Glitches in Pikmin: Difference between revisions

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==Main glitches==
==Main==
===Counter glitch===
===Counter glitch===
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*'''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.
*'''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.


==Pikmin-related glitches==
==Pikmin-related==
===3 Pikmin carrying a 1 pellet===
===3 Pikmin carrying a 1 pellet===
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*'''Possible explanation''': A burrowed Pikmin must count as a different object from 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.
*'''Possible explanation''': A burrowed Pikmin must count as a different object from 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.


==Enemy-related glitches==
==Enemy-related==
===Beady Long Legs escape===
===Beady Long Legs escape===
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*'''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.
*'''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. glitches==
==Misc.==
===Cardboard box cutscene softlock===
===Cardboard box cutscene softlock===
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