Glitches in Pikmin 2: Difference between revisions

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{{DISPLAYTITLE:Glitches in ''Pikmin 2''}}
{{DISPLAYTITLE:Glitches in ''Pikmin 2''}}


This is a collection of [[glitch]]es possible in ''[[Pikmin 2]]'' and the [[New Play Control! Pikmin 2|''New Play Control!'' remake]].
This is a collection of '''[[glitch]]es''' possible in ''[[Pikmin 2]]'' and the [[New Play Control! Pikmin 2|''New Play Control!'' remake]].


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.
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| effects = Duplicates the amount of sprays gained by absorbing a [[spray drop]].
| effects = Duplicates the amount of sprays gained by absorbing a [[spray drop]].
| prerequisites = Have [[spray]]s unlocked.
| prerequisites = Have [[spray]]s unlocked.
| howto = Find a droplet of spray, the color is irrelevant for the glitch. [[Dismiss]] all your Pikmin. Now you have to make it so that the captain you're not controlling starts absorbing the spray, and you absorb it as well before it's fully gone. The easiest way is to place one of your captains close to the spray drop, then switch to the other captain and place him on the other side of the drop, so that both captains and the drop are aligned. Call the idle captain, and just as he crosses the drop, dismiss. That captain should start absorbing, and before he finishes, touch the spray with your current captain. Alternate methods include pushing the idle captain into the drop, or running towards the drop at full speed with one captain, and just before he touches it, switch captains; the momentum of the run should make him touch it.
| howto = Find a droplet of spray, the color is irrelevant for the glitch. [[Dismiss]] all your Pikmin. Now you have to make it so that the leader you're not controlling starts absorbing the spray, and you absorb it as well before it's fully gone. The easiest way is to place one of your leaders close to the spray drop, then switch to the other leader and place him on the other side of the drop, so that both leaders and the drop are aligned. Call the idle leader, and just as he crosses the drop, dismiss. That leader should start absorbing, and before he finishes, touch the spray with your current leader. Alternate methods include pushing the idle leader into the drop, or running towards the drop at full speed with one leader, and just before he touches it, switch leaders; the momentum of the run should make him touch it.
| notes = It is not possible to perform this glitch if the other captain is in your party, so dismissing is necessary.
| notes = It is not possible to perform this glitch if the other leader is in your party, so dismissing is necessary.
| explanation = The game is programmed to ignore all input from a captain that's absorbing a spray. That's why it's not normally possible to switch to another captain while absorbing. However, if a captain touches a drop without being the current captain, he'll still absorb it (but only if he's not on the other captain's group). The game increases the number of sprays whenever a captain finishes his absorbing animation. So if both captains do it, the game increases it two times.
| explanation = The game is programmed to ignore all input from a leader that's absorbing a spray. That's why it's not normally possible to switch to another leader while absorbing. However, if a leader touches a drop without being the current leader, he'll still absorb it (but only if he's not on the other leader's group). The game increases the number of sprays whenever a leader finishes his absorbing animation. So if both leaders do it, the game increases it two times.
}}
}}


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{{ glitch | reproducibility = High | danger = Helpful | p2 = Yes | npcp2 = ?
{{ glitch | reproducibility = High | danger = Helpful | p2 = Yes | npcp2 = ?
| effects = All off-screen activity will be severely reduced.
| effects = All off-screen activity will be severely reduced.
| howto = Have Pikmin carry something from far away, through a path that has several fatal dangers. When they start carrying, quickly switch to the other captain, who should be far away, or just walk away from the Pikmin. Basically, you need to place the Pikmin and their path off-[[camera]]. You should notice the Pikmin will deliver the object safe and sound, whereas if you were to see them on their journey, they would likely get killed. You can help by zooming in and making the camera face the opposite way. One way to notice that certain activity doesn't happen off-camera is by killing an enemy and moving the camera away before the [[spirit]] vanishes. The spirit will only continue rising when the camera shows it again.
| howto = Have Pikmin carry something from far away, through a path that has several fatal dangers. When they start carrying, quickly switch to the other leader, who should be far away, or just walk away from the Pikmin. Basically, you need to place the Pikmin and their path off-[[camera]]. You should notice the Pikmin will deliver the object safe and sound, whereas if you were to see them on their journey, they would likely get killed. You can help by zooming in and making the camera face the opposite way. One way to notice that certain activity doesn't happen off-camera is by killing an enemy and moving the camera away before the [[spirit]] vanishes. The spirit will only continue rising when the camera shows it again.
| notes = This glitch can also happen in [[Glitches in Pikmin#Off-camera limbo|''Pikmin'']].
| notes = This glitch can also happen in [[Glitches in Pikmin#Off-camera limbo|''Pikmin'']].
| explanation = In order to minimize CPU usage, most interactions that happen off-camera aren't accounted for, or at least minimized. For instance, enemies don't move while off-screen and far away. It could also be this way to prevent Pikmin from getting hurt without the player being able to understand why, nor being able to help right away.
| explanation = In order to minimize CPU usage, most interactions that happen off-camera aren't accounted for, or at least minimized. For instance, enemies don't move while off-screen and far away. It could also be this way to prevent Pikmin from getting hurt without the player being able to understand why, nor being able to help right away.
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===Seesaw block glitch===
===Seesaw block glitch===
{{ glitch | reproducibility = Low | danger = Helpful | p2 = Yes | npcp2 = Yes | demonstration = [http://speeddemosarchive.com/demo.pl?Pikmin2_BestEnding_310 2:20 and 5:25 of part 7 of the current speedrun, by Charles Griffin]
{{ glitch | reproducibility = Low | danger = Helpful | p2 = Yes | npcp2 = Yes | demonstration = [http://speeddemosarchive.com/demo.pl?Pikmin2_BestEnding_310 2:20 and 5:25 of part 7 of the current speedrun, by Charles Griffin]
| effects = Makes a captain able to go out of bounds, and teleport into a helpful spot, allowing shortcuts.
| effects = Makes a leader able to go out of bounds, and teleport into a helpful spot, allowing shortcuts.
| prerequisites = Have uncollected treasure.
| prerequisites = Have uncollected treasure.
| howto = Send Pikmin to carry a treasure to the ship. While they're going, head for a [[seesaw block]]. The timing is very hard, but you have to try to make it so that the seesaw block your captain is on raises at the same time the treasure collection cutscene begins. After the cutscene is over, you will be inside the block. You can now go out of bounds or fall through the terrain, at which point you'll respawn somewhere near the ship.
| howto = Send Pikmin to carry a treasure to the ship. While they're going, head for a [[seesaw block]]. The timing is very hard, but you have to try to make it so that the seesaw block your leader is on raises at the same time the treasure collection cutscene begins. After the cutscene is over, you will be inside the block. You can now go out of bounds or fall through the terrain, at which point you'll respawn somewhere near the ship.
| notes = This trick can be used on the [[Perplexing Pool]] to go out of bounds and access the Shower Room without taking down the [[electric gate]]s, and on the [[Awakening Wood]] to obtain [[Blue Pikmin]] early.
| notes = This trick can be used on the [[Perplexing Pool]] to go out of bounds and access the Shower Room without taking down the [[electric gate]]s, and on the [[Awakening Wood]] to obtain [[Blue Pikmin]] early.
| explanation = During the treasure collection cutscene, captains and non-treasure-related Pikmin are frozen in place (enemies are not). This is to prevent disasters from happening while the player is unable to take action. Some objects continue to move though, such as the seesaw blocks. Because the captain's position doesn't move, but the block does, it engulfs the captain, and when the player takes control, they can fall out of bounds, as there are no walls in the small area in which the captain was left in. Captains that fall out of bounds respawn in hardcoded places, specifically added for the scenario of a captain somehow falling off. Maybe the places weren't assigned with much attention, or maybe they made sense in earlier versions of the maps, as it's unlikely that Nintendo would want the default respawn places to be set up in such a way that players can easily take shortcuts.
| explanation = During the treasure collection cutscene, leaders and non-treasure-related Pikmin are frozen in place (enemies are not). This is to prevent disasters from happening while the player is unable to take action. Some objects continue to move though, such as the seesaw blocks. Because the leader's position doesn't move, but the block does, it engulfs the leader, and when the player takes control, they can fall out of bounds, as there are no walls in the small area in which the leader was left in. Leaders who fall out of bounds respawn in hardcoded places, specifically added for the scenario of a leader somehow falling off. Maybe the places weren't assigned with much attention, or maybe they made sense in earlier versions of the maps, as it's unlikely that Nintendo would want the default respawn places to be set up in such a way that players can easily take shortcuts.
}}
}}


===Sped up punching===
===Sped up punching===
{{ glitch | reproducibility = High | danger = Helpful | p2 = Yes | npcp2 = Yes
{{ glitch | reproducibility = High | danger = Helpful | p2 = Yes | npcp2 = Yes
| effects = Makes a captain [[punch]] twice as fast.
| effects = Makes a leader [[punch]] twice as fast.
| howto = Simply punch while moving. Rotating in place also works. You should attack roughly twice as fast as if you were standing still.
| howto = Simply punch while moving. Rotating in place also works. You should attack roughly twice as fast as if you were standing still.
| explanation = Olimar/Louie's running animation speed depends on how fast he's moving. The punching animations get affected by this as well.
| explanation = Olimar/Louie's running animation speed depends on how fast he's moving. The punching animations get affected by this as well.
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| prerequisites = Have [[The Key]] to the current [[Challenge Mode (Pikmin 2)|Challenge Mode]] level uncollected.
| prerequisites = Have [[The Key]] to the current [[Challenge Mode (Pikmin 2)|Challenge Mode]] level uncollected.
| howto = Place a leader in the center of the spot where the hole to the next [[sublevel]] will appear (or the exit geyser). Then, have the Pikmin deliver the Key. If you placed him in the correct spot, he should be inside the hole (or geyser).
| howto = Place a leader in the center of the spot where the hole to the next [[sublevel]] will appear (or the exit geyser). Then, have the Pikmin deliver the Key. If you placed him in the correct spot, he should be inside the hole (or geyser).
| notes = It's possible to walk out of the hole or geyser, but it's not possible to go back in. You can also place objects and Pikmin on the spot where the hole will spawn. [[Treasure]]s and [[Enemy|enemies]] disappear and fall back down to the sublevel on top of the structure, and [[Pikmin family|Pikmin]] are pushed out of the way. If the captain [[lie down|lies down]] where the hole will appear, he will fall from the sky above the hole after the Key's cutscene is over.
| notes = It's possible to walk out of the hole or geyser, but it's not possible to go back in. You can also place objects and Pikmin on the spot where the hole will spawn. [[Treasure]]s and [[Enemy|enemies]] disappear and fall back down to the sublevel on top of the structure, and [[Pikmin family|Pikmin]] are pushed out of the way. If the leader [[lie down|lies down]] where the hole will appear, he will fall from the sky above the hole after the Key's cutscene is over.
| explanation = Collision between object A and B is only detected when an object A attempts to move from a position outside object B to a position inside it. If the initial position of A is already inside, no collision is detected, and hence, object A can remain inside B.
| explanation = Collision between object A and B is only detected when an object A attempts to move from a position outside object B to a position inside it. If the initial position of A is already inside, no collision is detected, and hence, object A can remain inside B.
}}
}}
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{{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = ga_6QmokF6I | vcaption = Demonstration of the glitch at 4:29.
{{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = ga_6QmokF6I | vcaption = Demonstration of the glitch at 4:29.
| effects = Makes a [[Glowstem]] temporarily stuck, not emitting light.
| effects = Makes a [[Glowstem]] temporarily stuck, not emitting light.
| howto = Have a leader and some Pikmin near a Glowstem, and another leader a bit far away, facing away from the Glowstem. Make the Pikmin on the first leader's party bump against the Glowstem. After they touch it, quickly take them away from it and switch leaders. If the other leader was positioned sufficiently far, the Glowstem will be off-[[camera]] once the focus shifts onto the other captain. Then, walk with this captain towards the Glowstem. If the timing was right, it should remain disabled until it's touched once more.
| howto = Have a leader and some Pikmin near a Glowstem, and another leader a bit far away, facing away from the Glowstem. Make the Pikmin on the first leader's party bump against the Glowstem. After they touch it, quickly take them away from it and switch leaders. If the other leader was positioned sufficiently far, the Glowstem will be off-[[camera]] once the focus shifts onto the other leader. Then, walk with this leader towards the Glowstem. If the timing was right, it should remain disabled until it's touched once more.
| notes = If Pikmin keep touching the Glowstem before switching to the other leader, once the Glowstem is back into view, it'll be updated.
| notes = If Pikmin keep touching the Glowstem before switching to the other leader, once the Glowstem is back into view, it'll be updated.
| explanation = It's related to the [[#Off-camera limbo|off-camera limbo glitch]]. While off-camera, the Glowstem stops in the middle of its animation.
| explanation = It's related to the [[#Off-camera limbo|off-camera limbo glitch]]. While off-camera, the Glowstem stops in the middle of its animation.
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}}
}}


===Invisible captain===
===Invisible leader===
{{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes
{{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes
| effects = Makes interaction with a dead captain possible.
| effects = Makes interaction with a dead leader possible.
| prerequisites = Be in a cave with a [[Wollywog]], and have both captains alive.
| prerequisites = Be in a cave with a [[Wollywog]], and have both leaders alive.
| howto = If one of your captains dies in any sublevel in a cave, he will be taken into the [[Research Pod]]. His body will still be in the same spot, though, except invisible and uninteractable with most things. Lure a Wollywog to its death place, and make it jump onto the same spot. When it lands, it won't do anything, but every time it jumps up, you'll see sparks coming out from the floor, and you'll hear the dead captain grunt.
| howto = If one of your leaders dies in any sublevel in a cave, he will be taken into the [[Research Pod]]. His body will still be in the same spot, though, except invisible and uninteractable with most things. Lure a Wollywog to its death place, and make it jump onto the same spot. When it lands, it won't do anything, but every time it jumps up, you'll see sparks coming out from the floor, and you'll hear the dead leader grunt.
| notes = The original editor who added this glitch, currently unreachable, pointed out that strange things can happen to the game. Attempts to recreate the glitch have yielded no adverse side effects, bar the death of the captain necessary to trigger the glitch, but Pikipedia urges you to be careful when attempting it, regardless.
| notes = The original editor who added this glitch, currently unreachable, pointed out that strange things can happen to the game. Attempts to recreate the glitch have yielded no adverse side effects, bar the death of the leader necessary to trigger the glitch, but Pikipedia urges you to be careful when attempting it, regardless.
| explanation = When a captain is taken away by the Research Pod, its object still exists in the same spot, but is rendered invisible, untouchable, and paused. This is a lot easier than removing the object from the area entirely. However, for some unknown reason, when a Wollywog jumps up, it actually manages to interact with the "ghost" captain.
| explanation = When a leader is taken away by the Research Pod, its object still exists in the same spot, but is rendered invisible, untouchable, and paused. This is a lot easier than removing the object from the area entirely. However, for some unknown reason, when a Wollywog jumps up, it actually manages to interact with the "ghost" leader.
}}
}}


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===Jumping while laying down===
===Jumping while laying down===
{{ glitch | reproducibility = Low | danger = Harmless | p2 = ? | npcp2 = ?
{{ glitch | reproducibility = Low | danger = Harmless | p2 = ? | npcp2 = ?
| effects = Makes a captain jump down a hole whilst lying down.
| effects = Makes a leader jump down a hole whilst lying down.
| howto = If one of your captains is knocked over by an enemy just as you are going in a hole, he will jump while lying down. This will not work if he lies down by himself.
| howto = If one of your leaders is knocked over by an enemy just as you are going in a hole, he will jump while lying down. This will not work if he lies down by himself.
| notes = This glitch does not seem to work on the European [[Region|version]]. More confirmation is necessary.
| notes = This glitch does not seem to work on the European [[Region|version]]. More confirmation is necessary.
| explanation = When falling down the hole, the game sets the captains' animation to be the "jump down hole" animation. However, if they're knocked down by an enemy after the animation's been set, the animation will be overwritten with the "fall down" animation. The jumping movement will still be correct, but the animation will not.
| explanation = When falling down the hole, the game sets the leaders' animation to be the "jump down hole" animation. However, if they're knocked down by an enemy after the animation's been set, the animation will be overwritten with the "fall down" animation. The jumping movement will still be correct, but the animation will not.
}}
}}


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{{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = jGdRY_4d5SQ
{{ glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = jGdRY_4d5SQ
| effects = Makes the Waterwraith slide around instead of walking.
| effects = Makes the Waterwraith slide around instead of walking.
| prerequisites =  
| prerequisites =
| howto = After destroying the [[Waterwraith]]'s rollers, separate your captains so that they're far apart from another. One of them should be close to the running Waterwraith, while the other should be so far away that it cannot see the boss. Then, switch to the captain farther away and switch back to the captain closest to the Waterwraith. It should work right the first time.
| howto = After destroying the [[Waterwraith]]'s rollers, separate your leaders so that they're far apart from another. One of them should be close to the running Waterwraith, while the other should be so far away that it cannot see the boss. Then, switch to the leader farther away and switch back to the leader closest to the Waterwraith. It should work right the first time.
| notes = It's also possible to do the glitch with both captains close to one another, but other, harder to find circumstances must be met. There have been reports of the creature becoming invulnerable and sliding permanently. It's stated that this likely happens if the Waterwraith's head collides with the Research Pod, and the amount of [[HP|health]] it has decides whether or not it can be damaged.
| notes = It's also possible to do the glitch with both leaders close to one another, but other, harder to find circumstances must be met. There have been reports of the creature becoming invulnerable and sliding permanently. It's stated that this likely happens if the Waterwraith's head collides with the Research Pod, and the amount of [[HP|health]] it has decides whether or not it can be damaged.
| explanation = Similarly to the way [[#Off-camera limbo|objects off the screen are less active]], the Waterwraith's animations are frozen by being off-[[camera]] as well. They return to normal once they're in the scene again, but maybe some piece of unique code on the camera management for switching characters and a unique piece of code for the Waterwraith's animations pass through normal "off-camera" routines, and as such aren't managed correctly. This makes the Waterwraith's animations not continue when it's on-camera again.
| explanation = Similarly to the way [[#Off-camera limbo|objects off the screen are less active]], the Waterwraith's animations are frozen by being off-[[camera]] as well. They return to normal once they're in the scene again, but maybe some piece of unique code on the camera management for switching characters and a unique piece of code for the Waterwraith's animations pass through normal "off-camera" routines, and as such aren't managed correctly. This makes the Waterwraith's animations not continue when it's on-camera again.
}}
}}
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{{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = WKbO8-YvHfY
{{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes | youtube = WKbO8-YvHfY
| effects = Makes the first paper bag in the [[Valley of Repose]] stuck until the day is over. It'll act as it if were closed, i.e. it can still be passed through, although the [[HUD#Cursor|cursor]] will stay on top of it when moved there.
| effects = Makes the first paper bag in the [[Valley of Repose]] stuck until the day is over. It'll act as it if were closed, i.e. it can still be passed through, although the [[HUD#Cursor|cursor]] will stay on top of it when moved there.
| howto = Start a new [[Saved game|save file]] and work your way until you have enough Pikmin to put down the first [[paper bag]]. Throw the required number of Pikmin but one onto the bag. When you throw the last one, call the Pikmin to either captain's side just as the Pikmin lands on the bag. Until you get the exact timing, it's better to whistle too early rather than too late, because if you whistle too late, the cutscene will start and the glitch won't be reproducible, whereas whistling too early makes the Pikmin come to you, and you can try again right away. If you timed it right, there's a chance the Pikmin will move out of the bag, and it'll stay in place, but the reunion cutscene will still occur. Olimar and Louie will pass through the paper bag, and it'll be stuck in this state until the day ends.
| howto = Start a new [[Saved game|save file]] and work your way until you have enough Pikmin to put down the first [[paper bag]]. Throw the required number of Pikmin but one onto the bag. When you throw the last one, call the Pikmin to either leader's side just as the Pikmin lands on the bag. Until you get the exact timing, it's better to whistle too early rather than too late, because if you whistle too late, the cutscene will start and the glitch won't be reproducible, whereas whistling too early makes the Pikmin come to you, and you can try again right away. If you timed it right, there's a chance the Pikmin will move out of the bag, and it'll stay in place, but the reunion cutscene will still occur. Olimar and Louie will pass through the paper bag, and it'll be stuck in this state until the day ends.
| notes = With incredible luck, it is also possible to have the "You appear to be stuck" cutscene interrupt the paper bag's deflation, which also triggers the glitch.
| notes = With incredible luck, it is also possible to have the "You appear to be stuck" cutscene interrupt the paper bag's deflation, which also triggers the glitch.
| explanation = Just like the [[Glitches in Pikmin#Cardboard box cutscene softlock|Cardboard box softlock glitch in ''Pikmin'']], if the Pikmin are brought back into the party just as the cutscene starts, there will be no Pikmin to actually perform the actions required by the cutscene, in this case, deflating the bag. Because it was never assumed that this could or would happen, the game is programmed to move Olimar and Louie to the place where the squashed bag was, regardless of its state.
| explanation = Just like the [[Glitches in Pikmin#Cardboard box cutscene softlock|Cardboard box softlock glitch in ''Pikmin'']], if the Pikmin are brought back into the party just as the cutscene starts, there will be no Pikmin to actually perform the actions required by the cutscene, in this case, deflating the bag. Because it was never assumed that this could or would happen, the game is programmed to move Olimar and Louie to the place where the squashed bag was, regardless of its state.
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| effects = Makes the bottom part of a seed visible, and shows the process behind the transformation from a seed to a Pikmin.
| effects = Makes the bottom part of a seed visible, and shows the process behind the transformation from a seed to a Pikmin.
| howto = In [[2-Player Battle]], if the [[Onion]] is on a ledge and if a [[Swooping Snitchbug]] throws a Pikmin at the very edge of the ledge, the Pikmin seed underground will be visible (it looks like it does when it pops out, only with a longer stem). If you try to pull it out, the bottom will "magically" form a Pikmin body, and the Pikmin will fall off of the ledge.
| howto = In [[2-Player Battle]], if the [[Onion]] is on a ledge and if a [[Swooping Snitchbug]] throws a Pikmin at the very edge of the ledge, the Pikmin seed underground will be visible (it looks like it does when it pops out, only with a longer stem). If you try to pull it out, the bottom will "magically" form a Pikmin body, and the Pikmin will fall off of the ledge.
| explanation = The model for a Pikmin sprout doesn't need to be the same as a full Pikmin, as its lower half is never shown. To make sure that a captain can stretch out a Pikmin's stem without showing the Pikmin, for aesthetic purposes, a Pikmin's stem while underground is modeled as being much taller than normal.
| explanation = The model for a Pikmin sprout doesn't need to be the same as a full Pikmin, as its lower half is never shown. To make sure that a leader can stretch out a Pikmin's stem without showing the Pikmin, for aesthetic purposes, a Pikmin's stem while underground is modeled as being much taller than normal.
}}
}}


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| prerequisites = Have a partially built bridge that's close to the water, such as the one in the [[Awakening Wood]] near the [[Unmarked Spectralids]] or the one in the [[Perplexing Pool]], near the [[Citadel of Spiders]].
| prerequisites = Have a partially built bridge that's close to the water, such as the one in the [[Awakening Wood]] near the [[Unmarked Spectralids]] or the one in the [[Perplexing Pool]], near the [[Citadel of Spiders]].
| howto = There are two ways for the glitch to happen. One way is to throw Purple Pikmin on top of [[Sheargrub]]s (Awakening Wood) or a [[Cloaking Burrow-nit]] ([[Wistful Wild]]) that are chewing at a bridge that is not fully constructed. If you did it right, the Pikmin and carcass will fall through the bridge and onto the water, sometimes the former will stand on top of the latter, and not drown. Something similar can also happen with a [[Yellow Wollywog]], on the Perplexing Pool, though the creature will remain on top of the bridge. The second way to pull off the glitch is when a non-Blue Pikmin "swims" underneath a bridge, or if the bridge is constructed on top of them.
| howto = There are two ways for the glitch to happen. One way is to throw Purple Pikmin on top of [[Sheargrub]]s (Awakening Wood) or a [[Cloaking Burrow-nit]] ([[Wistful Wild]]) that are chewing at a bridge that is not fully constructed. If you did it right, the Pikmin and carcass will fall through the bridge and onto the water, sometimes the former will stand on top of the latter, and not drown. Something similar can also happen with a [[Yellow Wollywog]], on the Perplexing Pool, though the creature will remain on top of the bridge. The second way to pull off the glitch is when a non-Blue Pikmin "swims" underneath a bridge, or if the bridge is constructed on top of them.
| notes = To release the stuck Pikmin, you should push them with your Captain, as they cannot be whistled. [[Wollywog]]s and Yellow Wollywogs can also get stuck under bridges in the same way; this too is rare.
| notes = To release the stuck Pikmin, you should push them with your leader, as they cannot be whistled. [[Wollywog]]s and Yellow Wollywogs can also get stuck under bridges in the same way; this too is rare.
| explanation = Deconstructed bridge sections have collision data that's sub-optimal, because they're meant to be temporary things. As such, collisions that involve bridge sections sometimes fail. Pikmin can survive drowning because, again, the bridge section's poor collision makes the game consider them as being out of the water.
| explanation = Deconstructed bridge sections have collision data that's sub-optimal, because they're meant to be temporary things. As such, collisions that involve bridge sections sometimes fail. Pikmin can survive drowning because, again, the bridge section's poor collision makes the game consider them as being out of the water.
}}
}}
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===Leader stuck in pipe===
===Leader stuck in pipe===
{{ glitch | reproducibility = Medium | danger = Depends | p2 = ? | npcp2 = Yes | youtube = SI0KDTwJW7k&t=13m45s | vcaption = The glitch in question happens at 13:45
{{ glitch | reproducibility = Medium | danger = Depends | p2 = ? | npcp2 = Yes | youtube = SI0KDTwJW7k&t=13m45s | vcaption = The glitch in question happens at 13:45
| effects = Causes the active captain to be stuck on a pipe and makes the player unable to switch captains or move, until the [[Bumbling Snitchbug]] frees them.
| effects = Causes the active leader to be stuck on a pipe and makes the player unable to switch leaders or move, until the [[Bumbling Snitchbug]] frees them.
| prerequisites = Be in a sublevel with a Bumbling Snitchbug and fully-covered pipes (such as the corridor in the 6th sublevel of the [[Shower Room]]).
| prerequisites = Be in a sublevel with a Bumbling Snitchbug and fully-covered pipes (such as the corridor in the 6th sublevel of the [[Shower Room]]).
| howto = Walk into a fully-covered metal pipe where a Bumbling Snitchbug is flying under, and let the Bumbling Snitchbug catch you and throw you inside the pipe.
| howto = Walk into a fully-covered metal pipe where a Bumbling Snitchbug is flying under, and let the Bumbling Snitchbug catch you and throw you inside the pipe.
|notes = The glitch cannot be undone unless the Bumbling Snitchbug picks up the captain again.
|notes = The glitch cannot be undone unless the Bumbling Snitchbug picks up the leader again.
}}
}}


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| howto = When {{button|gcn|X|wii|C}} is held, the leader makes a small bounce before lying down. If this bounce happens just as a boulder lands on the leader, there's a chance he might jump quite high in the air. The easiest way to pull it off is to enter the [[Cave of Pain]]. You should hold the button one and a half seconds after the shadow of the boulder appears. If you get hurt, that means you have to press it sooner. If you just [[lie down]], that means you pressed it too soon. For reference, check the timings on the notes.
| howto = When {{button|gcn|X|wii|C}} is held, the leader makes a small bounce before lying down. If this bounce happens just as a boulder lands on the leader, there's a chance he might jump quite high in the air. The easiest way to pull it off is to enter the [[Cave of Pain]]. You should hold the button one and a half seconds after the shadow of the boulder appears. If you get hurt, that means you have to press it sooner. If you just [[lie down]], that means you pressed it too soon. For reference, check the timings on the notes.
| notes = This trick can be used to jump over some obstacles. The further away from the center of the boulder, the farther the distance of the jump. The closer to the center of the timing window you start lying down, the higher the jump. Via testing, it's concluded that the button must be pressed between the {{frames|41}}st [[frame]] after the the shadow appears ({{frames|40}} frames of the shadow's existence) and the {{frames|46}}th ({{frames|45}} frames of the shadow's existence). This results in a window of {{frames|6}} frames. If you make the leader wake up, he will lose all of his momentum and fall to the ground, without you being able to control his descent.
| notes = This trick can be used to jump over some obstacles. The further away from the center of the boulder, the farther the distance of the jump. The closer to the center of the timing window you start lying down, the higher the jump. Via testing, it's concluded that the button must be pressed between the {{frames|41}}st [[frame]] after the the shadow appears ({{frames|40}} frames of the shadow's existence) and the {{frames|46}}th ({{frames|45}} frames of the shadow's existence). This results in a window of {{frames|6}} frames. If you make the leader wake up, he will lose all of his momentum and fall to the ground, without you being able to control his descent.
| explanation = The small bounce a captain makes must be programmed as an actual, physics-abiding jump, instead of a simple animation. This would explain why when something that's meant to cause knockback interferes with a jump makes a glitchy jump happen, as the game wasn't ready to handle that particular scenario. Alternately, it has to do with how the captain should've been knocked back, but the Napsack partially stops that, and blocks all damage, again, causing confusion in the physics engine.
| explanation = The small bounce a leader makes must be programmed as an actual, physics-abiding jump, instead of a simple animation. This would explain why when something that's meant to cause knockback interferes with a jump makes a glitchy jump happen, as the game wasn't ready to handle that particular scenario. Alternately, it has to do with how the leader should've been knocked back, but the Napsack partially stops that, and blocks all damage, again, causing confusion in the physics engine.
}}
}}


===Bridge corner glitch===
===Bridge corner glitch===
{{ glitch | reproducibility = Medium | danger = Depends | p2 = Yes | npcp2 = Yes | youtube = eWCaWOqMZbI
{{ glitch | reproducibility = Medium | danger = Depends | p2 = Yes | npcp2 = Yes | youtube = eWCaWOqMZbI
| effects = Makes Pikmin or a captain go through a bridge, and occasionally, through the ground surrounding the bridge. Captains that fall off the level can teleport to helpful locations, but Pikmin die.
| effects = Makes Pikmin or a leader go through a bridge, and occasionally, through the ground surrounding the bridge. Leaders that fall off the level can teleport to helpful locations, but Pikmin die.
| prerequisites = Have one of the bridges where the glitch works fully built.
| prerequisites = Have one of the bridges where the glitch works fully built.
| howto = In the corners of some bridges, like the South corner of the bridge at the West of the landing site, in the [[Awakening Wood]], if you or a Pikmin goes under the bridge and tries to press against the wall on the corner, they might pass through the bridge and be placed on top of it. In addition, throwing Pikmin while below the bridge, while near the glitchy wall, will instantly place them on top of it. Finally, there are reports of captains and Pikmin falling through the floor when attempting to pass through the corner; this seems to be a lot rarer.
| howto = In the corners of some bridges, like the South corner of the bridge at the West of the landing site, in the [[Awakening Wood]], if you or a Pikmin goes under the bridge and tries to press against the wall on the corner, they might pass through the bridge and be placed on top of it. In addition, throwing Pikmin while below the bridge, while near the glitchy wall, will instantly place them on top of it. Finally, there are reports of leaders and Pikmin falling through the floor when attempting to pass through the corner; this seems to be a lot rarer.
| explanation = The corner caused between the slanted edge of the pool and the bridge can cause the collision detection to fail, allowing passing through to the other side. Bridges are known to have poor collision detection to begin with.
| explanation = The corner caused between the slanted edge of the pool and the bridge can cause the collision detection to fail, allowing passing through to the other side. Bridges are known to have poor collision detection to begin with.
}}
}}
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}}
}}


===Frozen captain glitch===
===Frozen leader glitch===
{{ToDo|Try using the [[#Seesaw block glitch|seesaw block glitch]] with some Pikmin, and have them carry the lying captain out of the square below the block, out of bounds, and see if the frozen captain glitch happens. Regardless of whether it works or not, add the results to the notes section.}}
{{ToDo|Try using the [[#Seesaw block glitch|seesaw block glitch]] with some Pikmin, and have them carry the lying leader out of the square below the block, out of bounds, and see if the frozen leader glitch happens. Regardless of whether it works or not, add the results to the notes section.}}


{{ glitch | reproducibility = Low | danger = Harmful | p2 = Yes | npcp2 = ? | youtube = SjkshAlRaH0
{{ glitch | reproducibility = Low | danger = Harmful | p2 = Yes | npcp2 = ? | youtube = SjkshAlRaH0
| effects = Makes a captain frozen or unusable.
| effects = Makes a leader frozen or unusable.
| prerequisites = Have the [[Napsack]]. Be on an area with [[Dweevil]]s.
| prerequisites = Have the [[Napsack]]. Be on an area with [[Dweevil]]s.
| howto = Lay on the ground using the Napsack and have a Dweevil carry you off the stage. This requires luck, and it works better in metallic caves, as they have very low boundaries. Alternately, in Challenge Mode, make a captain [[lie down]] where the hole to the next sublevel will appear (or the exit geyser). The captain might fall off the stage's boundaries when the hole appears.
| howto = Lay on the ground using the Napsack and have a Dweevil carry you off the stage. This requires luck, and it works better in metallic caves, as they have very low boundaries. Alternately, in Challenge Mode, make a leader [[lie down]] where the hole to the next sublevel will appear (or the exit geyser). The leader might fall off the stage's boundaries when the hole appears.
| notes = <br>
| notes = <br>
**After falling, the [[camera]] moves to the [[Research Pod]] or [[the Ship]]; the captain's helmet beacon light can be seen above this. Sometimes, the camera stays there and nothing further happens. Pressing any button causes the captain to reappear at that spot, as normal. In this case, it is also possible to switch captains; if the player whistles the other captain's beacon light, the captain who fell appears at the Ship or Research Pod. Otherwise, if the player moves around and performs actions such as throwing Pikmin, the beacon light fades and the glitch progresses.
**After falling, the [[camera]] moves to the [[Research Pod]] or [[the Ship]]; the leader's helmet beacon light can be seen above this. Sometimes, the camera stays there and nothing further happens. Pressing any button causes the leader to reappear at that spot, as normal. In this case, it is also possible to switch leaders; if the player whistles the other leader's beacon light, the leader who fell appears at the Ship or Research Pod. Otherwise, if the player moves around and performs actions such as throwing Pikmin, the beacon light fades and the glitch progresses.
**If this happens, the captain reappears somewhere near the edge of the level where he fell off. He will be lying down with his beacon light gone, and he cannot be whistled or switched to, only carried by Pikmin (or Dweevils or [[Bumbling Snitchbug]]s). After having been returned to the Ship or Research Pod, he cannot be moved again.
**If this happens, the leader reappears somewhere near the edge of the level where he fell off. He will be lying down with his beacon light gone, and he cannot be whistled or switched to, only carried by Pikmin (or Dweevils or [[Bumbling Snitchbug]]s). After having been returned to the Ship or Research Pod, he cannot be moved again.
***Trying to force the game to switch to the other captain, by letting the current one's [[health]] drop, for instance, will make the frozen captain stand up and freeze; the [[HUD]] will be gone, and only the camera can be moved. <ref>[http://www.youtube.com/watch?v=9zpNEphShKE#t=269 What happens when the game is forced to switch to the frozen captain (4:25 in the video)]</ref>
***Trying to force the game to switch to the other leader, by letting the current one's [[health]] drop, for instance, will make the frozen leader stand up and freeze; the [[HUD]] will be gone, and only the camera can be moved.<ref>[http://www.youtube.com/watch?v=9zpNEphShKE#t=269 What happens when the game is forced to switch to the frozen leader (4:25 in the video)]</ref>
**On the other hand, if the beacon light fades near-instantly, the player still plays from the point of view of the now-frozen captain. Switching captains makes it impossible to switch back. Pressing {{button|gcn|A|wii|A}} makes the captain stand up and lower his head; now, no more actions can be performed, and the game must be reset, or the day ended or the cave left.  
**On the other hand, if the beacon light fades near-instantly, the player still plays from the point of view of the now-frozen leader. Switching leaders makes it impossible to switch back. Pressing {{button|gcn|A|wii|A}} makes the leader stand up and lower his head; now, no more actions can be performed, and the game must be reset, or the day ended or the cave left.
| explanation = Whenever a captain falls off the level, it respawns in another place. When lying down, some of its attributes are a bit different, probably the fact that it's considered an object that can be carried. Treasures that fall down also respawn, but their code must be different, and most set some attributes on the treasures that once set to captains make them freeze or behave erratically.
| explanation = Whenever a leader falls off the level, it respawns in another place. When lying down, some of its attributes are a bit different, probably the fact that it's considered an object that can be carried. Treasures that fall down also respawn, but their code must be different, and most set some attributes on the treasures that once set to leaders make them freeze or behave erratically.
}}
}}


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{{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes
{{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = Yes
| effects = Makes you go out of bounds on garden-type sublevels.
| effects = Makes you go out of bounds on garden-type sublevels.
| howto = Go to a [[sublevel]] that looks like an outside area (such as Sublevel 2 of the [[Snagret Hole]] or the [[Brawl Yard]]), and have an enemy push you close to the boundary while you push into it. If done right, you will be flung to the outside of the walls and can explore out of bounds. The easiest way to do it is to use the [[Sniper Room]], and finding the [[Orange Bulborb]] in a dead end, if it's there. Go on the boundary of the dead end, push through, and let the Bulborb bite you. It works a lot better if you time a press of {{button|gcn|X|wii|C}} so that the captain [[lie down|lies down]] just as the creature takes a bite.
| howto = Go to a [[sublevel]] that looks like an outside area (such as Sublevel 2 of the [[Snagret Hole]] or the [[Brawl Yard]]), and have an enemy push you close to the boundary while you push into it. If done right, you will be flung to the outside of the walls and can explore out of bounds. The easiest way to do it is to use the [[Sniper Room]], and finding the [[Orange Bulborb]] in a dead end, if it's there. Go on the boundary of the dead end, push through, and let the Bulborb bite you. It works a lot better if you time a press of {{button|gcn|X|wii|C}} so that the leader [[lie down|lies down]] just as the creature takes a bite.
| notes = If you go far enough away from the main part of the level, you will hit a massive wall with blurry images of trees and foliage painted on it, or in other cases an invisible barrier.
| notes = If you go far enough away from the main part of the level, you will hit a massive wall with blurry images of trees and foliage painted on it, or in other cases an invisible barrier.
| explanation = Same reason as to why the [[#Embed glitch|embed glitch]] happens.
| explanation = Same reason as to why the [[#Embed glitch|embed glitch]] happens.
}}
}}


===Make captains fall into the abyss===
===Make leaders fall into the abyss===
{{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = ?
{{ glitch | reproducibility = Low | danger = Harmless | p2 = Yes | npcp2 = ?
| effects = Makes a captain fall into the abyss, outside of a cave's boundaries.
| effects = Makes a leader fall into the abyss, outside of a cave's boundaries.
| howto = In caves like the [[Snagret Hole]], there are solid walls. Behind these walls, you see nothing but black. If a [[Bumbling Snitchbug]] grabs one of the captains, there is a chance that they will drop them into the [[Pit|void]] the walls are blocking out. If you fall in, you will magically reappear at the [[Research Pod]].
| howto = In caves like the [[Snagret Hole]], there are solid walls. Behind these walls, you see nothing but black. If a [[Bumbling Snitchbug]] grabs one of the leaders, there is a chance that they will drop them into the [[Pit|void]] the walls are blocking out. If you fall in, you will magically reappear at the [[Research Pod]].
| notes = If you go out of bounds thanks to a [[Dweevil]], [[#Frozen captain glitch|another glitch]] might occur.
| notes = If you go out of bounds thanks to a [[Dweevil]], [[#Frozen leader glitch|another glitch]] might occur.
| explanation = Bumbling Snitchbugs fly a bit higher than the cave's walls. This allows them to fly out of bounds, and occasionally, they can drop a captain there.
| explanation = Bumbling Snitchbugs fly a bit higher than the cave's walls. This allows them to fly out of bounds, and occasionally, they can drop a leader there.
}}
}}


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| explanation = The game might not be ready to handle an enemy's petrified death on the Piklopedia. Code for this was added on the overseas release, meaning the game no longer froze when it tried to kill the petrified Dweevil.
| explanation = The game might not be ready to handle an enemy's petrified death on the Piklopedia. Code for this was added on the overseas release, meaning the game no longer froze when it tried to kill the petrified Dweevil.
}}
}}
==See also==
*[[Glitches in Pikmin|Glitches in ''Pikmin'']]
*[[Glitches in Pikmin 3|Glitches in ''Pikmin 3'']]


==References==
==References==
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