This is a collection of glitches possible in the first Pikmin game, as well as its New Play Control! remake.
Please read the glitch notes before attempting any of these glitches or before adding your own.
To do: Mention some missing glitches, such as lying down to get Bulbears to push you through the wall, cutscene skipping, etc. |
Main
Counter glitch
This article or section is in need of more images. |
Reproducibility | Consequences | Versions |
---|---|---|
Low | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
- 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 with 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, and when several Pikmin die at once. Finally, it can also be related to some bridge glitches.
- Notes: None.
- 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.
High ledge trick
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Medium | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Makes it possible to throw a non-Yellow Pikmin onto a high ledge.
- Prerequisites: None.
- How to: Using the "long throw" technique (throw a Pikmin while running), it's possible to make non-Yellow Pikmin reach a ledge that only Yellows are meant to. The Pikmin must scrape the wall a bit during the ascending part of their jump in order to make it. The exact amount of contact with the wall depends, and some surfaces (especially when they aren't perfectly vertical) work better than others. If you need help, check some speedrunning and challenge videos, as this trick is commonly used in such runs.
- Notes: This glitch can also happen in Pikmin 2. In New Play Control! Pikmin, the cursor must be placed so that it is at the longest possible distance or beyond. This gives the throw enough force to perform the glitch.
- Possible explanation: Some energy from the throw cannot be transfered horizontally, as there's a wall, so instead it gets transferred vertically. It also helps that some tilted surfaces make thrown Pikmin slide up, given their incline.
Libra glitch
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Low | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
YouTube 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.
- 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.
Off-camera limbo
Reproducibility | Consequences | Versions |
---|---|---|
High | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
- Effects: All off-screen activity will be severely reduced.
- Prerequisites: None.
- How to: Have Pikmin carry something from far away, through a path that has several fatal dangers. When they start carrying, walk away so that the Pikmin and their path are off-camera. You should notice the Pikmin will deliver the object safe and sound, whereas if you were to see them on their journey, they would likely get killed. You can help by zooming in and making the camera face the opposite way. One way to notice that certain activity doesn't happen off-camera is by killing an enemy and moving the camera away before the spirit vanishes. The spirit will only continue rising when the camera shows it again.
- Notes: This glitch can also happen in Pikmin 2.
- Possible explanation: In order to minimize CPU usage, most interactions that happen off-camera aren't accounted for, or at least minimized. For instance, enemies don't move while off-screen and far away. It could also be this way to prevent Pikmin from getting hurt without the player being able to understand why, nor being able to help right away.
Ship part whistle glitch
Reproducibility | Consequences | Versions |
---|---|---|
Medium | {{{consequences}}} | Pikmin: ? New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Prevents Pikmin from being called, but only for about 15-20 seconds. If this happens at the very end of the day, it could be harmful.
- Prerequisites: Have at least one ship part uncollected in the area (Note: if you do this on the Secret Safe, it will automatically play the ending cutscene after you collect it).
- 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 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.
3 Pikmin carrying a 1 pellet
To do: Get an actual in-game shot, or video. |
Reproducibility | Consequences | Versions |
---|---|---|
Low | {{{consequences}}} | Pikmin: ? New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes 3 Pikmin carry a 1 pellet at once.
- Prerequisites: Have grown Pellet Posies.
- How to: 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.
- Notes: None.
- Possible 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.
Cloning Pikmin
Reproducibility | Consequences | Versions |
---|---|---|
Medium | {{{consequences}}} | Pikmin: ? New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes a Swooping Snitchbug clone 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 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
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Low | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
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.
- 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.
Crushing glitch
Reproducibility | Consequences | Versions |
---|---|---|
Low | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes a Pikmin vanish instantly by being crushed.
- Prerequisites: None.
- How to: When an enemy is defeated and falls to the ground, there is a chance that a nearby Pikmin will mysteriously vanish without leaving a spirit or making a sound. There are several enemies that have this happen more frequently than others, and it also happens with more regularity when swarming enemies rather than throwing Pikmin at them. It can also happen with pellets.
- Notes: This glitch happens more frequently in the New Play Control! version. It can also happen in Pikmin 2.
- Possible explanation: When falling down, enemies will push any nearby Pikmin downwards and to the side. If the collision is just right, there's a chance that the downward push is too strong and the Pikmin falls to the ground, where it instantly dies shortly after.
Drowning glitch
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Reproducibility | Consequences | Versions |
---|---|---|
High | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
- 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.
- 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.
Pikmin-eating bridge
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
High | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
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! remake.
- 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 out of bounds
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Reproducibility | Consequences | Versions |
---|---|---|
Low | {{{consequences}}} | 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.
Rainbow Pikmin glitch
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Medium | {{{consequences}}} | Pikmin: ? New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Makes four Pikmin repeatedly go inside one another.
- Prerequisites: None.
- How to: Throw a Blue Pikmin, a Yellow Pikmin and two Red Pikmin at a twig at the same time.
- Notes: None.
- Possible explanation: None.
Rebel Mushroom Pikmin
Reproducibility | Consequences | Versions |
---|---|---|
Low | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
- 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.
- Notes: Rebel Mushroom Pikmin cannot be called to the player's side, and normal Pikmin will still attack them.
- 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.
Swimming glitch
Reproducibility | Consequences | Versions |
---|---|---|
Medium | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes a non-Blue Pikmin swim indefinitely.
- Prerequisites: There should be a living Swooping Snitchbug in the area.
- How to: Make a Swooping Snitchbug catch a non-Blue Pikmin near water. If you're lucky, the creature will plant the Pikmin underwater. When plucked, the creature should swim indefinitely until Olimar walks onto land.
- Notes: None.
- Possible explanation: A burrowed Pikmin must count as a different object than a regular Pikmin. When the burrowed Pikmin object is destroyed, and the normal Pikmin object is created (i.e. when the Pikmin is plucked), some of its attributes get initialized. Seeing as Pikmin are normally meant to be plucked while on land, the "air remaining" attribute starts at 0, which means "not underwater". However, if a Pikmin does happen to be underwater, the game will make it swim, but will not decrease its "air remaining", as it's already set to 0.
Swimming through gates
Reproducibility | Consequences | Versions |
---|---|---|
High | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: No Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes a Yellow Pikmin swim through a gate.
- Prerequisites: There needs to be a raised gate in a body of water, like the one at the North of The Forest of Hope.
- How to: Holding a Yellow Pikmin, walk towards the gate and throw the Pikmin over the gate. You may need a running throw to make it over. When the Pikmin starts drowning, call it to you. It should then swim through the gate.
- Notes: This can only be performed with Yellow Pikmin, due to their tall throw arc, even if the gate is lowered. This glitch has been completely fixed in the New Play Control! remake.
- Possible explanation: It's possible that the code that handles collision for swimming Pikmin is different, and does not take into account gates, as the chance of a drowning Pikmin being called from the other side of a gate was assumed to be nearly null.
Beady Long Legs escape
Reproducibility | Consequences | Versions |
---|---|---|
Low | {{{consequences}}} | Pikmin: ? New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Fighting the Beady Long Legs outside of its arena. Possible game crashes.
- Prerequisites: There should be a Beady Long Legs or another boss on an arena, ready to be fought.
- How to: If Pikmin and/or Olimar are left at the gate of an arena, the creature will try to attack them, at random times leaving the arena.
- Notes: If the boss falls onto the abyss, for instance, by luring it into the area with the Libra, it could make the game crash. The game can also crash after some time has passed since the boss left its arena. This glitch can also happen with other bosses that dwell on an arena. To perform the glitch more safely, fight against the Beady Long Legs on The Final Trial in Challenge Mode.
- What would happen normally: The boss should be unable to leave its arena.
- Possible explanation: The boss' movement isn't linear, it depends on how its legs move. This complicated set of operations can make the boss gradually move outside of its limit, and it it ever steps out, it'll be free to roam around. The game was never meant to handle situations where a boss can interact with stuff outside of its arena, so game crashes aren't uncommon.
Blowhog stuck on skull
Reproducibility | Consequences | Versions |
---|---|---|
High | {{{consequences}}} | Pikmin: ? New Play Control! Pikmin: ? 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.
Wollywog stuck on pipe
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Medium | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Makes a Wollywog stuck in a jumping animation. This can be helpful to the player, as the 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 Wollywog cannot be harmed; it remains in its jumping animation and cannot be brought out of it.
- Possible 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.
Misc.
Cardboard box cutscene softlock
Reproducibility | Consequences | Versions |
---|---|---|
Medium | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: No Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes the game stuck wait for a cutscene to end, with no way out.
- Prerequisites:
- 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 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.
- 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.
Embed glitch
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Low | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Some objects can get embedded inside walls and 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.
Falling through gates
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Medium | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: ? 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 Paddown / 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
Reproducibility | Consequences | Versions |
---|---|---|
Low | {{{consequences}}} | Pikmin: ? New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
- Effects: The Onions won't have their rings of light out, and can't 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 appraise it. The next day, when Captain Olimar comes out of the Dolphin, the part will be identified, and the Onions will be inaccessible.
- Notes: The only way to undo this is by going to sunset or resetting the entire save file.
- 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 monologue. 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 parts
Reproducibility | Consequences | Versions |
---|---|---|
High | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes a ship part turn invisible temporarily.
- Prerequisites: Have at least two ship parts uncollected, in the same area.
- How to: This commonly happens by accident. During a part collection cutscene, the game focuses on the S.S. Dolphin, and part of the area nearby can be seen as it was before the cutscene. There is one difference though: all other parts being carried by Pikmin will be missing. This can be done on purpose by having two groups of Pikmin bringing two parts at once, and really close to one another.
- Notes: This glitch can also happen in Pikmin 2.
- Possible explanation: It's possible that while playtesting the game, players got confused when they saw a part really close to the ship not being taken in, just because it wasn't the part corresponding to the current cutscene. The developers must've made the remaining parts invisible to avoid confusion.
Lying down glitch
Reproducibility | Consequences | Versions |
---|---|---|
High | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Allows Olimar to slightly move objects than can only be moved with Pikmin.
- Prerequisites: Must be day 2 or later (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.
- Notes: None.
- Possible explanation: Olimar's hitbox becomes wider when he lies down, as it matches his height when he stands. Lying down within range of another object's hitbox will cause the two to collide, with Olimar having priority and therefore pushing the object over to make room for him.
Missing propeller
Reproducibility | Consequences | Versions |
---|---|---|
Medium | {{{consequences}}} | Pikmin: ? New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes the ship's lateral propeller disappear for the remainder of the day.
- Prerequisites: Have the Positron Generator uncollected, and The Distant Spring locked.
- How to: If your collection of the Positron Generator unlocks access to The Distant Spring, the game will show the propeller-looking thing 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.
- Notes: This also happens when The Forest Navel is unlocked if the Positron Generator is collected prior to discovering Blue Pikmin.
- Possible explanation: None.
Pellet Posy glitch
Reproducibility | Consequences | Versions |
---|---|---|
Low | {{{consequences}}} | Pikmin: ? New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
- 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 inside a wall, try another day. Once you find a Pellet Posy inside 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
Reproducibility | Consequences | Versions |
---|---|---|
Medium | {{{consequences}}} | Pikmin: ? New Play Control! Pikmin: ? 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.
Pikmin out at night
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
High | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
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.
- Possible explanation: Unlike in Pikmin 2, there is no code to stop the Pikmin extraction process when the sunset cutscene starts.
Positron Generator with only Red Pikmin
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Medium | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
YouTube video |
- Effects: Allows the player to obtain the Positron Generator with only Red Pikmin.
- Prerequisites: This is a two-day process that requires major use of the lying down glitch, so it can only be started on day 2 or later.
- How to: Upon landing in The Impact Site, the pellet at the top of one of the ramps near the ship must not be collected. You should first throw some Pikmin into the area outside the large stump that requires activating a geyser to reach. Then, go to the pellet at the top of the ramp and stand between it and the small lip that keeps Olimar from falling off. Lie down here, and if the glitch is performed correctly, Olimar will fall past the lip and into the out-of-bounds area around the ramp, once he gets back up (you may have to move him slightly toward the lip). Carefully control Olimar to lead him over to where the Pikmin were thrown, as the land here is very slippery. After calling the Pikmin, lead them over to where the white bramble gate is. Some Pikmin might slip back to where the Onions are, so lead them carefully and throw them toward the watery area with the Pearly Clamclamps. Once you reach the watery area, use one or two Pikmin to fight the Pearly Clamclamp while the rest knock down the bramble gate. The Pikmin can be thrown at the Pearly Clamclamp from a small piece of land sticking out of the water and called back when necessary, using the swimming glitch to ensure safety. Once the part is freed, perform the lying down glitch several times to push it towards the shore. There's no way to get it all the way up onto the shore, so end the day. When you return the next day, the part will have moved up onto the shore, where it can be collected.
- Notes: None.
- Possible explanation: None.
Riding on enemies and going out of bounds
Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Medium | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
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 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.
- 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.
Silent Bomb-Rock explosions
Reproducibility | Consequences | Versions |
---|---|---|
High | {{{consequences}}} | Pikmin: ? New Play Control! Pikmin: ? 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.
Silent whistle
Reproducibility | Consequences | Versions |
---|---|---|
High | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
- 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 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 1 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 .
- 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.
Spinning Olimar
Reproducibility | Consequences | Versions |
---|---|---|
High | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
- Effects: Makes Captain Olimar shake erratically.
- Prerequisites: There should be a built bridge on the area.
- How to: Simply walk on a bridge. This works best on the Northern bridge of the Final Trial, while walking North.
- Notes: 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.
- Possible explanation: A bridge counts as an object, not as solid ground. As such, the code to handle walking on it isn't as robust as in solid ground.
Tilted objects
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Reproducibility | Consequences | Versions | Demonstration |
---|---|---|---|
Low | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: Yes Pikmin 1 (Nintendo Switch): Unknown |
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
Reproducibility | Consequences | Versions |
---|---|---|
Low | {{{consequences}}} | Pikmin: Yes New Play Control! Pikmin: ? Pikmin 1 (Nintendo Switch): Unknown |
- 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.