If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Pikmin (GameCube)/Off-Camera Content

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Pikmin (GameCube).

This game has a lot of debugging text and unused content just outside of the camera's frame, in almost every screen.

Image Screen Direction Description
Self-promotion at its finest! Title screen, after pressing Start Left "toyoda", written vertically in orange. Tokihiko Toyoda was the designer in charge of the interface. Some bubbles can also be seen. This name also appears in the same spot, when the game is paused.
I don't know either. Area selection/Challenge Mode level selection Top Four question marks. Perhaps at one point, all areas were available to be selected, and locked areas would show these question marks.
Hangman? Voyage Log Right Simple "se_" and "c". This can also be seen on memory card warning screens, but with the "c" in-line.
Lucky number. Must've helped during development. In-game Right A random 7. This doesn't appear to change. There are also 6 misaligned circles, but these only appear in Challenge Mode.
Who can even read that many numbers, specially overlapping ones? Radar screen South-southwest of the current map (north-northeast for The Final Trial) A huge list of numbers, spread out vertically. These are a part of the radar portion, so they rotate with it, and are only visible in the screen coordinates matching the radar's on-screen position.
Are they trying to make reading the debugging numbers a meta-game? A few monolog pages Bottom On a number of monolog pages, a bunch of numbers can be found vertically, below the screen.
More vertical numbers... Save and load screens Everywhere "200" on the right, Five "2" on the bottom-left, a load of vertical numbers on the bottom, and bubbles on the left and right.
...Wow. Any memory card warning screen Everywhere "se_c" on the right, a LOT of numbers below, stretching vertically, bubbles on the left and right, and the frames of animation used for the memory card on the right.
Why are those frames of animation particularly important? Save file creation screen Bottom and right To the right, there are 3 frames belonging to the spinning memory card's animation. On the bottom, there's "DATA1", "DATA2" and "DATA3". These appear alongside the creation of the logs on the main screen.
A break from all the numbers... But why is it yellow? Final Analysis screen Top-left A yellow-tinted GUI box. It's a bit far off in the distance.
And the awards for the two most noteworthy treasures go to... Ship Parts screen Right Japanese text. きまぐれなレーダー refers to the Whimsical Radar, and へそくり金庫 refers to the Secret Safe.
This is why checking for stuff out-of-bounds terrifies me. Model viewer Up (vertically in-world) Above the model, there are 2 large hexagon-like shapes, with their texture being one of the textures of the current enemy. The exact texture depends.


(Translation: GlitterBerri)

Minor Things

There are other off-camera details, but these ones aren't exactly unused, just misplaced or weird.

  • On the bottom of the second page of the "Extraordinary! When I plucked the sprout" monolog, the "in party" icon from the radar screen can be found here. It's also present on the "My clock has indicated the coming of noon" monolog, but it's really tiny.
  • On most monologs where the controls are shown on-screen, a white shadow of one of the blinking buttons (A or L) can be found below the screen.
  • If the Final Analysis screen is accessed the normal way, i.e. not from the debug menu, a red light and four blinking blue lights can be found above the screen, and a fair bit to the back. These are actually remnants from Olimar and the S.S. Dolphin's lights on the preceding cutscene.