Pikmin 2

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Pikmin 2

Developer: Nintendo EAD
Publisher: Nintendo
Platform: GameCube
Released in JP: April 29, 2004
Released in US: August 30, 2004
Released in EU: October 8, 2004


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


NotesIcon.png This game has a notes page
ProtoIcon.png 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®.

Contents

Sub-Pages

DevTextIcon.png
Early English Script
What's a Psychotic Jumper?
Blank.png
Unused Caves
There are how many unused cave floors?!
Pikmin2Donut ichigoEarly.png
Unused & Early Treasures
What's this crap?
Pikmin22 ABE north snow manh2.png
Unused Floor Layouts
Exciting stuff.
Pikmin2denchi1redJP.png
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.png Download Pikmin 2 Newtest Files
File: Pikmin2YakushimaReplace.rar (8 KB) (info)

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 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.

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

Present in /user/Kando/develop/sysres.arc.

Japanese Title

Blue is the future of chrome
Title.bti
This is "Pikmin" in blue chrome(?).

English Title

Bluelectric
Title2.bti
A very blue and electrified Pikmin 2 title.

Development Graphics

Graphics for two development programs are present in /user/Kando/develop.

(Source: gabrielwoj)

Map Editor

Pikmin2EditButton b.png Pikmin2EditMouse.png Pikmin2EditMousePressed.png Pikmin2EditTrig l.png Pikmin2EditTrig r.png Pikmin2EditZoom.png Pikmin2EditZoomPressed.png
mapeditor.arc
Map editor icons, including a mouse and zoom button, as well as GameCube buttons.

Pikmin2EditGrass.png Pikmin2EditHole.png Pikmin2EditRock.png Pikmin2EditSoil.png Pikmin2EditTree.png Pikmin2EditWater.png
mapcode_tex.arc
Graphics for every type of surface on the main fields.

Route Manager

Pikmin2RouteDarrow.png Pikmin2RouteSea.png
routeMgr.arc
Arrows to indicate the Pikmin's route settings.

Miscellaneous Icons

Mappy.bti rgba.png Myukies.bti rgba.png
j2dtest.arc
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.

Pikmin 2 tex.bti.png
/user/kando/texcaster/arc.szs
A really weird icon. It's either garbled, or just served as a test texture.

Map Screen Mockup

Mockup Final
Pikmin2World map info 00.png Pikmin2WorldMapFinal.png

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.
(Source: divingkataetheweirdo (translations))

Perplexing Pool Wire-frame

What?

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

Who's that Pikémon? This dummy image is found in the Piklopedia, probably used in development for creatures that did not have a finished icon.

Treasure Hoard Carcass

Compared to the Treasure Hoard icons, this is pretty anti-aliased. This texture is found among the Treasure Hoard icon textures. It's present in all versions, and it's called teki_carcass.

Waterwraith Dummy Texture

Scathing commentary on Facebook 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

Pikmin2Down floorTemp.pngPikmin2Down floorTempTexture.png
A test model for the weighted platforms can be found in /user/Kando/objects/downfloor/backup/downfloor.arc.

Unused Roulette Wheel slots

teki_fuefuki.bti teki_kuma.bti teki_otakara.bti
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.

Unused Lighting

All lighting files can be found in /user/Abe/cave.

Jyoou_light

Probably used for the Hole of Beasts at some point in development. (Jyoou means "Queen".)

Sirohana_light

"Sirohana" translates as "white flower", so it's a safe bet that these files were once intended for the White Flower Garden.

Other

Pikmin2Muraon light lv0.pngPikmin2Muraon light lv3.png
Muraon_light_lv0 and muraon_light_lv3
While muraon_light files 1-2 and 4 are used, these variants are not.

Pikmin2Key light lv0.png
Key_light_lv0
This is a slightly brighter version of the lighting used in the Snack Hall challenge level.

Pikmin2Light blue.pngPikmin2Light red.png
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.

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

Unused Map Units

Elementary, my dear Cactus.
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:

Image Name Description
Pikmin 2 item way3 conc.png item_way3_conc A concrete three-way crossing, presumably with an item in the middle, judging by the name.
Pikmin 2 item way3 metal.png item_way3_metal A metal three-way crossing, presumably with an item in the middle, judging by the name.
Visually the same as the used dirt three-way crossing item_way3_tsuchi A dirt three-way crossing, presumably with an item in the middle, judging by the name.
Pikmin 2 item way4 conc.png item_way4_conc A concrete four-way crossing, presumably with an item in the middle, judging by the name.
Pikmin 2 item way4 metal.png item_way4_metal A metal four-way crossing, presumably with an item in the middle, judging by the name.
Visually the same as the used dirt four way crossing item_way4_tsuchi A dirt four-way crossing, presumably with an item in the middle, judging by the name.
Pikmin 2 item wayl conc.png item_wayl_conc A concrete turning corridor, presumably with an item in the middle, judging by the name.
Pikmin 2 item wayl metal.png item_wayl_metal A metal turning corridor, presumably with an item in the middle, judging by the name.
Visually the same as the used dirt turning corridor item_wayl_tsuchi A dirt turning corridor, presumably with an item in the middle, judging by the name.
Visually the same as the used 4-exit circular dirt room room_cent_4_mat_tsuchi A dirt circular room with four exits. A near-duplicate of room_cent_4_tsuchi, but differing on layout.txt.
Visually the same as the used metal zigzagging corridor room room_nobo1_4_metal A metal zigzagging corridor room, near duplicate of room_nobo2_4_metal, but differing on layout.txt.
Pikmin 2 room north4x4k 1 bomb conc.png room_north4x4k_1_bomb_conc The same as the room that Sublevel 2 of the Submerged Castle ends in, but part of the tube is above ground.
Pikmin 2 way4 kusachi.png way4_kusachi A four-way crossing used in gardens, featuring a twig with a leaf that casts a shadow. No used floor layout ever has four paths that cross, so this unit goes unused.
Pikmin 2 way6 tsuchi.png way6_tsuchi This unit belongs on the dirt-type levels (_tsuchi), and is meant to split a single path into five different ones. This unit is only incorporated on the list of all units, but that list is referenced by no cave. Even though it looks like it contains all of the necessary map unit data, its strange floor texture is further indication of its exclusion from the game.

Waterwraith Oddities

  • 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.
  • Every animation file for the Waterwraith has the name "Kagebōzu" (or "shadow monk") in it, suggesting that this was the original Japanese name. It is called "Amebōzu" (or "rain monk") in the final game.