Glitches in Pikmin 2: Difference between revisions

Jump to navigation Jump to search
No edit summary
(Renaming it to crushed for consistency with what we call the crushing hazard. Also, some more info. Nice find!)
Line 97: Line 97:
| 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.
| 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).
}}
===Crushed Pikmin in cutscene===
{{glitch | reproducibility = High | danger = Harmless | p2 = Yes | npcp2 = Yes | image = Crushed Pikmin jumping in hole.jpg | icaption = Demonstration of the glitch. The Pikmin on the bottom-left are very flat.
| effects = Causes [[Blunt force|crushed]] Pikmin to appear in the sublevel transition cutscene.
| prerequisites = Have something that is able to crush Pikmin on the sublevel, such as the [[Armored Cannon Larva]] in sublevel 3 of [[Subterranean Complex]].
| howto = Be near a hole to the next sublevel in a cave, and have something on the floor that is able to squish Pikmin, such as a boulder. Have the Pikmin be squished by the object (or enemy) and enter the hole right afterwards. If you enter quickly enough, the squished Pikmin will be there in the cutscene, and will appear squished.
| notes = The crushed Pikmin will not die when you arrive at the next sublevel, nor will they be counted for the total of deaths.
| explanation = In caves, when the player enters the next sublevel, all living Pikmin that are not buried in the ground are automatically teleported to the leader. And, because Pikmin do not instantly after they are crushed, there is a small window where the game considers them alive, which can be used to keep them alive in the cutscene. Since the cutscene doesn't expect the Pikmin to be different from normal, it doesn't fix the fact that they are squashed.
}}
}}


Line 129: Line 138:
| notes = To release the stuck Pikmin, you should push them with your leader, as they cannot be whistled. [[Wollywog]]s and Yellow Wollywogs can also get stuck under bridges in the same way; this too is rare.
| notes = To release the stuck Pikmin, you should push them with your leader, as they cannot be whistled. [[Wollywog]]s and Yellow Wollywogs can also get stuck under bridges in the same way; this too is rare.
| explanation = Deconstructed bridge sections have collision data that's sub-optimal, because they're meant to be temporary things. As such, collisions that involve bridge sections sometimes fail. Pikmin can survive drowning because, again, the bridge section's poor collision makes the game consider them as being out of the water.
| explanation = Deconstructed bridge sections have collision data that's sub-optimal, because they're meant to be temporary things. As such, collisions that involve bridge sections sometimes fail. Pikmin can survive drowning because, again, the bridge section's poor collision makes the game consider them as being out of the water.
}}
===Squished Pikmin in cutscene===
{{glitch | reproducibility = High | danger = Harmless | p2 = ? | npcp2 = Yes
| effects = Causes smashed Pikmin to appear in the sublevel transition cutscene.
| prerequisites = Have something that is able to crush Pikmin on the sublevel.
| howto = Be near a hole to the next sublevel in a cave, and have something on the floor that is able to squish Pikmin, such as a boulder. Have the Pikmin be squished by the object (or enemy) and enter the hole. If the player enters quickly enough, the squished Pikmin will appear in the cutscene, and in the animation, they will be squished.
| notes = The crushed Pikmin will not die when the player arrives at the next sublevel.
| explanation = In caves, when the player enters the next sublevel, all Pikmin not buried in the ground will automatically be teleported to the player. And, because Pikmin do not die as soon as they are crushed, they will be teleported to the player, albiet still flattened.
}}
}}