Editing Glitches in Pikmin 3

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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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| 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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|notes = Bomb rocks can be used and still have the glitch work, just as long as you don't fully destroy the wall{{cite youtube|0nxKz1HDSvs|of the Tremendous Sniffer being taken out with the wall still up|m=12|s=43}}{{cite youtube|tvRDhM-frWE|of the Tremendous Sniffer being retrieved with the wall still up|m=2|s=0}}. The fruit will clip through the wall for a tiny bit. If you use a Yellow Pikmin and want to rescue it, make sure it's in a leader's group when the day ends. The Pikmin become idle if they can't get close to the leader for a few seconds, so if you want to end the day manually, make sure to whistle them and end the day right after.
|notes = Bomb rocks can be used and still have the glitch work, just as long as you don't fully destroy the wall{{cite youtube|0nxKz1HDSvs|of the Tremendous Sniffer being taken out with the wall still up|m=12|s=43}}{{cite youtube|tvRDhM-frWE|of the Tremendous Sniffer being retrieved with the wall still up|m=2|s=0}}. The fruit will clip through the wall for a tiny bit. If you use a Yellow Pikmin and want to rescue it, make sure it's in a leader's group when the day ends. The Pikmin become idle if they can't get close to the leader for a few seconds, so if you want to end the day manually, make sure to whistle them and end the day right after.
|explanation = The game keeps track of where the fruit is. Instead of saving exact coordinates, it might only save the "general" location. If the fruit is not touched, its "general location" is considered inside the alcove. If it gets too close to the gate, the location starts being considered the open space outside the alcove. When it loads the next day, it places the fruit in the vague location it had saved the previous day. Alternately, the game might save the exact location, but due to the carrying, the pear gets slightly embedded against the wall, and when the game loads a new day, it attempts to spawn the fruit in the same place, but to prevent it from clipping, it pushes it off and outside the gate.
|explanation = The game keeps track of where the fruit is. Instead of saving exact coordinates, it might only save the "general" location. If the fruit is not touched, its "general location" is considered inside the alcove. If it gets too close to the gate, the location starts being considered the open space outside the alcove. When it loads the next day, it places the fruit in the vague location it had saved the previous day. Alternately, the game might save the exact location, but due to the carrying, the pear gets slightly embedded against the wall, and when the game loads a new day, it attempts to spawn the fruit in the same place, but to prevent it from clipping, it pushes it off and outside the gate.
}}
===Weird 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 'different' 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 'weird' segment, but are invisible.
** Water from the 'normal' segment can be heard as leaders walk through it in a 'weird' 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 'weird' segment.
** On the [[KopPad]] map in a 'weird' 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 weird 'world' 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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