Editing Glitches in Pikmin 3

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===Continuing to play after beating the game===
===Continuing to play after beating the game===
{{todo|Document more of the effects that this glitch can have, such as what happens when this glitch is performed on a save file that beat the final boss on day 99, and how the Koppaite conversations in the S.S. Drake and voyage logs are selected.}}
{{todo|Document more of the effects that this glitch can have, such as what happens when this glitch is performed on a save file that beat the final boss on day 99, and how the Koppaite conversations in the S.S. Drake and voyage logs are selected.}}
{{glitch | reproducibility = High | consequences = Depends | p3 = No | p3d = Yes | youtube = YPUG3miqVFw
{{glitch | reproducibility = High | consequences = Depends | p3 = No |p3d = Yes | youtube = YPUG3miqVFw
|effects = Allows the player to continue playing on a save file after completing the main Story Mode on that save file, which has various effects such as disabling most controls.
|effects = Allows the player to continue playing on a save file after completing the main Story Mode on that save file, which has various effects such as disabling most controls.
|prerequisites = Defeat the final boss and beat the game.
|prerequisites = Defeat the final boss and beat the game.
|howto = On the [[day selection menu]] after completing Story Mode, an "END" bubble is displayed after the prior day that ended the run, which can't be selected unlike the other days. However, it is possible to select this day in ''Pikmin 3 Deluxe'', via the [[Pikmin 3 voyage log|voyage log]] viewer accessed by the button in the bottom left. When the player exits the voyage log viewer, the day bubbles will jump to the day the player was last viewing in the voyage log. But whether the "start" button is greyed-out or not won't change, so if the player opens the voyage log on the "END" bubble and goes to, for example the day they defeated the [[Sandbelching Meerslug]] and exits, the button will be still greyed-out even though this day should be selectable, and vice-versa, if the player is on a selectable day and exits the voyage log on the "END" bubble, this makes the "END" bubble selectable and will allow the player to go to the day after the day the final boss was defeated.
|howto = This only works in Pikmin 3 deluxe. On the [[day selection menu]] after completing Story Mode, an "END" bubble is displayed after the prior day that ended the run, which can't be selected unlike the other days. However, it is possible to select this day in ''Pikmin 3 Deluxe'', via the [[Pikmin 3 voyage log|voyage log]] viewer accessed by the button in the bottom left. When the player exits the voyage log viewer, the day bubbles will jump to the day the player was last viewing in the voyage log. But whether the "start" button is greyed-out or not won't change, so if the player opens the voyage log on the "END" bubble and goes to, for example the day they defeated the [[Sandbelching Meerslug]] and exits, the button will be still greyed-out even though this day should be selectable, and vice-versa, if the player is on a selectable day and exits the voyage log on the "END" bubble, this makes the "END" bubble selectable and will allow the player to go to the day after the day the final boss was defeated.
|notes = This glitch is only possible on ''Pikmin 3 Deluxe'' (as in the Wii U version the voyage log is displayed on the GamePad), and opens up many strange effects. These include the following:
|notes = This glitch is only possible on ''Pikmin 3 Deluxe'' (as in the Wii U version the voyage log is displayed on the GamePad), and opens up many strange effects. These include the following:


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===Counter glitch===
===Counter glitch===
{{glitch | reproducibility = Medium | consequences = Harmless | p3 = Yes | p3d = Yes | image = Pikmin 3 counter glitch.jpg | icaption = In this case, player 1's counter shows no standby bubble for Blue Pikmin, and player 2's shows 3 Red Pikmin on standby, but 0 on the squad. | other = [https://web.archive.org/web/20171016102853/https://miiverse.nintendo.net/posts/AYMHAAACAAADVHklcVS-_A Miiverse post with Brittany having herself on the squad] | image-align = left
{{glitch | reproducibility = Medium | consequences = Harmless | p3 = Yes |p3d = Yes | image = Pikmin 3 counter glitch.jpg | icaption = In this case, player 1's counter shows no standby bubble for Blue Pikmin, and player 2's shows 3 Red Pikmin on standby, but 0 on the squad. | other = [https://web.archive.org/web/20171016102853/https://miiverse.nintendo.net/posts/AYMHAAACAAADVHklcVS-_A Miiverse post with Brittany having herself on the squad] | image-align = left
|effects = Makes the counter show erroneous numbers, like more Pikmin for standby than the number of Pikmin on the squad, or vice-versa
|effects = Makes the counter show erroneous numbers, like more Pikmin for standby than the number of Pikmin on the squad, or vice-versa
|howto = There is no concise way to reproduce this glitch, but so far, it was only reported to work on the [[Quaggled Mireclops]] and [[Plasm Wraith]] mission in co-op mode. Just playing through the mission as normal will be enough for the counter to eventually glitch. Although rarer, it can happen without the Quaggled Mireclops's intervention, and in single-player.{{cite web|https://web.archive.org/web/20171018025429/https://miiverse.nintendo.net/posts/AYMHAAACAADRUqF7BiZgcQ|Miiverse post showing the effects of the counter glitch in single player|Wayback Machine}}
|howto = There is no concise way to reproduce this glitch, but so far, it was only reported to work on the [[Quaggled Mireclops]] and [[Plasm Wraith]] mission in co-op mode. Just playing through the mission as normal will be enough for the counter to eventually glitch. Although rarer, it can happen without the Quaggled Mireclops's intervention, and in single-player.{{cite web|https://web.archive.org/web/20171018025429/https://miiverse.nintendo.net/posts/AYMHAAACAADRUqF7BiZgcQ|Miiverse post showing the effects of the counter glitch in single player|Wayback Machine}}
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|effects = Makes Pikmin invincible, able to go underwater, and after thrown, stop reacting to being [[whistle]]d.
|effects = Makes Pikmin invincible, able to go underwater, and after thrown, stop reacting to being [[whistle]]d.
|prerequisites = Be in an area with a [[crush]]ing enemy.
|prerequisites = Be in an area with a [[crush]]ing enemy.
|howto = If not done already, update the game (Wii U only). Then, stand next to somewhere where a Pikmin will get crushed and grab it as soon as it gets crushed. Make sure the [[leader]] is out of the way, as the Pikmin will die if the leader is damaged, since they will not be able to pick the Pikmin up. If all is done correctly, you should hear the Pikmin squeal even though it is still in your hands. This glitch can also occur by [[whistling]] a panicking Pikmin the frame before it enters an animation which leads to its death.
|howto = If not done already, update the game (Wii U only). Then, Stand next to somewhere where a Pikmin will get crushed and grab it as soon as it gets crushed. Make sure the [[leader]] is out of the way, as the Pikmin will die if the leader is damaged, since they will not be able to pick the Pikmin up. If all is done correctly, you should hear the Pikmin squeal even though it is still in your hands. This glitch can also occur by [[whistling]] a panicking Pikmin the frame before it enters an animation which leads to its death.
|notes = While these Pikmin can break underwater walls, they can't do so for [[Gate#Electric gate|electric gate]]s: when thrown at this kind of gate, they will hit it, then stop, then hit it again and then they will then rejoin your party. Oddly enough, when the player throws them on again, they won't do the same.
|notes = While these Pikmin can break underwater walls, they can't do so for [[Gate#Electric gate|electric gate]]s: when thrown at this kind of gate, they will hit it, then stop, then hit it again and then they will then rejoin your party. Oddly enough, when the player throws them on again, they won't do the same.
|explanation = When a Pikmin is crushed, some flags are set to make it invincible. This avoids having the Pikmin get hurt by hazards or other enemies while it's performing its crushing death animation. During this state, Pikmin are also no longer in the group, and so, can't be picked up. But if the player grabs the Pikmin at the same time it gets crushed, it will activate the invincibility flags, but skip the crushing, since the Pikmin is in a state where it cannot be harmed (i.e. grabbed by a leader).
|explanation = When a Pikmin is crushed, some flags are set to make it invincible. This avoids having the Pikmin get hurt by hazards or other enemies while it's performing its crushing death animation. During this state, Pikmin are also no longer in the group, and so, can't be picked up. But if the player grabs the Pikmin at the same time it gets crushed, it will activate the invincibility flags, but skip the crushing, since the Pikmin is in a state where it cannot be harmed (i.e. grabbed by a leader).
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}}
}}


==Misc.==
==Misc.: Alph tutorial softlock==
===Alph tutorial softlock===
===Alph tutorial got stuck!===
{{glitch | reproducibility = High | consequences = Harmful | p3 = No | p3d = Yes | demonstration = [https://twitter.com/EspyoPT/status/1344713668471111680 Twitter video]
{{glitch | reproducibility = High | consequences = Harmful | p3 = No | p3d = Yes | demonstration = [https://twitter.com/EspyoPT/status/1344713668471111680 Twitter video]
|effects = Makes the game unable to proceed past the Pikmin whistling segment in Alph's tutorial.
|effects = Makes the game unable to proceed past the Pikmin whistling segment in Alph's tutorial.
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|notes = After this, not much else can be done other than moving the cursor, whistling, and resetting the game from the Switch's Home menu.
|notes = After this, not much else can be done other than moving the cursor, whistling, and resetting the game from the Switch's Home menu.
|explanation = The tutorial is programmed to only advance to the lock-on stage when three Pikmin are in the leader's group. By whistling the hidden one first, and then whistling the other three together, the counter jumps from 1 to 4 instantly, never going through three.
|explanation = The tutorial is programmed to only advance to the lock-on stage when three Pikmin are in the leader's group. By whistling the hidden one first, and then whistling the other three together, the counter jumps from 1 to 4 instantly, never going through three.
}}
===Onion bump glitch===
{{glitch | reproducibility = High | consequences = Harmless | p3 = Yes | p3d = Yes | youtube = bbo9tgIKSs4&t=02m57s | vcaption = Demonstration of the glitch, at 2:57
|effects = Makes a [[leader]] slide away during an [[Onion]]'s discovery [[cutscene]].
|prerequisites = Have a deactivated [[Winged Onion]] or [[Blue Onion]].
|howto = Throw five [[Winged Pikmin]] to the [[Flukeweed]] atop the Onion. As the Pikmin are pulling it, decide where it is that you want to make your leader slide to. The depression in the water to the south of the Onion's pond is a good place to aim for, as the leader will slide further because of the downwards slope. It is best to aim the camera that way. As the Onion is being pulled out, place your leader next to the Onion, on the side of the place you want to go towards. Make sure your leader is bumping against the Onion. When it gets pulled out, move your character towards the Onion's center while it is airborne. When it falls down, it'll bump against the leader, which will be sent sliding in the opposite direction. If using the [[Winged Onion]], having the leader under where the Onion falls in the cutscene will cause them to slide once the [[Arachnode]] is killed.
|notes = The closer to the center of the Onion the leader is, the less distance they will travel, so it is recommended not to walk too far into the Onion's landing position.
|explanation = When the Onion lands, it pushes the leader. Because the landing triggers the cutscene, and because during the cutscene the game expects the leaders to be standing still, their friction must use a value different from the norm, which allows them to slide.
}}
}}


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|notes = Replaying the day the Meerslug is fought is the only way to fix the glitch.
|notes = Replaying the day the Meerslug is fought is the only way to fix the glitch.
|explanation = When fruits that have been moved from their initial spawn location are placed on subsequent days, the new location is not exact, but merely an approximation of where they were left the previous day. Due to the dynamic nature of the Meerslug arena's floor for the purposes of the Meerslug's attacks, this may cause some parts to respawn in invalid location, and thus deleted afterwards.
|explanation = When fruits that have been moved from their initial spawn location are placed on subsequent days, the new location is not exact, but merely an approximation of where they were left the previous day. Due to the dynamic nature of the Meerslug arena's floor for the purposes of the Meerslug's attacks, this may cause some parts to respawn in invalid location, and thus deleted afterwards.
}}
===Desynchronized segments===
{{glitch | reproducibility = High | consequences = Harmless | p3 = Unknown | p3d = Yes | youtube = Tsism8eVDuQ
|effects = Explore a segment with incorrect lighting, music, and missing objects.
|prerequisites = Have access to [[Distant Tundra]].
|howto = Walk through a [[Area#Segment|portal]] while members of the [[squad]] are going down a slide. If a leader is on the slide, switch to them after performing the glitch to gain access to the incorrectly-lit area.
|notes = <br>
** Leaders and Pikmin under the effects of the glitch will appear invisible to other leaders in the 'normal' segment and visa versa, with only leaves, buds, flowers, and identification beacons being visible.
** Attempting to call leaders and Pikmin from a desynchronized segment to them will have them instantly leave the squad as if they were too far away.
** Using a [[Geyser]], [[Bouncy Mushroom]], being [[throw|thrown]] (or being held and cancelled via the whistle for leaders only), or attempting to [[carry]] an object (in the case of the Pikmin) will return them to the 'normal' segment.
** Objects in the 'normal' segment can be [[Lock-on|locked onto]] and interacted with from a desynchronized segment, but are invisible.
** Water from the 'normal' segment can be heard as leaders walk through it in a desynchronized segment, but Pikmin will not drown in it.
** Using the [[camera]] has the segment model disappear. It is possible to see the segment that the lighting and music is intended for far off in the distance in this state. The segment model will reappear when the camera is not being used.
** The whistle radius indicator will only show when the whistle is at maximum size when in a desynchronized segment.
** On the [[KopPad]] map in a desynchronized segment, the Pikmin and leader icons are in their correct locations relative to their real in-game coordinates (seen by using the camera), but the [[Go Here!]] arrow will be shown at the correct location relative to where in the area the player is.
** Snowballs from [[Arctic Cannon Larva|Arctic Cannon Larvae]] display in strange ways, such as being invisible until impact and then disappearing shortly afterwards.
** [[Sprout|Sprouts]] in the ground will not animate in the desynchronized segment until a leader gets very close to them.
|explanation = Pikmin 3 splits its areas into [[Area#Segment|segments]], which are accessed via portals, such as cave entrances. However, these locations are actually stored in one overall map, just out of sight from each other. When going through a portal, the game changes the lighting, music, and what objects should be rendered as visible. This glitch interrupts the normal 'warp' process for leaders and Pikmin on the slide, doing everything but actually moving them to the new area.
}}
}}


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** After retrieving the second Charlie, the [[KopPad]] still can't be used and the player still can't [[charge]]. However, upon bringing back the [[Heroine's Tear]] to the ship, the day can be ended.
** After retrieving the second Charlie, the [[KopPad]] still can't be used and the player still can't [[charge]]. However, upon bringing back the [[Heroine's Tear]] to the ship, the day can be ended.
** Ending the day in this state means that the game thinks that the player has rescued Charlie and can move on to revisit [[Tropical Wilds]], but having never obtained the primary Onion, the game is [[softlock]]ed.
** Ending the day in this state means that the game thinks that the player has rescued Charlie and can move on to revisit [[Tropical Wilds]], but having never obtained the primary Onion, the game is [[softlock]]ed.
** Various tinkering is possible to retrieve the Yellow Onion, but the Onion merges with the primary Onion which the player doesn't have access to, so it also becomes unavailable.
** Various tinkering is possible to retrieve the Yellow Onion, but the Onion merges with the primary Onion which the player doesn't have access to, so it becomes also unavailable.
** As with the original glitch previously mentioned, you can activate a broken cutscene with the Red Pikmin as if you had just plucked one for the first time in [[Tropical Wilds]], but the specific Pikmin used for the cutscene dies and any others that are not in the ground will die at the end of the day.
** As with the original glitch previously mentioned, you can activate a broken cutscene with the Red Pikmin as if you had just plucked one for the first time in [[Tropical Wilds]], but the specific Pikmin used for the cutscene dies and any others that are not in the ground will die at the end of the day.
** Going into and back out of the [[segment]] of the area with the S.S. Drake in [[Tropical Wilds]] will trigger a cutscene that will crash the game.
** Going into and back out of the [[segment]] of the area with the S.S. Drake in [[Tropical Wilds]] will trigger a cutscene that will crash the game.
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===Golden Shaggy Long Legs glitch===
===Golden Shaggy Long Legs glitch===
{{glitch | reproducibility = Low | consequences = Harmless | p3 = N/A | p3d = Yes | youtube = CvGWferFO-g
{{glitch | reproducibility = Low | consequences = Harmless | p3 = No | p3d = Yes | youtube = CvGWferFO-g
|effects = Makes the golden Shaggy Long Legs in [[The Ship Restored]] quickly move to the side of the map, moving it out of bounds.
|effects = Makes the golden Shaggy Long Legs in [[The Ship Restored]] quickly move to the side of the map, moving it out of bounds.
|howto = The specifics are unknown, but in the known recorded instance, the golden Baldy Long Legs is led to a certain spot, is killed, and the radar is activated for about a second. }}
|howto = The specifics are unknown, but in the known recorded instance, the golden Baldy Long Legs is led to a certain spot, is killed, and the radar is activated for about a second. }}
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| howto = Get all 3 leaders to the location of the Blue Onion. Get one leader to go to the low bit of land across the lake, and use that leader to lure the nearby [[Dwarf Orange Bulborb]] into the right position. Then, switch to the second leader and use them to throw the third leader onto the Bouncy Mushroom. If they land on the Dwarf Orange Bulborb after the bounce, they will start attacking the enemy on their own with attacks that deal as much damage as a standard Blue Pikmin or Yellow Pikmin attack. They will stop attacking and revert to normal behavior after being whistled, after defeating the enemy, or after being bitten by the enemy.
| howto = Get all 3 leaders to the location of the Blue Onion. Get one leader to go to the low bit of land across the lake, and use that leader to lure the nearby [[Dwarf Orange Bulborb]] into the right position. Then, switch to the second leader and use them to throw the third leader onto the Bouncy Mushroom. If they land on the Dwarf Orange Bulborb after the bounce, they will start attacking the enemy on their own with attacks that deal as much damage as a standard Blue Pikmin or Yellow Pikmin attack. They will stop attacking and revert to normal behavior after being whistled, after defeating the enemy, or after being bitten by the enemy.
| notes = This will happen any time a leader bounces into an enemy, but this location in Tropical Wilds Remix is the only place in the game where this glitch is possible to see.{{cite youtube|1LiA19LttaE|demonstrating the leaders behaving like Pikmin glitch with hacks}}
| notes = This will happen any time a leader bounces into an enemy, but this location in Tropical Wilds Remix is the only place in the game where this glitch is possible to see.{{cite youtube|1LiA19LttaE|demonstrating the leaders behaving like Pikmin glitch with hacks}}
}}
===Onion bump glitch===
{{glitch | reproducibility = High | consequences = Harmless | p3 = Yes | p3d = Yes | youtube = bbo9tgIKSs4&t=02m57s | vcaption = Demonstration of the glitch, at 2:57
|effects = Makes a [[leader]] slide away during an [[Onion]]'s discovery [[cutscene]].
|prerequisites = Have a deactivated [[Winged Onion]] or [[Blue Onion]].
|howto = Throw five [[Winged Pikmin]] to the [[Flukeweed]] atop the Onion. As the Pikmin are pulling it, decide where it is that you want to make your leader slide to. The depression in the water to the south of the Onion's pond is a good place to aim for, as the leader will slide further because of the downwards slope. It is best to aim the camera that way. As the Onion is being pulled out, place your leader next to the Onion, on the side of the place you want to go towards. Make sure your leader is bumping against the Onion. When it gets pulled out, move your character towards the Onion's center while it is airborne. When it falls down, it'll bump against the leader, which will be sent sliding in the opposite direction. If using the [[Winged Onion]], having the leader under where the Onion falls in the cutscene will cause them to slide once the [[Arachnode]] is killed.
|notes = The closer to the center of the Onion the leader is, the less distance they will travel, so it is recommended not to walk too far into the Onion's landing position.
|explanation = When the Onion lands, it pushes the leader. Because the landing triggers the cutscene, and because during the cutscene the game expects the leaders to be standing still, their friction must use a value different from the norm, which allows them to slide.
}}
}}


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! Glitch || ''Pikmin 3'' || ''Deluxe'' || Demonstration
! Glitch || ''Pikmin 3'' || ''Deluxe'' || Demonstration
|-
|-
| If an ignited [[bomb rock]] is detonated prematurely, such as when hit by an [[Armored Cannon Larva]]'s rock or landed on by a [[Yellow Wollywog]], the bomb rock's lighting effects will continue to play for a few seconds, as if the bomb rock was still there. This can best be seen in [[Arid Metropolis]]. || Yes || Yes ||  
| In [[Arid Metropolis]], if an [[Armored Cannon Larva]] detonates a [[bomb rock]] with one of its boulders, one of the explosion's spark particles will remain in place for a second after the explosion happens. || Yes || Yes ||  
|-
|-
| [[Dodging]] from under the water to the shore will result in bubbles appearing on dry land. Each bubble only lasts for less than a second. || Yes || Yes ||  
| [[Dodging]] from under the water to the shore will result in bubbles appearing on dry land. Each bubble only lasts for less than a second. || Yes || Yes ||  

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