequences = Depends | p2 = Yes | npcp2 = Yes, but harder | youtube = bXiVifnDYrc | |||
| effects = Allows access to [[Yellow Pikmin]] without breaking down the [[Gate#Bramble gate|poison vent gate]]. | |||
| prerequisites = Have access to the [[Perplexing Pool]] and have the [[Napsack]]. | |||
| howto = From the landing site, take one Pikmin with you and go to the small hollowed out stump next to the area with the Yellow Pikmin. Stand on the small slope left of the entryway, and lay down. The Pikmin should pick you up and carry you up the trunk. If you time waking up correctly, the Pikmin will drop you off on top of the rim. From there, simply follow the rim up to the rim of the area with the wild Yellow Pikmin, and jump down into it. If you're playing on the original ''Pikmin 2'', you can go ahead and whistle them, however if you're playing ''New Play Control Pikmin 2'', there are a few more steps. From here you must stand next to the tree on the side opposite the longer of the 2 branches. Perform another Napsack carry exploit to get on top of the tree, and shove one of the wild Yellow Pikmin off of it. Keep shoving the Pikmin towards and eventually off the ledge and into the [[nectar weed]] patch, and then wait for the Pikmin to finish plucking it. Once it finishes, it will join your party, though Yellow Pikmin still won't officially be unlocked. To unlock them, you must bring this Pikmin into the [[Citadel of Spiders]], and progress to sublevel three. On this sublevel, let a [[Swooping Snitchbug]] grab the Pikmin and plant it, then pluck it. This will cause the Yellow Pikmin unlock cutscene and the subsequent unlock. | |||
| notes = When attempting this sequence break in ''New Play Control Pikmin 2'', there will be many odd side effects. | |||
** The Pikmin used for the sequence break will die after discovery. This is due to the fact that its discovery cutscene has it jump down off the tree, which causes it to jump under the collision and into the void when done elsewhere. To prevent an extinction and to boost Yellow Pikmin numbers, one can use the [[Queen Candypop Bud]] on the sublevel to gain more. | |||
** The flag that allows wild [[Blue Pikmin]] to be whistled will not be set off. Whistling or bumping into one will not cause it to join your party. To unlock them, you must shove a wild Blue Pikmin all the way to the nectar weed by the landing site to get it to join your party, then pluck the Blue Pikmin by letting the Bumbling Snitchbug on sublevel 3 of [[Snagret Hole]] plant it before proceeding to pluck it. | |||
**Yellow Pikmin will never bring anything back to their own [[Onion]]. This is again, due to the fact that the flags for obtaining Yellow Pikmin have not been properly set off. When ordered to carry corpses, they will always bring them to the Red Onion. The only ways to obtain more Yellow Pikmin are through Queen Candypop Buds, [[Golden Candypop Bud]]s, and [[Pikmin extinction]]s. | |||
**The Onion may perform a startup animation similar to the one from the original {{p1}} when landing or coming out of a cave. This is purely cosmetic, and doesn't change the interactions with the Onion nor prevent you from opening the [[Onion menu]]. | |||
}} | }} | ||
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| effects = Allows access to the [[Emergence Cave]] on [[day 1]]. | | effects = Allows access to the [[Emergence Cave]] on [[day 1]]. | ||
| prerequisites = Have performed the cutscene timer storage glitch and restarted the game from the beginning. | | prerequisites = Have performed the cutscene timer storage glitch and restarted the game from the beginning. | ||
| howto = As Olimar, call the Pikmin off the [[ | | howto = As Olimar, call the Pikmin off the [[Dwarf Red Bulborb]], but don't defeat it. Switch to Louie when you can (made possible by the cutscene timer storage glitch), and grow some Pikmin. Push down the [[paper bag]]. After that, go to the ledge near the ship, and throw the Pikmin up it. Lure the Dwarf Red Bulborb over and use its biting attack to ascend the wall. From here, call the Pikmin, go around the lake, and go towards the Emergence Cave. | ||
| notes = This trick makes it possible to access the Awakening Wood on day 2, by collecting the [[Spherical Atlas]] on day 1. However, the Dwarf Red Bulborb clip is incredibly precise, and is most feasibly done in [[tool-assisted superplay]]s. | | notes = This trick makes it possible to access the Awakening Wood on day 2, by collecting the [[Spherical Atlas]] on day 1. However, the Dwarf Red Bulborb clip is incredibly precise, and is most feasibly done in [[tool-assisted superplay]]s. | ||
}} | }} | ||
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| howto = Go to the long ledge across the field from the landing site. Throw some Pikmin up the ledge and get the [[Creeping Chrysanthemum]] to wake up. Get it to come towards you and fall off the ledge. Throw all your Pikmin onto the ledge in a different place. With the leader, go back to the Creeping Chrysanthemum and punch it while standing in between it and the wall. Get it to perform its attack where it slams towards the ground while the leader is right next to it. If the leader is positioned and angled correctly, they will fly into the air and land on top of the ledge. From there, they can call the Pikmin and go towards the entrance to the Snagret Hole. | | howto = Go to the long ledge across the field from the landing site. Throw some Pikmin up the ledge and get the [[Creeping Chrysanthemum]] to wake up. Get it to come towards you and fall off the ledge. Throw all your Pikmin onto the ledge in a different place. With the leader, go back to the Creeping Chrysanthemum and punch it while standing in between it and the wall. Get it to perform its attack where it slams towards the ground while the leader is right next to it. If the leader is positioned and angled correctly, they will fly into the air and land on top of the ledge. From there, they can call the Pikmin and go towards the entrance to the Snagret Hole. | ||
| notes = This trick can be used to access a few other places early in the Awakening Wood. | | notes = This trick can be used to access a few other places early in the Awakening Wood. | ||
}} | }} | ||
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** Alternatively, Brittany's cave can be entered. The player can activate the [[Yellow Onion]] in the cave, though there is no [[iron ball]] to push nor stone wall to block the entrance. | ** Alternatively, Brittany's cave can be entered. The player can activate the [[Yellow Onion]] in the cave, though there is no [[iron ball]] to push nor stone wall to block the entrance. | ||
*** Leaving Brittany's cave will trigger the cutscene that normally plays when Brittany leaves the cave, but Captain Charlie will take the place of Brittany, using the same animations and dialog. | *** Leaving Brittany's cave will trigger the cutscene that normally plays when Brittany leaves the cave, but Captain Charlie will take the place of Brittany, using the same animations and dialog. | ||
*** After the cutscene, the [[HUD#Sun Meter|Sun Meter]] appears, and the game will play the ''[[Music in Pikmin 3#Alph's Crash Site|Alph's Crash Site]]'' theme in non-cave | *** After the cutscene, the [[HUD#Sun Meter|Sun Meter]] appears, and the game will play the ''[[Music in Pikmin 3#Alph's Crash Site|Alph's Crash Site]]'' theme in non-cave sections of the area. This eventually stops being the case for unknown reasons. It is also possible to end the day, which will show the [[Pikmin 3 voyage log|voyage log]] about the first trip to the Distant Tundra with Brittany. | ||
** After the sunset cutscene at the end of the day, only the Red Onion will fly with the S.S. Drake. There will also be no music. | ** After the sunset cutscene at the end of the day, only the Red Onion will fly with the S.S. Drake. There will also be no music. | ||
** The next day, the player can choose between landing in the Tropical Wilds, Garden of Hope, or Distant Tundra. If the Vehemoth Phosbat has been defeated, the player will even have access to all 3 leaders, which would theoretically make the Sandbelching Meerslug accessible. Unfortunately, it is not possible to make progress in the game from here, as no matter which area is landed in, no [[Onion]] will be present at the landing site, and it will be impossible to grow any Pikmin, making the game impossible to complete. | ** The next day, the player can choose between landing in the Tropical Wilds, Garden of Hope, or Distant Tundra. If the Vehemoth Phosbat has been defeated, the player will even have access to all 3 leaders, which would theoretically make the Sandbelching Meerslug accessible. Unfortunately, it is not possible to make progress in the game from here, as no matter which area is landed in, no [[Onion]] will be present at the landing site, and it will be impossible to grow any Pikmin, making the game impossible to complete. | ||
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|explanation = ''Pikmin 3'' uses a progress value system to store where the player is in the game. Whether an object in an area appears or not is controlled by this progress value, which is why many objects do not appear, as they aren't supposed to be there on day 1. The progress value is generally changed by cutscenes, which is why the game is able to advance after the cave exit cutscene or the Vehemoth Phosbat defeat cutscene. However, the unlocking of Onions and controls is not tied to this progress value, meaning that if an Onion is not unlocked, it won't be accessible later on, which is why the game is uncompletable after this sequence break is done in most cases. | |explanation = ''Pikmin 3'' uses a progress value system to store where the player is in the game. Whether an object in an area appears or not is controlled by this progress value, which is why many objects do not appear, as they aren't supposed to be there on day 1. The progress value is generally changed by cutscenes, which is why the game is able to advance after the cave exit cutscene or the Vehemoth Phosbat defeat cutscene. However, the unlocking of Onions and controls is not tied to this progress value, meaning that if an Onion is not unlocked, it won't be accessible later on, which is why the game is uncompletable after this sequence break is done in most cases. | ||
}} | }} | ||
===Distant Tundra bridge skip=== | ===Distant Tundra bridge skip=== | ||
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}} | }} | ||
===Early Scornet Maestro=== | ===Early Scornet Maestro (''Pikmin 3'')=== | ||
{{glitch | reproducibility = Medium | consequences = Helpful | p3 = Yes | p3d = | {{glitch | reproducibility = Medium | consequences = Helpful | p3 = Yes | p3d = [[#Early Scornet Maestro (Pikmin 3 Deluxe)|See here]] | youtube = dey-g6_RceA | ||
|effects = Get access to the [[Scornet Maestro]] without having to build the red bridge. | |||
|prerequisites = Have the second half of the [[Twilight River]] unlocked, and have three leaders ready. | |||
|howto = First, go into the area to the side of the red bridge (the area with two [[Desiccated Skitter Leaf|Desiccated Skitter Leaves]] and leading to the three [[Orange Bulborb]]s). From there, throw two leaders up onto the root near the pink 5 [[Pellet Posy]]. And from there, quickly throw another leader up onto the elevated area above. This must be done quickly or else the leaders will slide back down. Then, switch to the leader up above and have them walk near the rock closest to the path. If they continue to walk, they will eventually phase through it, fall out of bounds, and appear on the path to the Scornet Maestro's lair. Have them whistle a group of Pikmin under the path. When the leader at the top enters the transition zone, all Pikmin in the group will teleport to their side. | |||
|notes = In [[Update|version]]s 1.0 to 1.3, the leader takes no damage. From version 1.4 onwards, the leader loses 1/3 of their health. It is also advised to start building the bridge while the boss fight is going on, so that when it is defeated, spoils can easily be carried back. | |||
|explanation = Collision detection algorithms should be simple when it comes to scenery. While the path's wall pushes the leader back, the rock pushes them forward, resulting in no lateral movement. The forward movement, however, is still enough to move the leader forwards (considering there are no collision forces stopping them efficiently on that direction), so they slowly make progress forward, until they no longer collide with the geometry and go through. | |||
}} | |||
===Early Scornet Maestro (''Pikmin 3 Deluxe'')=== | |||
{{todo|Add a video.}} | |||
{{glitch | reproducibility = Medium | consequences = Helpful | p3 = [[#Early Scornet Maestro (Pikmin 3)|See here]] | p3d = Yes | |||
|effects = Get access to the [[Scornet Maestro]] without having to build the red bridge. | |effects = Get access to the [[Scornet Maestro]] without having to build the red bridge. | ||
|prerequisites = Have the second half of the [[Twilight River]] unlocked, and have three leaders ready. | |prerequisites = Have the second half of the [[Twilight River]] unlocked, and have three leaders ready. | ||
|howto = | |howto = First, go to the area near the [[bamboo gate]], then lift the gate and move the [[Portable Sunset]] past the gate. Throw two leaders on top of the fruit, switch to one of them, and throw the other out of bounds onto the nearby ledge. Navigate to the root intersection with a rock with no collision, and clip into the root. Navigate around the stump until you reach the bridge and then drop into the abyss and respawn on the path. | ||
|notes = It is advised to start building the bridge while the boss fight is going on, so that when it is defeated, spoils can easily be carried back. | |||
|explanation = The developers never considered leaders being thrown on fruits to go out of bounds. Collision detection algorithms should be simple when it comes to scenery. While the path's wall pushes the leader back, the rock pushes them forward, resulting in no lateral movement. The forward movement, however, is still enough to move the leader forwards (considering there are no collision forces stopping them efficiently on that direction), so they slowly make progress forward, until they no longer collide with the geometry and go through. | |||
|notes = It is | |||
}} | }} | ||
===Early Shaggy Long Legs=== | ===Early Shaggy Long Legs (''Pikmin 3'')=== | ||
{{glitch | reproducibility = Medium | {{glitch | reproducibility = Medium | consequences = Helpful | p3 = Yes | p3d = [[#Early Shaggy Long Legs (Pikmin 3 Deluxe)|See here]] | youtube = y46FWav5TQY | ||
|effects = Makes the player fight against [[Shaggy Long Legs]] earlier than normal, and with unlimited time. | |effects = Makes the player fight against [[Shaggy Long Legs]] earlier than normal, and with unlimited time. | ||
|prerequisites = Have access to the [[Distant Tundra]], and have not gone there before. | |prerequisites = Have access to the [[Distant Tundra]], and have not gone there before. | ||
|howto = | |howto = In the cave where the Yellow Pikmin are found, after breaking down the exit's blockade, go out of bounds using the same method as in the [[#Yellow Onion skip|Yellow Onion skip]] glitch, only, rather than going above the entrance, go behind it and walk around to the Shaggy Long Legs' arena. The battle will proceed as normal, only there will be an unlimited day length, and Brittany will have infinite health. | ||
|notes = When battling the Shaggy Long Legs before breaking the blockade, if enough Pikmin die, it will be impossible to gain enough Pikmin to push the [[iron ball]]; and if all the Pikmin die, the Yellow Onion will not eject another seed. Additionally, any Red Pikmin (obtained via the [[Crimson Candypop Bud]]) will be invisible during the cutscene where the weight is pushed. | |notes = When battling the Shaggy Long Legs before breaking the blockade, if enough Pikmin die, it will be impossible to gain enough Pikmin to push the [[iron ball]]; and if all the Pikmin die, the Yellow Onion will not eject another seed. Additionally, any Red Pikmin (obtained via the [[Crimson Candypop Bud]]) will be invisible during the cutscene where the weight is pushed. | ||
|explanation = When Brittany is in the cave, the [[day]] is set to be in a "tutorial" state, where the leader have unlimited health and the day lasts forever, as with day 1. When exiting the main entrance of the cave, it is set to end the "tutorial" state and begin the day as normal; but if one exits via the other entrance, it will not. | |explanation = When Brittany is in the cave, the [[day]] is set to be in a "tutorial" state, where the leader have unlimited health and the day lasts forever, as with day 1. When exiting the main entrance of the cave, it is set to end the "tutorial" state and begin the day as normal; but if one exits via the other entrance, it will not. | ||
}} | |||
===Early Shaggy Long Legs (''Pikmin 3 Deluxe'')=== | |||
{{todo|1=Document [https://www.youtube.com/watch?v=kqTVUUlfz0I this one].}} | |||
{{glitch | reproducibility = Low | consequences = Helpful | p3 = [[#Early Shaggy Long Legs (Pikmin 3)|See here]] | p3d = Yes | youtube = nWV7-bnim-M | |||
|effects = Makes the player fight against [[Shaggy Long Legs]] earlier than normal, and with unlimited time. | |||
|prerequisites = Have access to the [[Distant Tundra]], and have not gone there before. | |||
|howto = In the cave were the Yellow Pikmin are found, knock down the Pellet Posy closest to the Shaggy Long Legs's path. Then, knock down the Pellet Posy down the path closest to the previous one, and let a Pikmin carry the pellet close to the first pellet. Have Brittany walk into the pellets to push them such that one of them is close to the starting point of the root, and the other is to its west, roughly 3/4 of a pellet apart in distance. Finally, have Brittany squeeze between the two to go up the easternmost one, and then from there hug the root to get on top the westernmost one, and climb up the root to the boss's path. | |||
}} | }} | ||
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|effects = Allows the player to get to the [[Winged Pikmin]]'s Onion without building the long cyan bridge across the river. | |effects = Allows the player to get to the [[Winged Pikmin]]'s Onion without building the long cyan bridge across the river. | ||
|prerequisites = Have the Twilight River unlocked and have two leaders. | |prerequisites = Have the Twilight River unlocked and have two leaders. | ||
|howto = At the [[Twilight River]], have one leader walk across the river next to the landing site with no [[Pikmin family|Pikmin]] in the squad. Go past the [[Water Dumple]] towards the stationary lily pad. What to do here differs between ''Pikmin 3'' and ''Pikmin 3 Deluxe''. In the original ''Pikmin 3'', once near the lily pad, have the leader walk in the corner of the rock to the left of it and the lily pad. If done correctly, the leader will begin to go through the rock. An easy way to tell if the leader is clipping in the rocks is if they're not shaking around, and is only moving out of bounds. Walk away from where you went out of bounds and the leader will fall down into an abyss, respawning on the side of the river near the Winged [[Onion]]. In ''Pikmin 3 Deluxe'', this trick requires a leader clip. Walk into the tight corner to the right of the lily pad. With [[Controls#Pikmin 3 Deluxe|gyro-only controls]], point towards the [[Flukeweed]] on the other side of the pathway, hold the other leader, and whistle, dropping the leader. If done correctly, the other leader will go through the wall. [[Dismiss]] them to drop them into the abyss, where they'll respawn on the ledge near the Winged Onion. In both versions, have another leader throw across some Pikmin, preferably [[Rock Pikmin]], to free the Onion from the [[Arachnode]]'s web. Throw some in the water, and then switch to the other leader so that they can [[Whistle|call]] them to the other shore. From here, Winged Pikmin can be unlocked | |howto = At the [[Twilight River]], have one leader walk across the river next to the landing site with no [[Pikmin family|Pikmin]] in the squad. Go past the [[Water Dumple]] towards the stationary lily pad. What to do here differs between ''Pikmin 3'' and ''Pikmin 3 Deluxe''. In the original ''Pikmin 3'', once near the lily pad, have the leader walk in the corner of the rock to the left of it and the lily pad. If done correctly, the leader will begin to go through the rock. An easy way to tell if the leader is clipping in the rocks is if the they're not shaking around, and is only moving out of bounds. Walk away from where you went out of bounds and the leader will fall down into an abyss, respawning on the side of the river near the Winged [[Onion]]. In ''Pikmin 3 Deluxe'', this trick requires a leader clip. Walk into the tight corner to the right of the lily pad. With [[Controls#Pikmin 3 Deluxe|gyro-only controls]], point towards the [[Flukeweed]] on the other side of the pathway, hold the other leader, and whistle, dropping the leader. If done correctly, the other leader will go through the wall. [[Dismiss]] them to drop them into the abyss, where they'll respawn on the ledge near the Winged Onion. In both versions, have another leader throw across some Pikmin, preferably [[Rock Pikmin]], to free the Onion from the [[Arachnode]]'s web. Throw some in the water, and then switch to the other leader so that they can [[Whistle|call]] them to the other shore. From here, Winged Pikmin can be unlocked. | ||
|notes = In [[Update|version 1.0]] of the original ''Pikmin 3'', the leader takes no damage if they fall into the abyss. However, in version 1.4 and onwards and in ''Pikmin 3 Deluxe'', they take damage equal to 1/3 of their total health. Even though the bridge is skipped, it is recommended to build it eventually to allow easy retrieval of items. Also in versions 1.0 to 1.3, you can throw a leader and they will end up behind the paper bag. | |notes = In [[Update|version 1.0]] of the original ''Pikmin 3'', the leader takes no damage if they fall into the abyss. However, in version 1.4 and onwards and in ''Pikmin 3 Deluxe'', they take damage equal to 1/3 of their total health. Even though the bridge is skipped, it is recommended to build it eventually to allow easy retrieval of items. Also in versions 1.0 to 1.3, you can throw a leader and they will end up behind the paper bag. | ||
|explanation = Collision detection algorithms should be simple, in order to not overload the console, especially for things as trivial as scenery objects such as rocks. It is possible that the gap between the rocks angles inwards, and when the leader attempts to move between them, each wall pushes them in opposite directions, which results in no lateral movement. The forward movement, however, is still enough to move the leader forwards (considering there are no collision forces stopping them efficiently on that direction), so they slowly make progress forward, until they no longer collide with the geometry and go through. In the case of ''Pikmin 3 Deluxe'', what happens when the leader is released through whistling is that they try to go in front of the active leader, which, with perfect alignment, results in them going through the wall instead of to the side. | |explanation = Collision detection algorithms should be simple, in order to not overload the console, especially for things as trivial as scenery objects such as rocks. It is possible that the gap between the rocks angles inwards, and when the leader attempts to move between them, each wall pushes them in opposite directions, which results in no lateral movement. The forward movement, however, is still enough to move the leader forwards (considering there are no collision forces stopping them efficiently on that direction), so they slowly make progress forward, until they no longer collide with the geometry and go through. In the case of ''Pikmin 3 Deluxe'', what happens when the leader is released through whistling is that they try to go in front of the active leader, which, with perfect alignment, results in them going through the wall instead of to the side. | ||
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|prerequisites = Have access to the [[Distant Tundra]], and have not gone there before. | |prerequisites = Have access to the [[Distant Tundra]], and have not gone there before. | ||
|howto = In the cave where the Yellow Pikmin are found, go between the [[iron ball]] and the slide and walk against the wall. If done correctly, Brittany should walk against the edge of the slide, rather than sliding down. Continue pushing against the wall while going down the slide to get out of bounds; from there, walk above the blocked entrance, and the game will treat it as you have exited the cave. Use the five yellow Pikmin and the [[Golden Candypop Buds]] to reunite Alph and Brittany. The day after, the Yellow Onion will be missing from the cave, and Yellow Pikmin produced by Candypop Buds will bring their loot to the master Onion and produce more Yellow Pikmin, although it is impossible to deposit or withdraw any into the Onion, and any Yellow Pikmin will vanish at the end of the day, even if they are in your squad or close to the landing site. Once you gain access to the [[Twilight River]] and rescue the Winged Pikmin, it is possible to withdraw Yellow Pikmin by using the "take out all types" feature; every one Red and Rock Pikmin taken out with this feature takes out one Yellow as well. To deposit Yellow Pikmin, take out Winged Pikmin and begin depositing them, but then hold the button that allows you to take out all the types, and Yellow Pikmin should be put in, instead. | |howto = In the cave where the Yellow Pikmin are found, go between the [[iron ball]] and the slide and walk against the wall. If done correctly, Brittany should walk against the edge of the slide, rather than sliding down. Continue pushing against the wall while going down the slide to get out of bounds; from there, walk above the blocked entrance, and the game will treat it as you have exited the cave. Use the five yellow Pikmin and the [[Golden Candypop Buds]] to reunite Alph and Brittany. The day after, the Yellow Onion will be missing from the cave, and Yellow Pikmin produced by Candypop Buds will bring their loot to the master Onion and produce more Yellow Pikmin, although it is impossible to deposit or withdraw any into the Onion, and any Yellow Pikmin will vanish at the end of the day, even if they are in your squad or close to the landing site. Once you gain access to the [[Twilight River]] and rescue the Winged Pikmin, it is possible to withdraw Yellow Pikmin by using the "take out all types" feature; every one Red and Rock Pikmin taken out with this feature takes out one Yellow as well. To deposit Yellow Pikmin, take out Winged Pikmin and begin depositing them, but then hold the button that allows you to take out all the types, and Yellow Pikmin should be put in, instead. | ||
|notes = | |notes = If the player also skips the cutscene that plays when meeting the Yellow Pikmin, it will not be possible to use the whistle until the end of the day, unless the player holds a Pikmin and whistles (the whistle's duration will be reduced to less than a second). Also, if the player goes back with Alph and Yellow Pikmin while Brittany is knocked out, the cutscene will play with Brittany's lines, except the first one will be empty.{{cite youtube|wwh40u_gRVc|showing how to get an empty line in Brittany's speech}} | ||
|explanation = Some flags that the game keeps to hold track of the story mode progression might get set or not set like intended if the glitch is performed. This results in the Onion's menu using some behaviors for some flags, resulting in unintended behavior. | |explanation = Some flags that the game keeps to hold track of the story mode progression might get set or not set like intended if the glitch is performed. This results in the Onion's menu using some behaviors for some flags, resulting in unintended behavior. | ||
}} | }} | ||
==See also== | ==See also== | ||
*[[Out of bounds]] | *[[Out of bounds]] | ||
*[[Challenge run]] | *[[Challenge run]] | ||
==References== | ==References== |