Glitches in Pikmin 2: Difference between revisions

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Adding buttons.
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| effects = Makes the Waterwraith's rollers petrified, leaving the creature struggling to break free.
| effects = Makes the Waterwraith's rollers petrified, leaving the creature struggling to break free.
| prerequisites = Have the [[Waterwraith]] on the [[Piklopedia]].
| prerequisites = Have the [[Waterwraith]] on the [[Piklopedia]].
| howto = Open the Piklopedia, and go to the Waterwraith's archive. Right when you open it, repeatedly press Z to [[Ultra-bitter spray|petrify]] it. The rollers will become petrified, followed by the Waterwraith's body. The rollers will break free first. When they do, immediately re-petrify them. The Waterwraith will then break free, and appear to have a very difficult time trying to lift its petrified boulders.
| howto = Open the Piklopedia, and go to the Waterwraith's archive. Right when you open it, repeatedly press {{button|gcn|Z}} to [[Ultra-bitter spray|petrify]] it. The rollers will become petrified, followed by the Waterwraith's body. The rollers will break free first. When they do, immediately re-petrify them. The Waterwraith will then break free, and appear to have a very difficult time trying to lift its petrified boulders.
| explanation = Like with the [[#Half petrified Volatile Dweevil|half petrified Volatile Dweevil]] glitch, the rollers and the creature must count as two different objects, and their petrifications might be able to be desynchronized.
| explanation = Like with the [[#Half petrified Volatile Dweevil|half petrified Volatile Dweevil]] glitch, the rollers and the creature must count as two different objects, and their petrifications might be able to be desynchronized.
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{{ glitch | reproducibility = Medium | danger = Harmless | p2 = Yes | npcp2 = Yes
{{ glitch | reproducibility = Medium | danger = Harmless | p2 = Yes | npcp2 = Yes
| effects = Makes the game announce a Pikmin extinction, without any single Pikmin death.
| effects = Makes the game announce a Pikmin extinction, without any single Pikmin death.
| howto = Go near the entrance of a [[cave]] with Pikmin on your party. When you're ready, press X and A at the same time, preferably X slightly before A. The cave chart will say you have all your Pikmin with you, but they should be idle. Confirm that you wish to enter the cave. After the falling cutscene, the game should announce a Pikmin extinction.
| howto = Go near the entrance of a [[cave]] with Pikmin on your party. When you're ready, press {{button|gcn|X|wii|C}} and {{button|gcn|A|wii|A}} at the same time, preferably the dismiss button slightly before. The cave chart will say you have all your Pikmin with you, but they should be idle. Confirm that you wish to enter the cave. After the falling cutscene, the game should announce a Pikmin extinction.
| notes = Because no Pikmin died, it will not affect the total number of Pikmin deaths. When you return to the overworld, all your Pikmin will be inside the Onions and Ship.
| notes = Because no Pikmin died, it will not affect the total number of Pikmin deaths. When you return to the overworld, all your Pikmin will be inside the Onions and Ship.
| normal = The game should recognize that no Pikmin will enter, and claim it's too dangerous to go in without any Pikmin.
| normal = The game should recognize that no Pikmin will enter, and claim it's too dangerous to go in without any Pikmin.
| explanation = For each frame, the code to dismiss the Pikmin comes after the code that updates their counter. As such, when the game is paused by the cave entering confirmation dialog box, it processes only what happened on that frame. And on that frame, the game tried to update the counter: all Pikmin are still in the party, so the counter indicates over 0 Pikmin (and the message box uses this value as well). However, after the counter updater code comes the dismiss code. Because X was pressed on that frame as well, the game runs the code that dismisses all Pikmin and turns them pale. Normally, the game would update the counter on the next frame, but because the game is paused by the message box, the counter is only updated when the game returns to normal, i.e. when the cave exploration starts. When this happens, the game realizes there are 0 Pikmin and the player is inside a cave, so it triggers a Pikmin extinction.
| explanation = For each frame, the code to dismiss the Pikmin comes after the code that updates their counter. As such, when the game is paused by the cave entering confirmation dialog box, it processes only what happened on that frame. And on that frame, the game tried to update the counter: all Pikmin are still in the party, so the counter indicates over 0 Pikmin (and the message box uses this value as well). However, after the counter updater code comes the dismiss code. Because the dismiss button was pressed on that frame as well, the game runs the code that dismisses all Pikmin and turns them pale. Normally, the game would update the counter on the next frame, but because the game is paused by the message box, the counter is only updated when the game returns to normal, i.e. when the cave exploration starts. When this happens, the game realizes there are 0 Pikmin and the player is inside a cave, so it triggers a Pikmin extinction.
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| effects = Makes the leader jump quite high in the air.
| effects = Makes the leader jump quite high in the air.
| prerequisites = Have the [[Napsack]].
| prerequisites = Have the [[Napsack]].
| howto = When X 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 X around one full second after the shadow of the boulder appears. If you get hurt, that means you have to press it sooner. If you didn't, that means you pressed it too late.
| 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 X around one full second after the shadow of the boulder appears. If you get hurt, that means you have to press it sooner. If you didn't, that means you pressed it too late.
| notes = The further away from the center of the boulder, the farther the distance of the jump. This jump can be used to jump over some obstacles.
| notes = The further away from the center of the boulder, the farther the distance of the jump. This jump can be used to jump over some obstacles.
| 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 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.
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**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 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.
***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 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>
**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 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 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.  
| 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 a carryable object while lying down. Treasures that fall down also respawn, but their code must be different, and most set some attributes on the treasures that one set to captains make them freeze or behave erratically.
| 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.
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