Editing Glitches in Pikmin 2
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===High ledge trick=== | ===High ledge trick=== | ||
{{ | {{glitch | reproducibility = Medium | danger = Helpful | p2 = Yes | npcp2 = Yes | demonstration = [http://speeddemosarchive.com/demo.pl?Pikmin2_BestEnding_310 2:25 of part 4 of the current Speed Demos Archive speedrun, by Charles Griffin] | ||
| effects = Makes it possible to [[throw]] a non-Yellow Pikmin onto a high ledge. | |||
| howto = Using the "[[Throw#Longer throw trick|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 = [[Glitches in Pikmin#This glitch can also happen in High ledge trick|''Pikmin'']]. In ''New Play Control! Pikmin 2'', the [[HUD#Cursor|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. | |||
| 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. | |||
}} | |||
===Instant bridge=== | ===Instant bridge=== |