Glitches in Pikmin 2: Difference between revisions

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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 {{button|gc|x|wii|c}} and {{button|gc|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.
| howto = Go near the entrance of a [[cave]] with Pikmin on your party. When you're ready, press {{button|gc|x|wii|c}} and {{button|gc|a|wii|a}} at the same time, preferably the [[dismiss]] button slightly before. The cave chart will say you have all the 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 the 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 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.
| 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.