This game has unused areas.
This game has a notes page
This game has a prototype article
Pikmin 2 eschews the survival aspect of the first game in favor of money, money, and money. Olimar and Louie must erase their company's debt by collecting
blatant product placement ancient artifacts and throwing Pikmin at anything that moves.
This article brought to you by DURACELL®.
| Early English Script|
What's a Psychotic Jumper?
| Unused Caves|
There are how many unused cave floors?!
| Unused & Early Treasures|
What's this crap?
| Unused Floor Layouts|
| Version Differences|
This sub-page brought to you by National Hi-Top®
A fully functional test map can be found on the disc at /user/Kando/map/newtest. While there's no known way to access it properly, the level model and object data can be swapped with The Perplexing Pool's (yakushima) on the disc with this RAR file:
|Download Pikmin 2 Newtest Files
File: Pikmin2YakushimaReplace.rar (8 KB) (info)
|book||Unknown. Possibly an early track for the Piklopedia / Treasure Hoard screens.|
|Camera||Meant for the unused camera tutorial.|
|ff_o_win||Likely meant for a 2P result screen. This variation is for Olimar winning.|
|ff_l_win||Likely meant for a 2P result screen. This variation is for Louie winning.|
|ff_draw||Likely meant for a 2P result screen. This variation is for a draw game.|
|ff_akirame||"Akirame" means "give up", so this could have been used when exiting a cave.|
|ff_onyonboot||Another track used in an unused cutscene. As it is, the onions are always above ground,|
so there's no need for this track.
|g02_boot_onyonR||A short cutscene of the Red Onion booting up...but the Red Onion is always active in the final version, meaning there's no use for this cutscene.|
There's a dialogue box triggered, but there's no associated text in the ISO, so it just disappears.
|g1E_boot_onyonY||Similar to the above, but with the Yellow Onion.|
This has the proper text, but no camera values (defaulting to 0,0,0). The Yellow Onion was moved in the video for demonstration purposes.
|g20_boot_onyonB||It's the Blue Onion's turn. This has the right text and the right camera coordinates.|
|g33_camera_demo||A tutorial for the camera controls. It goes on for a while.|
These strings were never intended to be seen.
This message was moved (ID 1005) This message was moved (ID 1006)
Test Area (ID 8394) Test Area (ID 8394_01) Test Area (ID 8394_02) Test Area (ID 8394_03)
Filler Log Entries
This text is stored with the Piklopedia and Treasure Log template text.
Stretches its neck to look for prey. When it finds Pikmin, it gobbles them up instead of chasing them.
A hard, shiny rock. Highly valuable. Makes an excellent gift.
Test Message 9995 Test Message 9996 AquickbrownFoxJumpsoverthelazy
Treasure Log Alerts
These messages were seen in early versions of the game on the treasure collection screen. 0x3898E
It's been added to your Treasure Log!
You can't log this treasure until you reach the surface.
Hidden in the ISO, along with some standard error messages, are these odd strings:
damedayo!(Don't do that!)
MOC = Mouse on Cars!
go to hell!
Miscellaneous Unused Graphics
Alternate Title Graphics
Present in /user/Kando/develop/sysres.arc.
Graphics for two development programs are present in /user/Kando/develop.
Graphics from Mappy, which was developed by Namco, appear in the game files. They were likely just used for testing purposes, and not meant to appear in the final game. Interestingly, it uses the original power-up graphics.
Map Screen Mockup
An early map screen is stored in /new_screen/jpn/worldmap.szs, texture name world_map_info_00. It is very different from the final map screen:
- The top bar is entirely occupied by a Pokos count. 回収したお宝の金額 translates as "Number of recovered treasures".
- The day graphic was moved to the lower-right, which is occupied by the Treasure Hoard and Piklopedia buttons in the mockup.
- The buttons to access the Piklopedia and Treasure Hoard were changed from Y and X to L and R. The Treasure Hoard is called お宝図鑑, or "Treasure Encylopedia", in the mockup.
- There are four caves with the same name: 最低最悪の洞窟, or "Absolute Worst Cave". This is an early name for the Dream Den. and is referred to as such in the configuration files. The map name is のぞみの大地, or "Land of Hope", the Japanese name for the Wistful Wild.
Perplexing Pool Wire-frame
This is a wire-frame image of the Perplexing Pool found in the Piklopedia. This is based on an earlier version of the Perplexing Pool: the starting area is noticeably different. It can be faintly seen decorating the background on the Piklopedia, but only a portion of it is shown. It's also on the file selection menu's files, for whatever reason.
Piklopedia Dummy Image
Treasure Hoard Carcass
Waterwraith Dummy Texture
A dummy texture present in the Waterwraith's model file. Because the Waterwraith's main look is created with frame buffer shaders, this underlying texture is never normally seen, and may have been present to warn the modeler that the shader is missing.
This texture is also used in The Legend of Zelda: Twilight Princess, where it presumably had the same purpose.
Weighted Platform Test Model
Unused Roulette Wheel slots
When you collect a cherry in 2-Player Battle, you get to use one power. These 3 textures are found alongside the possible powerup textures. It seems like they would drop the corresponding enemies on the opponent's army, but they might have been removed for being too cheap. These can be found in /user/Kando/vstex/arc.szs, and there's also a duplicate of teki_otakara.bti (the Dweevil one) under the name teki_otakara_old.bti.
All lighting files can be found in /user/Abe/cave.
Probably used for the Hole of Beasts at some point in development. (Jyoou means "Queen".)
"Sirohana" translates as "white flower", so it's a safe bet that these files were once intended for the White Flower Garden.
Light_blue and light_red
These lighting files use an earlier format than the others, so the only way to get these to work right is to import the RGB and light settings into a different file. It's possible that these settings were meant for Olimar and Louie, who would light the caves with their tracking beacons. Or they could just be test files.
Unused Corpse Values
The following enemies leave corpses and are not found above ground, leaving these seed values unused.
|Giant Breadbug||4 Seeds|
|Anode Dweevil||5 Seeds|
|Antenna Beetle||5 Seeds|
|Caustic Dweevil||5 Seeds|
|Fiery Dweevil||5 Seeds|
|Munge Dweevil||5 Seeds|
|Bumbling Snitchbug||8 Seeds|
|Pileated Snagret||25 Seeds|
|Ranging Bloyster||25 Seeds|
|Emperor Bulblax||30 Seeds|
|Empress Bulblax||30 Seeds|
|Segmented Crawbster||30 Seeds|
Unused Map Units
|This needs some investigation. There's something there, we're just not sure how to access it yet.|
Discuss ideas and findings on the talk page.
Specifically: way4_kusachi really IS unused, isn't it?
Caves are made up of randomly laid out map units (located on /user/Mukki/mapunits/units), specific to each sublevel. These units are unused:
- As mentioned above, the Waterwraith has a dummy texture.
- In the game's files, all sublevels of the Submerged Castle contain a BlackMan_fue_pullout object. This is the Waterwraith (BlackMan) holding the Professional Noisemaker (pullout). It's weird that it's set to hold the Professional Noisemaker when you can't even harm it, on sublevels 1 to 4.
- All sublevels have a timer setting that makes the creature spawn when it reaches 0. This timer is worth 15 on the last sublevel, as opposed to the others' 300. However, on the last sublevel, the Waterwraith can only spawn when you go inside the arena, leaving this unique timer unused.
|The Pikmin series|
|GameCube||Pikmin • Pikmin 2 (Prototype)|