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Grassdigger | Pikmin 2: A Detailed Analysis of Cutscene Timers (Part 2) @grassdigger8695 | Uploaded July 2017 | Updated October 2024, 1 hour ago.
This is a continuation of part 1, I highly recommend watching that first: youtube.com/watch?v=0HbOnYdQZTg

Cutscene Timer Storage is used in this video. HSS0136 is the original founder of this: youtube.com/watch?v=W9l36dppK_Q
and I also documented how timers behave: youtube.com/watch?v=a5v7SPgP5B8

Now, let's get on with the content in the video (I recommend watching the video first before reading on). For most of the video, I document how cutscene timers behave if the cutscene has some sort of history in the current file. Now, I'll try to summarize this information in a table of sorts for each timed cutscene:

1. Safe Louie
i. if this has been previously triggered...
-can it trigger: YES
-can it play: YES
ii. if this has been previously played...
-can it trigger: NO
-can it play: YES

2. You Appear Lost
i. if this has been previously triggered...
-can it trigger: NO (this is only true for this timed cutscene)
-can it play: YES
ii. if this has been previously played...
-can it trigger: YES
-can it play: YES
iii. if the Terminal has occurred before...
-can it trigger: NO
-can it play: YES
EDIT: Thanks to Quote Balrog for verifying the NO under iii. Currently, there is no way to verify the NO in regular gameplay, so Quote hacked the paper bag to have a weight of 5 to test it. Here is the video of the experiment:
youtube.com/watch?v=qYj4iDuAK2o&t=100s
The timer would normally be triggered at 1:42 in the video, but Quote demonstrates that the Safe Louie timer can be activated at 3:15.
Note that this is the only cutscene timer where ii. and iii. differ in some way. Other cutscene timers behave exactly the same if their Terminal occurred or if they played before.

3. Train Louie
i. if this has been previously triggered...
-can it trigger: YES
-can it play: YES
ii. if this has been previously played...
-can it trigger: NO
-can it play: YES

4. Sprout
i. if this has been previously triggered...
-can it trigger: N/A (the red Onion can only make a sprout once)
-can it play: YES
ii. if this has been previously played...
-can it trigger: NO
-can it play: NO
iii. if the Terminal has occurred before...
-can it trigger: NO
-can it play: NO

5. Hey Pikmin
i. if this has been previously triggered...
-can it trigger: YES
-can it play: YES
ii. if this has been previously played...
-can it trigger: NO
-can it play: YES
iii. if the Terminal has occurred before...
-can it trigger: NO
-can it play: YES
Note: I did not show these results in this video. Instead, I answered the question of "can it play" for parts b and c in this video where I perform Cutscene Timer Storage on Hey Pikmin: youtube.com/watch?v=sWq_uQiJbYQ
In addition, the rest of the results were found in part 1 (I put a timestamp that starts with these experiments): youtube.com/watch?v=0HbOnYdQZTg&t=940s

Let me give an example for how to use this table. Suppose you are on a file where You Appear Lost has been triggered before, played before, and the Terminal has occurred before, and you are wondering if the cutscene can play again. The corresponding yes/no's are NO, YES and YES. Even though there are 2 YES's, the 1 NO means that the cutscene CANNOT play again.

Note: Oftentimes, it is impossible to trigger a cutscene timer again, but it can be possible to play the timer again. What this means is that I can trigger the timer in a different file, and use Cutscene Timer Storage to play the cutscene in a file where it normally can't be triggered.

In the last few minutes, I explain how Terminals can cause a crash. I don't know the exact details of the crash, but I provided the best explanation that I can given what I know at the moment.

Basically, if a Terminal occurs during a separate cutscene timer, then the developers could have coded in one of 2 options:
1. Reset the cutscene timer, as if the Terminal and the timer corresponded
2. Ignore the Terminal, as if the Terminal were a normal cutscene
However, neither choice was programmed into the game, so the game crashes.

Each crash has been documented previously, I list their discoveries below. In this video, I tried to have different cutscene timers be active than shown in previous videos.

-You Appear Lost's Terminal (by me): youtube.com/watch?v=NOSzCMUamJE

-Sprout's Terminal (by Espyo): youtube.com/watch?v=FLpHJXZakTU

-Hey Pikmin's Terminal (by HSS0136): youtube.com/watch?v=W9l36dppK_Q&t=170s

The music used throughout the video is Graphite Gulch: youtube.com/watch?v=Cr6lyNCdRug

In part 3, I know I'll discuss how timed cutscenes and Terminals behave if activated after sunset, but I don't know what else will be in the video currently.
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Pikmin 2: A Detailed Analysis of Cutscene Timers (Part 2) @grassdigger8695

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