Glitches in Pikmin: Difference between revisions

Confirming some NPC! glitches.
m (Linked to Dismiss.)
(Confirming some NPC! glitches.)
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===High ledge trick===
===High ledge trick===
{{ glitch | reproducibility = Medium | danger = Helpful | p1 = Yes | npcp1 = ? | youtube = 79o04GEvocI
{{ glitch | reproducibility = Medium | danger = Helpful | p1 = Yes | npcp1 = Yes | youtube = 79o04GEvocI
| effects = Makes it possible to throw a non-Yellow Pikmin onto a high ledge.
| effects = Makes it possible to throw a non-Yellow Pikmin onto a high ledge.
| prerequisites = None.
| prerequisites = None.
| howto = Using the "long throw" technique (throw a Pikmin while running), it's possible to make non-Yellow Pikmin reach a ledge that only Yellows are meant to. The Pikmin must scrape the wall a bit during the ascending part of their jump in order to make it. The exact amount of contact with the wall depends, and some surfaces (specially when they aren't perfectly vertical) work better than others. If you need help, check some speedrunning and challenge videos, as this trick is commonly used in such runs.
| howto = Using the "long throw" technique (throw a Pikmin while running), it's possible to make non-Yellow Pikmin reach a ledge that only Yellows are meant to. The Pikmin must scrape the wall a bit during the ascending part of their jump in order to make it. The exact amount of contact with the wall depends, and some surfaces (specially when they aren't perfectly vertical) work better than others. If you need help, check some speedrunning and challenge videos, as this trick is commonly used in such runs.
| notes = This glitch can also happen in [[Glitches in Pikmin 2#High ledge trick|''Pikmin 2'']].
| notes = This glitch can also happen in [[Glitches in Pikmin 2#High ledge trick|''Pikmin 2'']]. In ''New Play Control! Pikmin'', the cursor must be placed so that it is at the longest possible distance or beyond. This gives the throw enough force to perform the glitch.  
| explanation = Some energy from the throw cannot be transfered horizontally, as there's a wall, so instead it gets transferred vertically. It also helps that some tilted surfaces make thrown Pikmin slide up, given their incline.
| explanation = Some energy from the throw cannot be transfered horizontally, as there's a wall, so instead it gets transferred vertically. It also helps that some tilted surfaces make thrown Pikmin slide up, given their incline.
}}
}}
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===Controlling Mushroom Pikmin===
===Controlling Mushroom Pikmin===
{{ glitch | reproducibility = Low | danger = Helpful | p1 = Yes | npcp1 = ? | youtube = 0xJR7CLrf24
{{ glitch | reproducibility = Low | danger = Helpful | p1 = Yes | npcp1 = Yes | youtube = 0xJR7CLrf24
| effects = Makes it possible to partially control a [[Mushroom Pikmin]].
| effects = Makes it possible to partially control a [[Mushroom Pikmin]].
| prerequisites = Have a living [[Puffstool]] in the area.
| prerequisites = Have a living [[Puffstool]] in the area.
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{{ glitch | reproducibility = Low | danger = Harmful | p1 = Yes | npcp1 = Yes
{{ glitch | reproducibility = Low | danger = Harmful | p1 = Yes | npcp1 = Yes
| effects = Makes a Pikmin vanish instantly by being crushed.
| effects = Makes a Pikmin vanish instantly by being crushed.
| prerequisites =
| howto = When an enemy is defeated and falls to the ground, there is a chance that a nearby Pikmin will mysteriously vanish without leaving a [[spirit]] or making a sound. There are several enemies that have this happen more frequently than others, and it also happens with more regularity when swarming enemies rather than throwing Pikmin at them. It can also happen with [[pellet]]s.
| howto = When an enemy is defeated and falls to the ground, there is a chance that a nearby Pikmin will mysteriously vanish without leaving a [[spirit]] or making a sound. There are several enemies that have this happen more frequently than others, and it also happens with more regularity when swarming enemies rather than throwing Pikmin at them. It can also happen with [[pellet]]s.
| notes = This glitch happens more frequently in the [[New Play Control! Pikmin|''New Play Control!'' version]]. It can also happen in [[Glitches in Pikmin 2#Crushing glitch|''Pikmin 2'']].
| notes = This glitch happens more frequently in the [[New Play Control! Pikmin|''New Play Control!'' version]]. It can also happen in [[Glitches in Pikmin 2#Crushing glitch|''Pikmin 2'']].
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===Drowning glitch===
===Drowning glitch===
{{image}}
{{image}}
{{ glitch | reproducibility = High | danger = Helpful | p1 = Yes | npcp1 = ?
{{ glitch | reproducibility = High | danger = Helpful | p1 = Yes | npcp1 = Yes
| effects = Causes a non-Blue Pikmin to remain drowning indefinitely without dying.
| effects = Causes a non-Blue Pikmin to remain drowning indefinitely without dying.
| howto = Take any non-Blue Pikmin and either toss it into the water or just run into the water with it, thus causing it to drown. If you whistle and run into the Pikmin, the Pikmin may then restart its drowning sequence, which allows it to stay in the water for an extended period of time. This can be repeated for as many times necessary. The Pikmin will still drown eventually if they are not called to shore or if the glitch is unrepeated.
| howto = Take any non-Blue Pikmin and either toss it into the water or just run into the water with it, thus causing it to drown. If you whistle and run into the Pikmin, the Pikmin may then restart its drowning sequence, which allows it to stay in the water for an extended period of time. This can be repeated for as many times necessary. The Pikmin will still drown eventually if they are not called to shore or if the glitch is unrepeated.
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===Pikmin out of bounds===
===Pikmin out of bounds===
{{image}}
{{image}}
{{ glitch | reproducibility = Low | danger = Harmful | p1 = Yes | npcp1 = ?
{{ glitch | reproducibility = Low | danger = Harmful | p1 = Yes | npcp1 = No
| effects = Makes Pikmin go out of bounds, where they can slide back into the area, go far enough to be irretrievable, or slide the opposite direction, where they will fall off-screen and die.
| effects = Makes Pikmin go out of bounds, where they can slide back into the area, go far enough to be irretrievable, or slide the opposite direction, where they will fall off-screen and die.
| prerequisites = Have a living [[Goolix]] on [[The Impact Site]].
| prerequisites = Have a living [[Goolix]] on [[The Impact Site]].
| howto = If the Goolix is near the right of the tree-stump arena and the yellow, brain-like nucleus is hit by a Blue Pikmin, that Pikmin, or the other Blues that are attacking the smaller, blue nucleus may be knocked into the out-of-bounds, forest like terrain.
| howto = If the Goolix is near the right of the tree-stump arena and the yellow, brain-like nucleus is hit by a Blue Pikmin, that Pikmin, or the other Blues that are attacking the smaller, blue nucleus may be knocked into the out-of-bounds, forest like terrain.
| notes = In ''[[New Play Control! Pikmin]]'', the Pikmin are not knocked hard enough to be unreachable, and the [[whistle]]'s range allows them to be called back.
| normal = The Pikmin should be unable to go too far out of bounds.
| normal = The Pikmin should be unable to go too far out of bounds.
| explanation = The collision between the Gollix' nuclei is meant to throw away all nearby Pikmin. If the creature is too close to the edges of the area, it's possible for the fighting Pikmin to be thrown off. Not much was done to manage Pikmin that go out of bounds, as that scenario was thought to be too unlikely.
| explanation = The collision between the Gollix' nuclei is meant to throw away all nearby Pikmin. If the creature is too close to the edges of the area, it's possible for the fighting Pikmin to be thrown off. Not much was done to manage Pikmin that go out of bounds, as that scenario was thought to be too unlikely.
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===Shearwigs falling into the abyss===
===Shearwigs falling into the abyss===
{{ glitch | reproducibility = Low | danger = Harmless | p1 = Yes | npcp1 = ? | youtube = kF2oi0obOFw
{{ glitch | reproducibility = Low | danger = Harmless | p1 = Yes | npcp1 = Yes | youtube = kF2oi0obOFw
| effects = Makes a Shearwig fall into an abyss and die.
| effects = Makes a Shearwig fall into an abyss and die.
| prerequisites =  
| prerequisites =  
| howto = Find some Shearwigs in [[The Forest Navel]] region, likely near the area where the [[Automatic Gear]] is. Lure some or all of them to the area along the edge of the world where you find the [[Libra]] and the [[Analog Computer]] near the section with fire geysers. You can lure them into the small lake and they'll lose [[health]], or you can punch them. When they have lost enough health, they will begin to fly. Wait for a few seconds while they recover in the air, and occasionally, they will fall into to the abyssal depths of the hole.
| howto = Find some Shearwigs in [[The Forest Navel]] region, like the ones near the area where the [[Automatic Gear]] is. Lure some or all of them to the area along the edge of the world where you find the [[Libra]] and the [[Analog Computer]] near the section with fire geysers. You can lure them into the small lake and they'll lose [[health]], or you can punch them. When they have lost enough health, they will begin to fly. Wait for a few seconds while they recover in the air, and occasionally, they will fall into to the abyssal depths of the hole.
| notes = The Shearwigs won't come back out, but they'll respawn in their original spot after a few days.
| notes = The Shearwigs won't come back out, but they'll respawn in their original spot after a few days.
| normal = The creature should avoid flying over bottomless pits.
| normal = The creature should avoid flying over bottomless pits.
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===Wollywog stuck on pipe===
===Wollywog stuck on pipe===
{{ glitch | reproducibility = Medium | danger = Depends | p1 = Yes | npcp1 = ? | youtube = yZuLcgQe_hg
{{ glitch | reproducibility = Medium | danger = Depends | p1 = Yes | npcp1 = Yes | youtube = yZuLcgQe_hg
| effects = Makes a Wollywog stuck in a jumping animation. This can be helpful to the player, as the Wollywog won't be able to attack, but it also stops the player from bringing the corpse and its Pellet to the Onion.
| effects = Makes a Wollywog stuck in a jumping animation. This can be helpful to the player, as the Wollywog won't be able to attack, but it also stops the player from bringing the corpse and its Pellet to the Onion.
| prerequisites =  
| prerequisites =  
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===Cardboard box cutscene softlock===
===Cardboard box cutscene softlock===
{{ glitch | reproducibility = Medium | danger = Harmful | p1 = Yes | npcp1 = ?
{{ glitch | reproducibility = Medium | danger = Harmful | p1 = Yes | npcp1 = No
| effects = Makes the game stuck wait for a cutscene to end, with no way out.
| effects = Makes the game stuck wait for a cutscene to end, with no way out.
| prerequisites =  
| prerequisites =  
| howto = Start a new save file. After gathering 10 Red Pikmin, go towards the [[cardboard box]]. Place 9 Pikmin on the box, and then throw the 10th at it. Then, try to make it so that you whistle at least one Pikmin the exact moment the 10th Pikmin lands. It's better to whistle too soon rather than too late. If you whistle too soon, you can try again right away, but if you whistle too late, the cutscene will start and the glitch cannot be reproduced. If you call in Pikmin just when the cutscene starts, the box won't be able to move, and the cutscene will never end.
| howto = Start a new save file. After gathering 10 Red Pikmin, go towards the [[cardboard box]]. Place 9 Pikmin on the box, and then throw the 10th at it. Then, try to make it so that you whistle at least one Pikmin the exact moment the 10th Pikmin lands. It's better to whistle too soon rather than too late. If you whistle too soon, you can try again right away, but if you whistle too late, the cutscene will start and the glitch cannot be reproduced. If you call in Pikmin just when the cutscene starts, the box won't be able to move, and the cutscene will never end.
| notes = Because the game expects the box to get to its final place until it ends the cutscene, it'll be waiting forever. The music will keep going, but nothing else will happen. The only thing left to do is to reset or shut down the console.
| notes = Because the game expects the box to get to its final place until it ends the cutscene, it'll be waiting forever. The music will keep going, but nothing else will happen. The only thing left to do is to reset or shut down the console. In ''[[New Play Control! Pikmin]]'', the glitch cannot be performed, not even with frame-perfect timing via emulator.
| explanation = Instead of having the cutscene last for a fixed duration of time, the developers chose to have the cutscene end when the box reaches its destination; this would allow changing Pikmin pushing speeds without having to change the cutscene duration. When the cutscene starts, some parts of the gameplay still take effect for some frames, such as the final bits of the whistle's range. This allows the Pikmin to be called back while the cutscene is playing.
| explanation = Instead of having the cutscene last for a fixed duration of time, the developers chose to have the cutscene end when the box reaches its destination; this would allow changing Pikmin pushing speeds without having to change the cutscene duration. When the cutscene starts, some parts of the gameplay still take effect for some frames, such as the final bits of the whistle's range. This allows the Pikmin to be called back while the cutscene is playing. Because the game must wait for the box to reach its destination, it remains waiting forever.
}}
}}


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===Silent whistle===
===Silent whistle===
{{ glitch | reproducibility = High | danger = Harmless | p1 = Yes | npcp1 = ?
{{ glitch | reproducibility = High | danger = Harmless | p1 = Yes | npcp1 = Yes
| effects = Makes the [[whistle]] not produce any sound. It will still work like normal, though.
| effects = Makes the [[whistle]] not produce any sound. It will still work like normal, though.
| howto = Whistle once and hold it. When you let go, press and hold {{button|gcn|B|wii|B}} again ''almost instantly'' afterwards. If you're having trouble, it might be easier to mash the button two or three times very quickly, and holding on the last time.
| howto = Whistle once and hold it. When you let go, press and hold {{button|gcn|B|wii|B}} again ''almost instantly'' afterwards. If you're having trouble, it might be easier to mash the button two or three times very quickly, and holding on the last time.
| notes = The whistle button must be released for exactly one frame (one 25th of a second in the European version, one 30th in the US version) in order for it to work.
| notes = The whistle button must be released for exactly one frame (one 25th of a second in the European version, one 30th in the US version) in order for it to work. In ''[[New Play Control! Pikmin]]'', the [[Wii]] Remote's volume must be set to 0. This glitch only works if the whistle sound is coming from the television, not from the Wii Remote's speaker. The volume can be changed on the Home menu, accessible by pressing {{button|wii|Home}}.
| explanation = The whistle sound still lasts for one frame after the button is released. After that, the game stops the playing whistle sound. If during this time, the player presses the button again, another whistle will start. The game then stops the sound, regardless of it being a different whistle.
| explanation = The whistle sound still lasts for one frame after the button is released. After that, the game stops the playing whistle sound. If during this time, the player presses the button again, another whistle will start. The game then stops the sound, regardless of it being a different whistle.
}}
}}
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===Spinning Olimar===
===Spinning Olimar===
{{ glitch | reproducibility = High | danger = Harmless | p1 = Yes | npcp1 = Yes
{{ glitch | reproducibility = High | danger = Harmless | p1 = Yes | npcp1 = Yes
| effects = Makes Captain Olimar shake erratically on the GameCube version, and makes his body spin around, leaving the head alone, in the ''New Play Control!'' version.
| effects = Makes Captain Olimar shake erratically.
| prerequisites = There should be a built [[bridge]] on the [[area]].
| prerequisites = There should be a built [[bridge]] on the [[area]].
| howto = Simply walk on a bridge.
| howto = Simply walk on a bridge. This works best on the Northern bridge of the Final Trial, while walking North.
| notes = In the ''NPC!'' version, if you try to fix the camera behind him, it will make it spin in the direction in which Olimar's body was when the button was pressed.
| notes = In the [[New Play Control! Pikmin|''New Play Control!'' version]], if you try to fix the camera behind Olimar by pressing {{button|wii|Z}}, it will make it spin in the direction in which Olimar's body was when the button was pressed.
| explanation = A bridge counts as an object, not as solid ground. As such, the code to handle walking on it must be different.
| explanation = A bridge counts as an object, not as solid ground. As such, the code to handle walking on it isn't as robust as in solid ground.
}}
}}