Glitches in Pikmin: Difference between revisions

Added pellet glitches.
(Added a gate glitch.)
(Added pellet glitches.)
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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.


{{ToDo|Mention some game-breaking glitches, like the ability to lay down to push pieces, extend Pikmin swimming times, lying down to get Bulbears to push you through the wall, etc.}}
{{ToDo|Mention some game-breaking glitches, like the ability to lay down to push pieces, extend Pikmin swimming times, lying down to get Bulbears to push you through the wall, Positron Generator with Reds only, etc.}}


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==Pikmin-related glitches==
==Pikmin-related glitches==
===3 Pikmin carrying a 1 pellet===
{{ToDo|Get an actual in-game shot, or video.}}
{|class="wikitable"
!Reproducibility !! Danger !! Demonstration
|-
| Low || Harmless || [[File:3 Pikmin 1 pellet.png|200px]]
|}
*'''Effects''': Makes 3 Pikmin carry a 1 [[pellet]] at once.
*'''Prerequisites''': Have grown [[Pellet Posy|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.
===Alter Pikmin species===
===Alter Pikmin species===
{|class="wikitable"
{|class="wikitable"
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*'''Effects''': Makes a Pikmin vanish instantly by being crushed.
*'''Effects''': Makes a Pikmin vanish instantly by being crushed.
*'''Prerequisites''': None.
*'''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.
*'''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 [[pellet]]s.
*'''Notes''': This glitch happens more frequently in the [[New Play Control! Pikmin|''New Play Control!'' version]]. It can also happen in [[Glitches in Pikmin 2#Crushing glitch|''Pikmin 2'']].
*'''Notes''': This glitch happens more frequently in the [[New Play Control! Pikmin|''New Play Control!'' version]]. It can also happen in [[Glitches in Pikmin 2#Crushing glitch|''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.
*'''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.
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*'''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.
*'''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.
*'''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===
{|class="wikitable"
!Reproducibility !! Danger !! Demonstration
|-
| Medium || Harmless || Missing
|}
*'''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.


===Riding on enemies and going out of bounds===
===Riding on enemies and going out of bounds===
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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.
*'''Prerequisites''': None.
*'''Prerequisites''': None.
*'''How to''': Whistle once and hold it. When you let go, press and hold the B button again ''almost instantly'' afterwards.
*'''How to''': Whistle once and hold it. When you let go, press and hold the B button again ''almost instantly'' afterwards. If you're having trouble, it might be easier to mash the B two or three times very quickly, and holding on the last time.
*'''Notes''': None.
*'''Notes''': None.
*'''Possible explanation''': The whistle sound still lasts for one or two frames after the B button is released. After that, the game stops the whistle sound. If during this time, the player presses the B button again, another whistle will start before the game stops the sound. When it does, it stops the second whistle's sound, despite the fact that the player is still holding B and Olimar is still visibly whistling.
*'''Possible explanation''': The whistle sound still lasts for one or two frames after the B button is released. After that, the game stops the whistle sound. If during this time, the player presses the B button again, another whistle will start before the game stops the sound. When it does, it stops the second whistle's sound, despite the fact that the player is still holding B and Olimar is still visibly whistling.