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Pikmin (GameCube)

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Title Screen

Pikmin

Developer: Nintendo EAD
Publisher: Nintendo
Platform: GameCube
Released in JP: October 26, 2001
Released in US: December 2, 2001
Released in EU: June 14, 2002
Released in AU: June 14, 2002


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
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.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

Pikmin is the story of Captain Olimar, an explorer who crash lands on an unknown planet that totally doesn't resemble Earth in any way. There, he finds some indigenous creatures that are eager to help him recover his ship parts. However, these cute animal-plant hybrids are on the bottom of the food chain, and there are larger creatures waiting to eat them. The Pikmin will have to work as a team with Olimar to take down these (comparatively) gigantic beasts!

Can Olimar recover at least 25 required ship parts in just 30 days? Canonically, yes... until a reboot happened.

This article was brought to you by Microsoft Windows™.

Hmmm...
To do:
  • Replace videos with screenshots or GIFs whenever possible, attempt to combine certain videos such as the Unused Area ones, and optionally, link to the videos with a simple link (i.e. no embed).
  • Document unused objects: the omnidirectional fire stream which can be found if you enter a normal area with the Windows debugging executable.
  • Are there any further differences between the adult/child mode in the Japanese version? [1] [2]
  • Dolphin comes with a code for the EU version: Gfx Debug 0039D724 00000001. Document and find the US code.
  • The huge amount of codes on the talk page have a lot of stuff.
  • Search on the ISO for the word "pikmin" with a hex editor. There's a truckload of debug strings we don't have documented yet.
  • Discoveries from this channel.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes
Pikmin Windows icon.png
Windows Executable
A debugging executable for Windows. It's like I'm actually working at Nintendo!
DebugIcon.png
Debug Content
AreasIcon.png
Unused Areas
Unexplored territories that Olimar never got the chance to traverse.
Pikmin mario.png
Unused Models
Oh my god, Super Mario? What are you doing here?
UnusedEnemiePikmn1iconiwagen.png
Unused Enemies
Rock...generator.
DevTextIcon.png
Development Text
Because not everything has to do with story.
Pikmin red.txe restored.png
Unused Textures
TextIcon.png
Unused Text
I am so very tired...
Pikmin-E3-End-Of-Day-Results-Screen.png
Unused Screens
Pikmin model viewer texture.png
Off-Camera Content

Unused Early Demo Movie

The Japanese release has an early demo movie in dataDir/SndData of all places. It has several small differences from the final demo movie.

(Source: gabrielwoj)

Unused Music

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.

There are some unused files in the SndData folder named after some of the unused levels.

A jingle located in piki.stx. This likely was the original jingle for meeting up with the Pikmin.

(Source: gabrielwoj)

Unused 2-Player Mode

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.

On many level's configurations, there is a "2player" configuration.

Leftover build.map File

This file contains information about the build process, including function names, source code files, and more.

Download.png Download build.map Linker Address Map
File: Pikmin-BuildMap.zip (754kb) (info)


Leftover Night Clock

Pikmin, at night!

It appears the player was originally intended to be able to explore the planet's surface at night. The Gecko code below disables the normal end-of-day cutscene, allowing the clock to roll over into night.
(Please note that you cannot use the 'Go to Sunset' option in the menu, as it is hardcoded to end the day normally.)

US, version 1.0
04100084 60000000

Once the timer hits 0, the sun icon on the clock will turn into a moon and it will start moving back toward the left side of the screen. The day counter also automatically increments.
Due to a bug, the clock disappears after about 30 seconds and the day counter starts to slowly increment.

Miscellaneous

  • There are 2 test .blo files, test.blo and test2.blo.
  • When you hold a Pikmin before throwing, it makes a noise. The moment you start, the Pikmin's throw height gets set, but the longer you hold it for the higher the height value gets, stopping more or less when the Pikmin noise does. The problem is that the starting height and ending height use the same value in the game's files, so this feature has no impact on gameplay. Pikmin 2 also has these parameters, but the logic to change the throw height is missing.
  • An unused parameter in aiconst.bin, when set to 1, allows the player to pluck Pikmin by whistling at them, just like the Pluckaphone in Pikmin 2. The Pikmin use a unique sound effect and animation for this. This feature was actually enabled in the 2001 prototype trailer. A video of the feature in action in the final game can be found right here:

and the trailer can be seen here.

Unseen Enemy Properties

While not easily seen during normal gameplay, it's possible to crush Dwarf Bulborbs, Dwarf Bulbears, and Water Dumples, and their body will be visually squished to boot. This is done by either hitting them with the rocks fired by the Armored Cannon Beetle or by crushing them using Wollywogs.

Pikmin, cannon beetle rock interact.gif Pikmin, bulborb cannon beetle squash.gif Pikmin, Bulb Squash Carry (2).gif


Additionally, while most enemies in the game are not affected by being in the water, the Sheargrubs and Shearwigs are. When submerged they will lose health rapidly as if drowning. These aforementioned enemy properties were likely intended to be applied to other enemies in the game, but weren't either for time restrictions or gameplay restrictions, as there would be no point during normal gameplay where these properties would be seen. This mechanic would be seen properly in Pikmin 2, but the squash animation seen here is unique to Pikmin 1.

Pikmin, water no drown.gif Pikmin, shearwig drown.gif


(Source: [3])
(Source: [4])

Regional Differences

Hmmm...
To do:
European version apparently has longer days, seemingly because the game logic wasn't properly adjusted for the lower framerate.

Title Screen

Japan US PAL
Pikmin-JP-Title.png Pikmin-title.png Pikmin-PAL-Title.PNG

The Japanese title has Flower Pikmin spelling out the title in Japanese while Leaf Pikmin form the title in English. Only Flower Pikmin outside of the Japanese version. The copyright has also been raised slightly for the international versions.

Other Differences

  • In the Japanese and US versions, you cannot skip the ~20-second-long sunset cutscenes, but you can in the European/Australian version.
  • In the Japanese version, there is an option with the values "I am an adult" and "I am a child". This mode changes the game's text for kids to make it easier to read, replacing all kanji with hiragana/katakana, introducing additional spacing and changing word highlighting. No similar option was provided in the international versions.
  • In the Japanese version, the final ship part, the Secret Safe, requires 85 Pikmin to carry it, and only 40 Pikmin in the other two versions.
  • In the Japanese 1.01 version, you can pause the game and choose to go to sunset, and then mash Start. There is a one-frame window where you can pause the game before the cutscene starts (as proven by the pause sound effect), and when the cutscene begins, it will be stuck in the starting state, unable to proceed.
  • In the European/Australian version, most of the game's cutscene music was extended to account for the lower framerate of PAL.
Hmmm...
To do:
Upload comparisons between the normal and EU/AU music.

Revisional Differences

Hmmm...
To do:
Sound issues in New Play Control and Switch versions

There are at least two Japanese versions of the game: v1.01 and v1.02. The following differences between them are known:

  • v1.02 fixes the sunset softlock glitch described above.
  • v1.02 lets players go up the rim of the tree trunk in The Impact Site by walking onto it from the cardboard box; v1.01 doesn't, as seen here.
  • v1.02 has the number on the in-group Pikmin counter jump from the old number to the final one instantly, when the player whistles a group of Pikmin. Revision 1.01 and all other versions after 1.02 make the number run up gradually.

External Links