Glitches in Pikmin 2: Difference between revisions

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Linked to Saved game.
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| howto = Non-Blue Pikmin drown after swimming for a while. If you have an idle Blue Pikmin grab the swimming Pikmin, the latter's swimming time will reset. You can call the Blue Pikmin to you in order to avoid having it throw the swimming Pikmin onto land, and you can continue doing this to cross any body of water.
| howto = Non-Blue Pikmin drown after swimming for a while. If you have an idle Blue Pikmin grab the swimming Pikmin, the latter's swimming time will reset. You can call the Blue Pikmin to you in order to avoid having it throw the swimming Pikmin onto land, and you can continue doing this to cross any body of water.
| notes = It's also possible to indefinitely extend the swimming period of a non-Blue Pikmin in [[Glitches in Pikmin#Extended swimming|''Pikmin'']], but the method is different.
| notes = It's also possible to indefinitely extend the swimming period of a non-Blue Pikmin in [[Glitches in Pikmin#Extended swimming|''Pikmin'']], but the method is different.
| explanation = To make sure that a Blue Pikmin's rescue attempt is successful, as to prevent the player from being robbed out of a life save that seemed guaranteed, and in order to avoid having to deal with the Blue Pikmin dying a Pikmin that's dying, the game resets the time the swimming Pikmin has left the second the Blue Pikmin grabs it. This prevents the swimming Pikmin from dying. If the throw is canceled, the Blue Pikmin will not throw the swimming Pikmin, but the latter's swimming time will still have been reset.
| explanation = To make sure that a Blue Pikmin's rescue attempt is successful, as to prevent the player from being robbed out of a life save that seemed guaranteed, and in order to avoid having to deal with the Blue Pikmin carrying a Pikmin that's dying, the game resets the time the swimming Pikmin has left the second the Blue Pikmin grabs it. This prevents the swimming Pikmin from dying. If the throw is canceled, the Blue Pikmin will not throw the swimming Pikmin, but the latter's swimming time will still have been reset.
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{{ glitch | reproducibility = Low | danger = Harmless | p2 = ? | npcp2 = Yes
{{ glitch | reproducibility = Low | danger = Harmless | p2 = ? | npcp2 = Yes
| effects = Makes the first paper bag in the [[Valley of Repose]] stuck until the day is over. It'll act as it if were closed, i.e. it can still be passed through, although the [[HUD#Cursor|cursor]] will stay on top of it when moved there.
| effects = Makes the first paper bag in the [[Valley of Repose]] stuck until the day is over. It'll act as it if were closed, i.e. it can still be passed through, although the [[HUD#Cursor|cursor]] will stay on top of it when moved there.
| howto = Start a new save file and work your way until you have enough Pikmin to put down the first [[paper bag]]. Throw the required number of Pikmin but one onto the bag. When you throw the last one, call the Pikmin to either captain's side just as the Pikmin lands on the bag. Until you get the exact timing, it's better to whistle too early rather than too late, because if you whistle too late, the cutscene will start and the glitch won't be reproducible, whereas whistling too early makes the Pikmin come to you, and you can try again right away. If you timed it right, there's a chance the Pikmin will move out of the bag, and it'll stay in place, but the reunion cutscene will still occur. Olimar and Louie will pass through the paper bag, and it'll be stuck in this state until the day ends.
| howto = Start a new [[Saved game|save file]] and work your way until you have enough Pikmin to put down the first [[paper bag]]. Throw the required number of Pikmin but one onto the bag. When you throw the last one, call the Pikmin to either captain's side just as the Pikmin lands on the bag. Until you get the exact timing, it's better to whistle too early rather than too late, because if you whistle too late, the cutscene will start and the glitch won't be reproducible, whereas whistling too early makes the Pikmin come to you, and you can try again right away. If you timed it right, there's a chance the Pikmin will move out of the bag, and it'll stay in place, but the reunion cutscene will still occur. Olimar and Louie will pass through the paper bag, and it'll be stuck in this state until the day ends.
| notes = With incredible luck, it is also possible to have the "You appear to be stuck" cutscene interrupt the paper bag's deflation, which also triggers the glitch.
| notes = With incredible luck, it is also possible to have the "You appear to be stuck" cutscene interrupt the paper bag's deflation, which also triggers the glitch.
| explanation = Just like the [[Glitches in Pikmin#Cardboard box cutscene softlock|Cardboard box softlock glitch in ''Pikmin'']], if the Pikmin are brought back into the party just as the cutscene starts, there will be no Pikmin to actually perform the actions required by the cutscene, in this case, deflating the bag. Because it was never assumed that this could or would happen, the game is programmed to move Olimar and Louie to the place where the squashed bag was, regardless of its state.
| explanation = Just like the [[Glitches in Pikmin#Cardboard box cutscene softlock|Cardboard box softlock glitch in ''Pikmin'']], if the Pikmin are brought back into the party just as the cutscene starts, there will be no Pikmin to actually perform the actions required by the cutscene, in this case, deflating the bag. Because it was never assumed that this could or would happen, the game is programmed to move Olimar and Louie to the place where the squashed bag was, regardless of its state.
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| prerequisites = Be in a cave that has [[Hazard#Water|water]], [[Hazard#Poison gas|poison]] or [[Hazard#Fire|fire]] hazards, and have Pikmin that are not immune to those hazards.
| prerequisites = Be in a cave that has [[Hazard#Water|water]], [[Hazard#Poison gas|poison]] or [[Hazard#Fire|fire]] hazards, and have Pikmin that are not immune to those hazards.
| howto = When your Pikmin are choking or burning due to a water, poison or fire hazard, their deaths are accounted for exactly when they make their last scream. While they are too far gone to save by the [[whistle]] at this point, they aren't exactly dead yet. If you go into a [[geyser]] or hole, you can see them jump into it with the bubbles, gas, or flames on them, albeit alive. On the next sublevel, they'll be perfectly normal. However, when you complete the cave, you'll notice that their deaths were accounted for in the number of total deaths. If you do it several times throughout the sublevels, you can even have over 100 deaths in a single cave run.
| howto = When your Pikmin are choking or burning due to a water, poison or fire hazard, their deaths are accounted for exactly when they make their last scream. While they are too far gone to save by the [[whistle]] at this point, they aren't exactly dead yet. If you go into a [[geyser]] or hole, you can see them jump into it with the bubbles, gas, or flames on them, albeit alive. On the next sublevel, they'll be perfectly normal. However, when you complete the cave, you'll notice that their deaths were accounted for in the number of total deaths. If you do it several times throughout the sublevels, you can even have over 100 deaths in a single cave run.
| notes = This glitched number of deaths in the cave will also add to your Pikmin death save file total. It's also possible for a Pikmin to catch on fire during the cutscene, if there's a geyser nearby. But this will neither kill the Pikmin or change the death count. This can also rarely happen if Pikmin die from falling off an abyss.
| notes = This glitched number of deaths in the cave will also add to your Pikmin death [[Saved game|save file]] total. It's also possible for a Pikmin to catch on fire during the cutscene, if there's a geyser nearby. But this will neither kill the Pikmin or change the death count. This can also rarely happen if Pikmin die from falling off an abyss.
| explanation = The game counts a death when a Pikmin makes its last cry, even though the creature's object still exists on the map. Normally, it's impossible to save it when it's doing its last cry, though. But when entering a hole or a geyser, the game forces all Pikmin objects to jump in, regardless of their state. When loading the next sublevel, the game creates new Pikmin objects, basing itself on the previous objects' maturity, color, etc., but not their state (choking/burning).
| explanation = The game counts a death when a Pikmin makes its last cry, even though the creature's object still exists on the map. Normally, it's impossible to save it when it's doing its last cry, though. But when entering a hole or a geyser, the game forces all Pikmin objects to jump in, regardless of their state. When loading the next sublevel, the game creates new Pikmin objects, basing itself on the previous objects' maturity, color, etc., but not their state (choking/burning).
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{{ glitch | reproducibility = Low | danger = Harmless | p2 = ? | npcp2 = ?
{{ glitch | reproducibility = Low | danger = Harmless | p2 = ? | npcp2 = ?
| effects = Causes two [[gate]]s to appear in the same spot. If one gate is destroyed and Pikmin are thrown on the side where the other gate is, they will mysteriously land on the wall, and the other gate will come down.
| effects = Causes two [[gate]]s to appear in the same spot. If one gate is destroyed and Pikmin are thrown on the side where the other gate is, they will mysteriously land on the wall, and the other gate will come down.
| howto = Rarely, [[sublevel]] 7 of the [[Hole of Heroes]], where the [[Ranging Bloyster]] is, will have two gates inside one another. If it doesn't happen, you can keep resetting until it does, since reloading the save file takes you to the same sublevel, but with a different layout.
| howto = Rarely, [[sublevel]] 7 of the [[Hole of Heroes]], where the [[Ranging Bloyster]] is, will have two gates inside one another. If it doesn't happen, you can keep resetting until it does, since reloading the [[Saved game|save file]] takes you to the same sublevel, but with a different layout.
| explanation = Damage is caused to both gates at once, seeing as they're in the same position. However, because the Pikmin are actually "attached" to only one of the gates, only that gate falls down. When certain activities happen on the other gate, it gets updated, and when an update realizes the gate has 0 "[[HP|health]]" remaining, it makes the gate drop down all in one go.
| explanation = Damage is caused to both gates at once, seeing as they're in the same position. However, because the Pikmin are actually "attached" to only one of the gates, only that gate falls down. When certain activities happen on the other gate, it gets updated, and when an update realizes the gate has 0 "[[HP|health]]" remaining, it makes the gate drop down all in one go.
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