Glitches in Pikmin 2: Difference between revisions

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→‎Boulder jump glitch: Added frame timing.
m (Adding buttons.)
m (→‎Boulder jump glitch: Added frame timing.)
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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 {{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.
| 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 = 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 = 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 41st frame after the the shadow appears (40 frames/1.33 seconds of the shadow's existence) and the 46th (45 frames/1.5 seconds of the shadow's existence). This results in a window of 6 frames (0.2 seconds). These frames values have been calculated for 60Hz mode (30 frames per second).
| 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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