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*Using some [[Cutscene#Speeding up|cutscene tricks]] to speed up cutscenes.
*Using some [[Cutscene#Speeding up|cutscene tricks]] to speed up cutscenes.
*Depending on the run's goal, it may be faster to refuse [[Saved game|saving]] whenever asked, as the process of writing the game's progress adds play time.
*Depending on the run's goal, it may be faster to refuse [[Saved game|saving]] whenever asked, as the process of writing the game's progress adds play time.
*Should a Pikmin [[trip]] down and fall, the player can [[dismiss]] the group to make the Pikmin instantly get up and go to its position. All Pikmin can then be whistled and the journey may continue.
*Should a Pikmin trip down and fall, the player can [[dismiss]] the group to make the Pikmin instantly get up and go to its position. All Pikmin can then be whistled and the journey may continue.
*In ''Pikmin 2'', because the game disables button inputs for a few seconds after a cutscene finishes, but doesn't disable the leader movement, it is slightly faster to throw a Pikmin at a new cave entrance. The Pikmin being close will trigger the cutscene, and the player can then walk up to the cave, exhausting the button lockout time in the meantime. If they find the cave with a leader, they will have to wait for the button lockout to be able to press the button to enter the cave.
*In ''Pikmin 2'', because the game disables button inputs for a few seconds after a cutscene finishes, but doesn't disable the leader movement, it is slightly faster to throw a Pikmin at a new cave entrance. The Pikmin being close will trigger the cutscene, and the player can then walk up to the cave, exhausting the button lockout time in the meantime. If they find the cave with a leader, they will have to wait for the button lockout to be able to press the button to enter the cave.
*Oddly, in ''Pikmin'', Olimar walks slower if the player tilts the analog stick in a diagonal direction.{{cite youtube|m8bfdRV77Zs|demonstrating the difference in speed between walking angles|published={{date|7|April|2020}}|retrieved={{date|8|April|2020}}}} As such, it's faster to angle the camera such that the player has to tilt the analog stick in a cardinal direction in order to get Olimar where he needs. This oddity is not present in the [[New Play Control! Pikmin|''New Play Control!'' version]].
*Oddly, in ''Pikmin'', Olimar walks slower if the player tilts the analog stick in a diagonal direction.{{cite youtube|m8bfdRV77Zs|demonstrating the difference in speed between walking angles|published={{date|7|April|2020}}|retrieved={{date|8|April|2020}}}} As such, it's faster to angle the camera such that the player has to tilt the analog stick in a cardinal direction in order to get Olimar where he needs. This oddity is not present in the [[New Play Control! Pikmin|''New Play Control!'' version]].

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