Path oversights: Difference between revisions

Reworded so it works for Go Here! oversights too + added a new one PikFan discovered ages ago.
m (Espyo moved page Carrying oversights to Path oversights: So it includes Go Here! as well.)
(Reworded so it works for Go Here! oversights too + added a new one PikFan discovered ages ago.)
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Due to the way '''[[carrying]]''' works in the [[Pikmin (series)|''Pikmin'' games]], there are some circumstances in which [[Pikmin family|Pikmin]] will follow the incorrect waypoint, and take the incorrect path, often getting stuck. Ideally, the waypoints are organized in such a manner that for any given spot in the map, the Pikmin will find their way into the main carrying path graph, and from there on out, reach their destination. This is hard to achieve however, as there are multiple situations in which it's next to impossible to predict the Pikmin's behavior. Should the closest waypoint be situated on the other side of the wall, that is the one the Pikmin shall take, regardless of succeeding in reaching it or not. Interestingly, in ''Pikmin 2'', if the Pikmin fail to reach the closest waypoint after a while, they will sometimes head for the second-closest waypoint instead.
In order to guide [[Pikmin family|Pikmin]] that are [[carrying]] and [[leader]]s that are under the [[Go Here!]] feature throughout an area, they are told to follow a '''path''', which is a series of interconnected waypoints. Because of the complexity of the areas and the simplicity of the waypoint system, there are some circumstances in which they will follow the incorrect waypoint, and take an incorrect path, often getting stuck.


At times, the placement of the waypoints might not take into account the structure of an [[obstacle]]. While path decisions do take into account the existence of obstacles, and whether they are cleared or not, their geometry is not. This can lead to Pikmin attempting to follow a path, but be impeded by the wall of a bridge, or its underside.
Ideally, the waypoints are organized in such a way that for any given spot in the map, Pikmin and leaders will find their way into the main carrying path graph, and from there on out, reach their destination. But if the developers do not take into account all spots in the area carefully, there might be times where the closest waypoint is on the other side of the wall, or an obstacle, which in-game, will make the Pikmin or leader follow that instead of something more logical. Interestingly, in ''Pikmin 2'', if the Pikmin fail to reach the closest waypoint after a while, they will sometimes head for the second-closest waypoint instead.


The following is a collection of discovered oversights. These are found by examining the carrying paths from the in-game files, and noticing any situations that could lead to carrying problems. In addition, some of these oversights are also found by attempting to make Pikmin begin carrying objects (most commonly a [[lie down|lying]] [[leader]]) in unusual places, such as under or over a built bridge, in an section with closed-in walls, or next to a wall that has a known path on the other side.
At times, the placement of the waypoints might not take into account the structure of an [[obstacle]]. While path decisions do take into account the existence of obstacles, and whether they are cleared or not, their geometry is not. This can lead to Pikmin or leaders attempting to follow a path, but be impeded by the wall of a bridge, or its underside.
 
The following is a collection of discovered oversights. These are found by examining the paths from the in-game files, and noticing any situations that could lead to movement problems. In addition, some of these oversights are also found by attempting to make Pikmin begin carrying objects (most commonly a [[lie down|lying]] [[leader]]) or ordering leaders with Go Here! in unusual places, such as under or over a built bridge, in an section with closed-in walls, or next to a wall that has a known path on the other side.


Unless otherwise stated, the oversights in this article apply to all [[region]]s and to the equivalent ''[[New Play Control!]]'' versions.
Unless otherwise stated, the oversights in this article apply to all [[region]]s and to the equivalent ''[[New Play Control!]]'' versions.
{{game help|p3|Add some Pikmin 3 info, and search for oversights there as well.}}


==''Pikmin''==
==''Pikmin''==
{{todo|1=Add [https://www.youtube.com/watch?v=ALwriXWj9vE these].}}
{{todo|1=Add [https://www.youtube.com/watch?v=ALwriXWj9vE these].}}
===The Impact Site===
===The Impact Site===
*If Olimar is carried while hugging the northernmost gate pillar, inside the large tree stump, the Pikmin will get stuck on it. This does not happen in Challenge Mode because of the gate's placement.
*If Olimar is carried while hugging the northernmost gate pillar, inside the large tree stump, the Pikmin will get stuck on it. This does not happen in Challenge Mode because of the gate's placement.
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*Under the bridge above a small lake to the west of the landing site there is one waypoint, but instead of leading out of the water, it points across the bridge, making the Pikmin stuck.
*Under the bridge above a small lake to the west of the landing site there is one waypoint, but instead of leading out of the water, it points across the bridge, making the Pikmin stuck.
*On the section just before the [[Snagret Hole]], with two [[bridges]], if a Blue Pikmin is told to carry the leader while he's on the eastern corner of the pond, close to the [[scales|scale]], the Pikmin will climb atop the wall and go into the section with the Snagret Hole.
*On the section just before the [[Snagret Hole]], with two [[bridges]], if a Blue Pikmin is told to carry the leader while he's on the eastern corner of the pond, close to the [[scales|scale]], the Pikmin will climb atop the wall and go into the section with the Snagret Hole.
*To the Northeast of the landing site, there is a small ledge next to a [[gate]] on a lake. By placing a Pikmin where the [[Horsetail]] is at, and [[Lie down|lying down]] slightly to the Northwest of the Pikmin, it's possible for it to grab the leader, and climb up the ledge. If the Pikmin gets stuck on the wall, try a slightly different location. Once on top of the ledge, it is possible to wake up and access the [[Bulblax Kingdom]], the [[Chance Totem]] and the [[ultra-bitter spray|ultra-bitter]] berry [[Burgeoning Spiderwort]] without the need for [[Blue Pikmin]] {{cite youtube|b4BR-z2Hpuc YouTube video] showing a Pikmin carrying Captain Olimar up the ultra-bitter berry Burgeoning Spiderwort ledge</ref>. This exploit happens because the Pikmin attempts to carry the leader towards the nearest waypoint, located atop the ledge.
*To the Northeast of the landing site, there is a small ledge next to a [[gate]] on a lake. By placing a Pikmin where the [[Horsetail]] is at, and [[Lie down|lying down]] slightly to the Northwest of the Pikmin, it's possible for it to grab the leader, and climb up the ledge. If the Pikmin gets stuck on the wall, try a slightly different location. Once on top of the ledge, it is possible to wake up and access the [[Bulblax Kingdom]], the [[Chance Totem]] and the [[ultra-bitter spray|ultra-bitter]] berry [[Burgeoning Spiderwort]] without the need for [[Blue Pikmin]]{{cite youtube|b4BR-z2Hpuc YouTube video] showing a Pikmin carrying Captain Olimar up the ultra-bitter berry Burgeoning Spiderwort ledge</ref>. This exploit happens because the Pikmin attempts to carry the leader towards the nearest waypoint, located atop the ledge.
*On the tree stump where the [[Healing Cask]] ([[Hypnotic Platter]] in the European [[region|version]]) lies, a severed root is on the western side. By having a leader hug the northern corner where the root and the trunk meet, and lie down, a Pikmin can carry him up the root and enter the area surrounding the [[Burgeoning Spiderwort]] dome. On this terrain, having a Pikmin carry the leader should effortlessly take him through a different root, and end up on the [[Bulblax Kingdom]] side. This allows entry to the cave without needing [[Yellow Pikmin]].
*On the tree stump where the [[Healing Cask]] ([[Hypnotic Platter]] in the European [[region|version]]) lies, a severed root is on the western side. By having a leader hug the northern corner where the root and the trunk meet, and lie down, a Pikmin can carry him up the root and enter the area surrounding the [[Burgeoning Spiderwort]] dome. On this terrain, having a Pikmin carry the leader should effortlessly take him through a different root, and end up on the [[Bulblax Kingdom]] side. This allows entry to the cave without needing [[Yellow Pikmin]].
*From the landing site, if a leader lies down on the wall of the ledge where the [[Sunseed Berry]] is, particularly, on the closest notable convex vertex from the right, the carrier Pikmin will go up the wall and the player can then take control of the leader atop the ledge, and enter the [[Snagret Hole]] early.{{cite youtube|ECgO1cOwnFQ|of a ''Pikmin 2'' speedrun in which the runner gets to the Snagret Hole ledge directly from the landing site|m=35|s=25}}
*From the landing site, if a leader lies down on the wall of the ledge where the [[Sunseed Berry]] is, particularly, on the closest notable convex vertex from the right, the carrier Pikmin will go up the wall and the player can then take control of the leader atop the ledge, and enter the [[Snagret Hole]] early.{{cite youtube|ECgO1cOwnFQ|of a ''Pikmin 2'' speedrun in which the runner gets to the Snagret Hole ledge directly from the landing site|m=35|s=25}}
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==''Pikmin 3''==
==''Pikmin 3''==
{{game help|p3|Add some Pikmin 3 info, and search for oversights there as well.}}
===Distant Tundra===
===Distant Tundra===
*In the cave northwest of the landing site, if Pikmin are carrying something over the Bloominous Stemples, there is a chance they will fall in between them, and go underneath. They will get stuck in the wall, but after a moment will carry the object up the wall, and continue along their way.
*In the cave northwest of the landing site, if Pikmin are carrying something over the Bloominous Stemples, there is a chance they will fall in between them, and go underneath. They will get stuck in the wall, but after a moment will carry the object up the wall, and continue along their way.
 
*The [[Dapper Blob]] in this area is on top of a stump. If a leader is at ground level, and next to the ledge that other leaders can be thrown to, using the Go Here! command will make the leaders attempt to follow a path up the stump, but since they can't get up there themselves, they will get stuck.
==References==
{{refs}}


==See also==
==See also==
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*[[Glitch]]
*[[Glitch]]
*[[Obstacle]]
*[[Obstacle]]
*[[Carrying]]
*[[Go Here!]]
==References==
{{refs}}


[[Category:Glitches]]
[[Category:Glitches]]
[[Category:Gameplay]]
[[Category:Gameplay]]
[[Category:Real world]]
[[Category:Technical]]
[[Category:Technical]]