Glitches in Pikmin: Difference between revisions

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| prerequisites = Have grown [[Pellet Posy|Pellet Posies]].
| prerequisites = Have grown [[Pellet Posy|Pellet Posies]].
| howto = It's very rare, and the current method hasn't been proven, but you should have a Pikmin attack the top of a Pellet Posy while two others attack it from the bottom, possibly just as the plant is almost dying. When the pellet drops, all 3 Pikmin will start carrying the pellet.
| howto = It's very rare, and the current method hasn't been proven, but you should have a Pikmin attack the top of a Pellet Posy while two others attack it from the bottom, possibly just as the plant is almost dying. When the pellet drops, all 3 Pikmin will start carrying the pellet.
| explanation = 2 of the Pikmin that make the Pellet drop will begin to carry it. If a Pikmin hits the top of the Pellet Posy and makes the pellet drop, it'll be assigned as the carrier of the pellet. If both things happen at once, 3 Pikmin will be assigned to carry the pellet. Alternately, a more far-fetched theory is that 1 pellets were meant to have 3 Pikmin as the maximum carriers from the start, but really close to the game's completion, the developers realized that having 2 Pikmin as the max would work best. So they quickly patched some code that turns pellets from a 3-max object into a 2-max one. This code gets applied one frame after the pellet falls on the ground. As such, there is a one-frame window where 3 Pikmin will be able to carry a pellet.
| explanation = 2 of the Pikmin that make the Pellet drop will begin to carry it. If a Pikmin hits the top of the Pellet Posy and makes the pellet drop, it'll be assigned as the carrier of the pellet. If both things happen at once, 3 Pikmin will be assigned to carry the pellet. Alternately, a more far-fetched theory is that 1 pellets were meant to have 3 Pikmin as the maximum carriers from the start, but really close to the game's completion, the developers realized that having 2 Pikmin as the max would work best. So they quickly patched some code that turns pellets from a 3-max object into a 2-max one. This code gets applied one [[frame]] after the pellet falls on the ground. As such, there is a one-frame window where 3 Pikmin will be able to carry a pellet.
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| prerequisites =  
| prerequisites =  
| 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 glitch cannot be reproduced. 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 glitch cannot be reproduced. 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.
| 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.
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| effects = Makes the [[whistle]] not produce any sound. It will still work like normal, though.
| 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|gcn|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.
| howto = Whistle once and hold it. When you let go, press and hold {{button|gcn|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. 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}}.
| 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. 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.
| 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.
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