Glitches in Pikmin 3: Difference between revisions

I don't like çeaders
(I don't like çeaders)
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|effects = Allows the player to get to the Winged Pikmin's Onion without building the long blue bridge across the river.
|effects = Allows the player to get to the Winged Pikmin's Onion without building the long blue bridge across the river.
|prerequisites = Have the Twilight River unlocked and have two leaders.
|prerequisites = Have the Twilight River unlocked and have two leaders.
|howto = At the [[Twilight River]] have one leader walk across the river with the [[Water Dumple]], with no [[Pikmin family|Pikmin]] in the area. Once near the lily pad, have the leader walk in the corner of the rock to the left of it and the lily pad. If done correctly, the leader will begin to go through the rock. Walk onto the brown land area, and the leader will fall down into an abyss. They will later respawn on the side of the river with the Winged Pikmin's [[Onion]]. From there, switch to a leader at the landing site, and have them throw across some Pikmin, preferably [[Rock Pikmin]], to free the Onion from the [[Arachnode]]'s web. Throw some in the water, and then switch to the other çeader so that they can [[Whistle|call]] them to the other shore.
|howto = At the [[Twilight River]] have one leader walk across the river with the [[Water Dumple]], with no [[Pikmin family|Pikmin]] in the area. Once near the lily pad, have the leader walk in the corner of the rock to the left of it and the lily pad. If done correctly, the leader will begin to go through the rock. Walk onto the brown land area, and the leader will fall down into an abyss. They will later respawn on the side of the river with the Winged Pikmin's [[Onion]]. From there, switch to a leader at the landing site, and have them throw across some Pikmin, preferably [[Rock Pikmin]], to free the Onion from the [[Arachnode]]'s web. Throw some in the water, and then switch to the other leader so that they can [[Whistle|call]] them to the other shore.
|notes = In [[Update|version 1.0]], the leader takes no damage if they fall in. However, in version 1.4 and onwards, they take damage equal to 1/3 of their total health. Even though the bridge is skipped, it is recommended to build it eventually to allow easy retrieval of items.
|notes = In [[Update|version 1.0]], the leader takes no damage if they fall in. However, in version 1.4 and onwards, they take damage equal to 1/3 of their total health. Even though the bridge is skipped, it is recommended to build it eventually to allow easy retrieval of items.
|explanation = Collision detection algorithms should be simple, in order to not overload the console, specially for things as trivial as scenery objects such as rocks. It is possible that the gap between the rocks angles inwards, and when the leader attempts to move between them, each wall pushes them in opposite directions, which results in no lateral movement. The forward movement, however, is still enough to move the leader forwards (considering there are no collision forces stopping them efficiently on that direction), so they slowly make progress forward, until they no longer collide with the geometry and go through.
|explanation = Collision detection algorithms should be simple, in order to not overload the console, specially for things as trivial as scenery objects such as rocks. It is possible that the gap between the rocks angles inwards, and when the leader attempts to move between them, each wall pushes them in opposite directions, which results in no lateral movement. The forward movement, however, is still enough to move the leader forwards (considering there are no collision forces stopping them efficiently on that direction), so they slowly make progress forward, until they no longer collide with the geometry and go through.