Glitches in Pikmin: Difference between revisions

Jump to navigation Jump to search
mNo edit summary
(→‎Pikmin-related: new glitch about Pikmin swimming through gates)
Line 106: Line 106:
| notes = In ''[[New Play Control! Pikmin]]'', the Pikmin are not knocked hard enough to be unreachable, and the [[whistle]]'s range allows them to be called back.
| notes = In ''[[New Play Control! Pikmin]]'', the Pikmin are not knocked hard enough to be unreachable, and the [[whistle]]'s range allows them to be called back.
| normal = The Pikmin should be unable to go too far out of bounds.
| normal = The Pikmin should be unable to go too far out of bounds.
| explanation = The collision between the Gollix' nuclei is meant to throw away all nearby Pikmin. If the creature is too close to the edges of the area, it's possible for the fighting Pikmin to be thrown off. Not much was done to manage Pikmin that go out of bounds, as that scenario was thought to be too unlikely.
| explanation = The collision between the Goolix' nuclei is meant to throw away all nearby Pikmin. If the creature is too close to the edges of the area, it's possible for the fighting Pikmin to be thrown off. Not much was done to manage Pikmin that go out of bounds, as that scenario was thought to be too unlikely.
}}
}}


Line 130: Line 130:
| howto = Make a Swooping Snitchbug catch a non-Blue Pikmin near water. If you're lucky, the creature will plant the Pikmin underwater. When [[pluck]]ed, the creature should swim indefinitely until Olimar walks onto land.
| howto = Make a Swooping Snitchbug catch a non-Blue Pikmin near water. If you're lucky, the creature will plant the Pikmin underwater. When [[pluck]]ed, the creature should swim indefinitely until Olimar walks onto land.
| explanation = A burrowed Pikmin must count as a different object than a regular Pikmin. When the burrowed Pikmin object is destroyed, and the normal Pikmin object is created (i.e. when the Pikmin is plucked), some of its attributes get initialized. Seeing as Pikmin are normally meant to be plucked while on land, the "air remaining" attribute starts at 0, which means "not underwater". However, if a Pikmin does happen to be underwater, the game will make it swim, but will not decrease its "air remaining", as it's already set to 0.
| explanation = A burrowed Pikmin must count as a different object than a regular Pikmin. When the burrowed Pikmin object is destroyed, and the normal Pikmin object is created (i.e. when the Pikmin is plucked), some of its attributes get initialized. Seeing as Pikmin are normally meant to be plucked while on land, the "air remaining" attribute starts at 0, which means "not underwater". However, if a Pikmin does happen to be underwater, the game will make it swim, but will not decrease its "air remaining", as it's already set to 0.
}}
===Swimming through gates===
{{ glitch | reproducibility = High | danger = Helpful | p1 = Yes | npcp1 = ?
| effects = Makes a Yellow Pikmin swim through a [[gate]].
| prerequisites = There needs to be a raised gate in a body of water.
| howto = Holding a Yellow Pikmin, walk towards the gate and throw the Pikmin over the gate. Immediately after, call the Yellow Pikmin, which will then swim through the gate.
| notes = This can only be performed with Yellow Pikmin, due to their tall [[throw]] arc, even if the gate is lowered.
| explanation = When swimming, the Pikmin's collision detection will ignore objects, so that the Pikmin can always swim to the shore and live.
}}
}}