Proto:Pikmin 2/Cutscene Text

Crash Landing
Along with some minor rewording to get the text to fit, Olimar and Louie's names are now color-coded.

Louie's Link
Saving some space by eliminating unneeded words, and fixing some grammar.

Same thing here. Plus, you can't actually talk to the ship. Though that would be pretty great.

Meet Red Pikmin
Some odd sentence structuring was fixed.

Reformatted to fit in the message box.

Onion Mechanics
Text is colored to emphasize important points for the confused and lazy.

Here too.

The First Treasure
The Ship sounds more excited about its fortune in the final script.

Day 1 Ends
Extremely minor grammar fix.

Day 2 Starts
This text is more cynical in the final script.

Damaged Suit
The main change here is altering "spacesuit" to be two words.

The Gate
The script for this cutscene in the early text suggests it would have appeared before the gate was destroyed, not after. The early script uses this cutscene to teach the player how to destroy gates, while the final text, at this point, reiterates everything the player learned on Day 1.

Finding the First Cave
More rewording and reformatting for space reasons.

First Cave Intro
The final sentence flows a bit better.

Enemies != Treasure
This was depluralized. Which is not a word, but it should be.

Deeper Into the Cave
Slight changed for the ominous.

Violet Candypop Bud
The early script pretty much spoils what's about to happen, so it was changed.

Meet Purple Pikmin
Reworded to fit in the message box.

Yet another set of minor punctuation changes.

Return to the Surface
The early script gives an explanation as to why time doesn't pass inside caves, and the random generation of the caves. For whatever reason, this was completely removed from the final version.

Day 2 Ends
The Ship addresses both Olimar and Louie in the original script, while the final is more ambiguous.

Extinction Averted
Onion is properly capitalized in the final game.

Eating Nectar
Olimar wishes he had more than one subordinate.

Using Spicy Spray
Reworded to fit in the message box.

95 Pikmin
Message box limits are tricky.

Intro - White Flower Garden
This is a formatting change.

Slight rewording. Loot is a cool word.

Ivory Candypop Bud
Identical text, but it's colored to give the player a bit of an extra push.

White Pikmin Eaten
Rewording + punctuation changes.

Intro - Citadel of Spiders
Changing "life-threatening" to "program-terminating" changes the ship's message from concern for the captains to cowardly self-interest. Also, it's a pun.

Yellow Pikmin Spotted
This got polished.

Meet Yellow Pikmin
Reworded to (wait for it) fit in the message box.

Intro - Glutton's Kitchen
The ship's text was made less ponderous.

Meet Blue Pikmin
Reworded to make sense.

Intro - Subterranean Complex
This game loves ellipses...

Intro - Snagret Hole
Acoustic sounds better than audio.

Intro - Shower Room
The Ship's amazing rock reading dialogue was replaced with the game telling the player about game controls again for some reason.

Waterwraith Appears
Message fitting rejiggery.

Meet Bulbmin
Because bulborb is a species, it was decapitalized, which is also not a word but should be.

Intro - Cavern of Chaos
The early script doesn't seem to know what "keep in check" means.

Intro - Dream Den
More rewriting to improve how the text reads.

Louie is Found
Corrected in the final script, since Louie isn't actually buried in the treasure.

Standard space-saving change.

Louie Rescued
Very slight censorship and tightening.

And again.

Challenge Mode - Next Floor
Aesthetic rewording? Yep.