Glitches in Pikmin 3: Difference between revisions

Alphabetized.
(Clarity.)
(Alphabetized.)
Line 30: Line 30:
|prerequisites = Have 2 leaders available and have the Formidable Oak unlocked.
|prerequisites = Have 2 leaders available and have the Formidable Oak unlocked.
|howto = Have one leader [[throw|hold]] another, and walk against the wall to the east of the Onion. You will start walking up the wall. Once high enough, throw the leader [[out of bounds]]. Swap to that leader, make your way over the nearby roots, under the walkway that leads to the top, circle the Plasm Wraith's arena from the north, climb up the rock, and when possible, fall onto the pathway that leads out of the oak.
|howto = Have one leader [[throw|hold]] another, and walk against the wall to the east of the Onion. You will start walking up the wall. Once high enough, throw the leader [[out of bounds]]. Swap to that leader, make your way over the nearby roots, under the walkway that leads to the top, circle the Plasm Wraith's arena from the north, climb up the rock, and when possible, fall onto the pathway that leads out of the oak.
}}
===Immortal held Pikmin===
{{glitch | reproducibility = High | danger = Helpful | p3 = Yes | p3d = Yes
|effects = A Pikmin gets attacked and squeals, but remains unharmed.
|howto = Merely [[Throw|hold on]] to a Pikmin. While holding, the Pikmin cannot be harmed. The leader can be hurt however, which will cause them to drop the Pikmin. If the Pikmin goes underwater and can drown, it will do so.
|explanation = During the "being grabbed" state, the Pikmin is ready for several things, such as being thrown, but being hurt is not one of them. The fact that it screams might not be related with handling an attack in that particular state as much as it is handling an attack at any point of the Pikmin's global logic.
}}
}}


Line 39: Line 46:
|notes = While these Pikmin can break underwater walls, they can't do so for [[Gate#Electric gate|electric gate]]s: when thrown at this kind of gate, they will hit it, then stop, then hit it again and then they will then rejoin your party. Oddly enough, when the player throws them on again, they won't do the same.
|notes = While these Pikmin can break underwater walls, they can't do so for [[Gate#Electric gate|electric gate]]s: when thrown at this kind of gate, they will hit it, then stop, then hit it again and then they will then rejoin your party. Oddly enough, when the player throws them on again, they won't do the same.
|explanation = When a Pikmin is crushed, some flags are set to make it invincible. This avoids having the Pikmin get hurt by hazards or other enemies while it's performing its crushing death animation. During this state, Pikmin are also no longer in the group, and so, can't be picked up. But if the player grabs the Pikmin at the same time it gets crushed, it will activate the invincibility flags, but skip the crushing, since the Pikmin is in a state where it cannot be harmed (i.e. grabbed by a leader).
|explanation = When a Pikmin is crushed, some flags are set to make it invincible. This avoids having the Pikmin get hurt by hazards or other enemies while it's performing its crushing death animation. During this state, Pikmin are also no longer in the group, and so, can't be picked up. But if the player grabs the Pikmin at the same time it gets crushed, it will activate the invincibility flags, but skip the crushing, since the Pikmin is in a state where it cannot be harmed (i.e. grabbed by a leader).
}}
===Immortal held Pikmin===
{{glitch | reproducibility = High | danger = Helpful | p3 = Yes | p3d = Yes
|effects = A Pikmin gets attacked and squeals, but remains unharmed.
|howto = Merely [[Throw|hold on]] to a Pikmin. While holding, the Pikmin cannot be harmed. The leader can be hurt however, which will cause them to drop the Pikmin. If the Pikmin goes underwater and can drown, it will do so.
|explanation = During the "being grabbed" state, the Pikmin is ready for several things, such as being thrown, but being hurt is not one of them. The fact that it screams might not be related with handling an attack in that particular state as much as it is handling an attack at any point of the Pikmin's global logic.
}}
}}


Line 302: Line 302:
** Going into Brittany's cave where the [[Yellow Pikmin]] are discovered and back out of it and ''not'' skipping the cutscene will crash the game, but skipping the cutscene will activate the sun meter and allow the player to end the day. Ending the day with one Charlie comes with its own various glitches.
** Going into Brittany's cave where the [[Yellow Pikmin]] are discovered and back out of it and ''not'' skipping the cutscene will crash the game, but skipping the cutscene will activate the sun meter and allow the player to end the day. Ending the day with one Charlie comes with its own various glitches.
| explanation = The game assumes that the player can't possibly reach and defeat the boss without being Alph and Brittany, and so upon defeat, Charlie is made available. The player can't switch to him or use any of their Y-controls at this time, however, only able to throw him until the day is over.
| explanation = The game assumes that the player can't possibly reach and defeat the boss without being Alph and Brittany, and so upon defeat, Charlie is made available. The player can't switch to him or use any of their Y-controls at this time, however, only able to throw him until the day is over.
}}
====Revive the Vehemoth Phosbat====
{{todo|Document more side effects and add an explanation.}}
{{glitch | reproducibility = Low | danger = Harmless | p3 = No | p3d = Yes | youtube = 5xCMhVVXfUg
|effects = Have both a living [[Vehemoth Phosbat]] and the [[Heroine's Tear]] on the field at the same time.
|howto = Perform the setup for [[#Tropical Wilds storage|Tropical Wilds storage]] and then [[Sequence break#Day 1 escape|day 1 escape]], and kill the [[Vehemoth Phosbat]]. Return to the Phosbat cave to be sent to the [[Tropical Wilds]], and retry the day. From there, play normally until you reach the [[Distant Tundra]]. Once there, activate the [[electrode]] in the cave before the Vehemoth Phosbat's arena. Re-enter the Distant Tundra, and the Vehemoth Phosbat will have returned to life with a single [[health]] point.
}}
}}


Line 309: Line 316:
|howto = On day 1, kill every [[Phosbat]] in the cave while traveling to the bridge segment of the area. Then, perform the [[Sequence break#Day 1 escape|day 1 escape glitch]] and set story progress as needed. When you are ready, re-enter the cave where the Phosbats were first found.
|howto = On day 1, kill every [[Phosbat]] in the cave while traveling to the bridge segment of the area. Then, perform the [[Sequence break#Day 1 escape|day 1 escape glitch]] and set story progress as needed. When you are ready, re-enter the cave where the Phosbats were first found.
|notes = Only works on day 1.
|notes = Only works on day 1.
}}
====Revive the Vehemoth Phosbat====
{{todo|Document more side effects and add an explanation.}}
{{glitch | reproducibility = Low | danger = Harmless | p3 = No | p3d = Yes | youtube = 5xCMhVVXfUg
|effects = Have both a living [[Vehemoth Phosbat]] and the [[Heroine's Tear]] on the field at the same time.
|howto = Perform the setup for [[#Tropical Wilds storage|Tropical Wilds storage]] and then [[Sequence break#Day 1 escape|day 1 escape]], and kill the [[Vehemoth Phosbat]]. Return to the Phosbat cave to be sent to the [[Tropical Wilds]], and retry the day. From there, play normally until you reach the [[Distant Tundra]]. Once there, activate the [[electrode]] in the cave before the Vehemoth Phosbat's arena. Re-enter the Distant Tundra, and the Vehemoth Phosbat will have returned to life with a single [[health]] point.
}}
}}


Line 326: Line 326:
|explanation = There is a certain small area located at the end of the ledge when an object is being carried back to base, acting like a sort of ramp so that the Pikmin do not fall straight down. Since Pikmin cannot actually walk on this "ramp" of sorts, the Pikmin will try to attempt to carry the fruit but won't actually be able to. Winged Pikmin, of course, will be able to free the object.
|explanation = There is a certain small area located at the end of the ledge when an object is being carried back to base, acting like a sort of ramp so that the Pikmin do not fall straight down. Since Pikmin cannot actually walk on this "ramp" of sorts, the Pikmin will try to attempt to carry the fruit but won't actually be able to. Winged Pikmin, of course, will be able to free the object.
}}
}}
===Golden Shaggy Long Legs glitch===
{{glitch | reproducibility = Low | danger = Harmless | p3 = No | p3d = Yes | youtube = CvGWferFO-g
|effects = Makes the golden Shaggy Long Legs in [[The Ship Restored]] quickly move to the side of the map, moving it out of bounds.
|howto = The specifics are unknown, but in the known recorded instance, the golden Baldy Long Legs is led to a certain spot, is killed, and the radar is activated for about a second. }}
When the golden Shaggy Long Legs is spawned while the Baldy Long Legs is in its death animation, the glitch occurs. Although it could be coincidential, the placement of the cursor on the map might have something to do with it, as the arachnorb relocates to where the cursor once was.


===Infinite dirt mound===
===Infinite dirt mound===
Line 409: Line 415:
|explanation = The game keeps track of where the fruit is. Instead of saving exact coordinates, it might only save the "general" location. If the fruit is not touched, its "general location" is considered inside the alcove. If it gets too close to the gate, the location starts being considered the open space outside the alcove. When it loads the next day, it places the fruit in the vague location it had saved the previous day. Alternately, the game might save the exact location, but due to the carrying, the pear gets slightly embedded against the wall, and when the game loads a new day, it attempts to spawn the fruit in the same place, but to prevent it from clipping, it pushes it off and outside the gate.
|explanation = The game keeps track of where the fruit is. Instead of saving exact coordinates, it might only save the "general" location. If the fruit is not touched, its "general location" is considered inside the alcove. If it gets too close to the gate, the location starts being considered the open space outside the alcove. When it loads the next day, it places the fruit in the vague location it had saved the previous day. Alternately, the game might save the exact location, but due to the carrying, the pear gets slightly embedded against the wall, and when the game loads a new day, it attempts to spawn the fruit in the same place, but to prevent it from clipping, it pushes it off and outside the gate.
}}
}}
===Golden Shaggy Long Legs glitch===
{{glitch | reproducibility = Low | danger = Harmless | p3 = No | p3d = Yes | youtube = CvGWferFO-g
|effects = Makes the golden Shaggy Long Legs in [[The Ship Restored]] quickly move to the side of the map, moving it out of bounds.
|howto = The specifics are unknown, but in the known recorded instance, the golden Baldy Long Legs is led to a certain spot, is killed, and the radar is activated for about a second. }}
When the golden Shaggy Long Legs is spawned while the Baldy Long Legs is in its death animation, the glitch occurs. Although it could be coincidential, the placement of the cursor on the map might have something to do with it, as the arachnorb relocates to where the cursor once was.


==Minor==
==Minor==