Glitches in Pikmin: Difference between revisions
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{{page title|Glitches in ''Pikmin''}} | |||
{{game icons|p=y}} | {{game icons|p=y}} | ||
{{ | {{spoiler}} | ||
This is a collection of [[glitch]]es possible in the first | {{update|Every glitch needs to be checked to see if it works in {{p1s}}.}} | ||
{{game help|p|Mention some missing glitches, such as lying down to get Bulbears to push you through the wall, cutscene skipping, etc.}} | |||
{{TOC right}} | |||
This is a collection of '''[[glitch]]es''' possible in the first {{p1}} game, as well as in {{npcp1}} and {{p1s}}. | |||
Please read the [[Pikipedia:Glitch notes|glitch notes]] before attempting any of these glitches or before adding your own. | Please read the [[Pikipedia:Glitch notes|glitch notes]] before attempting any of these glitches or before adding your own. | ||
==Main== | ==Main== | ||
===Counter glitch=== | ===Counter glitch=== | ||
{{glitch | reproducibility = Low | consequences = Harmless | p1 = Yes | npcp1 = Yes | p1s = Yes | image = Counter_glitch.jpg | image-align = left | other = [https://twitter.com/fredbear247/status/1677090496173449217 Twitch video] | |||
{{ glitch | reproducibility = Low | | |||
| effects = The Pikmin counter will display erroneous numbers, including a total of Pikmin on the field that doesn't correspond to the truth, and a number of Pikmin on the party superior to that of the field number. | | effects = The Pikmin counter will display erroneous numbers, including a total of Pikmin on the field that doesn't correspond to the truth, and a number of Pikmin on the party superior to that of the field number. | ||
| howto = So far, there is no known way to trigger the glitch on purpose. It seems to happen most often when Pikmin die | | howto = So far, there is no known way to trigger the glitch on purpose. It seems to happen most often when Pikmin die in unconventional ways, especially by being killed by the [[Smoky Progg]]'s smoke trail. It also happens with some frequency with deaths caused by [[The Forest Navel]]'s [[Pit|abysses]], killing a [[Wollywog]], and when several Pikmin die at once. Furthermore, it can also be related to some bridge glitches. Lastly, the [[Glitches in Pikmin#Crushing glitch|crushing glitch]] can also sometimes trigger this. | ||
| notes = A [[Glitches in Pikmin 3#Counter glitch|similar glitch]] can also happen in ''[[Pikmin 3]]''. | |||
| explanation = Some of the possible Pikmin deaths must override the standard "killing" procedure. When certain, as of now unknown circumstances happen, the code will not handle deaths the normal way, and the Pikmin counter won't be updated correctly. | | explanation = Some of the possible Pikmin deaths must override the standard "killing" procedure. When certain, as of now unknown circumstances happen, the code will not handle deaths the normal way, and the Pikmin counter won't be updated correctly. | ||
}} | |||
===Crushing glitch=== | |||
{{glitch | reproducibility = Depends | consequences = Harmful | p1 = Yes | npcp1 = Yes | p1s = Yes | youtube = UKHwhtTMVB8 | vcaption = YouTube video (at 1:46) | other = [[:File:Crushing glitch.gif|Example animation, viewed from under the ground.]] [https://twitter.com/alpha_0630/status/1672610224027598848?s=20 Switch example 1], [https://cdn.discordapp.com/attachments/177496227108225034/1122442516067799160/Replay_2023-06-25_18-17-05.mp4 2]. [https://www.twitch.tv/videos/1991637378 Gate example] | |||
| effects = Compresses a Pikmin through the ground, killing it when it touches the [[pit]]. | |||
| howto = When battling an enemy, there is a chance that some Pikmin will mysteriously vanish without leaving a [[soul]] or making a sound. There are several enemies where this happens, but the most common are [[Wollywog]]s, [[Bulborb|Spotty Bulborb]]s, and the Puffstool, which can kill up to 30 Pikmin when its cap falls on top of them. It also happens with more regularity when [[swarm]]ing enemies rather than [[throw]]ing Pikmin at them, and it is more likely to happen the more Pikmin are used. It can also happen after combat, when the enemy is falling, with [[pellet]]s, and with [[gate]]s as they lower. This glitch can severely alter the course of gameplay, so extreme caution is advised. | |||
| notes = This glitch is more frequent in the [[New Play Control! Pikmin|''New Play Control!'' version]]{{source needed}}, less frequent in the [[Pikmin 1 (Nintendo Switch)|Switch version]]{{source needed}}, [[Glitches in Pikmin 2#Crushing glitch|and can also happen in ''Pikmin 2'']]. This behavior may have been intentional at one point in the game; some [[Pikmin prerelease information|prerelease footage]] shows Pikmin being killed by a Yellow Wollywog corpse. Other enemies can also be killed in this way.{{cite web|https://clips.twitch.tv/PlacidHeartlessPastaDancingBaby-lQFg37qShCim_TyX|Twitch clip|Twitch|published={{date|7|October|2021}}|retrieved={{date|10|October|2021}}}}. | |||
| explanation = During combat, Pikmin get pushed around by the enemy and its hitboxes in various directions. At times, some Pikmin might be pushed downward and outwards, but there is more force driving them downwards than forwards (for instance, if other Pikmin are keeping them from sliding off). If the force is too great, the Pikmin is pushed through the ground, where it falls and dies. | |||
}} | |||
===Drowning reset=== | |||
{{image}} | |||
{{glitch | reproducibility = High | consequences = Helpful | p1 = Yes | npcp1 = Yes| p1s = Yes | youtube = 8GDDeTdY3AA | vcaption = YouTube video for the Switch version, and comparsions | |||
| effects = Causes a non-Blue Pikmin to remain drowning indefinitely without dying. | |||
| howto = Take any non-Blue Pikmin and either toss it into the water or just run into the water with it, thus causing it to drown. If you whistle and run into the Pikmin, the Pikmin may then restart its drowning sequence, which allows it to stay in the water for an extended period of time. This can be repeated for as many times necessary. The Pikmin will still drown eventually if they are not called to shore or if the glitch is unrepeated. | |||
| notes = This can be used to get non-Blue Pikmin into areas otherwise inaccessible, most notable on the rise where the [[Sagittarius]] lies. It's also possible to bump into the Pikmin and make it reset its drowning state without whistling, despite being harder. A [[Glitches in Pikmin 2#Drowning reset|similar glitch]] can also be done in ''Pikmin 2'', but the method is different. | |||
| explanation = When Olimar bumps against a drowning Pikmin, if the hitboxes align correctly, the Pikmin will be pushed out of the water temporarily, thanks to the collision system in the game. This is enough to let the Pikmin get a new breath of air. Strangely, the Pikmin can also go below Olimar, where it will also regain its air; it's possible that the Pikmin goes through the ground, and touches a bit of the geometry that doesn't contain water. The fact that this glitch is much easier to perform if Olimar is whistling must be because the hitboxes are aligned differently and more conveniently. | |||
}} | }} | ||
===High ledge trick=== | ===High ledge trick=== | ||
{{ | {{main|Throw#High ledge glitch}} | ||
| | |||
}} | |||
===Libra glitch=== | ===Libra glitch=== | ||
{{ glitch | reproducibility = Low | | {{glitch | reproducibility = Low | consequences = Harmful | p1 = Yes | npcp1 = Yes | p1s = Yes | youtube = im_TBX4PATI | other = [https://twitter.com/Kraken4rch/status/1671960334213713920 Twitter video] | ||
| effects = The [[Libra]] will bounce off the map and be forever unobtainable, making the game impossible to complete (the Libra being one of the 25 required ship parts). | | effects = The [[Libra]] will bounce off the map and be forever unobtainable, making the game impossible to complete (the Libra being one of the 25 required ship parts). | ||
| prerequisites = Have the Libra uncollected. | | prerequisites = Have the Libra uncollected. | ||
| howto = This glitch happens at random, but cases of the glitch occurring are not uncommon, so you shouldn't assume it won't happen to you. The glitch happens when the Pikmin carrying the Libra from the ledge it sits on fall down, making the ship part bounce up and potentially land outside the area and into the [[Pit|abyss]]. | | howto = This glitch happens at random, but cases of the glitch occurring are not uncommon, so you shouldn't assume it won't happen to you. The glitch happens when the Pikmin carrying the Libra from the ledge it sits on fall down, making the ship part bounce up and potentially land outside the area and into the [[Pit|abyss]]. | ||
| notes = To avoid suffering too much from this glitch, try to get the part as soon as the day starts. If the glitch happens, you can restart the day without losing any other progress. Restarting is highly recommended, seeing as the part will rarely come back. There are reports of the Libra occasionally respawning elsewhere, though. In the [[New Play Control! Pikmin|''New Play Control!'' version]], one can redo any day, so saving at the end of a day in which this glitch happens is less harmful. | | notes = To avoid suffering too much from this glitch, try to get the part as soon as the day starts. If the glitch happens, you can restart the day without losing any other progress. Restarting is highly recommended, seeing as the part will rarely come back. There are reports of the Libra occasionally respawning elsewhere, though. In the [[New Play Control! Pikmin|''New Play Control!'' version]], one can redo any day, so saving at the end of a day in which this glitch happens is less harmful. Once the Pikmin pick up the Libra, if the player moves the camera so that the Libra is [[Camera#Off-camera objects|off-screen]], the part will very likely be brought down safely. | ||
| normal = The Libra should bounce a small bit, certainly not enough to make it go flying. | | normal = The Libra should bounce a small bit, certainly not enough to make it go flying. | ||
| explanation = The part is situated above high ground, on a very precarious and small ledge. When handling collisions with the ground, the game is programmed to make ship parts bounce off. Seeing as this is a rare scenario, though, that code wasn't optimized that much, resulting in the bouncing to be erratic given some circumstances. | | explanation = The part is situated above high ground, on a very precarious and small ledge. When handling collisions with the ground, the game is programmed to make ship parts bounce off. Seeing as this is a rare scenario, though, that code wasn't optimized that much, resulting in the bouncing to be erratic given some circumstances. | ||
}} | }} | ||
=== | ===Object nudging=== | ||
{{ glitch | reproducibility = High | | {{glitch | reproducibility = High | consequences = Helpful | p1 = Yes | npcp1 = Yes | p1s = Yes | | ||
| effects = | | effects = Allows Olimar to slightly move objects than can only be moved with Pikmin. | ||
| howto = | | prerequisites = Must be day 2 or later (since Olimar cannot [[lie down]] on day 1). | ||
| howto = Lying down next to an object such as a pellet or ship part may cause it to move slightly. However, it must be repeated several times to move something any significant distance. The best way to do this is to get a running start at the object and lie down at the moment of impact as Olimar naturally bounces back from colliding with objects. Doing this at different angles will move the object as well, but with less distance. The biggest push is made from directly facing the object or directly facing away, though it can be difficult to position Olimar properly while facing away. If you're holding any other button while pressing the button to lie down, Olimar will only start to lie down and then pop back up; this will still move the object but not as far. A [[Yellow Wollywog]] can also be used to nudge parts – when a Yellow Wollywog lands on top of a part from a jump, it pushes it away. Finally, Pikmin carrying Olimar can also push other things in the way; this too can be used to move ship parts around. | |||
| | | notes = Different objects have different resistance to being moved by Olimar: some will be dragged a good distance with a well-timed lie down, whereas others will only move a tiny distance, even with the best possible execution. Dragging an object with little resistance into an object with higher resistance is a good way to help with this. | ||
| explanation = Two carriable objects push each other off. Olimar can become a carriable object by lying down. | |||
}} | }} | ||
=== | ===Riding on enemies and going out of bounds=== | ||
{{ glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 = Yes| p1s = Yes| youtube = tYqJkeuHLgg | ||
| | | effects = Makes Captain Olimar ride on top of a large enemy, and go out of bounds this way. | ||
| effects = | | howto = Lure a [[Bulborb|Spotty Bulborb]] or [[Spotty Bulbear]] into a place where you can get on a platform that's roughly its height, and have it stay on ground lower than you; the erratic height platforms near [[The Distant Spring]]'s landing site work well here. Get close to it so that it'll lunge forward. When it misses, quickly climb on its back. You can influence which way the creature should go by standing on its edge, in that direction. It will attempt to bite you several times by lunging forward; try to avoid falling off. With practice, you can lure it towards other ledges that are its height, but lead to places out of bounds. This glitch is still possible in the Switch version, but is more precise and difficult to pull off. | ||
| howto = | | normal = It should be impossible to ride on top of enemies. | ||
| | | explanation = Bulborbs and Bulbears have tall hitboxes, of course. The top of these hitboxes makes for something like solid ground, and there's no problem in this, seeing as Olimar is never meant to go on top of them. It's still possible to ride on them by going to certain ledges. The fact that a Bulborb's eating lunge throws them very far forward, even partially through the walls, allows Olimar passage to their tops. | ||
| explanation = | |||
}} | }} | ||
==Pikmin-related== | ==Pikmin-related== | ||
=== | ===Cloning Pikmin with a Mamuta=== | ||
{{glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | youtube = ppfrTL6u0gc | other = [https://www.youtube.com/watch?v{{=}}bUzlmVuqiNA Initial discovery video] | |||
{{ glitch | reproducibility = | | effects = Makes a [[Mamuta]] clone a Pikmin by creating a sprout out of nowhere. | ||
| effects = Makes | | prereq = Have [[The Distant Spring]] in [[Challenge Mode (Pikmin)|Challenge Mode]]. | ||
| | | howto = Bring a Mamuta close to water. The only known way to do this is to go on The Distant Spring in Challenge Mode, luring the creature to the nearest body of water, and having a nearby [[Yellow Wollywog]] land on top of it to push it closer so it goes in the water. Afterwards, get the Mamuta to slap Blue Pikmin while on the water. | ||
| howto = | | explanation = Pikmin that are slapped by a Mamuta have a check to make sure they can't be buried while on water. However, the code for this starts by creating a sprout and only then running the check. If it did happen on water, the check cleans up the code and returns, but the sprout is still created regardless. | ||
| explanation = | |||
}} | }} | ||
===Cloning Pikmin=== | ===Cloning Pikmin with a Swooping Snitchbug=== | ||
{{ glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | consequences = Helpful | p1 = Unknown | ||
| effects = Makes a [[Swooping Snitchbug]] clone two Pikmin. | | effects = Makes a [[Swooping Snitchbug]] clone one or two Pikmin. | ||
| howto = Go to an area with a Swooping Snitchbug and lure it to the landing site. Get any type of Pikmin out. Put the Pikmin in the Onion when the Swooping Snitchbug swoops for them. If done correctly all of the amount of Pikmin will go in and the Swooping Snitchbug will have two in its hands. | | howto = Go to an area with a Swooping Snitchbug and lure it to the landing site. Get any type of Pikmin out. Put the Pikmin in the Onion when the Swooping Snitchbug swoops for them. If done correctly all of the amount of Pikmin will go in and the Swooping Snitchbug will have one or two in its hands. | ||
| explanation = A Swooping Snitchbug that successfully grabs a Pikmin will keep it on its claws. However, while climbing unto an Onion, Pikmin are in an uninterruptible state, so they will actually continue climbing instead of being caught. This creates an extra Pikmin. | | explanation = A Swooping Snitchbug that successfully grabs a Pikmin will keep it on its claws. However, while climbing unto an Onion, Pikmin are in an uninterruptible state, so they will actually continue climbing instead of being caught. This creates an extra Pikmin. | ||
}} | }} | ||
===Controlling Mushroom Pikmin=== | ===Controlling Mushroom Pikmin=== | ||
{{ glitch | reproducibility = Low | | {{glitch | reproducibility = Low | consequences = Depends | p1 = Yes | npcp1 = Yes | p1s = Yes | youtube = 0xJR7CLrf24 | ||
| effects = Makes it possible to partially control a [[Mushroom Pikmin]]. | | effects = Makes it possible to partially control a [[Mushroom Pikmin]]. | ||
| prerequisites = Have a living [[Puffstool]] in the area. | | prerequisites = Have a living [[Puffstool]] in the area. | ||
| howto = The timing is important for this glitch. If Pikmin are left near the Puffstool and are called at the exact moment the creature lifts and inverts its cap (just before it blows its spores), the Pikmin may become glitched Mushroom Pikmin and rush to Olimar's side immediately after. | | howto = The timing is important for this glitch. If Pikmin are left near the Puffstool and are called at the exact moment the creature lifts and inverts its cap (just before it blows its spores), the Pikmin may become glitched Mushroom Pikmin and rush to Olimar's side immediately after. | ||
| notes = Controllable Mushroom Pikmin cannot be [[throw]]n, [[dismiss]]ed or [[whistle]]d, but they can be [[ | | notes = Controllable Mushroom Pikmin cannot be [[throw]]n, [[dismiss]]ed or [[whistle]]d, but they can be [[swarm|controlled]]. They can follow tasks such as carrying an object or plucking grass, but once the task is completed, they'll return to their normal Pikmin form. They can also be taken into an Onion, where they'll reemerge as Pikmin of their original type. Normal Pikmin will attack these Mushroom Pikmin, so care should be taken. With different timing, the player can end up with the same result, but the Pikmin are idling instead of joining Olimar's group. These idling Pikmin are white, though still have their corresponding color in their leaf, and may still have the same abilities. | ||
| explanation = When the player whistles a Pikmin, it attempts to join their party. If the Puffstool possesses the Pikmin while this is happening, the Pikmin will cancel its attempt to join the player, and become possessed. On the other hand, if a Pikmin is whistled while being possessed, the party joining attempt will be ignored altogether. If, however, both events happen simultaneously, the game will both turn the Pikmin into a Mushroom Pikmin and add it to the party. The partial ability to control a Mushroom Pikmin comes from the lack of code to handle the control of this type of Pikmin, as this was never intended. | | explanation = When the player whistles a Pikmin, it attempts to join their party. If the Puffstool possesses the Pikmin while this is happening, the Pikmin will cancel its attempt to join the player, and become possessed. On the other hand, if a Pikmin is whistled while being possessed, the party joining attempt will be ignored altogether. If, however, both events happen simultaneously, the game will both turn the Pikmin into a Mushroom Pikmin and add it to the party. The partial ability to control a Mushroom Pikmin comes from the lack of code to handle the control of this type of Pikmin, as this was never intended. | ||
}} | }} | ||
=== | ===Converting 11 Pikmin=== | ||
{{ glitch | reproducibility = Low | | {{glitch | reproducibility = Low | consequences = Helpful | p1 = Yes | youtube = Xc3XwgDmyxU | ||
| effects = Makes a Pikmin | | effects = Makes a [[Candypop Bud]] convert 11 Pikmin instead of 10. | ||
| howto = | | howto = Throw 9 Pikmin onto a Candypop Bud. Then, throw a 10th Pikmin as a Yellow Pikmin, and a fraction of a second after, a 11th Pikmin as either a Red Pikmin or a Blue Pikmin. With the right timing, the 11th Pikmin will land on the Candypop Bud at the same time as the 10th. The 11th Pikmin will cling to the side of the Candypop Bud, begin attacking it, and after a bit, it will also squeal and disappear. The plant will then spit out 11 converted Pikmin. | ||
}} | }} | ||
=== | ===Instant Pikmin evolution=== | ||
{{glitch | reproducibility = High | consequences = Helpful | p1 = Yes | npcp1 = Yes | youtube = 8aEfwUnDZFI | |||
{{ glitch | reproducibility = High | | | effects = Planted Pikmin will evolve or stay at the [[Maturity|flower stage]]. | ||
| effects = | | howto = Having prior knowledge of the [[#Seeds with maturity|maturity glitch]] with seeds would be helpful. Have any number of planted Pikmin from an [[Onion]], [[Candypop Bud]] or [[Swooping Snitchbug]] evolve to the bud or flower stages and [[pluck]] them. Then, have a Swooping Snitchbug capture Pikmin (preferably leaf Pikmin). When the Swooping Snitchbug plants the captured Pikmin, they will instantly regrow with buds or flowers. The number of Pikmin affected by this glitch corresponds to the number of Pikmin that grew with buds or flowers prior to the glitch, although subsequent Pikmin can easily be affected if more bud or flower Pikmin are plucked. | ||
| howto = | | normal = Any Pikmin planted by Swooping Snitchbugs should revert to their leaf stage. | ||
| | | explanation = See [[#Seeds with maturity|maturity glitch]] for more information. It is unknown why only Pikmin specifically planted by Swooping Snitchbugs are permanently affected by the maturity glitch. | ||
| explanation = | |||
}} | }} | ||
===Pikmin-eating bridge=== | ===Pikmin-eating bridge=== | ||
{{ glitch | reproducibility = High | | {{glitch | reproducibility = High | consequences = Harmful | p1 = Yes | npcp1 = Yes | p1s = No | youtube = 0UhTCi3qQrA | ||
| effects = Makes Pikmin die by falling through the ground. | | effects = Makes Pikmin die by falling through the ground. | ||
| prerequisites = Have built the [[bridge]] closest to the Blue Onion in [[The Forest Navel]]. | | prerequisites = Have built the [[bridge]] closest to the Blue Onion in [[The Forest Navel]]. | ||
| howto = Head to the bridge closest to the Blue Onion in The Forest Navel, and issue some Pikmin to go under it. [[Dismiss]] them, then go to the exit (lower part) of the bridge. Finally, whistle your Pikmin to come to you. Basically, you want the Pikmin to walk towards the acute angle of the bridge, while under it. Some Pikmin should disappear and die. | | howto = Head to the bridge closest to the Blue Onion in The Forest Navel, and issue some Pikmin to go under it. [[Dismiss]] them, then go to the exit (lower part) of the bridge. Finally, whistle your Pikmin to come to you. Basically, you want the Pikmin to walk towards the acute angle of the bridge, while under it. Some Pikmin should disappear and die. | ||
| notes = This glitch is much more reproducible in the [[New Play Control! Pikmin|''New Play Control!'' | | notes = This glitch is much more reproducible in the [[New Play Control! Pikmin|''New Play Control!'' version]]{{source needed}}. This glitch has been fixed in the Switch version. | ||
| explanation = The corner the bridge makes with the ground is just too sharp, making collision detection with the floor harder to do correctly. The bridge keeps pushing Pikmin down as they walk towards the angle, and because the floor's hitbox is just a plane, not a bulky prism, it gives in to letting Pikmin go through it more easily than the bridge does. | | explanation = The corner the bridge makes with the ground is just too sharp, making collision detection with the floor harder to do correctly. The bridge keeps pushing Pikmin down as they walk towards the angle, and because the floor's hitbox is just a plane, not a bulky prism, it gives in to letting Pikmin go through it more easily than the bridge does. | ||
}} | |||
=== Pikmin-eating Pearly Clamclamp === | |||
{{glitch | reproducibility = High | consequences = Harmful | p1 = No | npcp1 = Yes | p1s = No | youtube = fhPvMNidnHw | |||
| effects = Makes Pikmin die by falling through the ground. | |||
| prerequisites = Have access to the beach at [[The Impact Site]]. | |||
| howto = Bring a very large group of Pikmin and head to the [[Pearly Clamclamp]] at the beach of The Impact Site. Throw a Pikmin at it, and while it is reeling back to attack, go to the back of the enemy, and use [[swarm]]ing to compress the Pikmin against the clam's hinge. When it snaps, some of the Pikmin standing near will disappear and die. | |||
}} | }} | ||
===Pikmin out of bounds=== | ===Pikmin out of bounds=== | ||
{{image}} | {{image}} | ||
{{ glitch | reproducibility = Low | | {{glitch | reproducibility = Low | consequences = Harmful | p1 = Yes | npcp1 = No | ||
| effects = Makes Pikmin go out of bounds, where they can slide back into the area, go far enough to be irretrievable, or slide the opposite direction, where they will fall off-screen and die. | | effects = Makes Pikmin go out of bounds, where they can slide back into the area, go far enough to be irretrievable, or slide the opposite direction, where they will fall off-screen and die. | ||
| prerequisites = Have a living [[Goolix]] on [[The Impact Site]]. | | prerequisites = Have a living [[Goolix]] on [[The Impact Site]]. | ||
Line 116: | Line 131: | ||
| normal = The Pikmin should be unable to go too far out of bounds. | | normal = The Pikmin should be unable to go too far out of bounds. | ||
| explanation = The collision between the Goolix' nuclei is meant to throw away all nearby Pikmin. If the creature is too close to the edges of the area, it's possible for the fighting Pikmin to be thrown off. Not much was done to manage Pikmin that go out of bounds, as that scenario was thought to be too unlikely. | | explanation = The collision between the Goolix' nuclei is meant to throw away all nearby Pikmin. If the creature is too close to the edges of the area, it's possible for the fighting Pikmin to be thrown off. Not much was done to manage Pikmin that go out of bounds, as that scenario was thought to be too unlikely. | ||
}} | }} | ||
===Rebel Mushroom Pikmin=== | ===Rebel Mushroom Pikmin=== | ||
{{ glitch | reproducibility = | {{glitch | reproducibility = High (Nintendo Switch) / low (elsewhere)| consequences = Depends | p1 = Yes | npcp1 = Yes | p1s = Yes | youtube = OQ4Er-U5EQk | ||
| effects = Makes a Mushroom Pikmin attack the Puffstool rather than Captain Olimar. | | effects = Makes a Mushroom Pikmin attack the Puffstool rather than Captain Olimar. | ||
| prerequisites = Have a living [[Puffstool]] on the area. | | prerequisites = Have a living [[Puffstool]] on the area. | ||
| howto = While fighting a Puffstool, try having a Pikmin be knocked down at the same time it's affected by the Puffstool's spores. Upon getting up, the Pikmin should change to a Mushroom Pikmin, but its skin should turn into a pale shade of its normal color, and their mushroom will glow, as if they were idle. | | howto = While fighting a Puffstool, try having a Pikmin be knocked down at the same time it's affected by the Puffstool's spores. Upon getting up, the Pikmin should change to a Mushroom Pikmin, but its skin should turn into a pale shade of its normal color, and their mushroom will glow, as if they were idle. It is also possible to have this happen if the Puffstool loses all of its health at the same time it starts to flip upright. It will die, and the rebel Pikmin will carry its corpse. | ||
| notes = Rebel Mushroom Pikmin cannot be called to the player's side, and normal Pikmin will still attack them. | | notes = Rebel Mushroom Pikmin cannot be called to the player's side, and normal Pikmin will still attack them. After carrying something to an Onion, those Pikmin return to their normal selves. | ||
| explanation = A Pikmin is programmed to continue attacking an enemy after it's knocked down by it. Normally, the spores both stop the Pikmin from attacking the Puffstool and possess the Pikmin, but if it happens while a Pikmin is lying down, the possession will occur as normal, but the code that triggers when a Pikmin gets back up goes into place, making the Pikmin attack the Puffstool regardless of the possession. | | explanation = A Pikmin is programmed to continue attacking an enemy after it's knocked down by it. Normally, the spores both stop the Pikmin from attacking the Puffstool and possess the Pikmin, but if it happens while a Pikmin is lying down, the possession will occur as normal, but the code that triggers when a Pikmin gets back up goes into place, making the Pikmin attack the Puffstool regardless of the possession. | ||
}} | }} | ||
=== | ===Ship part whistle glitch=== | ||
{{ glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | consequences = Harmless | npcp1 = Yes | ||
| prerequisites = Have at least one ship part uncollected in the area (besides the [[Secret Safe]]). | |||
| prerequisites = | | effects = Prevents Pikmin from being called, but only for about 15-20 seconds. | ||
| howto = Make | | howto = Make Pikmin carry any ship part back to the Dolphin. When they get close to the ring of light next to the Dolphin, stand in the middle or close to the middle of the Pikmin. When the ship part is retrieved and identified, call the Pikmin back with the [[whistle]]. The Pikmin will appear to be called, but then revert back to their dismissed state. It will take a few tries, but the Pikmin will be called back eventually. | ||
| explanation = | | explanation = It could have something to do with when you touch a Pikmin, it automatically calls the Pikmin back. But right after the Pikmin collect a ship part, you are touching them, a cutscene just played, and the game thinks the Pikmin are called back. | ||
}} | }} | ||
=== | ===Three Pikmin carrying a 1 pellet=== | ||
{{ glitch | reproducibility = High | | {{main|Pellet#Three Pikmin carrying a 1 pellet}} | ||
| effects = Makes a Yellow Pikmin | There is a rumored glitch that allows 3 Pikmin to carry the same 1 pellet. It is currently unknown if this glitch is real, or a misinterpretation of some prerelease images and videos. | ||
| prerequisites = | |||
| howto = | ===Throwing non-Blue Pikmin underwater=== | ||
{{glitch | reproducibility = High | consequences = Helpful | p1 = No | npcp1 = Yes | p1s = No | youtube = 2IxJaPlwfDY | |||
| effects = Makes it possible to throw a Red or Yellow Pikmin while Olimar is underwater. | |||
| prerequisites = Have Blue Pikmin. | |||
| howto = Have a non-Blue Pikmin on the shore, but within reach of the whistle. Have one or more Blue Pikmin with you on the group. Whistle the Pikmin at the shore, and while it's walking towards Captain Olimar, grab onto the Blue Pikmin and press {{button|wii|b}} to grab the other Pikmin. Right after, throw the Pikmin somewhere else, like a different shore. | |||
}} | }} | ||
Line 153: | Line 164: | ||
===Beady Long Legs escape=== | ===Beady Long Legs escape=== | ||
{{ | {{see|Beady Long Legs#Presumed glitch}} | ||
| | |||
}} | |||
===Blowhog stuck on skull=== | ===Blowhog stuck on skull=== | ||
{{glitch | reproducibility = High | | {{glitch | reproducibility = High | consequences = Helpful | p1 = Unknown | ||
|effects = Puts a [[Puffy Blowhog]] stuck on top of a skull, endlessly repeating its falling animation. | |effects = Puts a [[Puffy Blowhog]] stuck on top of a skull, endlessly repeating its falling animation. | ||
|howto = Go to [[The Distant Spring]], gather some Pikmin, and make it so that the Puffy Blowhog near the landing site hovers on top of a skull as it stops to inhale. While it is busy attacking, throw Pikmin at it. When it falls on the skull, it should permanently stay on it, in its fall animation. | |howto = Go to [[The Distant Spring]], gather some Pikmin, and make it so that the Puffy Blowhog near the landing site hovers on top of a skull as it stops to inhale. While it is busy attacking, throw Pikmin at it. When it falls on the skull, it should permanently stay on it, in its fall animation. | ||
Line 170: | Line 174: | ||
}} | }} | ||
===Wollywog stuck on pipe=== | ===Breadbug cutscene glitch=== | ||
{{ glitch | reproducibility = Medium | | {{glitch | reproducibility = High | consequences = Depends | p1 = Yes | npcp1 = Yes | p1s = Yes | youtube = i9s6e9gd0Tk | other = [https://twitter.com/1337Walrus/status/1672307693770661894 Twitter (Onion Discovery)] | ||
| effects = Makes a Wollywog stuck in | | effects = If a [[Breadbug]] is fighting for an object with Pikmin and a cutscene plays, the object will continue to move the direction it was going at the start of the cutscene. Once the cutscene is over, the Breadbug will have dropped the object, and said object will have moved a varying distance away. Interestingly, it seems when the cutscene is for a ship part, both the Pikmin and Breadbug will stop moving, whilst the object continues. If the cutscene is for the Blue Onion discovery, then the Pikmin stop, and both the Breadbug and object continue to move together. It also seems that the object continues to be carried by "phantom Pikmin" after the Onion discovery, and will attempt to follow the nearest waypoint until the Breadbug burrows. If no Pikmin are fighting for the object with the Breadbug, then the Breadbug and object will stop during the cutscene and not move. | ||
| howto = Before discovering the Blue [[Onion]] or collecting a [[Ship part]], have the Breadbug grab onto an object and then have your Pikmin also grab the object. While the Pikmin are dragging the Breadbug, activate a cutscene by either triggering the Blue Onion discovery, or by collecting a ship part. After the cutscene, the object will have moved some distance away and the Breadbug and Pikmin will have let go of the object. | |||
| notes = This can mess up the execution of bringing the Breadbug to the landing site to kill it, as if this glitch occurs, the Pikmin will stop dragging the Breadbug along with them. | |||
| explanation = This likely occurs because the cutscene puts the game into a state where the enemies cannot affect the Pikmin. The Pikmin continue to carry an object during a cutscene, but they are still fighting with the Breadbug, and the Breadbug is set to not affect the object they are carrying, so the Breadbug lets go, the Pikmin stay in place, and the object keeps its momentum. | |||
}} | |||
===Smoky Progg crash=== | |||
{{glitch | reproducibility = Medium | consequences = Harmful | p1 = Yes | p1s = Yes | youtube = RR54fHOGb5g | other = [https://www.youtube.com/watch?v=CzPS49XW1nE YouTube video (Switch version)] | |||
| effects = Makes the game [[crash]]. | |||
| prerequisites = Be on day 15 or lower. In [[The Distant Spring]], have the [[Gate#Reinforced wall|black stone gate]] near base destroyed, and have the [[bridge]] to the [[Armored Cannon Beetle]] arena built. | |||
| howto = Awaken [[Smoky Progg]] and guide it deep into the [[Armored Cannon Beetle]]'s arena, then lose its attention. It will then follow routes back to the Onions and, sometime after passing the black gate, may crash the game. | |||
| notes = There may be other setups that crash, but this is the only one that is currently known. This will seemingly not occur if it uproots Pikmin on the way back. | |||
| explanation = The function <code>[getRouteWayPoint__5BTekiFi]</code> oversteps an array of pointers to route nodes, resulting in a null pointer being used in the function <code>[act__14TAIAgoGoalPathFR4Teki]</code> while checking if surrounding route nodes are active or inactive. (Confirmed on GCN USA v1.01.) | |||
}} | |||
===Various glitches with the Smoky Progg=== | |||
{{glitch | reproducibility = High | consequences = Depends | npcp1 = Yes | youtube = aFFGH1OkXvE | |||
| effects = Makes the Smoky Progg fly, go out of bounds, and gain a lot of speed. It can also push other enemies and Olimar out of bounds. | |||
| prerequisites = Be on day 15 or lower. | |||
| howto = Awaken the Smoky Progg without killing it. It'll then go to the landing site. After a while, it'll start following Olimar if he has at least 1 Pikmin with himself. The Smoky Progg can follow the Captain everywhere in the map as long as he is close to the enemy. The Progg can then be lured into small walls and tight crevices, where it can go out of bounds. At random times, it will start picking up a lot of speed, which it loses when it reaches the landing site. | |||
}} | |||
===Yellow Wollywog stuck on pipe=== | |||
{{glitch | reproducibility = Medium | consequences = Depends | p1 = Yes | npcp1 = Yes | youtube = yZuLcgQe_hg | |||
| effects = Makes a Yellow Wollywog stuck in the jumping animation. This can be helpful to the player, as the Yellow Wollywog won't be able to attack, but it also stops the player from bringing the corpse and its pellet to the Onion. | |||
| howto = On The Final Trial, in Challenge Mode, there is a [[Yellow Wollywog]] near a pipe. If the Yellow Wollywog jumps on the hole in the pipe, it gets stuck there; it can be coerced into doing so by moving [[Olimar]] onto it. | | howto = On The Final Trial, in Challenge Mode, there is a [[Yellow Wollywog]] near a pipe. If the Yellow Wollywog jumps on the hole in the pipe, it gets stuck there; it can be coerced into doing so by moving [[Olimar]] onto it. | ||
| notes = While stuck, the | | notes = While stuck, the creature cannot be harmed; it remains in its jumping animation and cannot be brought out of it. | ||
| explanation = The Wollywog only contains code that handles its collision with the ground. The pipe doesn't necessarily count as ground, but rather as an object. Either that, or the pipe only counts as having slidable walls, and these walls keep pushing the Wollywog inwards, and seeing as there isn't enough space for it to go through, it gets stuck. | | explanation = The Yellow Wollywog only contains code that handles its collision with the ground. The pipe doesn't necessarily count as ground, but rather as an object. Either that, or the pipe only counts as having slidable walls, and these walls keep pushing the Wollywog inwards, and seeing as there isn't enough space for it to go through, it gets stuck. | ||
}} | |||
==Aesthetic== | |||
===Pikmin out at night=== | |||
{{glitch | reproducibility = High | consequences = Harmless | p1 = Yes | npcp1 = Yes | p1s = Yes | youtube = Lsoik7Cr6Uk | |||
| effects = Makes Pikmin stay with and chase after Olimar after he whistles everybody into the [[Onions]], and while he enters the [[S.S. Dolphin]]. | |||
| prerequisites = Finish day 1. | |||
| howto = Have a small number of Pikmin on the field, go to an Onion, and call out a large number of Pikmin. When they're leaving the Onion, end the [[day]] from the [[Menu#Pause|pause menu]]. The Pikmin should continue sliding out of the Onion during the [[cutscene]], and those that came before Olimar's [[dismiss]]al will still stay next to him. For the best results, have 0 Pikmin on the field when you start, call 100 out, and end the day as quickly as possible after calling them. | |||
| notes = These Pikmin stay outside the Onion while the S.S. Dolphin takes off, but on the cutscene after that one, with the nocturnal creatures, the Pikmin in question disappear and everything returns to normal. This glitch is merely cosmetic, i.e. the Pikmin that stay behind do not die. [[Glitches in Pikmin 3#Pikmin out at night|A glitch with a similar effect]] can also happen in ''Pikmin 3''. | |||
| explanation = Unlike in ''[[Pikmin 2]]'', there is no code to stop the Pikmin extraction process when the sunset cutscene starts. | |||
}} | |||
===Seeds with maturity=== | |||
{{glitch | reproducibility = High | consequences = Harmless | p1 = Yes | npcp1 = Yes | p1s = Yes | image = Pikmin seed (bud).png | youtube = 9iUopzOGKDE | |||
| effects = Makes an Onion spit out a seed that has a [[Maturity|bud or a flower]]. This only affects the seed in mid-air; the buried Pikmin will still be a leaf when its stem pops out of the ground. | |||
| howto = Pluck a bud or flower Pikmin. It does not matter how this Pikmin became buried in the first place. Straight afterwards, make any Onion spit out a seed. This new seed will have a bud or flower, matching the type of the plucked Pikmin. This can extend over multiple Pikmin, too. For clarity's sake, imagine there's a queue. Whenever you pluck a Pikmin, its maturity gets placed on that queue. Whenever a seed is expelled, it will use the same maturity as the head of the queue. If the queue is empty, the seed will be a leaf. | |||
| normal = Any expelled seed should always be at the leaf stage. | |||
| explanation = By checking the game's memory, it's clear that the game has a number of slots in memory to hold data about seeds/buried Pikmin. These slots have data for, amongst other things, the Pikmin type, the maturity, and the coordinates. Whenever an Onion creates a seed, it grabs one of the vacant slots, and rewrites any old information left there with whatever information matches the new seed. The exception to this is the maturity information, which is mistakingly kept. This particular field starts with the value 0 (for leaf), which explains why most of the time, a leaf seed comes out. This data slot is occupied up until the moment the leader plucks the Pikmin, where it is marked as vacant, but its information is kept. The reason a bud/flower seed turns into a leaf after it goes into the ground might be because its "time left underground" variable starts incrementing, which updates the Pikmin's maturity. | |||
}} | |||
===Silent whistle=== | |||
{{glitch | reproducibility = High | consequences = Harmless | p1 = Yes | npcp1 = Yes | p1s = Yes | youtube = 9iUopzOGKDE | |||
| effects = Makes the [[whistle]] not produce any sound. It will still work like normal, though. | |||
| howto = Whistle once and hold it. When you let go, press and hold {{button|gc|b|wii|b}} again ''almost instantly'' afterwards. If you're having trouble, it might be easier to mash the button two or three times very quickly, and holding on the last time. | |||
| notes = The whistle button must be released for exactly {{frames|1|y}} [[frame]] in order for it to work. In ''[[New Play Control! Pikmin]]'', the [[Wii]] Remote's volume must be set to 0, as this glitch only works if the whistle sound is coming from the television, not from the Wii Remote's speaker. The volume can be changed on the Home menu, accessible by pressing {{button|wii|home}}. | |||
| explanation = The whistle sound still lasts for one frame after the button is released. After that, the game stops the playing whistle sound. If during this time, the player presses the button again, another whistle will start. The game then stops the sound, regardless of it being a different whistle. | |||
}} | |||
===Splash glitch=== | |||
{{glitch | reproducibility = High | consequences = Harmless | p1 = Yes | npcp1 = Yes | |||
|effects = Makes water splash particles constantly and rapidly appear. | |||
|prerequisites = Have access to [[The Forest Navel]]. | |||
|howto = Go to The Forest Navel. Pick several Blue Pikmin, preferably 100. Go to the lake at the southwest where the [[Anti-Dioxin Filter]] is. Go to the western wall and use [[swarm]]ing to direct your Pikmin into the wall. This glitch also happens when (any type of) Pikmin are on the edge of the water, so it can happen accidentally as well. | |||
|notes = The more Pikmin are generating particles, the louder the sound will get. Use caution when performing this glitch. | |||
|explanation = Whenever Pikmin go from being out of water to in, these particles appear. If the Pikmin stays on the border, such that they're between grounded and submerged, the particles will continuously appear, until the game fully acknowledges the Pikmin as being underwater. For The Forest Navel, the edge of the water is where the wall is, and Pikmin going towards the wall are left just on the edge. | |||
}} | |||
===Sunset menu antenna light=== | |||
{{glitch | reproducibility = High | consequences = Harmless | p1 = Yes (European version only) | npcp1 = Yes | p1s = Yes | image = Sunset menu antenna light.jpg | |||
|effects = Shows the particle effect for Olimar's antenna light during the sunset menu. | |||
|prerequisites = Have access to The Forest Navel or a later area. | |||
|howto = On The Forest Navel, The Distant Spring, or The Final Trial, during the sunset gathering cutscene, Olimar starts by walking forward towards the ship, and then he stops, looks to his left, and then to his right. When he is looking to his left, press {{button|gc|a|wii|a}} to skip the cutscene. | |||
|notes = Since this involves skipping the sunset cutscene, it is not possible in the North American or Japanese versions of the GameCube original. | |||
|explanation = Since the S.S. Dolphin, Olimar, and the Onions have to fly away during the sunset menu, the game keeps those objects loaded when the day ends, but unloads everything else. The coordinates for Olimar's antenna light are not cleared, nor are they programmed to follow Olimar during the sunset menu, so the light stays in place from the moment the cutscene is skipped. Coincidentally, The Forest Navel's landing site is very close to the coordinates where the sunset menu takes place, and by "freezing" the light in a specific spot, it actually appears on-camera during the menu. | |||
}} | |||
===Sunset while knocked out=== | |||
{{glitch | reproducibility = High | consequences = Harmless | npcp1 = Yes | youtube = ssMfQ_CT37Y | |||
|effects = Breaks the sunset cutscene. | |||
|howto = Let [[Captain Olimar]] take enough damage to be knocked out, but right when the final hit connects, pause the game and choose to go to sunset. The sunset cutscene will play, but Olimar's antenna won't have any light, the Pikmin will not gather up and will instead become invisible, all bundled in one spot (only visible because their idle glow is still there), the [[S.S. Dolphin]] and the [[Onion]]s will not have any lights or effects, and finally, the Onions will stay there instead of lifting off. The sunset sequence plays out like normal besides that. The [[Olimar's voyage log|voyage log]] entry for Olimar's first knockout can still happen with this glitch. | |||
|notes = Through unknown circumstances, it's possible for the glitch to not happen, even when everything makes it seem like it should. Olimar is still technically counted as dead, as proven by the sunset screen being able to choose the first knockout voyage log entry. | |||
|explanation = When Captain Olimar is knocked out, the game sets up cutscene details for the corresponding cutscene. If this gets interrupted by the regular sunset cutscene, the objects and animations of that cutscene will interfere with the already-prepared ones, which will cause undefined behavior in the cutscene. | |||
}} | }} | ||
==Misc.== | ==Misc.== | ||
===Bouncing on a pellet=== | |||
{{glitch | reproducibility = High | consequences = Harmful | p1 = Yes | p1s = No | |||
| effects = Makes Olimar go [[out of bounds]]. | |||
| howto = Go to [[The Forest Navel]] in [[Challenge Mode (Pikmin)|Challenge Mode]]. At the north of the area, there is a [[geyser]] in one of the pools of water. Go to the very northernmost pool, issue Pikmin to start carrying the 20 blue pellet, stay behind, and whistle them when the pellet is in that geyser's landing spot. Go back to the pool with said geyser and ride it. Olimar will bounce on it and go out of bounds. | |||
| notes = This glitch was originally caught by the quality assurance team, but was not fixed for the final version of the game.{{cite youtube|fEy0UuenpJg|of debugging tapes, including ''Pikmin'' footage|m=20|s=53|published={{date|16|November|2022}}|retrieved={{date|21|November|2022}}}} | |||
}} | |||
===Cardboard box cutscene softlock=== | ===Cardboard box cutscene softlock=== | ||
{{ glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | consequences = Harmful | p1 = Yes | npcp1 = No | ||
| effects = Makes the game stuck | | effects = Makes the game stuck waiting for a cutscene to end, with no way out. | ||
| howto = Start a new [[Saved game|save file]]. After gathering 10 Red Pikmin, go towards the [[cardboard box]]. Place 9 Pikmin on the box, and then throw the 10th at it. Then, try to make it so that you whistle at least one Pikmin the exact moment the 10th Pikmin lands. It's better to whistle too soon rather than too late. If you whistle too soon, you can try again right away, but if you whistle too late, the cutscene will start and you'll have to restart the save file again to retry. If you call in Pikmin just when the cutscene starts, the box won't be able to move, and the cutscene will never end. | |||
| howto = Start a new [[Saved game|save file]]. After gathering 10 Red Pikmin, go towards the [[cardboard box]]. Place 9 Pikmin on the box, and then throw the 10th at it. Then, try to make it so that you whistle at least one Pikmin the exact moment the 10th Pikmin lands. It's better to whistle too soon rather than too late. If you whistle too soon, you can try again right away, but if you whistle too late, the cutscene will start and the | |||
| notes = Because the game expects the box to get to its final place until it ends the cutscene, it'll be waiting forever. The music will keep going, but nothing else will happen. The only thing left to do is to reset or shut down the console. In ''[[New Play Control! Pikmin]]'', the glitch cannot be performed, not even with [[frame]]-perfect timing via emulator. | | notes = Because the game expects the box to get to its final place until it ends the cutscene, it'll be waiting forever. The music will keep going, but nothing else will happen. The only thing left to do is to reset or shut down the console. In ''[[New Play Control! Pikmin]]'', the glitch cannot be performed, not even with [[frame]]-perfect timing via emulator. | ||
| explanation = Instead of having the cutscene last for a fixed duration of time, the developers chose to have the cutscene end when the box reaches its destination; this would allow changing Pikmin pushing speeds without having to change the cutscene duration. When the cutscene starts, some parts of the gameplay still take effect for some frames, such as the final bits of the whistle's range. This allows the Pikmin to be called back while the cutscene is playing. Because the game must wait for the box to reach its destination, it remains waiting forever. | | explanation = Instead of having the cutscene last for a fixed duration of time, the developers chose to have the cutscene end when the box reaches its destination; this would allow changing Pikmin pushing speeds without having to change the cutscene duration. When the cutscene starts, some parts of the gameplay still take effect for some frames, such as the final bits of the whistle's range. This allows the Pikmin to be called back while the cutscene is playing. Because the game must wait for the box to reach its destination, it remains waiting forever. | ||
}} | |||
===Corrupt objects=== | |||
{{glitch | reproducibility = Low | consequences = Harmful | p1 = Yes | npcp1 = Yes | youtube = Ws4mmWzHdEo | vcaption = Demonstration of the glitch in ''New Play Control!'' Pikmin with the Anti-Dioxin Filter | other = [https://www.youtube.com/watch?v=NKy6a6GCCEk Demonstration of the glitch with the Nova Blaster], [https://www.youtube.com/watch?v=WsWK27gdWNo with a blue pellet] | |||
|effects = Makes an object in the area teleport to somewhere it shouldn't, and cause the game to draw random parts of its geometry on top of the screen. | |||
|howto = There is no known way to reproduce this glitch at the moment. | |||
|notes = This only seems to affect objects that have been carried in the past or are currently being carried. | |||
}} | |||
===Double ship part collection=== | |||
{{glitch | reproducibility = Low | consequences = Harmless | p1 = Yes | youtube = y1rBET4X-3w | |||
|effects = Makes the S.S. Dolphin take in two ship parts, one after the other, but their collection cutscenes are wrong. In the first cutscene, the beamed object is the one that Olimar talks about, but the ship's appearance changes depending on the other object. In the second cutscene, all sounds play as if the part was beamed, nothing happens visually, and Olimar talks about the same part as in the previous cutscene. In both cutscenes, when Olimar mentions the number of remaining parts, he already counts both as collected. | |||
|howto = Deliver two ship parts into the S.S. Dolphin at the same time. | |||
}} | }} | ||
===Embed glitch=== | ===Embed glitch=== | ||
{{ glitch | reproducibility = Low | | {{glitch | reproducibility = Low | consequences = Harmful | p1 = Yes | youtube = d2Km5QKffqE | other = [https://www.twitch.tv/videos/43061489 Twitch clip, with the Puffstool spoils falling through the floor and reappearing]; [https://www.youtube.com/watch?v=4bq7WH1VH4Q ditto]; [https://clips.twitch.tv/ProtectiveFitFalconThisIsSparta-nydbYPXGbxqb6VG0 ditto, with the Nova Blaster] | ||
| effects = Some objects can get embedded inside walls | | effects = Some objects can get embedded inside walls, the floor, or other objects, making retrieving them impossible in some cases. | ||
| howto = Occasionally, a ship part or a pellet can become partially embedded inside a wall or another object. It can be possible to move the object against the spot it's stuck in, though that can either set it free or burrow it deeper. Issuing Pikmin around these objects is sometimes pointless, as they'll be unable to distribute themselves correctly over it, and thus, be unable to carry it. For a stationary and partial example, there's the Blue 20-Pellet on [[The Final Trial]] in [[Challenge Mode (Pikmin)|Challenge Mode]]. | | howto = Occasionally, a ship part or a pellet can become partially embedded inside a wall or another object. It can be possible to move the object against the spot it's stuck in, though that can either set it free or burrow it deeper. Issuing Pikmin around these objects is sometimes pointless, as they'll be unable to distribute themselves correctly over it, and thus, be unable to carry it. For a stationary and partial example, there's the Blue 20-Pellet on [[The Final Trial]] in [[Challenge Mode (Pikmin)|Challenge Mode]]. | ||
| notes = | | notes = [[Glitches in Pikmin 2#Embed glitch|This glitch can also happen in ''Pikmin 2'']]. | ||
| explanation = Objects may become embedded for a variety of reasons, but mostly, it's due to them being pushed inside walls by other objects. This is because the game attempts to avoid having objects overlapping one another, and as a last resort, an object is embedded against a wall. | | explanation = Objects may become embedded for a variety of reasons, but mostly, it's due to them being pushed inside walls by other objects. This is because the game attempts to avoid having objects overlapping one another, and as a last resort, an object is embedded against a wall. | ||
}} | |||
===Disappearing pellet=== | |||
{{glitch | reproducibility = Medium | consequences = Harmless | npcp1 = Yes | youtube = 3Lea0P2GK9E | |||
|effects = Causes a red 10 [[pellet]] in [[The Distant Spring]]'s [[Challenge Mode (Pikmin)|Challenge Mode]] to get pushed underground and respawn a few seconds later. | |||
|prerequisites = Unlock The Distant Spring in Challenge Mode. | |||
|howto = Go to the tree stump where the [[Pilot's Seat]] is in the main story mode. Use the [[#Object nudging|object nudging glitch]] to push the pellet against the wall. Getting in between the [[Yellow Wollywog]] and the pellet can make this go faster. Once against the wall, move [[Captain Olimar|Olimar]] in between the wall and the pellet. Then the Wollywog will jump and should land on both Olimar and the pellet, making it go underground. | |||
|notes = While still unknown, this might work in other locations with different sized pellets. Also, the pellet will either respawn where it was pushed or the original spawn point. | |||
}} | }} | ||
===Falling through gates=== | ===Falling through gates=== | ||
{{ glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | consequences = Harmless | p1 = Yes | youtube = C89IX9Xresk | ||
| effects = Makes a captain go inside a [[gate]]. | | effects = Makes a captain go inside a [[gate]]. | ||
| prerequisites = Have an unopened gate you can get on top of. | | prerequisites = Have an unopened gate you can get on top of. | ||
| howto = Get on top of a gate, somehow, like by [[#Riding on enemies and going out of bounds|riding on an enemy's back]]. Then, simply press {{button| | | howto = Get on top of a gate, somehow, like by [[#Riding on enemies and going out of bounds|riding on an enemy's back]]. Then, simply press {{button|gc|padd|wii|2}} to [[lie down]]. You should fall through the gate and be inside it. You can move around, but if you walk out, you can't walk back in. | ||
| explanation = Laying down puts Olimar in a state that lacks some form of solidity, this can be backed up by the fact that Olimar cannot be hurt while lying down. Likewise, Olimar mustn't be able to collide with the top of gates while lying down, which makes him fall through. | | explanation = Laying down puts Olimar in a state that lacks some form of solidity, this can be backed up by the fact that Olimar cannot be hurt while lying down. Likewise, Olimar mustn't be able to collide with the top of gates while lying down, which makes him fall through. | ||
}} | }} | ||
===Inaccessible Onions=== | ===Inaccessible Onions=== | ||
{{ glitch | reproducibility = Low | | {{glitch | reproducibility = Low | consequences = Harmful | npcp1 = Yes | demonstration = [https://old.reddit.com/r/Pikmin/comments/gxvnt4/i_found_a_glitch_in_the_first_game_if_you/ reddit video] | other = [https://old.reddit.com/r/Pikmin/comments/gxxz92/an_update_on_the_glitched_onion_this_time_i/ reddit video] | ||
| effects = The Onions won't have their rings of light out, and | | effects = The Onions won't have their rings of light out, and won't be able to be interacted with. | ||
| prerequisites = Have uncollected [[ship part]]s, besides the [[Secret Safe]]. | | prerequisites = Have uncollected [[ship part]]s, besides the [[Secret Safe]]. | ||
| howto = Bring a ship part that has not yet been identified (i.e. Olimar has yet to come close to the piece and comment on it) close to the [[S.S. Dolphin]], but not so close that the Dolphin will | | howto = Bring a ship part that has not yet been identified (i.e. Olimar has yet to come close to the piece and comment on it) close to the [[S.S. Dolphin]], but not so close that the Dolphin will take it in. The next day, when [[Captain Olimar]] comes out of the Dolphin, the part will be identified, and the Onions will be inaccessible. | ||
| notes = | | notes = If the player lets Olimar's monolog play out without skipping, the Onions will fix themselves. Alternatively, the player can use buried Pikmin to bring resources into an Onion, which will fix it. Otherwise, the player has to go to sunset in order to fix this. | ||
| explanation = The [[cutscene]] that plays at the start of each day cannot be skipped, and it should not be interrupted. Normally, one cannot interrupt the cutscene, as the player is unable to control Olimar before the cutscene's end, but if there's a ship part near Olimar when the cutscene starts, the game will recognize the proximity between the Olimar object and the ship part object; this triggers the identification | | explanation = The [[cutscene]] that plays at the start of each day cannot be skipped, and it should not be interrupted. Normally, one cannot interrupt the cutscene, as the player is unable to control Olimar before the cutscene's end, but if there's a ship part near Olimar when the cutscene starts, the game will recognize the proximity between the Olimar object and the ship part object; this triggers the identification monolog. Seeing as such a process was never meant to happen during the cutscene, the game is unable to complete it, and the Onions will never be able to open their rings of light. | ||
}} | }} | ||
=== | ===Invisible duplicate bomb-rock=== | ||
{{ glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | youtube = cMaOwVbwOTs | ||
| effects = Makes the | | effects = Makes Pikmin hold a second, invisible [[bomb-rock]], after the first one had blown up. | ||
| prerequisites = Have | | prerequisites = Have 2 Yellow Pikmin. | ||
| howto = | | howto = Get an enemy to snatch a Yellow Pikmin that is holding a bomb-rock. Then, make it so that the creature is killed by the blast of a dropped bomb-rock. The bomb-rock the captured Pikmin was holding will explode too, the enemy will die, and that Pikmin will be dropped unharmed, though they will still be holding another bomb-rock, which is invisible. | ||
| notes = | | notes = It is possible that the captured Pikmin will instead simply lose their bomb-rocks, so the glitch is a bit luck-dependent. When the Pikmin drops the invisible bomb-rock, it will be gone for good, but if the Pikmin is made idle next to an enemy or gate, it purposely chucks the bomb at the target, and the bomb-rock will still explode. | ||
}} | }} | ||
===Pellet Posy | ===Pellet Posy squeeze=== | ||
{{ glitch | reproducibility = Low | | {{glitch | reproducibility = Low | consequences = Helpful | p1 = Yes | youtube = EvKHrXwcso4 | ||
| effects = Makes the player able to go out of bounds. | | effects = Makes the player able to go out of bounds. | ||
| howto = Go to an area near the [[Nova Blaster]] on [[The Forest of Hope]] with [[Pellet Posy|Pellet Posies]]. If there is no Posy | | howto = Go to an area near the [[Nova Blaster]] on [[The Forest of Hope]] with [[Pellet Posy|Pellet Posies]]. If there is no Posy next to a wall, try another day. Once you find a Pellet Posy very close to a wall, try to go in between to fly out of bounds. | ||
| notes = You can use this glitch to get the [[Radiation Canopy]], [[Geiger Counter]] and [[Sagittarius]]. When you throw a Pikmin at it, the screen will go black and you will be falling. | | notes = You can use this glitch to get the [[Radiation Canopy]], [[Geiger Counter]] and [[Sagittarius]]. When you throw a Pikmin at it, the screen will go black and you will be falling. | ||
| explanation = When two things are in the same spot, the game is programmed to push the movable ones apart. Seeing as both a Pellet Posy and a wall are unmovable, the game will attempt to push Olimar out if he's found to be crammed between both. The ejection will likely push Olimar through the wall, given that technically, Posies have more solid hitboxes than the thin line that makes up a wall. | | explanation = When two things are in the same spot, the game is programmed to push the movable ones apart. Seeing as both a Pellet Posy and a wall are unmovable, the game will attempt to push Olimar out if he's found to be crammed between both. The ejection will likely push Olimar through the wall, given that technically, Posies have more solid hitboxes than the thin line that makes up a wall. | ||
Line 249: | Line 338: | ||
===Pellet under bridge glitch=== | ===Pellet under bridge glitch=== | ||
{{ glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | consequences = Harmless | p1 = Unknown | ||
| effects = Makes the Pikmin stop working on a bridge, and circle a pellet, eventually giving up and becoming idle. | | effects = Makes the Pikmin stop working on a bridge, and circle a pellet, eventually giving up and becoming idle. | ||
| prerequisites = Have a [[pellet]] under the way of an unconstructed [[bridge]]. A good example would be the one with a [[Yellow Wollywog]] near the island with the [[Massage Machine]] in [[The Distant Spring]]. | | prerequisites = Have a [[pellet]] under the way of an unconstructed [[bridge]]. A good example would be the one with a [[Yellow Wollywog]] near the island with the [[Massage Machine]] in [[The Distant Spring]]. | ||
Line 257: | Line 346: | ||
}} | }} | ||
=== | ===Removing Olimar's collision=== | ||
{{ glitch | reproducibility = | {{glitch | reproducibility = Medium | consequences = Depends | p1 = Yes | npcp1 = Yes | youtube = eb9FQug1uxM | vcaption = YouTube video (using Puffstool) | other = [https://youtu.be/mCEg_SgPFn0?t=6m24s YouTube video (using bridge)]<br>[https://youtu.be/EyvxErG74a4?t=7m24s YouTube video (using Wollywog)] | ||
| effects = | | effects = Causes Olimar to fall through the floor, and upon respawning, be able to walk around unable to collide with most objects. The breadth of objects that no longer interact with Olimar seems inconsistent, however, and the effect goes away when [[lie down|lying down]]. Additionally, once Olimar gets up, Pikmin in formation will no longer attempt to carry Olimar when lying down again, only idle Pikmin will. | ||
| prerequisites = | | prerequisites = Have access to [[The Forest Navel]] in story mode, or [[The Distant Spring]] in story mode or [[Challenge Mode (Pikmin)|Challenge Mode]]. | ||
| howto = | | howto = Find a [[Puffstool]], and make it trip. Try to get under it, and [[lie down]]. The closer you are to the center of the creature, the better. When it turns back upright, there is a chance that Olimar will be pushed through the floor and into the [[pit]]. A [[Wollywog]] can also be used if it is trapped in place whilst returning to its home, but the execution is very situational and difficult. Alternatively, the bridge to the [[Armored Cannon Beetle]] arena in [[The Distant Spring]] can be used to push Olimar through the floor while being carried, though this is also very inconsistent. | ||
| notes = | | notes = Sometimes after the glitch is executed, when attempting to pluck Pikmin, they will fall underground and become irretrievable. | ||
}} | }} | ||
=== | ===Ship part recovery cutscene skip=== | ||
{{ glitch | reproducibility = Medium | | {{glitch | reproducibility = Medium | consequences = Helpful | p1 = Yes | npcp1 = Yes | p1s = crashes game | youtube = rtWPBRm3WLY | ||
| effects = Allows the player to | | effects = Allows the player to partially skip the [[cutscene]] of the S.S. Dolphin recovering a ship part. | ||
| prerequisites = | | prerequisites = Have at least one ship part uncollected in the area (besides the [[Main Engine]]). | ||
| howto = | | howto = As Pikmin approach the S.S. Dolphin with the ship part, hold or repeatedly tap {{button|gc|a|wii|a}} next to either another ship part or the ship itself, while the Pikmin move into position of the ship's tractor beam. If done correctly, the monolog that should trigger after the ship's cutscene plays will instead be displayed during it. Navigating through the text quickly enough will return control to the player earlier than intended. If you press the button too early, simply traverse the monolog that appears and try again. | ||
| notes = This works best if you don't have any Pikmin in your group. This glitch can be used to save time during a [[speedrun]]. This glitch does not work with the Main Engine, as that part has a special cutscene and text linked to it alongside sending the player to sunset. | |||
| explanation = When Olimar inspects a ship part or the S.S. Dolphin by pressing {{button|gc|a|wii|a}} next to it, it signals the game to open one of his monologs. However, for a short time after the signal is sent, the game will keep progressing, allowing Pikmin to keep carrying something a few steps forward. When a ship part is collected during this short window, the text for Olimar's monolog will instead be replaced by the text concerning the recovered ship part. Progressing through this monolog will return the camera and control of Olimar to the player while the ship part cutscene is playing. | |||
}} | }} | ||
===Silent bomb-rock explosions=== | |||
{{glitch | reproducibility = High | consequences = Harmless | p1 = Unknown | |||
===Silent | |||
{{ glitch | reproducibility = High | | |||
| effects = Makes the explosion sound of a set of [[bomb-rock]]s not play. | | effects = Makes the explosion sound of a set of [[bomb-rock]]s not play. | ||
| prerequisites = Play on a day where there are a lot of bomb-rocks. | | prerequisites = Play on a day where there are a lot of bomb-rocks. | ||
Line 290: | Line 372: | ||
}} | }} | ||
=== | ===Sunset cutscene softlock=== | ||
{{ glitch | reproducibility = High | | {{glitch | reproducibility = High | consequences = Harmful | p1 = Yes (Japanese revision 1.01 only) | npcp1 = no | demonstration = [https://clips.twitch.tv/TrappedPunchyEchidnaWoofer Twitch Clip] | ||
| effects = Makes the [[ | | effects = Makes the game [[softlock]]ed by not progressing the [[sunset]] cutscene. | ||
| | | prerequisites = Be on [[day]] 2 or later. | ||
| howto = Pause the game, and choose the option to skip to the sunset. While the menu box is fading out, start mashing {{button|gc|start}}. If you managed to press the button in the required time, you will hear the sound effect that plays when you pause, the screen will go black to start the cutscene, and when the image comes to, you'll see the start of the cutscene, without anything else advancing. | |||
| notes = This glitch only works in the Japanese GameCube [[region|version]] of the game, and only in revision 1.01. The player has a {{frames|1|y}} frame window in which to perform the button for the glitch to happen, so mashing is recommended. | |||
| notes = | |||
}} | }} | ||
===Tilted objects=== | ===Tilted objects=== | ||
{{image}} | {{image}} | ||
{{ glitch | reproducibility = Low | | {{glitch | reproducibility = Low | consequences = Harmful | p1 = Yes | npcp1 = Yes | p1s = Yes | image = P1 Tilted Libra.png | youtube = VVaaug-fnpo | ||
| effects = Makes some objects become tilted. | | effects = Makes some objects become tilted. | ||
| 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. | ||
| notes = | | notes = [[Glitches in Pikmin 2#Tilted objects|This glitch can also happen in ''Pikmin 2'']]. This is similar to the [[#Libra glitch|Libra glitch]], except that objects aren't normally irretrievable. | ||
| explanation = Because of the game's physics and enforcement of gravity on objects, if Pikmin carrying the front of an object fall from an edge before the ones at the back do, the piece will be tilted. This is normal, but given that pieces falling from high places isn't common, the game doesn't handle it too well. Occasionally, it'll leave the piece tilted as the Pikmin are carrying it. | | explanation = Because of the game's physics and enforcement of gravity on objects, if Pikmin carrying the front of an object fall from an edge before the ones at the back do, the piece will be tilted. This is normal, but given that pieces falling from high places isn't common, the game doesn't handle it too well. Occasionally, it'll leave the piece tilted as the Pikmin are carrying it. | ||
}} | }}{{clear}} | ||
===Two-sectioned bridge=== | ===Two-sectioned bridge=== | ||
{{ glitch | reproducibility = Low | | {{glitch | reproducibility = Low | consequences = Harmless | p1 = Yes | npcp1 = Yes | image = Pikmin two section bridge.png | youtube = -AKCBp5NnHk | ||
| effects = Makes a bridge have two sections, each with a rolled up bundle of sticks, one of them floating in mid-air. | | effects = Makes a bridge have two sections, each with a rolled up bundle of sticks, one of them floating in mid-air. | ||
| prerequisites = Have a built bridge. | | prerequisites = Have a built bridge. | ||
| howto = There is no known way to cause this glitch purposely. Randomly, [[Female Sheargrub]]s will eat a bridge, but it'll be split, with the half opposite to the side being eaten float in mid-air. | | howto = There is no known way to cause this glitch purposely. Randomly, [[Female Sheargrub]]s will eat a bridge, but it'll be split, with the half opposite to the side being eaten float in mid-air. | ||
}} | }}{{clear}} | ||
==Minor== | |||
The following glitches are too insignificant to warrant their own section, but are included for completion's sake. | |||
=== Gameplay === | |||
{| class="wikitable sortable" | |||
! Glitch || ''Pikmin'' || ''New Play Control!'' || Switch || Demonstration | |||
|- | |||
| Some obstacles (such as the cardboard boxes) are surrounded by invisible walls to prevent the player from throwing Pikmin to the other side of the obstacle. However, even after moving the obstacle in question, the invisible walls do not disappear. This glitch also occurs with the [[bag]]s in ''Pikmin 2''. || || || || {{cite youtube|Laba7Tj4QGA|of the invisible walls above cardboard boxes}} | |||
|- | |||
| Drowning Pikmin that are called to Captain Olimar can go through gates as if they didn't exist. This can be seen on the gate that bars access to the [[Armored Cannon Beetle]]. This has been fixed in ''[[New Play Control! Pikmin]]''. || || || || | |||
|- | |||
| By simply walking on a bridge, Captain Olimar will spin erratically. This works best on the Northern bridge of The Final Trial, while walking North. In the [[New Play Control! Pikmin|''New Play Control!'' version]], if you try to fix the [[camera]] behind Olimar by pressing {{button|wii|z}}, it will make it spin in the direction in which Olimar's body was when the button was pressed. || || || || | |||
|- | |||
| It is possible for some Pikmin next to a red pellet to move a bit away, quickly, in an erratic manner. || || || || {{cite youtube|tAiHEdtflZw|where two Blue Pikmin and a red pellet move away in a weird manner|m=8|s=55}} | |||
|- | |||
| If the player throws a Pikmin the moment a [[Swooping Snitchbug]] tries to grab it, the Pikmin will squeal, but remain idle in mid-air, and eventually bury itself. || || || || {{cite youtube|XKTa4aRoe8o|of a Pikmin burying itself}} | |||
|- | |||
| If the player whistles at a Pikmin that is thrown down by a Swooping Snitchbug, there is a chance the Pikmin will just react to the whistle and join the group as normal, instead of becoming a sprout. || || || || | |||
|- | |||
| If a Pikmin holding a [[bomb-rock]] touches the [[pit]], an invisible, silent explosion will take place on roughly the same spot, but at ground level. || ||| || || {{cite youtube|yEyPaEJmlrk|of an invisible silent bomb-rock explosion}}{{cite youtube|BIVfXXYGBlE|in which Pikmin building a bridge die for no reason|m=3|s=14}} | |||
|- | |||
| In {{npcp1}} exclusively, on [[The Forest Navel]], in the corridor leading up to the [[Blue Onion]], if the player aims the cursor near the area of the [[Fiery Blowhog]] in the [[Libra]]'s path, there are some spots where the throwing cursor will disappear, and only the Wii Remote's cursor will show up. If the player hugs the western wall and throws Pikmin when the cursor is in this state, the Pikmin will be thrown with a lot of force at the wall, and will bounce back up and be flung off high in the air in random directions. || || || || {{cite youtube|9MphqJsUK8k|of thrown Pikmin being flung off high in the air in The Forest Navel}} | |||
|- | |||
| If a [[reinforced wall]] is opened right as the day is ending, such that the jingle plays, but the gate only lowered one level before the sunset cutscene, the gate might become corrupted. The next day, it can start with the last third remaining, but upon being blown up, the game will instantly place it at the second level, play the task completion jingle, and then lower the gate by one, meaning it will still remain with the last third left. After this, the gate cannot be interacted with, but it can still block the way. || || || || {{cite web|https://www.twitch.tv/videos/284327430|Video clip|Twitch|published={{date|13|July|2018}}|retrieved={{date|14|July|2018}}}}{{cite youtube|39ijjf-3nh8|of a reinforced wall becoming indestructible in the Wii version}} | |||
|- | |||
| For unknown reasons, a Pikmin can get stuck in mid-air, in the animation where it is clinging on an enemy and pummeling it. || || || || {{cite youtube|v2mFFz3gytg|of a Pikmin stuck pummeling in mid-air|published={{date|9|November|2018}}|retrieved={{date|10|November|2018}}}} | |||
|- | |||
| For unknown reasons, a thrown Pikmin can keep going without falling down, in ''New Play Control! Pikmin''. It will stop when whistled. || || || || {{cite web|https://www.twitch.tv/videos/383662142|Twitch video|Twitch|published={{date|20|February|2019}}|retrieved={{date|20|February|2019}}}} | |||
|- | |||
| It is possible for a Yellow Wollywog to push another one through the floor. || || || || {{cite youtube|TCtDNvCk2RI|of a Yellow Wollywog pushing another through the floor|published={{date|8|March|2019}}|retrieved={{date|8|March|2019}}}} | |||
|- | |||
| It is possible for a [[Fiery Blowhog]]'s fire attack to hurt a target far away. || || || || {{cite web|https://www.twitch.tv/mokaygee/clip/AggressiveBrightFrogKeepo|Twitch clip|Twitch|published={{date|11|October|2019}}|retrieved={{date|12|October|2019}}}} | |||
|- | |||
| It is possible for a Pikmin to keep pushing a cardboard box, even if the Pikmin isn't near the object anymore. This glitch can be done in [[The Forest of Hope]], as the Pikmin can fall in the pools of water near the cardboard box. || || ||| || {{cite youtube|ue-FHDCMDRU|of a Pikmin pushing a cardboard box from afar|published={{date|15|February|2021}}|retrieved={{date|15|February|2021}}}} | |||
|- | |||
| It is possible for a [[Breadbug]] that is starting to carry a [[pellet]] to not take damage when the pellet gets beamed into the [[Onion]]. || || || || {{cite youtube|UE8EpxuQDGY|of a Breadbug hitting against the Onion and not taking damage|published={{date|28|March|2021}}|retrieved={{date|29|March|2021}}}} | |||
|- | |||
| If the Smoky Progg's [[gloom]] touches a Pikmin that is [[carrying]] an object, that Pikmin will be gone but its carrying spot on the object will not be freed. || Yes || || || | |||
|} | |||
=== Aesthetic === | |||
{| class="wikitable sortable" | |||
! Glitch || ''Pikmin'' || ''New Play Control!'' || Switch || Demonstration | |||
|- | |||
| If the player is [[swarm]]ing and goes to [[pluck]] Pikmin, the move fanfare will continue playing even if the player isn't moving the group any more. It will only stop when Olimar stops plucking. || || || || | |||
|- | |||
| Given unknown circumstances, it is possible for the SS Dolphin's collection pad to replace the dripping particles of a Fiery Blowhog on [[The Forest Navel]]. Fiery Blowhogs can also emit particles that don't belong to them, like dust, or even emit fire particles that never disappear. || || || || {{cite youtube|pqP9QJATw04|in which a mysterious light appears on The Forest Navel|m=13|s=18}}{{cite web|https://clips.twitch.tv/FurtiveTsundereSardineTakeNRG|Twitch clip|Twitch|published={{date|5|May|2019}}|retrieved={{date|11|May|2019}}}}{{cite web|https://www.twitch.tv/videos/774208997|Twitch clip|Twitch|published={{date|18|October|2020}}|retrieved={{date|26|October|2020}}}} | |||
|- | |||
| By throwing a Blue Pikmin, a Yellow Pikmin and two Red Pikmin at a [[climbing stick]] at the same time, they'll stay on the base on the exact same spot, whilst repeating their climbing animation. This will make them look like a merged Pikmin hybrid. || || || || {{cite youtube|JUrxGc35DEw|of four Pikmin merged at the base of a climbing stick}} | |||
|- | |||
| If collection of the Positron Generator unlocks access to The Distant Spring, the game will show the propeller-looking object on the side of the [[S.S. Dolphin]] during the ship upgrade cutscene, but after that finishes, it will be missing. The propeller will return once the day ends. This also happens when [[The Forest Navel]] is unlocked if the Positron Generator is collected [[#Positron Generator with only Red Pikmin|prior to discovering Blue Pikmin]]. || ||| || | |||
| | |||
|- | |||
| If a Swooping Snitchbug grabs a non-Red Pikmin and flies over an active [[fire geyser]], the Pikmin will catch fire and burn in mid-air. || || || || {{cite youtube|wTVEHsIwHOY0|of two Pikmin burning in mid-air}} | |||
|- | |||
| It is possible for some sound effects to go mute. The reason for this is unknown. || || || || {{cite web|https://clips.twitch.tv/BelovedPunchyRedpandaFailFish|Video clip|Twitch|published={{date|7|June|2017}}|retrieved={{date|7|June|2017}}}} | |||
|- | |||
| Occasionally, most often on the area-select screen and the end-of-day screen, it is possible for a glowing light to appear on the edge of the bottom left corner. The light bears resemblance to the glowing spot on the Onion sprite on the end-of-day screen, and will appear partially cut-off. The cause is unknown, and it is known to occur on the New Play Control version. || || || || | |||
|- | |||
| It is possible for a [[Mamuta]] that was just killed to shake violently for a second before continuing with its death animation. || || || || {{cite youtube|7G5eoqINdQU|where a Mamuta shakes before dying|m=10|s=4}} | |||
|- | |||
| Due to the way objects spawn, it is possible for the likes of Pellet Posies to appear on slants or above terrain they are meant to. || || || || {{cite web|https://www.reddit.com/r/Pikmin/comments/9f3u41/pikmin_1_glitch_plant_doesnt_need_soil/|Pikmin 1 Glitch: Plant Doesn't Need Soil|Reddit|published={{date|12|September|2018}}|retrieved={{date|12|September|2018}}}} | |||
|- | |||
| For unknown reasons, the theme of an area may have all versions (normal, combat, sunset, and sunset combat) playing at once when the player starts the day. This can happen in The Impact Site when starting a new adventure, when retrying the same day, or when restarting the day, and then playing all the way until the next day. || || || || {{cite web|https://www.reddit.com/r/Pikmin/comments/l3l56l/so_i_decided_to_restart_the_day_at_the_last/|So I decided to restart the day at the last second and I accidentally did a glitch where the normal and sunset variations of the Forest Navel theme were playing|reddit|published={{date|23|January|2021}}|retrieved={{date|23|January|2021}}}}{{cite youtube|PQFnic5PR5k|of The Distant Spring's theme playing all variants at once|m=25|s=10|published={{date|27|February|2021}}|retrieved={{date|4|April|2021}}}} | |||
|- | |||
| Resetting the [[nunchuk]] while a textbox is appearing results in the game staying darker than normal. || || || || {{cite web|https://cdn.discordapp.com/attachments/177496227108225034/1112399877817770087/2023-05-28_10-02-07_Trim.mp4|Discord video|Discord|published={{date|28|May|2023}}|retrieved={{date|1|June|2023}}}} | |||
|- | |||
| It is possible for a carried object to keep making the Pikmin carrying sounds even when all Pikmin have stopped carrying it. || Unknown || Unknown || Yes || [https://twitter.com/EspyoPT/status/1675486751765454848 Twitter clip] | |||
|} | |||
=== Hard to reproduce === | |||
{| class="wikitable sortable" | |||
! Glitch || ''Pikmin'' || ''New Play Control!'' || Switch || Demonstration | |||
|- | |||
| At the sunset cutscene, the player may hear sounds of Pikmin leaving the Onion, along with some water splashes. || || || || {{cite youtube|C5RShjk8cSg|of the sunset cutscene with wrong sound effects|published={{date|2|March|2019}}|retrieved={{date|8|May|2022}}}} | |||
|- | |||
| For unknown reasons, a Pikmin may latch on to nothing, and stay in the attacking animation, until it is whistled. || || || || {{cite web|https://old.reddit.com/r/Pikmin/comments/unc6wq/didnt_have_a_capture_card_setup_but_this_happened/|reddit post|reddit|published={{date|11|May|2022}}|retrieved={{date|12|May|2022}}}} | |||
|- | |||
| It is possible for Red Pikmin coming out of the Onion to instantly die without a trace. || Unknown || Unknown || Yes || [https://twitter.com/justtgrim/status/1671628517237456897 Twitter video] | |||
|- | |||
| It is possible for thrown Pikmin to keep going in the same direction forever, unaffected by gravity, or to simply be flung much farther and slower than usual. || No || No || Yes || [https://twitter.com/Triffhedgie/status/1671672327233474567 Twitter video] | |||
|} | |||
== Other == | |||
{{see|Crash#Pikmin}} | |||
{{see|Mistake#Pikmin}} | |||
{{see|Out of bounds#Pikmin}} | |||
{{see|Path oversights#Pikmin}} | |||
{{see|Sequence break#Pikmin}} | |||
==See also== | |||
*[[Unused content in Pikmin|Unused content in ''Pikmin'']] | |||
==References== | |||
{{refs}} | |||
{{anomalies}} | |||
[[Category: | [[Category:Anomalies]] | ||
Latest revision as of 21:04, November 19, 2024
This article or section needs to be updated. |
The following article or section is in need of assistance from someone who plays Pikmin. |
This is a collection of glitches possible in the first Pikmin game, as well as in New Play Control! Pikmin and Pikmin 1 (Nintendo Switch).
Please read the glitch notes before attempting any of these glitches or before adding your own.
Main[edit]
Counter glitch[edit]
Reproducibility | Consequences | Versions | Other demonstrations |
---|---|---|---|
Low | Harmless | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Yes |
Twitch video |
- Effects: The Pikmin counter will display erroneous numbers, including a total of Pikmin on the field that doesn't correspond to the truth, and a number of Pikmin on the party superior to that of the field number.
- Prerequisites: None.
- How to: So far, there is no known way to trigger the glitch on purpose. It seems to happen most often when Pikmin die in unconventional ways, especially by being killed by the Smoky Progg's smoke trail. It also happens with some frequency with deaths caused by The Forest Navel's abysses, killing a Wollywog, and when several Pikmin die at once. Furthermore, it can also be related to some bridge glitches. Lastly, the crushing glitch can also sometimes trigger this.
- Notes: A similar glitch can also happen in Pikmin 3.
- Possible explanation: Some of the possible Pikmin deaths must override the standard "killing" procedure. When certain, as of now unknown circumstances happen, the code will not handle deaths the normal way, and the Pikmin counter won't be updated correctly.
Crushing glitch[edit]
Reproducibility | Consequences | Versions | Demonstration | Other demonstrations |
---|---|---|---|---|
Depends | Harmful | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Yes |
YouTube video (at 1:46) | Example animation, viewed from under the ground. Switch example 1, 2. Gate example |
- Effects: Compresses a Pikmin through the ground, killing it when it touches the pit.
- Prerequisites: None.
- How to: When battling an enemy, there is a chance that some Pikmin will mysteriously vanish without leaving a soul or making a sound. There are several enemies where this happens, but the most common are Wollywogs, Spotty Bulborbs, and the Puffstool, which can kill up to 30 Pikmin when its cap falls on top of them. It also happens with more regularity when swarming enemies rather than throwing Pikmin at them, and it is more likely to happen the more Pikmin are used. It can also happen after combat, when the enemy is falling, with pellets, and with gates as they lower. This glitch can severely alter the course of gameplay, so extreme caution is advised.
- Notes: This glitch is more frequent in the New Play Control! version[source needed], less frequent in the Switch version[source needed], and can also happen in Pikmin 2. This behavior may have been intentional at one point in the game; some prerelease footage shows Pikmin being killed by a Yellow Wollywog corpse. Other enemies can also be killed in this way.[1].
- Possible explanation: During combat, Pikmin get pushed around by the enemy and its hitboxes in various directions. At times, some Pikmin might be pushed downward and outwards, but there is more force driving them downwards than forwards (for instance, if other Pikmin are keeping them from sliding off). If the force is too great, the Pikmin is pushed through the ground, where it falls and dies.
Drowning reset[edit]
This article or section is in need of more images. |
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
High | Helpful | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Yes |
YouTube video for the Switch version, and comparsions |
- Effects: Causes a non-Blue Pikmin to remain drowning indefinitely without dying.
- Prerequisites: None.
- How to: Take any non-Blue Pikmin and either toss it into the water or just run into the water with it, thus causing it to drown. If you whistle and run into the Pikmin, the Pikmin may then restart its drowning sequence, which allows it to stay in the water for an extended period of time. This can be repeated for as many times necessary. The Pikmin will still drown eventually if they are not called to shore or if the glitch is unrepeated.
- Notes: This can be used to get non-Blue Pikmin into areas otherwise inaccessible, most notable on the rise where the Sagittarius lies. It's also possible to bump into the Pikmin and make it reset its drowning state without whistling, despite being harder. A similar glitch can also be done in Pikmin 2, but the method is different.
- Possible explanation: When Olimar bumps against a drowning Pikmin, if the hitboxes align correctly, the Pikmin will be pushed out of the water temporarily, thanks to the collision system in the game. This is enough to let the Pikmin get a new breath of air. Strangely, the Pikmin can also go below Olimar, where it will also regain its air; it's possible that the Pikmin goes through the ground, and touches a bit of the geometry that doesn't contain water. The fact that this glitch is much easier to perform if Olimar is whistling must be because the hitboxes are aligned differently and more conveniently.
High ledge trick[edit]
- Main article: Throw#High ledge glitch.
Libra glitch[edit]
Reproducibility | Consequences | Versions | Demonstration | Other demonstrations |
---|---|---|---|---|
Low | Harmful | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Yes |
YouTube video | Twitter video |
- Effects: The Libra will bounce off the map and be forever unobtainable, making the game impossible to complete (the Libra being one of the 25 required ship parts).
- Prerequisites: Have the Libra uncollected.
- How to: This glitch happens at random, but cases of the glitch occurring are not uncommon, so you shouldn't assume it won't happen to you. The glitch happens when the Pikmin carrying the Libra from the ledge it sits on fall down, making the ship part bounce up and potentially land outside the area and into the abyss.
- Notes: To avoid suffering too much from this glitch, try to get the part as soon as the day starts. If the glitch happens, you can restart the day without losing any other progress. Restarting is highly recommended, seeing as the part will rarely come back. There are reports of the Libra occasionally respawning elsewhere, though. In the New Play Control! version, one can redo any day, so saving at the end of a day in which this glitch happens is less harmful. Once the Pikmin pick up the Libra, if the player moves the camera so that the Libra is off-screen, the part will very likely be brought down safely.
- What would happen normally: The Libra should bounce a small bit, certainly not enough to make it go flying.
- Possible explanation: The part is situated above high ground, on a very precarious and small ledge. When handling collisions with the ground, the game is programmed to make ship parts bounce off. Seeing as this is a rare scenario, though, that code wasn't optimized that much, resulting in the bouncing to be erratic given some circumstances.
Object nudging[edit]
Reproducibility | Consequences | Versions |
---|---|---|
High | Helpful | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Yes |
- Effects: Allows Olimar to slightly move objects than can only be moved with Pikmin.
- Prerequisites: Must be day 2 or later (since Olimar cannot lie down on day 1).
- How to: Lying down next to an object such as a pellet or ship part may cause it to move slightly. However, it must be repeated several times to move something any significant distance. The best way to do this is to get a running start at the object and lie down at the moment of impact as Olimar naturally bounces back from colliding with objects. Doing this at different angles will move the object as well, but with less distance. The biggest push is made from directly facing the object or directly facing away, though it can be difficult to position Olimar properly while facing away. If you're holding any other button while pressing the button to lie down, Olimar will only start to lie down and then pop back up; this will still move the object but not as far. A Yellow Wollywog can also be used to nudge parts – when a Yellow Wollywog lands on top of a part from a jump, it pushes it away. Finally, Pikmin carrying Olimar can also push other things in the way; this too can be used to move ship parts around.
- Notes: Different objects have different resistance to being moved by Olimar: some will be dragged a good distance with a well-timed lie down, whereas others will only move a tiny distance, even with the best possible execution. Dragging an object with little resistance into an object with higher resistance is a good way to help with this.
- Possible explanation: Two carriable objects push each other off. Olimar can become a carriable object by lying down.
Riding on enemies and going out of bounds[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Medium | Helpful | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Yes |
YouTube video |
- Effects: Makes Captain Olimar ride on top of a large enemy, and go out of bounds this way.
- Prerequisites: None.
- How to: Lure a Spotty Bulborb or Spotty Bulbear into a place where you can get on a platform that's roughly its height, and have it stay on ground lower than you; the erratic height platforms near The Distant Spring's landing site work well here. Get close to it so that it'll lunge forward. When it misses, quickly climb on its back. You can influence which way the creature should go by standing on its edge, in that direction. It will attempt to bite you several times by lunging forward; try to avoid falling off. With practice, you can lure it towards other ledges that are its height, but lead to places out of bounds. This glitch is still possible in the Switch version, but is more precise and difficult to pull off.
- Notes: None.
- What would happen normally: It should be impossible to ride on top of enemies.
- Possible explanation: Bulborbs and Bulbears have tall hitboxes, of course. The top of these hitboxes makes for something like solid ground, and there's no problem in this, seeing as Olimar is never meant to go on top of them. It's still possible to ride on them by going to certain ledges. The fact that a Bulborb's eating lunge throws them very far forward, even partially through the walls, allows Olimar passage to their tops.
[edit]
Cloning Pikmin with a Mamuta[edit]
Reproducibility | Consequences | Versions | Demonstration | Other demonstrations |
---|---|---|---|---|
Medium | Helpful | Pikmin: Yes New Play Control! Pikmin: Unknown Pikmin 1 (Nintendo Switch): Unknown |
YouTube video | Initial discovery video |
- Effects: Makes a Mamuta clone a Pikmin by creating a sprout out of nowhere.
- Prerequisites: Have The Distant Spring in Challenge Mode.
- How to: Bring a Mamuta close to water. The only known way to do this is to go on The Distant Spring in Challenge Mode, luring the creature to the nearest body of water, and having a nearby Yellow Wollywog land on top of it to push it closer so it goes in the water. Afterwards, get the Mamuta to slap Blue Pikmin while on the water.
- Notes: None.
- Possible explanation: Pikmin that are slapped by a Mamuta have a check to make sure they can't be buried while on water. However, the code for this starts by creating a sprout and only then running the check. If it did happen on water, the check cleans up the code and returns, but the sprout is still created regardless.
Cloning Pikmin with a Swooping Snitchbug[edit]
Reproducibility | Consequences | Versions |
---|---|---|
Medium | Helpful | Pikmin: Unknown New Play Control! Pikmin: Unknown Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes a Swooping Snitchbug clone one or two Pikmin.
- Prerequisites: None.
- How to: Go to an area with a Swooping Snitchbug and lure it to the landing site. Get any type of Pikmin out. Put the Pikmin in the Onion when the Swooping Snitchbug swoops for them. If done correctly all of the amount of Pikmin will go in and the Swooping Snitchbug will have one or two in its hands.
- Notes: None.
- Possible explanation: A Swooping Snitchbug that successfully grabs a Pikmin will keep it on its claws. However, while climbing unto an Onion, Pikmin are in an uninterruptible state, so they will actually continue climbing instead of being caught. This creates an extra Pikmin.
Controlling Mushroom Pikmin[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Low | Depends | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Yes |
YouTube video |
- Effects: Makes it possible to partially control a Mushroom Pikmin.
- Prerequisites: Have a living Puffstool in the area.
- How to: The timing is important for this glitch. If Pikmin are left near the Puffstool and are called at the exact moment the creature lifts and inverts its cap (just before it blows its spores), the Pikmin may become glitched Mushroom Pikmin and rush to Olimar's side immediately after.
- Notes: Controllable Mushroom Pikmin cannot be thrown, dismissed or whistled, but they can be controlled. They can follow tasks such as carrying an object or plucking grass, but once the task is completed, they'll return to their normal Pikmin form. They can also be taken into an Onion, where they'll reemerge as Pikmin of their original type. Normal Pikmin will attack these Mushroom Pikmin, so care should be taken. With different timing, the player can end up with the same result, but the Pikmin are idling instead of joining Olimar's group. These idling Pikmin are white, though still have their corresponding color in their leaf, and may still have the same abilities.
- Possible explanation: When the player whistles a Pikmin, it attempts to join their party. If the Puffstool possesses the Pikmin while this is happening, the Pikmin will cancel its attempt to join the player, and become possessed. On the other hand, if a Pikmin is whistled while being possessed, the party joining attempt will be ignored altogether. If, however, both events happen simultaneously, the game will both turn the Pikmin into a Mushroom Pikmin and add it to the party. The partial ability to control a Mushroom Pikmin comes from the lack of code to handle the control of this type of Pikmin, as this was never intended.
Converting 11 Pikmin[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Low | Helpful | Pikmin: Yes New Play Control! Pikmin: Unknown Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Makes a Candypop Bud convert 11 Pikmin instead of 10.
- Prerequisites: None.
- How to: Throw 9 Pikmin onto a Candypop Bud. Then, throw a 10th Pikmin as a Yellow Pikmin, and a fraction of a second after, a 11th Pikmin as either a Red Pikmin or a Blue Pikmin. With the right timing, the 11th Pikmin will land on the Candypop Bud at the same time as the 10th. The 11th Pikmin will cling to the side of the Candypop Bud, begin attacking it, and after a bit, it will also squeal and disappear. The plant will then spit out 11 converted Pikmin.
- Notes: None.
- Possible explanation: None.
Instant Pikmin evolution[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
High | Helpful | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Planted Pikmin will evolve or stay at the flower stage.
- Prerequisites: None.
- How to: Having prior knowledge of the maturity glitch with seeds would be helpful. Have any number of planted Pikmin from an Onion, Candypop Bud or Swooping Snitchbug evolve to the bud or flower stages and pluck them. Then, have a Swooping Snitchbug capture Pikmin (preferably leaf Pikmin). When the Swooping Snitchbug plants the captured Pikmin, they will instantly regrow with buds or flowers. The number of Pikmin affected by this glitch corresponds to the number of Pikmin that grew with buds or flowers prior to the glitch, although subsequent Pikmin can easily be affected if more bud or flower Pikmin are plucked.
- Notes: None.
- What would happen normally: Any Pikmin planted by Swooping Snitchbugs should revert to their leaf stage.
- Possible explanation: See maturity glitch for more information. It is unknown why only Pikmin specifically planted by Swooping Snitchbugs are permanently affected by the maturity glitch.
Pikmin-eating bridge[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
High | Harmful | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): No |
YouTube video |
- Effects: Makes Pikmin die by falling through the ground.
- Prerequisites: Have built the bridge closest to the Blue Onion in The Forest Navel.
- How to: Head to the bridge closest to the Blue Onion in The Forest Navel, and issue some Pikmin to go under it. Dismiss them, then go to the exit (lower part) of the bridge. Finally, whistle your Pikmin to come to you. Basically, you want the Pikmin to walk towards the acute angle of the bridge, while under it. Some Pikmin should disappear and die.
- Notes: This glitch is much more reproducible in the New Play Control! version[source needed]. This glitch has been fixed in the Switch version.
- Possible explanation: The corner the bridge makes with the ground is just too sharp, making collision detection with the floor harder to do correctly. The bridge keeps pushing Pikmin down as they walk towards the angle, and because the floor's hitbox is just a plane, not a bulky prism, it gives in to letting Pikmin go through it more easily than the bridge does.
Pikmin-eating Pearly Clamclamp[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
High | Harmful | Pikmin: No New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): No |
YouTube video |
- Effects: Makes Pikmin die by falling through the ground.
- Prerequisites: Have access to the beach at The Impact Site.
- How to: Bring a very large group of Pikmin and head to the Pearly Clamclamp at the beach of The Impact Site. Throw a Pikmin at it, and while it is reeling back to attack, go to the back of the enemy, and use swarming to compress the Pikmin against the clam's hinge. When it snaps, some of the Pikmin standing near will disappear and die.
- Notes: None.
- Possible explanation: None.
Pikmin out of bounds[edit]
This article or section is in need of more images. |
Reproducibility | Consequences | Versions |
---|---|---|
Low | Harmful | Pikmin: Yes New Play Control! Pikmin: No Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes Pikmin go out of bounds, where they can slide back into the area, go far enough to be irretrievable, or slide the opposite direction, where they will fall off-screen and die.
- Prerequisites: Have a living Goolix on The Impact Site.
- How to: If the Goolix is near the right of the tree-stump arena and the yellow, brain-like nucleus is hit by a Blue Pikmin, that Pikmin, or the other Blues that are attacking the smaller, blue nucleus may be knocked into the out-of-bounds, forest like terrain.
- Notes: In New Play Control! Pikmin, the Pikmin are not knocked hard enough to be unreachable, and the whistle's range allows them to be called back.
- What would happen normally: The Pikmin should be unable to go too far out of bounds.
- Possible explanation: The collision between the Goolix' nuclei is meant to throw away all nearby Pikmin. If the creature is too close to the edges of the area, it's possible for the fighting Pikmin to be thrown off. Not much was done to manage Pikmin that go out of bounds, as that scenario was thought to be too unlikely.
Rebel Mushroom Pikmin[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
High (Nintendo Switch) / low (elsewhere) | Depends | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Yes |
YouTube video |
- Effects: Makes a Mushroom Pikmin attack the Puffstool rather than Captain Olimar.
- Prerequisites: Have a living Puffstool on the area.
- How to: While fighting a Puffstool, try having a Pikmin be knocked down at the same time it's affected by the Puffstool's spores. Upon getting up, the Pikmin should change to a Mushroom Pikmin, but its skin should turn into a pale shade of its normal color, and their mushroom will glow, as if they were idle. It is also possible to have this happen if the Puffstool loses all of its health at the same time it starts to flip upright. It will die, and the rebel Pikmin will carry its corpse.
- Notes: Rebel Mushroom Pikmin cannot be called to the player's side, and normal Pikmin will still attack them. After carrying something to an Onion, those Pikmin return to their normal selves.
- Possible explanation: A Pikmin is programmed to continue attacking an enemy after it's knocked down by it. Normally, the spores both stop the Pikmin from attacking the Puffstool and possess the Pikmin, but if it happens while a Pikmin is lying down, the possession will occur as normal, but the code that triggers when a Pikmin gets back up goes into place, making the Pikmin attack the Puffstool regardless of the possession.
Ship part whistle glitch[edit]
Reproducibility | Consequences | Versions |
---|---|---|
Medium | Harmless | Pikmin: Unknown New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Prevents Pikmin from being called, but only for about 15-20 seconds.
- Prerequisites: Have at least one ship part uncollected in the area (besides the Secret Safe).
- How to: Make Pikmin carry any ship part back to the Dolphin. When they get close to the ring of light next to the Dolphin, stand in the middle or close to the middle of the Pikmin. When the ship part is retrieved and identified, call the Pikmin back with the whistle. The Pikmin will appear to be called, but then revert back to their dismissed state. It will take a few tries, but the Pikmin will be called back eventually.
- Notes: None.
- Possible explanation: It could have something to do with when you touch a Pikmin, it automatically calls the Pikmin back. But right after the Pikmin collect a ship part, you are touching them, a cutscene just played, and the game thinks the Pikmin are called back.
Three Pikmin carrying a 1 pellet[edit]
- Main article: Pellet#Three Pikmin carrying a 1 pellet.
There is a rumored glitch that allows 3 Pikmin to carry the same 1 pellet. It is currently unknown if this glitch is real, or a misinterpretation of some prerelease images and videos.
Throwing non-Blue Pikmin underwater[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
High | Helpful | Pikmin: No New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): No |
YouTube video |
- Effects: Makes it possible to throw a Red or Yellow Pikmin while Olimar is underwater.
- Prerequisites: Have Blue Pikmin.
- How to: Have a non-Blue Pikmin on the shore, but within reach of the whistle. Have one or more Blue Pikmin with you on the group. Whistle the Pikmin at the shore, and while it's walking towards Captain Olimar, grab onto the Blue Pikmin and press to grab the other Pikmin. Right after, throw the Pikmin somewhere else, like a different shore.
- Notes: None.
- Possible explanation: None.
[edit]
Beady Long Legs escape[edit]
Blowhog stuck on skull[edit]
Reproducibility | Consequences | Versions |
---|---|---|
High | Helpful | Pikmin: Unknown New Play Control! Pikmin: Unknown Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Puts a Puffy Blowhog stuck on top of a skull, endlessly repeating its falling animation.
- Prerequisites: None.
- How to: Go to The Distant Spring, gather some Pikmin, and make it so that the Puffy Blowhog near the landing site hovers on top of a skull as it stops to inhale. While it is busy attacking, throw Pikmin at it. When it falls on the skull, it should permanently stay on it, in its fall animation.
- Notes: This can be used to defeat the enemy without it being able to shake the Pikmin off.
- Possible explanation: The enemy only performs its landing animation when certain spots of its underside detect a ground. These points do not coincide with the ones that control the physics portion that stops it from falling through the skull. This means that while the physics code is detecting the skull's uncertain terrain as ground, the script for the landing animation is not.
Breadbug cutscene glitch[edit]
Reproducibility | Consequences | Versions | Demonstration | Other demonstrations |
---|---|---|---|---|
High | Depends | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Yes |
YouTube video | Twitter (Onion Discovery) |
- Effects: If a Breadbug is fighting for an object with Pikmin and a cutscene plays, the object will continue to move the direction it was going at the start of the cutscene. Once the cutscene is over, the Breadbug will have dropped the object, and said object will have moved a varying distance away. Interestingly, it seems when the cutscene is for a ship part, both the Pikmin and Breadbug will stop moving, whilst the object continues. If the cutscene is for the Blue Onion discovery, then the Pikmin stop, and both the Breadbug and object continue to move together. It also seems that the object continues to be carried by "phantom Pikmin" after the Onion discovery, and will attempt to follow the nearest waypoint until the Breadbug burrows. If no Pikmin are fighting for the object with the Breadbug, then the Breadbug and object will stop during the cutscene and not move.
- Prerequisites: None.
- How to: Before discovering the Blue Onion or collecting a Ship part, have the Breadbug grab onto an object and then have your Pikmin also grab the object. While the Pikmin are dragging the Breadbug, activate a cutscene by either triggering the Blue Onion discovery, or by collecting a ship part. After the cutscene, the object will have moved some distance away and the Breadbug and Pikmin will have let go of the object.
- Notes: This can mess up the execution of bringing the Breadbug to the landing site to kill it, as if this glitch occurs, the Pikmin will stop dragging the Breadbug along with them.
- Possible explanation: This likely occurs because the cutscene puts the game into a state where the enemies cannot affect the Pikmin. The Pikmin continue to carry an object during a cutscene, but they are still fighting with the Breadbug, and the Breadbug is set to not affect the object they are carrying, so the Breadbug lets go, the Pikmin stay in place, and the object keeps its momentum.
Smoky Progg crash[edit]
Reproducibility | Consequences | Versions | Demonstration | Other demonstrations |
---|---|---|---|---|
Medium | Harmful | Pikmin: Yes New Play Control! Pikmin: Unknown Pikmin 1 (Nintendo Switch): Yes |
YouTube video | YouTube video (Switch version) |
- Effects: Makes the game crash.
- Prerequisites: Be on day 15 or lower. In The Distant Spring, have the black stone gate near base destroyed, and have the bridge to the Armored Cannon Beetle arena built.
- How to: Awaken Smoky Progg and guide it deep into the Armored Cannon Beetle's arena, then lose its attention. It will then follow routes back to the Onions and, sometime after passing the black gate, may crash the game.
- Notes: There may be other setups that crash, but this is the only one that is currently known. This will seemingly not occur if it uproots Pikmin on the way back.
- Possible explanation: The function
[getRouteWayPoint__5BTekiFi]
oversteps an array of pointers to route nodes, resulting in a null pointer being used in the function[act__14TAIAgoGoalPathFR4Teki]
while checking if surrounding route nodes are active or inactive. (Confirmed on GCN USA v1.01.)
Various glitches with the Smoky Progg[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
High | Depends | Pikmin: Unknown New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Makes the Smoky Progg fly, go out of bounds, and gain a lot of speed. It can also push other enemies and Olimar out of bounds.
- Prerequisites: Be on day 15 or lower.
- How to: Awaken the Smoky Progg without killing it. It'll then go to the landing site. After a while, it'll start following Olimar if he has at least 1 Pikmin with himself. The Smoky Progg can follow the Captain everywhere in the map as long as he is close to the enemy. The Progg can then be lured into small walls and tight crevices, where it can go out of bounds. At random times, it will start picking up a lot of speed, which it loses when it reaches the landing site.
- Notes: None.
- Possible explanation: None.
Yellow Wollywog stuck on pipe[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Medium | Depends | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Makes a Yellow Wollywog stuck in the jumping animation. This can be helpful to the player, as the Yellow Wollywog won't be able to attack, but it also stops the player from bringing the corpse and its pellet to the Onion.
- Prerequisites: None.
- How to: On The Final Trial, in Challenge Mode, there is a Yellow Wollywog near a pipe. If the Yellow Wollywog jumps on the hole in the pipe, it gets stuck there; it can be coerced into doing so by moving Olimar onto it.
- Notes: While stuck, the creature cannot be harmed; it remains in its jumping animation and cannot be brought out of it.
- Possible explanation: The Yellow Wollywog only contains code that handles its collision with the ground. The pipe doesn't necessarily count as ground, but rather as an object. Either that, or the pipe only counts as having slidable walls, and these walls keep pushing the Wollywog inwards, and seeing as there isn't enough space for it to go through, it gets stuck.
Aesthetic[edit]
Pikmin out at night[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
High | Harmless | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Yes |
YouTube video |
- Effects: Makes Pikmin stay with and chase after Olimar after he whistles everybody into the Onions, and while he enters the S.S. Dolphin.
- Prerequisites: Finish day 1.
- How to: Have a small number of Pikmin on the field, go to an Onion, and call out a large number of Pikmin. When they're leaving the Onion, end the day from the pause menu. The Pikmin should continue sliding out of the Onion during the cutscene, and those that came before Olimar's dismissal will still stay next to him. For the best results, have 0 Pikmin on the field when you start, call 100 out, and end the day as quickly as possible after calling them.
- Notes: These Pikmin stay outside the Onion while the S.S. Dolphin takes off, but on the cutscene after that one, with the nocturnal creatures, the Pikmin in question disappear and everything returns to normal. This glitch is merely cosmetic, i.e. the Pikmin that stay behind do not die. A glitch with a similar effect can also happen in Pikmin 3.
- Possible explanation: Unlike in Pikmin 2, there is no code to stop the Pikmin extraction process when the sunset cutscene starts.
Seeds with maturity[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
High | Harmless | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Yes |
YouTube video |
- Effects: Makes an Onion spit out a seed that has a bud or a flower. This only affects the seed in mid-air; the buried Pikmin will still be a leaf when its stem pops out of the ground.
- Prerequisites: None.
- How to: Pluck a bud or flower Pikmin. It does not matter how this Pikmin became buried in the first place. Straight afterwards, make any Onion spit out a seed. This new seed will have a bud or flower, matching the type of the plucked Pikmin. This can extend over multiple Pikmin, too. For clarity's sake, imagine there's a queue. Whenever you pluck a Pikmin, its maturity gets placed on that queue. Whenever a seed is expelled, it will use the same maturity as the head of the queue. If the queue is empty, the seed will be a leaf.
- Notes: None.
- What would happen normally: Any expelled seed should always be at the leaf stage.
- Possible explanation: By checking the game's memory, it's clear that the game has a number of slots in memory to hold data about seeds/buried Pikmin. These slots have data for, amongst other things, the Pikmin type, the maturity, and the coordinates. Whenever an Onion creates a seed, it grabs one of the vacant slots, and rewrites any old information left there with whatever information matches the new seed. The exception to this is the maturity information, which is mistakingly kept. This particular field starts with the value 0 (for leaf), which explains why most of the time, a leaf seed comes out. This data slot is occupied up until the moment the leader plucks the Pikmin, where it is marked as vacant, but its information is kept. The reason a bud/flower seed turns into a leaf after it goes into the ground might be because its "time left underground" variable starts incrementing, which updates the Pikmin's maturity.
Silent whistle[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
High | Harmless | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Yes |
YouTube video |
- Effects: Makes the whistle not produce any sound. It will still work like normal, though.
- Prerequisites: None.
- How to: Whistle once and hold it. When you let go, press and hold / again almost instantly afterwards. If you're having trouble, it might be easier to mash the button two or three times very quickly, and holding on the last time.
- Notes: The whistle button must be released for exactly 1 frame in order for it to work. In New Play Control! Pikmin, the Wii Remote's volume must be set to 0, as this glitch only works if the whistle sound is coming from the television, not from the Wii Remote's speaker. The volume can be changed on the Home menu, accessible by pressing .
- Possible explanation: The whistle sound still lasts for one frame after the button is released. After that, the game stops the playing whistle sound. If during this time, the player presses the button again, another whistle will start. The game then stops the sound, regardless of it being a different whistle.
Splash glitch[edit]
Reproducibility | Consequences | Versions |
---|---|---|
High | Harmless | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes water splash particles constantly and rapidly appear.
- Prerequisites: Have access to The Forest Navel.
- How to: Go to The Forest Navel. Pick several Blue Pikmin, preferably 100. Go to the lake at the southwest where the Anti-Dioxin Filter is. Go to the western wall and use swarming to direct your Pikmin into the wall. This glitch also happens when (any type of) Pikmin are on the edge of the water, so it can happen accidentally as well.
- Notes: The more Pikmin are generating particles, the louder the sound will get. Use caution when performing this glitch.
- Possible explanation: Whenever Pikmin go from being out of water to in, these particles appear. If the Pikmin stays on the border, such that they're between grounded and submerged, the particles will continuously appear, until the game fully acknowledges the Pikmin as being underwater. For The Forest Navel, the edge of the water is where the wall is, and Pikmin going towards the wall are left just on the edge.
[edit]
Reproducibility | Consequences | Versions |
---|---|---|
High | Harmless | Pikmin: Yes (European version only) New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Yes |
- Effects: Shows the particle effect for Olimar's antenna light during the sunset menu.
- Prerequisites: Have access to The Forest Navel or a later area.
- How to: On The Forest Navel, The Distant Spring, or The Final Trial, during the sunset gathering cutscene, Olimar starts by walking forward towards the ship, and then he stops, looks to his left, and then to his right. When he is looking to his left, press / to skip the cutscene.
- Notes: Since this involves skipping the sunset cutscene, it is not possible in the North American or Japanese versions of the GameCube original.
- Possible explanation: Since the S.S. Dolphin, Olimar, and the Onions have to fly away during the sunset menu, the game keeps those objects loaded when the day ends, but unloads everything else. The coordinates for Olimar's antenna light are not cleared, nor are they programmed to follow Olimar during the sunset menu, so the light stays in place from the moment the cutscene is skipped. Coincidentally, The Forest Navel's landing site is very close to the coordinates where the sunset menu takes place, and by "freezing" the light in a specific spot, it actually appears on-camera during the menu.
Sunset while knocked out[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
High | Harmless | Pikmin: Unknown New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Breaks the sunset cutscene.
- Prerequisites: None.
- How to: Let Captain Olimar take enough damage to be knocked out, but right when the final hit connects, pause the game and choose to go to sunset. The sunset cutscene will play, but Olimar's antenna won't have any light, the Pikmin will not gather up and will instead become invisible, all bundled in one spot (only visible because their idle glow is still there), the S.S. Dolphin and the Onions will not have any lights or effects, and finally, the Onions will stay there instead of lifting off. The sunset sequence plays out like normal besides that. The voyage log entry for Olimar's first knockout can still happen with this glitch.
- Notes: Through unknown circumstances, it's possible for the glitch to not happen, even when everything makes it seem like it should. Olimar is still technically counted as dead, as proven by the sunset screen being able to choose the first knockout voyage log entry.
- Possible explanation: When Captain Olimar is knocked out, the game sets up cutscene details for the corresponding cutscene. If this gets interrupted by the regular sunset cutscene, the objects and animations of that cutscene will interfere with the already-prepared ones, which will cause undefined behavior in the cutscene.
Misc.[edit]
Bouncing on a pellet[edit]
Reproducibility | Consequences | Versions |
---|---|---|
High | Harmful | Pikmin: Yes New Play Control! Pikmin: Unknown Pikmin 1 (Nintendo Switch): No |
- Effects: Makes Olimar go out of bounds.
- Prerequisites: None.
- How to: Go to The Forest Navel in Challenge Mode. At the north of the area, there is a geyser in one of the pools of water. Go to the very northernmost pool, issue Pikmin to start carrying the 20 blue pellet, stay behind, and whistle them when the pellet is in that geyser's landing spot. Go back to the pool with said geyser and ride it. Olimar will bounce on it and go out of bounds.
- Notes: This glitch was originally caught by the quality assurance team, but was not fixed for the final version of the game.[2]
- Possible explanation: None.
Cardboard box cutscene softlock[edit]
Reproducibility | Consequences | Versions |
---|---|---|
Medium | Harmful | Pikmin: Yes New Play Control! Pikmin: No Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes the game stuck waiting for a cutscene to end, with no way out.
- Prerequisites: None.
- How to: Start a new save file. After gathering 10 Red Pikmin, go towards the cardboard box. Place 9 Pikmin on the box, and then throw the 10th at it. Then, try to make it so that you whistle at least one Pikmin the exact moment the 10th Pikmin lands. It's better to whistle too soon rather than too late. If you whistle too soon, you can try again right away, but if you whistle too late, the cutscene will start and you'll have to restart the save file again to retry. If you call in Pikmin just when the cutscene starts, the box won't be able to move, and the cutscene will never end.
- Notes: Because the game expects the box to get to its final place until it ends the cutscene, it'll be waiting forever. The music will keep going, but nothing else will happen. The only thing left to do is to reset or shut down the console. In New Play Control! Pikmin, the glitch cannot be performed, not even with frame-perfect timing via emulator.
- Possible explanation: Instead of having the cutscene last for a fixed duration of time, the developers chose to have the cutscene end when the box reaches its destination; this would allow changing Pikmin pushing speeds without having to change the cutscene duration. When the cutscene starts, some parts of the gameplay still take effect for some frames, such as the final bits of the whistle's range. This allows the Pikmin to be called back while the cutscene is playing. Because the game must wait for the box to reach its destination, it remains waiting forever.
Corrupt objects[edit]
Reproducibility | Consequences | Versions | Demonstration | Other demonstrations |
---|---|---|---|---|
Low | Harmful | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
Demonstration of the glitch in New Play Control! Pikmin with the Anti-Dioxin Filter | Demonstration of the glitch with the Nova Blaster, with a blue pellet |
- Effects: Makes an object in the area teleport to somewhere it shouldn't, and cause the game to draw random parts of its geometry on top of the screen.
- Prerequisites: None.
- How to: There is no known way to reproduce this glitch at the moment.
- Notes: This only seems to affect objects that have been carried in the past or are currently being carried.
- Possible explanation: None.
Double ship part collection[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Low | Harmless | Pikmin: Yes New Play Control! Pikmin: Unknown Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Makes the S.S. Dolphin take in two ship parts, one after the other, but their collection cutscenes are wrong. In the first cutscene, the beamed object is the one that Olimar talks about, but the ship's appearance changes depending on the other object. In the second cutscene, all sounds play as if the part was beamed, nothing happens visually, and Olimar talks about the same part as in the previous cutscene. In both cutscenes, when Olimar mentions the number of remaining parts, he already counts both as collected.
- Prerequisites: None.
- How to: Deliver two ship parts into the S.S. Dolphin at the same time.
- Notes: None.
- Possible explanation: None.
Embed glitch[edit]
Reproducibility | Consequences | Versions | Demonstration | Other demonstrations |
---|---|---|---|---|
Low | Harmful | Pikmin: Yes New Play Control! Pikmin: Unknown Pikmin 1 (Nintendo Switch): Unknown |
YouTube video | Twitch clip, with the Puffstool spoils falling through the floor and reappearing; ditto; ditto, with the Nova Blaster |
- Effects: Some objects can get embedded inside walls, the floor, or other objects, making retrieving them impossible in some cases.
- Prerequisites: None.
- How to: Occasionally, a ship part or a pellet can become partially embedded inside a wall or another object. It can be possible to move the object against the spot it's stuck in, though that can either set it free or burrow it deeper. Issuing Pikmin around these objects is sometimes pointless, as they'll be unable to distribute themselves correctly over it, and thus, be unable to carry it. For a stationary and partial example, there's the Blue 20-Pellet on The Final Trial in Challenge Mode.
- Notes: This glitch can also happen in Pikmin 2.
- Possible explanation: Objects may become embedded for a variety of reasons, but mostly, it's due to them being pushed inside walls by other objects. This is because the game attempts to avoid having objects overlapping one another, and as a last resort, an object is embedded against a wall.
Disappearing pellet[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Medium | Harmless | Pikmin: Unknown New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Causes a red 10 pellet in The Distant Spring's Challenge Mode to get pushed underground and respawn a few seconds later.
- Prerequisites: Unlock The Distant Spring in Challenge Mode.
- How to: Go to the tree stump where the Pilot's Seat is in the main story mode. Use the object nudging glitch to push the pellet against the wall. Getting in between the Yellow Wollywog and the pellet can make this go faster. Once against the wall, move Olimar in between the wall and the pellet. Then the Wollywog will jump and should land on both Olimar and the pellet, making it go underground.
- Notes: While still unknown, this might work in other locations with different sized pellets. Also, the pellet will either respawn where it was pushed or the original spawn point.
- Possible explanation: None.
Falling through gates[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Medium | Harmless | Pikmin: Yes New Play Control! Pikmin: Unknown Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Makes a captain go inside a gate.
- Prerequisites: Have an unopened gate you can get on top of.
- How to: Get on top of a gate, somehow, like by riding on an enemy's back. Then, simply press / to lie down. You should fall through the gate and be inside it. You can move around, but if you walk out, you can't walk back in.
- Notes: None.
- Possible explanation: Laying down puts Olimar in a state that lacks some form of solidity, this can be backed up by the fact that Olimar cannot be hurt while lying down. Likewise, Olimar mustn't be able to collide with the top of gates while lying down, which makes him fall through.
Inaccessible Onions[edit]
Reproducibility | Consequences | Versions | Demonstration | Other demonstrations |
---|---|---|---|---|
Low | Harmful | Pikmin: Unknown New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
reddit video | reddit video |
- Effects: The Onions won't have their rings of light out, and won't be able to be interacted with.
- Prerequisites: Have uncollected ship parts, besides the Secret Safe.
- How to: Bring a ship part that has not yet been identified (i.e. Olimar has yet to come close to the piece and comment on it) close to the S.S. Dolphin, but not so close that the Dolphin will take it in. The next day, when Captain Olimar comes out of the Dolphin, the part will be identified, and the Onions will be inaccessible.
- Notes: If the player lets Olimar's monolog play out without skipping, the Onions will fix themselves. Alternatively, the player can use buried Pikmin to bring resources into an Onion, which will fix it. Otherwise, the player has to go to sunset in order to fix this.
- Possible explanation: The cutscene that plays at the start of each day cannot be skipped, and it should not be interrupted. Normally, one cannot interrupt the cutscene, as the player is unable to control Olimar before the cutscene's end, but if there's a ship part near Olimar when the cutscene starts, the game will recognize the proximity between the Olimar object and the ship part object; this triggers the identification monolog. Seeing as such a process was never meant to happen during the cutscene, the game is unable to complete it, and the Onions will never be able to open their rings of light.
Invisible duplicate bomb-rock[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Medium | Helpful | Pikmin: Yes New Play Control! Pikmin: Unknown Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Makes Pikmin hold a second, invisible bomb-rock, after the first one had blown up.
- Prerequisites: Have 2 Yellow Pikmin.
- How to: Get an enemy to snatch a Yellow Pikmin that is holding a bomb-rock. Then, make it so that the creature is killed by the blast of a dropped bomb-rock. The bomb-rock the captured Pikmin was holding will explode too, the enemy will die, and that Pikmin will be dropped unharmed, though they will still be holding another bomb-rock, which is invisible.
- Notes: It is possible that the captured Pikmin will instead simply lose their bomb-rocks, so the glitch is a bit luck-dependent. When the Pikmin drops the invisible bomb-rock, it will be gone for good, but if the Pikmin is made idle next to an enemy or gate, it purposely chucks the bomb at the target, and the bomb-rock will still explode.
- Possible explanation: None.
Pellet Posy squeeze[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Low | Helpful | Pikmin: Yes New Play Control! Pikmin: Unknown Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Makes the player able to go out of bounds.
- Prerequisites: None.
- How to: Go to an area near the Nova Blaster on The Forest of Hope with Pellet Posies. If there is no Posy next to a wall, try another day. Once you find a Pellet Posy very close to a wall, try to go in between to fly out of bounds.
- Notes: You can use this glitch to get the Radiation Canopy, Geiger Counter and Sagittarius. When you throw a Pikmin at it, the screen will go black and you will be falling.
- Possible explanation: When two things are in the same spot, the game is programmed to push the movable ones apart. Seeing as both a Pellet Posy and a wall are unmovable, the game will attempt to push Olimar out if he's found to be crammed between both. The ejection will likely push Olimar through the wall, given that technically, Posies have more solid hitboxes than the thin line that makes up a wall.
Pellet under bridge glitch[edit]
Reproducibility | Consequences | Versions |
---|---|---|
Medium | Harmless | Pikmin: Unknown New Play Control! Pikmin: Unknown Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes the Pikmin stop working on a bridge, and circle a pellet, eventually giving up and becoming idle.
- Prerequisites: Have a pellet under the way of an unconstructed bridge. A good example would be the one with a Yellow Wollywog near the island with the Massage Machine in The Distant Spring.
- How to: Issue some Pikmin to work on an unconstructed bridge that has a pellet further ahead, under the bridge. The Pikmin will gradually work on the bridge, until the point where the pellet is below them. They will stop working on the bridge, and circle the pellet in an attempt to grab it. They will eventually give up, sigh and become idle. You can then call them and issue them to rework on the bridge.
- Notes: In some rare cases the Pikmin can fall through the bridge, but instead of drowning, will sit safely on top of the pellet. If such a Pikmin is whistled at multiple times, it will fall off the side of the pellet and land in the water.
- Possible explanation: When one of the bridge's portions is created, the Pikmin stop working on it for half a second, because they have to move forward in order to work on the next bit. During this period, they are considered partially idle, and if they detect something like a pellet in the vicinity, they'll attempt to get close to it. Pikmin are programmed to circle an object, regardless of the vertical distance, as it's normally impossible to have a pellet above or below a Pikmin. As such, they go to their chosen spots around the pellet, but still on top of the bridge, which are the closest spots to the ones they want to go to. Because they don't actually grab the pellet, they'll give up after a while.
Removing Olimar's collision[edit]
Reproducibility | Consequences | Versions | Demonstration | Other demonstrations |
---|---|---|---|---|
Medium | Depends | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
YouTube video (using Puffstool) | YouTube video (using bridge) YouTube video (using Wollywog) |
- Effects: Causes Olimar to fall through the floor, and upon respawning, be able to walk around unable to collide with most objects. The breadth of objects that no longer interact with Olimar seems inconsistent, however, and the effect goes away when lying down. Additionally, once Olimar gets up, Pikmin in formation will no longer attempt to carry Olimar when lying down again, only idle Pikmin will.
- Prerequisites: Have access to The Forest Navel in story mode, or The Distant Spring in story mode or Challenge Mode.
- How to: Find a Puffstool, and make it trip. Try to get under it, and lie down. The closer you are to the center of the creature, the better. When it turns back upright, there is a chance that Olimar will be pushed through the floor and into the pit. A Wollywog can also be used if it is trapped in place whilst returning to its home, but the execution is very situational and difficult. Alternatively, the bridge to the Armored Cannon Beetle arena in The Distant Spring can be used to push Olimar through the floor while being carried, though this is also very inconsistent.
- Notes: Sometimes after the glitch is executed, when attempting to pluck Pikmin, they will fall underground and become irretrievable.
- Possible explanation: None.
Ship part recovery cutscene skip[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Medium | Helpful | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): crashes game |
YouTube video |
- Effects: Allows the player to partially skip the cutscene of the S.S. Dolphin recovering a ship part.
- Prerequisites: Have at least one ship part uncollected in the area (besides the Main Engine).
- How to: As Pikmin approach the S.S. Dolphin with the ship part, hold or repeatedly tap / next to either another ship part or the ship itself, while the Pikmin move into position of the ship's tractor beam. If done correctly, the monolog that should trigger after the ship's cutscene plays will instead be displayed during it. Navigating through the text quickly enough will return control to the player earlier than intended. If you press the button too early, simply traverse the monolog that appears and try again.
- Notes: This works best if you don't have any Pikmin in your group. This glitch can be used to save time during a speedrun. This glitch does not work with the Main Engine, as that part has a special cutscene and text linked to it alongside sending the player to sunset.
- Possible explanation: When Olimar inspects a ship part or the S.S. Dolphin by pressing / next to it, it signals the game to open one of his monologs. However, for a short time after the signal is sent, the game will keep progressing, allowing Pikmin to keep carrying something a few steps forward. When a ship part is collected during this short window, the text for Olimar's monolog will instead be replaced by the text concerning the recovered ship part. Progressing through this monolog will return the camera and control of Olimar to the player while the ship part cutscene is playing.
Silent bomb-rock explosions[edit]
Reproducibility | Consequences | Versions |
---|---|---|
High | Harmless | Pikmin: Unknown New Play Control! Pikmin: Unknown Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes the explosion sound of a set of bomb-rocks not play.
- Prerequisites: Play on a day where there are a lot of bomb-rocks.
- How to: Gather as many bomb-rocks in the area as you can find. A good place would be The Final Trial on Challenge Mode. If you make them more than 8 or so explode at once, the explosion sound will be either extremely loud and cut off after a split second, or it might not even play at all.
- Notes: Try not to have your device's volume set too high.
- Possible explanation: Most games limit the number of sound samples that can play at once. Normally, not many sounds need to play simultaneously, so this value probably isn't more than 10 in Pikmin. The code that silences a sample or sample instance must be made in such a way that if the same sample needs to play several times in a row, it can actually cut off all instances of the sound that are playing.
Sunset cutscene softlock[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
High | Harmful | Pikmin: Yes (Japanese revision 1.01 only) New Play Control! Pikmin: no Pikmin 1 (Nintendo Switch): Unknown |
Twitch Clip |
- Effects: Makes the game softlocked by not progressing the sunset cutscene.
- Prerequisites: Be on day 2 or later.
- How to: Pause the game, and choose the option to skip to the sunset. While the menu box is fading out, start mashing . If you managed to press the button in the required time, you will hear the sound effect that plays when you pause, the screen will go black to start the cutscene, and when the image comes to, you'll see the start of the cutscene, without anything else advancing.
- Notes: This glitch only works in the Japanese GameCube version of the game, and only in revision 1.01. The player has a 1 frame window in which to perform the button for the glitch to happen, so mashing is recommended.
- Possible explanation: None.
Tilted objects[edit]
This article or section is in need of more images. |
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Low | Harmful | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Yes |
YouTube video |
- Effects: Makes some objects become tilted.
- Prerequisites: None.
- How to: Have Pikmin carry an object from a high ledge. Given the object's physics, it may fall down at an angle, and the Pikmin will proceed to carry it in said angle. Some Pikmin might even be holding it in mid-air, while other times, the Pikmin may let the object fall.
- Notes: This glitch can also happen in Pikmin 2. This is similar to the Libra glitch, except that objects aren't normally irretrievable.
- Possible explanation: Because of the game's physics and enforcement of gravity on objects, if Pikmin carrying the front of an object fall from an edge before the ones at the back do, the piece will be tilted. This is normal, but given that pieces falling from high places isn't common, the game doesn't handle it too well. Occasionally, it'll leave the piece tilted as the Pikmin are carrying it.
Two-sectioned bridge[edit]
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Low | Harmless | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Makes a bridge have two sections, each with a rolled up bundle of sticks, one of them floating in mid-air.
- Prerequisites: Have a built bridge.
- How to: There is no known way to cause this glitch purposely. Randomly, Female Sheargrubs will eat a bridge, but it'll be split, with the half opposite to the side being eaten float in mid-air.
- Notes: None.
- Possible explanation: None.
Minor[edit]
The following glitches are too insignificant to warrant their own section, but are included for completion's sake.
Gameplay[edit]
Glitch | Pikmin | New Play Control! | Switch | Demonstration |
---|---|---|---|---|
Some obstacles (such as the cardboard boxes) are surrounded by invisible walls to prevent the player from throwing Pikmin to the other side of the obstacle. However, even after moving the obstacle in question, the invisible walls do not disappear. This glitch also occurs with the bags in Pikmin 2. | [3] | |||
Drowning Pikmin that are called to Captain Olimar can go through gates as if they didn't exist. This can be seen on the gate that bars access to the Armored Cannon Beetle. This has been fixed in New Play Control! Pikmin. | ||||
By simply walking on a bridge, Captain Olimar will spin erratically. This works best on the Northern bridge of The Final Trial, while walking North. In the New Play Control! version, if you try to fix the camera behind Olimar by pressing , it will make it spin in the direction in which Olimar's body was when the button was pressed. | ||||
It is possible for some Pikmin next to a red pellet to move a bit away, quickly, in an erratic manner. | [4] | |||
If the player throws a Pikmin the moment a Swooping Snitchbug tries to grab it, the Pikmin will squeal, but remain idle in mid-air, and eventually bury itself. | [5] | |||
If the player whistles at a Pikmin that is thrown down by a Swooping Snitchbug, there is a chance the Pikmin will just react to the whistle and join the group as normal, instead of becoming a sprout. | ||||
If a Pikmin holding a bomb-rock touches the pit, an invisible, silent explosion will take place on roughly the same spot, but at ground level. | [6][7] | |||
In New Play Control! Pikmin exclusively, on The Forest Navel, in the corridor leading up to the Blue Onion, if the player aims the cursor near the area of the Fiery Blowhog in the Libra's path, there are some spots where the throwing cursor will disappear, and only the Wii Remote's cursor will show up. If the player hugs the western wall and throws Pikmin when the cursor is in this state, the Pikmin will be thrown with a lot of force at the wall, and will bounce back up and be flung off high in the air in random directions. | [8] | |||
If a reinforced wall is opened right as the day is ending, such that the jingle plays, but the gate only lowered one level before the sunset cutscene, the gate might become corrupted. The next day, it can start with the last third remaining, but upon being blown up, the game will instantly place it at the second level, play the task completion jingle, and then lower the gate by one, meaning it will still remain with the last third left. After this, the gate cannot be interacted with, but it can still block the way. | [9][10] | |||
For unknown reasons, a Pikmin can get stuck in mid-air, in the animation where it is clinging on an enemy and pummeling it. | [11] | |||
For unknown reasons, a thrown Pikmin can keep going without falling down, in New Play Control! Pikmin. It will stop when whistled. | [12] | |||
It is possible for a Yellow Wollywog to push another one through the floor. | [13] | |||
It is possible for a Fiery Blowhog's fire attack to hurt a target far away. | [14] | |||
It is possible for a Pikmin to keep pushing a cardboard box, even if the Pikmin isn't near the object anymore. This glitch can be done in The Forest of Hope, as the Pikmin can fall in the pools of water near the cardboard box. | [15] | |||
It is possible for a Breadbug that is starting to carry a pellet to not take damage when the pellet gets beamed into the Onion. | [16] | |||
If the Smoky Progg's gloom touches a Pikmin that is carrying an object, that Pikmin will be gone but its carrying spot on the object will not be freed. | Yes |
Aesthetic[edit]
Glitch | Pikmin | New Play Control! | Switch | Demonstration |
---|---|---|---|---|
If the player is swarming and goes to pluck Pikmin, the move fanfare will continue playing even if the player isn't moving the group any more. It will only stop when Olimar stops plucking. | ||||
Given unknown circumstances, it is possible for the SS Dolphin's collection pad to replace the dripping particles of a Fiery Blowhog on The Forest Navel. Fiery Blowhogs can also emit particles that don't belong to them, like dust, or even emit fire particles that never disappear. | [17][18][19] | |||
By throwing a Blue Pikmin, a Yellow Pikmin and two Red Pikmin at a climbing stick at the same time, they'll stay on the base on the exact same spot, whilst repeating their climbing animation. This will make them look like a merged Pikmin hybrid. | [20] | |||
If collection of the Positron Generator unlocks access to The Distant Spring, the game will show the propeller-looking object on the side of the S.S. Dolphin during the ship upgrade cutscene, but after that finishes, it will be missing. The propeller will return once the day ends. This also happens when The Forest Navel is unlocked if the Positron Generator is collected prior to discovering Blue Pikmin. | ||||
If a Swooping Snitchbug grabs a non-Red Pikmin and flies over an active fire geyser, the Pikmin will catch fire and burn in mid-air. | [21] | |||
It is possible for some sound effects to go mute. The reason for this is unknown. | [22] | |||
Occasionally, most often on the area-select screen and the end-of-day screen, it is possible for a glowing light to appear on the edge of the bottom left corner. The light bears resemblance to the glowing spot on the Onion sprite on the end-of-day screen, and will appear partially cut-off. The cause is unknown, and it is known to occur on the New Play Control version. | ||||
It is possible for a Mamuta that was just killed to shake violently for a second before continuing with its death animation. | [23] | |||
Due to the way objects spawn, it is possible for the likes of Pellet Posies to appear on slants or above terrain they are meant to. | [24] | |||
For unknown reasons, the theme of an area may have all versions (normal, combat, sunset, and sunset combat) playing at once when the player starts the day. This can happen in The Impact Site when starting a new adventure, when retrying the same day, or when restarting the day, and then playing all the way until the next day. | [25][26] | |||
Resetting the nunchuk while a textbox is appearing results in the game staying darker than normal. | [27] | |||
It is possible for a carried object to keep making the Pikmin carrying sounds even when all Pikmin have stopped carrying it. | Unknown | Unknown | Yes | Twitter clip |
Hard to reproduce[edit]
Glitch | Pikmin | New Play Control! | Switch | Demonstration |
---|---|---|---|---|
At the sunset cutscene, the player may hear sounds of Pikmin leaving the Onion, along with some water splashes. | [28] | |||
For unknown reasons, a Pikmin may latch on to nothing, and stay in the attacking animation, until it is whistled. | [29] | |||
It is possible for Red Pikmin coming out of the Onion to instantly die without a trace. | Unknown | Unknown | Yes | Twitter video |
It is possible for thrown Pikmin to keep going in the same direction forever, unaffected by gravity, or to simply be flung much farther and slower than usual. | No | No | Yes | Twitter video |
Other[edit]
- See: Crash#Pikmin
- See: Mistake#Pikmin
- See: Out of bounds#Pikmin
See also[edit]
References[edit]
- ^ Twitch clip on Twitch, published on October 7th, 2021, retrieved on October 10th, 2021
- ^ YouTube video of debugging tapes, including Pikmin footage (at 20:53), published on November 16th, 2022, retrieved on November 21st, 2022
- ^ YouTube video of the invisible walls above cardboard boxes
- ^ YouTube video where two Blue Pikmin and a red pellet move away in a weird manner (at 08:55)
- ^ YouTube video of a Pikmin burying itself
- ^ YouTube video of an invisible silent bomb-rock explosion
- ^ YouTube video in which Pikmin building a bridge die for no reason (at 03:14)
- ^ YouTube video of thrown Pikmin being flung off high in the air in The Forest Navel
- ^ Video clip on Twitch, published on July 13th, 2018, retrieved on July 14th, 2018
- ^ YouTube video of a reinforced wall becoming indestructible in the Wii version
- ^ YouTube video of a Pikmin stuck pummeling in mid-air, published on November 9th, 2018, retrieved on November 10th, 2018
- ^ Twitch video on Twitch, published on February 20th, 2019, retrieved on February 20th, 2019
- ^ YouTube video of a Yellow Wollywog pushing another through the floor, published on March 8th, 2019, retrieved on March 8th, 2019
- ^ Twitch clip on Twitch, published on October 11th, 2019, retrieved on October 12th, 2019
- ^ YouTube video of a Pikmin pushing a cardboard box from afar, published on February 15th, 2021, retrieved on February 15th, 2021
- ^ YouTube video of a Breadbug hitting against the Onion and not taking damage, published on March 28th, 2021, retrieved on March 29th, 2021
- ^ YouTube video in which a mysterious light appears on The Forest Navel (at 13:18)
- ^ Twitch clip on Twitch, published on May 5th, 2019, retrieved on May 11th, 2019
- ^ Twitch clip on Twitch, published on October 18th, 2020, retrieved on October 26th, 2020
- ^ YouTube video of four Pikmin merged at the base of a climbing stick
- ^ YouTube video of two Pikmin burning in mid-air
- ^ Video clip on Twitch, published on June 7th, 2017, retrieved on June 7th, 2017
- ^ YouTube video where a Mamuta shakes before dying (at 10:04)
- ^ Pikmin 1 Glitch: Plant Doesn't Need Soil on Reddit, published on September 12th, 2018, retrieved on September 12th, 2018
- ^ So I decided to restart the day at the last second and I accidentally did a glitch where the normal and sunset variations of the Forest Navel theme were playing on reddit, published on January 23rd, 2021, retrieved on January 23rd, 2021
- ^ YouTube video of The Distant Spring's theme playing all variants at once (at 25:10), published on February 27th, 2021, retrieved on April 4th, 2021
- ^ Discord video on Discord, published on May 28th, 2023, retrieved on June 1st, 2023
- ^ YouTube video of the sunset cutscene with wrong sound effects, published on March 2nd, 2019, retrieved on May 8th, 2022
- ^ reddit post on reddit, published on May 11th, 2022, retrieved on May 12th, 2022
Anomalies | |
---|---|
Glitches | Pikmin • Pikmin 2 • Pikmin 3 • Pikmin 4 • Hey! Pikmin • Pikmin Bloom Pikipedia's glitch notes |
Other anomalies | Crash • Mistake • Out of bounds • Path oversights • Sequence break |