Glitches in Pikmin: Difference between revisions

New glitch: Sunset menu antenna light.
m (Moved and split into two gitches.)
(New glitch: Sunset menu antenna light.)
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{{glitch | reproducibility = Medium | danger = Helpful | p1 = Yes | npcp1 = Yes | 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.
| howto = Using the "[[Throw#Longer throw trick|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 (especially 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 "[[Throw#Longer throw trick|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 (especially 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'']]. 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.
| 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.
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| effects = Prevents Pikmin from being called, but only for about 15-20 seconds.
| effects = Prevents Pikmin from being called, but only for about 15-20 seconds.
| howto = Make Pikmin carry any ship part back to the Dolphin. When they get close to the ring of light next to the Dolphin, stand in the middle or close to the the middle of the Pikmin. When the ship part is retrieved and identified, call the Pikmin back with the [[whistle]]. The Pikmin will appear to be called, but then revert back to their dismissed state. It will take a few tries, but the Pikmin will be called back eventually.
| howto = Make Pikmin carry any ship part back to the Dolphin. When they get close to the ring of light next to the Dolphin, stand in the middle or close to the the middle of the Pikmin. When the ship part is retrieved and identified, call the Pikmin back with the [[whistle]]. The Pikmin will appear to be called, but then revert back to their dismissed state. It will take a few tries, but the Pikmin will be called back eventually.
| notes = None.
| explanation = It could have something to do with when you touch a Pikmin, it automatically calls the Pikmin back. But right after the Pikmin collect a ship part, you are touching them, a cutscene just played, and the game thinks the Pikmin are called back.
| explanation = It could have something to do with when you touch a Pikmin, it automatically calls the Pikmin back. But right after the Pikmin collect a ship part, you are touching them, a cutscene just played, and the game thinks the Pikmin are called back.
}}
}}
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{{glitch | reproducibility = Medium | danger = Depends | p1 = Yes | npcp1 = Yes | youtube = yZuLcgQe_hg
{{glitch | reproducibility = Medium | danger = Depends | p1 = Yes | npcp1 = Yes | youtube = yZuLcgQe_hg
| effects = Makes a Yellow Wollywog stuck in the jumping animation. This can be helpful to the player, as the Yellow 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 Yellow Wollywog stuck in the jumping animation. This can be helpful to the player, as the Yellow Wollywog won't be able to attack, but it also stops the player from bringing the corpse and its pellet to the Onion.
| prerequisites = None.
| howto = On The Final Trial, in Challenge Mode, there is a [[Yellow Wollywog]] near a pipe. If the Yellow Wollywog jumps on the hole in the pipe, it gets stuck there; it can be coerced into doing so by moving [[Olimar]] onto it.
| howto = On The Final Trial, in Challenge Mode, there is a [[Yellow Wollywog]] near a pipe. If the Yellow Wollywog jumps on the hole in the pipe, it gets stuck there; it can be coerced into doing so by moving [[Olimar]] onto it.
| notes = While stuck, the creature cannot be harmed; it remains in its jumping animation and cannot be brought out of it.
| notes = While stuck, the creature cannot be harmed; it remains in its jumping animation and cannot be brought out of it.
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|notes = The more Pikmin are generating particles, the louder the sound will get. Use caution when performing this glitch.
|notes = The more Pikmin are generating particles, the louder the sound will get. Use caution when performing this glitch.
|explanation = Whenever Pikmin go from being out of water to in, these particles appear. If the Pikmin stays on the border, such that they're between grounded and submerged, the particles will continuously appear, until the game fully acknowledges the Pikmin as being underwater. For The Forest Navel, the edge of the water is where the wall is, and Pikmin going towards the wall are left just on the edge.
|explanation = Whenever Pikmin go from being out of water to in, these particles appear. If the Pikmin stays on the border, such that they're between grounded and submerged, the particles will continuously appear, until the game fully acknowledges the Pikmin as being underwater. For The Forest Navel, the edge of the water is where the wall is, and Pikmin going towards the wall are left just on the edge.
}}
===Sunset menu antenna light===
{{glitch | reproducibility = Hugh | danger = Harmless | p1 = Yes | npcp1 = Yes | image = Sunset menu antenna light.jpg
|effects = Shows the particle effect for Olimar's antenna light during the sunset menu.
|howto = On The Forest Navel, during the sunset gathering cutscene, Olimar starts by walking forward towards the ship, and then he stops, looks to his left, and then to his right. When he is looking to his left, press {{button|gc|a|wii|a}} to skip the cutscene.
|notes = Since this involves skipping the sunset cutscene, it is not possible in the North American or Japanese versions of the GameCube original.
|explanation = Since the S.S. Dolphin, Olimar, and the Onions have to fly away during the sunset menu, the game keeps those objects loaded when the day ends, but unloads everything else. The coordinates for Olimar's antenna light are not cleared, nor are they programmed to follow Olimar during the sunset menu, so the light stays in place from the moment the cutscene is skipped. Coincidentally, The Forest Navel's landing site is very close to the coordinates where the sunset menu takes place, and by "freezing" the light in a specific spot, it actually appears on-camera during the menu.
}}
}}