Glitches in Pikmin 3: Difference between revisions

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| what should happen = the plasm pushes the player out of the way, but only have very little knockback
| what should happen = the plasm pushes the player out of the way, but only have very little knockback
| notes = The room will be totally dark because the [[Common Glowcap|glowcaps]] are gone (they were there in story mode). The water there in story mode is gone too. You also can't leave the room because the game locks all exits (it still thinks you're in the arena). The [[Plasm Wraith]] will do nothing until you switch to another captain.
| notes = The room will be totally dark because the [[Common Glowcap|glowcaps]] are gone (they were there in story mode). The water there in story mode is gone too. You also can't leave the room because the game locks all exits (it still thinks you're in the arena). The [[Plasm Wraith]] will do nothing until you switch to another captain.
| explanation = normally, a small amount of plasm knocks a captain back and gets him to hop a little bit like in [[Glitches in Pikmin 2#boulder glitch|this glitch]] so a large amount of plasm should make a slightly bigger hop, but in this glitch, it sends him flying into the air and then out of bounds, but that still doesn't explain how you can fall through the floor if it was coded right. Maybe the developers didn't hardcode this enough (it's a mission mode stage, so it has less priority over story mode) because a strong enough push triggers this glitch. The game recognizes that the player is out of bounds and spawns him into the last room he was in, but why not the arena? Maybe the arena doesn't count as a "room" and is a part of the area map and because the rest of the map is locked, it sends you to the last room you entered (in story mode), the Bloominous Stemple room. The game then reverts to its normal state (after rescuing you from out of bounds)and relocks everything, trapping you until time runs out (or you switch to another captain and get killed by the [[Plasm Wraith]]).
| explanation = normally, a small amount of plasm knocks a captain back and gets him to hop a little bit like in [[Glitches in Pikmin 2#boulder jump glitch|this glitch]] so a large amount of plasm should make a slightly bigger hop, but in this glitch, it sends him flying into the air and then out of bounds, but that still doesn't explain how you can fall through the floor if it was coded right. Maybe the developers didn't hardcode this enough (it's a mission mode stage, so it has less priority over story mode) because a strong enough push triggers this glitch. The game recognizes that the player is out of bounds and spawns him into the last room he was in, but why not the arena? Maybe the arena doesn't count as a "room" and is a part of the area map and because the rest of the map is locked, it sends you to the last room you entered (in story mode), the Bloominous Stemple room. The game then reverts to its normal state (after rescuing you from out of bounds) and relocks everything, trapping you until time runs out (or you switch to another captain and get killed by the [[Plasm Wraith]]).
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