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Pikmin 2
From The Cutting Room Floor
| Pikmin 2 |
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Developer: Nintendo EAD
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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 ancient artifacts and throwing Pikmin at anything that moves.
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Contents
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Sub-Pages
| 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 Exciting stuff. |
| Version Differences This sub-page brought to you by National Hi-Top® |
Test Map
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)
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Unused Music
| File Name | Track | Notes |
|---|---|---|
| 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. |
Unused Cinematics
| Internal Name | Video | Description |
| 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 on the ISO, so it just disappears. | |
| g1E_boot_onyonY | Similar to the above but with the Yellow Onion. This has the proper text, but has no camera values, default 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. |
Unused Text
Development Strings
These strings were never intended to be seen.
0x1E65B:
This message was moved (ID 1005) This message was moved (ID 1006) |
0x37FD5:
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.
Piklopedia
0x3772B:
Stretches its neck to look for prey. When it finds Pikmin, it gobbles them up instead of chasing them. |
Treasure Hoard
0x3782C:
A hard, shiny rock. Highly valuable. Makes an excellent gift. |
Test Messages
0x38C38:
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! |
0x389B4
You can't log this treasure until you reach the surface. |
Development Text
Hidden in the ISO, along with some standard error messages, are these odd strings:
0x49903C: damedayo! (Don't do that!)
0x49BD1C: Oh! no!
0x49EFC4: MOC = Mouse on Cars!
0x4B6580: go to hell!
Miscellaneous Unused Graphics
Alternate Title Graphics
These images can be found in /user/Kando/develop/sysres.arc
Japanese Title
![]()
File: Title.bti
This is "Pikmin" in blue chrome(?)
English Title

File: Title2.bti
A very blue and electrified Pikmin 2 title.
Development Graphics
Graphics for two development programs are found in /user/Kando/develop on the disc.
Map Editor
![]()
File: mapeditor.arc
Map editor icons, including a mouse and zoom button, as well as GameCube buttons.

File: mapcode_tex.arc
Graphics for every type of surface on the main fields.
Route Manager

File: routeMgr.arc
Arrows to indicate the Pikmin's route settings.
Miscellaneous Icons

File: j2dtest.arc
Graphics from the game "Mappy" developed by Namco are banked in game files, for some reason.
Map Screen Mock-up
| Mock-up | Final screen |
|---|---|
An early map screen is stored in /new_screen/jpn/worldmap.szs, texture name world_map_info_00. It is very different from the finalized 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 left, which is occupied by the Treasure Hoard and Piklopedia buttons in the mock-up.
- 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, Treasure Encylopedia, in the mock-up.
- 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: It's referred to as such in the configuration files. The map name, のぞみの大地, translates as 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 file select menu. This is based on an earlier version of the Perplexing Pool -- the starting area is noticeably different -- and what it's doing in the file select menu is anyone's guess.
Piklopedia Dummy Image
This dummy image is found in the Piklopedia, probably used in development for creatures that did not have a finished icon.
Waterwraith Dummy Texture
A dummy texture can be found in the Waterwraith's model file.
Weighted Platform Test Model


A test model for the weighted platforms can be found in the file /user/Kando/objects/downfloor/backup/downfloor.arc.
Unused Lighting
All lighting files can be found in /user/Abe/cave
Jyoou_light
Jyoou ("Queen")_light was probably used for the Hole of Beasts at some point in development.
Sirohana_light
Sirohana translates as white flower, so it's a safe bet that these lighting files were once intended for the White Flower Garden.
Other
![]()
![]()
Files: Muraon_light_lv0, muraon_light_lv3
While muraon_light files 1-2 and 4 are used, these variants are not.
![]()
Files: Key_light_lv0
This is a slightly brighter version of the lighting used in the Snack Hall challenge level.
![]()
![]()
Files: Light_blue, 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.
| Enemy | Seed value |
|---|---|
| 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 |
| Mamuta | 8 Seeds |
| Bulbmin | 10 Seeds |
| Pileated Snagret | 25 Seeds |
| Ranging Bloyster | 25 Seeds |
| Emperor Bulblax | 30 Seeds |
| Empress Bulblax | 30 Seeds |
| Segmented Crawbster | 30 Seeds |
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