Glitches in Pikmin 2: Difference between revisions

Added dud bomb-rocks.
(→‎Stuck paper bag: Added video.)
(Added dud bomb-rocks.)
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|howto = Lure the enemy into the water, and when its fire goes out, toss Blue Pikmin at its back. When it walks out of the water, its fire should reurn, but the Blue Pikmin in its back should take no mind to the fire.
|howto = Lure the enemy into the water, and when its fire goes out, toss Blue Pikmin at its back. When it walks out of the water, its fire should reurn, but the Blue Pikmin in its back should take no mind to the fire.
|explanation = When the Bulblax leaves the water, there is no code to alert the Blue Pikmin that the object they're attacking has changed its elemental properties, so the Pikmin keep the old behavior – attacking, instead of the new one – being set ablaze.
|explanation = When the Bulblax leaves the water, there is no code to alert the Blue Pikmin that the object they're attacking has changed its elemental properties, so the Pikmin keep the old behavior – attacking, instead of the new one – being set ablaze.
}}
===Dud bomb-rocks===
{{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = ? | youtube = HffrdnfsmNg
|effects = Makes a [[bomb-rock]] thrown by a [[Careening Dirigibug]] stay in place without detonating, and eventually disappearing.
|howto = Go on sublevel 6 of the [[Subterranean Complex]] and lure a Careening Dirigibug to you. Walk to the exit [[geyser]], and stand between it and the ledge. With luck, the enemy will throw a bomb, but it will stay in place without exploding, between you and the geyser.
|explanation = If the bomb is lodged between a geyser and a leader, it will stay there and won't touch the ground. The bombs are programmed to only explode when they touch the ground. Possibly as a safety measure to prevent object flooding, for scenarios like this, bomb-rocks were made to despawn after some seconds.
}}
}}


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| effects = Makes an enemy float in mid-air.
| effects = Makes an enemy float in mid-air.
| howto = This glitch happens randomly. When you are close to an area where an enemy will fall down, it may fall on a dead enemy or treasure. This will make the enemy float in mid air, but it counts as being on the ground.
| howto = This glitch happens randomly. When you are close to an area where an enemy will fall down, it may fall on a dead enemy or treasure. This will make the enemy float in mid air, but it counts as being on the ground.
| notes = If this happens with a Cannon Beetle Larva, the boulder it shoots will fall down like if it was a cliff.
| notes = If this happens with an Armored Cannon Beetle Larva, the boulder it shoots will fall down like if it was a cliff.
| explanation = For collision purposes, enemies have long vertical hitboxes, probably a universal height. Normally, it's not possible to have an enemy fall on top of another, and the tall hitboxes is to make sure the enemy that's falling from above slides out of the way at a comfortable distance. If, however, the falling enemy is spot-on on the grounded enemy's center, it will have no direction to slide into, so it takes the collision as landing on solid ground.
| explanation = For collision purposes, enemies have long vertical hitboxes, probably a universal height. Normally, it's not possible to have an enemy fall on top of another, and the tall hitboxes is to make sure the enemy that's falling from above slides out of the way at a comfortable distance. If, however, the falling enemy is spot-on on the grounded enemy's center, it will have no direction to slide into, so it takes the collision as landing on solid ground.
}}
}}