This game has unused areas.
This game has a notes page
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. The game was later remade for the Wii.
This article was brought to you by DURACELL®.
- 1 Sub-Pages
- 2 Test Map
- 3 Unused Cinematics
- 4 Unused Text
- 5 Unused Graphics
- 5.1 Alternate Title Graphics
- 5.2 Development Graphics
- 5.3 Map Screen Mockup
- 5.4 Perplexing Pool Wire-frame
- 5.5 Piklopedia Dummy Image
- 5.6 Waterwraith Dummy Texture
- 5.7 Weighted Platform Test Model
- 5.8 Unused Roulette Wheel slots
- 5.9 Cave Title Error Icon
- 5.10 Game Over
- 5.11 Area names
- 5.12 Pause Map Fourth Page
- 6 S.S. Dolphin
- 7 Unused Lighting
- 8 Development Text
- 9 Crash Handler
- 10 Unused Corpse Values
- 11 Unused Purple Pikmin Data
- 12 Unused Map Units
- 13 Waterwraith Oddities
- 14 Ignored Cave Settings
- 15 Dutch
- 16 Pikpik carrots
- 17 Unused code
- 18 Misc.
- 19 Totaka's Song
| 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 Music|
Totaka's leftover goodies!
| Unused Floor Layouts|
| Version Differences|
This sub-page was brought to you by National Hi-Top®
A fully functional test map can be found on the disc at
/user/Kando/map/newtest. The level can be accessed as its own proper world by following this video, or 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)
Check for further differences, as well as if the files in this folder have anything important.
A slightly simpler version of this area can be found in
/user/Kando/zukan. It's identical to the "full" version, except the block where footstep sounds are tested is missing.
|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.|
Located within the English messages file message\mesRes_eng\pikmin2.bmg is a handful of unused messages.
This message was moved (ID 1005) Blank (ID 1006)
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.
Stretches its neck to look for prey. When it finds Pikmin, it gobbles them up instead of chasing them.
A hard, shiny rock. Highly valuable. Makes an excellent gift.
Test Message 9995 Test Message 9996 AquickbrownFoxJumpsoverthelazy Under Construction (ID9999)
Treasure Log Alerts
These messages were seen in early versions of the game on the treasure collection screen.
It's been added to your Treasure Log!
You can't log this treasure until you reach the surface.
This message hints that at one point, Olimar was meant to be alone, as the day would end immediately should a single leader lose all his health.
Your space suit has sustained damage! Excessive damage to the suit could be life-threatening. If you sustain too much damage, I'm afraid to say the day's operations will end immediately. I have no suit-repair facilities, so you must repair your suit yourself at the end of each day. Your space suit power meter is the round gauge on the bottom-left. Pay close attention to it.
Text for the unused Onion cutscenes.
The yellow Onion has awakened! You should pluck the seeds it released as soon as they sprout! The blue Onion has awakened! Pluck the seeds it released as soon as they sprout!
Text for the camera cutscene.
What are your thoughts, Captain Olimar? Has this planet changed since your first visit? I am certain discoveries you missed before await detection by your more-experienced eyes. I would suggest you appraise your surroundings carefully. For safety's sake, I shall review camera controls with you. First, to face forward, press L. To rotate the camera, slightly depress L and move the camera with Analog Stick. Next, if you want to zoom the camera, press R. Press R repeatedly to scroll through the three levels of zoom. Finally, to adjust camera angles, press Z, which is above R. Press Z repeatedly to switch between the two different angles. That is my entire explanation. Olimar, you look bored. Louie... You look confused. If you fail to learn these basic skills, you will never survive in the cutthroat corporate world.
Alternate Title Graphics
Graphics for two development programs are present in
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.
keyedit.blo. Found in
test.blo. What's strange is that these .blo use scrnblo1 while the rest of Pikmin 2 uses scrnblo2, meaning it is likely from an early version.
Map Screen Mockup
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 counter. 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.
Perplexing Pool Wire-frame
This is a wire-frame image of the Perplexing Pool found in the Piklopedia. 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.
The wire-frame is based on the Piklopedia/Treasure Hoard version of the Perplexing Pool, where the starting area is noticeably different. But even then, it looks like it depicts an even earlier version of the Perplexing Pool. The Shower Room section is missing, and so is the pipe sticking out of the floor nearby, and there seems to be geometry for land and islands to the south and southeast of the landing site, which are missing from the in-game Piklopedia model. They're likely remnants from The Distant Spring in Pikmin.
Piklopedia Dummy Image
Waterwraith Dummy Texture
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
Unused Roulette Wheel slots
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
Cave Title Error Icon
An error icon to be shown on a cave's loading screen. If the current font does not support a certain character, it gets replaced with this. This can be seen, for instance, by running a Japanese game and using a code to force the use of the early English text. The icon's text translates to "error", as you'd expect. Found in
Data for a game over screen exists in-game, in
/new_screen/<any language>/res_gameover.szs. Most of the graphics within are the same as in other screens, but two of the textures are the words "GAME OVER" (one of them is just an alpha channel of sorts). This texture is present in all versions of the game, and in the
res_gameover.szs of all region folders inside
When an area is loading, you're shown the area's name and behind it, you have some graphic being distorted in a flame-in-the-wind effect. You also get this on the "Today's Report" title at the end of a day. You'd expect the graphics behind the text to be exactly the same as the text itself, but since you can't really understand what it says, the developers took the lazy route and used vastly different graphics.
"Valley of Repose". This is the texture used on the Valley of Repose's loading screen, which is fair enough, but also on the Today's Report title.
"今日の成績". This translates to "Today's Results". This is the texture used on the Awakening Wood's loading screen. To note is that in Japan, the Today's Report screen actually shows the title "今日の報告" ("Today's Report").
"Challenge Cave". Not only is this name not seen anywhere else in the game, but its font is also a bit different in that it has a border. This is the texture used on the Perplexing Pool and Wistful Wild's loading screens.
Pause Map Fourth Page
An unused fourth page of the pause menu is still fully implemented in the game, and can be re-enabled with a simple flag change. It depicts the controls, and while similar to the screen in Pikmin 1, it includes how to use to sprays and other new features. It seems to have been scrapped before the other 3 menus got their final design, considering its simpler appearance. The text was all emptied out, however, so this screenshot is only assuming what the text may have been.
/user/Kando/ufo/ufo.arc is a model for the S.S. Dolphin from Pikmin labelled
ufo.bmd. This model comes with an animation
ufo.bck, showing parts on the ship moving.
All lighting files can be found in
Probably used for the Hole of Beasts at some point in development. (Jyoou means "Queen".)
"Sirohana" translates as "white flower", so it's a safe bet that these files were once intended for the White Flower Garden.
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.
Hidden in the ISO, along with some standard error messages, are these odd strings:
damedayo!(Don't do that!)
MOC = Mouse on Cars!
go to hell!
If the game crashes, you can input a button sequence to make a crash handler show up: A, B, X, R, L, D-pad left, D-pad down, D-pad up, D-pad right, Z. You should input it slowly to make sure you get it.
Since the game itself is frozen due to the crash, the handler will draw directly into the framebuffer, which makes the entire thing slow and choppy. When it opens, it starts auto-scrolling line by line, and when it reaches the bottom, the player can take control. D-pad up and D-pad down scroll up and down, A goes to the end, and B goes to the start.
The first few lines contain some information about what went wrong. The rest of the report consists of information about the type of error, and the state of some important addresses. Because the map file included in the game files has been overwritten with garbage at some point during development, most of the address decoding simply returns "no information".
The following Gecko codes also make the error handler show up right away without any button sequence.
$Automatically Show Pikmin 2 Exception Handler [UnclePunch] 0442219c 60000000
$Automatically Show Pikmin 2 Exception Handler [UnclePunch] 04422440 60000000
Unused Corpse Values
The following enemies leave corpses and are not found above ground, leaving these seed values unused.
|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|
|Pileated Snagret||25 Seeds|
|Ranging Bloyster||25 Seeds|
|Emperor Bulblax||30 Seeds|
|Empress Bulblax||30 Seeds|
|Segmented Crawbster||30 Seeds|
Unused Purple Pikmin Data
Enemies and some other objects have properties that control how much damage a Purple Pikmin stomp causes (default is 50), their stun chance (default is 30%), and stun duration (default is 5 seconds). For some reasons, some of these values are unused:
- Honeywisps, Lithopod rocks and rubble have the damage setting set to 10, even though they don't suffer damage like normal.
- Honeywisps, Lithopod rocks, rubble, and the Waterwraith's rollers have a 5% stun chance, although they either go away after being touched or aren't enemies.
- Waterwraiths and the rollers could be stunned for 60 staggering seconds!... If the Waterwraith's stun chance wasn't 0% and the rollers were enemies.
- Empress Bulblaxes should be stunned for 10 seconds, but they have a 0% stun chance.
- Honeywisps, Lithopod rocks, eggs and bomb-rocks also have a 10-second stun, but Honeywisps don't get stunned and the rest aren't enemies.
- Mitites, Toady Bloysters, Ranging Bloysters, Men-at-Legs, Beady Long Legs, Volatile Dweevils, Titan Dweevils and Raging Long Legs have a 0% stun chance, but still have a stun time of 5.
- Fire geysers, gas pipes, and electrical wires have a stun time of 5, but a chance of 0%. Even if the chance wasn't 0%, they're still not enemies.
Unused Map Units
|This needs some investigation.|
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:
- As mentioned above, the Waterwraith has a dummy texture.
- In the game's files, all sublevels of the Submerged Castle contain a
BlackMan_fue_pulloutobject. 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 cave sublevels have a timer setting that makes the creature spawn when it reaches 0, if applicable. This timer is worth 0 normally, 60 on the Bully Den, 300 on sublevels 1 to 4 of the Submerged Castle, and 15 on the last sublevel of the same cave. 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.
Ignored Cave Settings
Finish the list.
Some cave configurations contain cave units and objects that can never be picked, for various reasons.
- Emergence Cave, sublevel 1
- The list of cave units includes corridors, crossways and dead ends, even though the sublevel only ever contains 2 circular rooms facing one another.
- Dream Den, sublevel 8
- 2 Fiddleheads are meant to spawn, but the room used in this sublevel cannot spawn plants.
- Dream Den, sublevel 14
- The list of cave units includes pipe corridors, pipe crossways, and a pipe dead end, even though the sublevel is just the main room and a concrete dead end.
The European version of the game has 5 languages: English, Italian, French, Spanish and German; the current language can be changed on the options menu. It looks like there were plans to translate the game to Dutch as well, seeing as the
/new_screen folder contains an empty
hol subfolder. What's even more interesting is that the
/message folder has
msgRes_hol.szs, a non-empty string file. While the other languages have all strings translated, the Dutch file only has translations for the progressive scan and 50/60Hz mode screens that are displayed when the game is booted. It also contains one of the test strings from the English version: "AquickbrownFoxJumpsoverthelazy".
The Challenge Mode caves have data for the starting number of Pikmin. There's also a number for a 7th type (the 6th being Bulbmin): by giving yourself Pikmin of this type, you'll actually have pikpik carrots in your party!
They aren't very animated, articulation-wise, and they float a bit above ground. Their stems always have a leaf on top, even if a bud, flower or spicy glow overlaps it; it also glows green when idle, like Bulbmin.
They act, react and sound like any other non-Bulbmin Pikmin, and have no special attributes or defences. Finally, on the HUD, their "standby Pikmin" icon doesn't exist, and they get skipped over when calculating the closest Pikmin.
It is possible that the developers made the carrots a Pikmin type in order to reuse code in the Piklopedia (where you can throw pikpik carrots at the enemy in each entry.) Making them count as Pikmin would let the enemy AIs use their regular behavior to hunt and eat the carrots, rather than requiring additional logic.
- If you're inside the Emergence Cave on day 1, the pause menu will have the "Give Up and Escape" option grayed out and unusable, for some reason. On a normal playthrough of the game, the soonest you can enter that cave is day 2.
- Normally, at the start of day 2, when you can actually open the Piklopedia or Treasure Hoard for the first time, you will have some entries in them: the Dwarf Red Bulborb and Pellet Posy on the Piklopedia, and the Courage Reactor on the Treasure Hoard. If you manage to reach day 2 without unlocking any entry, like by using the day 1 extinction glitch, the Piklopedia/Treasure Hoard will know how to have no entry selected in the list, show constant static on the monitor, and write dashes on all fields.
Game::Egg::Obj::genItem(), there is logic to override an egg's random content picking with a specific fixed outcome. Nothing in the final game uses this feature.
- Also in
Game::Egg::Obj::genItem(), there is logic for eggs to spawn random 1 pellets and to spawn random 5 pellets. These will be produced if the egg content ID variable ends up as 0 and 1, respectively.
Game::EnemyBase::onKill(), there is logic to decide what petrification blobs to spawn based on one of the creature's attributes. If the value is
3, the creature will spawn 3 blobs, with a 90% chance of nectar. However, no object in the game has this value set to
- There is an unused flag in the game related to an E3 Demo, which exists in all versions but currently, the Action Replay code required to play the mode itself only works in the Japanese version of the game.
Turning the code on will replace all menu options with "Main Game" ( starts the "demo" ) and 2-Player Challenge Mode ( crashes Dolphin ). All Pikmin colors are near their respective Onions/Ship, caves cannot be entered, the BGM is broken, and the HUD is gone.
- The image files used in the high scores screen at the end of the game (
/new_screen/cmn/result_final_image.szs/result_final_image/timg/) are called
best5_<number>. The final game only keeps track of the top 3 scores for any category, which means that the limit got changed from 5 to 3 at one point.
- Enemies and objects have a setting that multiplies the duration of their petrification. This setting isn't given any use, however, as all enemies and objects have this set to 1.0.
- These enemies have HP values that go unused, as they're programmed to be defeated upon being touched by a Pikmin:
- Unmarked Spectralids have 200 HP (as strong as a Dwarf Red Bulborb), but this is moot, as they're programmed to die in one hit. If petrified, they just shatter when they fall to the ground.
- Honeywisps have 99999 HP! They're programmed to disappear after being knocked on, and cannot be petrified.
- There are 7 behaviors for the objects that fall from cave ceilings. 2 of these are not used in the final game.
$3makes it so that the object only falls if a leader is nearby; Pikmin are ignored.
$0transforms the entire object into a fully-functional Common Glowcap... for some reason.
- Some cave sublevels have the "skybox" property set to the value
vrbox(Dream Den 8; Hot House 1 and 2; Collector's Room 1, 2, 4, 5, 6 and 7), and two have it set to
f010(Green Hole 1 and 2). Both of these values are invalid, so the game defaults to having no skybox.
- In addition,
/user/Kando/map/vrbox/also contains a
meck.szsfile, but it only contains an empty folder "meck".
- In addition,
- The Fiery Bulblax enemy has an icon in the Piklopedia that is 80px wide, despite the fact that it is listed as a regular enemy (standard size 40px) and not a boss enemy (standard size 80px). This suggests that, early in development, the Fiery Bulblax was intended to be a boss enemy. This is further supported by his name: the name 'Bulblax' is typically given only to boss enemies.
- Pikmin has an unused feature where the longer you hold a Pikmin for, the higher its throw will be. However, the starting values and the "fully charged" values are the same, so the feature has no gameplay impact. In Pikmin 2, these parameters return, and are equally set to the same values between the normal and full-charge parameters, but the feature itself is missing.
- If you look at the President's cockpit in the golden version of the Hocotate ship, you'll see a nice sofa and a TV. The TV's screen is actually animated, but because of the way the game renders transparency (and because of the angle of the television), you can't see this in-game. By using a free camera mode to place the camera inside of the cockpit's glass, and aiming at the television screen, you can see the animation: the screen pulsates between a dull gray and a strong cyan color.
- All sublevels of the Submerged Castle are set to play the song
new_01_0.cnd(the theme from Hole of Heroes 6), but the game is hardcoded to play the Submerged Castle's theme on them all, instead.
- A single rogue one-sided untextured triangle is floating under the dirty plate in both the normal and Piklopedia version of the Awakening Wood.
- There are waypoints for carrying objects out of the cave unit for the Titan Dweevil's arena, but Pikmin are never seen carrying objects out of the room in-game.
- Gas pipes have logic to turn on and off, like fire geysers, but their "off" state is set to last for 0 seconds. However, the "on" state does have a unique value of 3 seconds, which is even different from the fire geyser's 2 seconds, despite being pointless.
- The Beady Long Legs normally drops nothing upon death if it doesn't have a treasure, but it was actually programmed to spawn 25 Unmarked Spectralids. The code to make them fails because the Spectralids are not accounted for in the table for what enemies allocate other enemies.
- Unmarked Spectralids have code to use a random scale between a min and max value, yet both the min and max are set to 1.0, making this unused.
- Like Pikmin 1, this game was originally planned to show treasures on the radar map. It was scrapped relatively late, as it still remains fully functional in the final game and can be re-enabled. It uses a yellow tinted rubber ugly icon for normal treasures, and a red tinted one for explorer kit items.
Document the unused save question (check Ralf's Disable Autosaves AR code).
Totaka's song appears in two different places in this game:
|Waiting on the Treasures Salvaged screen,
directly after completing that cave for the first time
|Waiting while the cave transition music is playing,|
after preventing it from ending automatically
(by removing your memory card so that the game
isn't able to autosave)
|(this video is clipped to play it immediately)||(wait until 3:45)|
To note is that the memory card version can also play in the unused save question screen, since it plays the same song.
|The Pikmin series|
|GameCube||Pikmin (Prototype) • Pikmin 2 (Prototype)|
|Wii||New Play Control! Pikmin • New Play Control! Pikmin 2|
|Wii U||Pikmin 3 (Prototype)|
|Nintendo 3DS||Hey! Pikmin|
|Nintendo Switch||Pikmin 3 Deluxe|