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Pikmin 2/Unused Music
This is a sub-page of Pikmin 2.
Contents
Unused Single Tracks
| 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. | |
| u_result.bms | Unused early cave results theme. Unlike the final version, it is sequenced, not streamed. | |
| c_result.bms | Unused early challenge mode results. Again, it is sequenced unlike the final. It sounds rather unfinished. |
Unused Spiderwort Mixes
| To do: Upload rips of these songs from YouTube to here. |
There are a lot of cases where Spiderwort mixes are coded in, but Spiderworts aren't actually present to have this mix play in-game without hacking. On some occasions, the pad instrument meant to play the mix is missing its audio files, too. In these cases, the associated conductor files located in the game's AudioRes folder need to be edited.
Valley of Repose
Like the other 3 areas, the Valley of Repose has a complete Spiderwort mix track coded in. The pad instrument used for it is the same as the Awakening Wood's, though to match the Valley of Repose's melody, this one features notably high register and slightly more complex chords. By hacking some Burgeoning Spiderwort plants into the level, it's possible to hear it naturally in-game!
Concrete Themes
All 3 of the concrete tracks used for caves have additional unused variations, caveconc_00_1, caveconc_05_1, and caveconc_10_1. These versions of the existing cave themes are duplicates of the originals... except for the fact they all have working Spiderwort mixes coded in!
The Spiderwort mixes for these themes are all built extremely similar to one another, sharing the same sine-wave pad used in the rest area theme. Each Spiderwort mix utilizes two tracks of the bms, the first track is a sine-wave pad panned towards the left speaker, randomly switching between 1 of 3 notes with randomly set lengths (which can be 2, 4, or 8 beats long), while the other is panned to the right speaker and plays 1 of 4 different notes (which can be 2, 4, 6, or 8 beats long).
The note data for all of the Spiderwort mixes are present in the original concrete theme's versions, too. The sine-wave pads don't play in them for some unknown reason, even after editing the TrackMap file. It may be because the instrument isn't assigned any audio files in these versions.
| Internal Name | Video | Description |
|---|---|---|
| caveconc_00 | The pad panned to the left speaker randomly plays a E, B, or D, while the right one plays F#, A, C#, and a higher E. | |
| caveconc_05 | The pad panned to the left speaker randomly plays a G, D, or F, while the right one plays A, C, E, and a higher G. | |
| caveconc_10 | The pad panned to the left speaker randomly plays a E, B, or D, while the right one plays F#, A, C#, and a higher E.
Identical to caveconc_00, besides the fact that the note lengths differ slightly to match the tempo. |
Other Cave Themes
All the soil themes, metal themes, and one tile and toy theme all feature unused Spiderwort mixes. Examining the conductor file for these themes reveal an "OrchPad" at the bottom of each. This assumed orchestral pad is missing its audio files, unfortunately, so it's uncertain what they could have exactly sounded like. The note data for the pad containing information on the chords that were meant to be played, however, is still there, so it's possible to replace the pad with another existing instrument to hear them! The following videos showcase the various chords that could play in each, on an orchestra pad sampled from the first game.
The Spiderwort mixes across all the themes are all built similarly. Each chord or pair of chords is considered a "gesture", and every measure (or 2 measures, depending on the theme), one of these gestures is randomly selected to play, sometimes with the same chord being played multiple times in a row. The majority of these themes only feature 4 chords, each being only 2 notes large, though there are some exceptions.
| Internal Name | Video | Description |
|---|---|---|
| cavemetal_00 | There are 4 chords, each being only 2 notes large.
The orchestra pad randomly plays a chord consisting of either F# and D, G# and D#, A and E, and B and F#, every 2 measures. | |
| cavemetal_05 | There are 5 chords, each being only 2 notes large.
The orchestra pad randomly plays a chord consisting of either G and D, A and E, B and F#, D and A, and E and B, every measure. Interestingly, these 5 chords are also the exact same chords used by this theme's low string pad! Of course, the string pad's chords are lower by several octaves, and timing of the string pad's chords are much more random, when compared to the orchestra pad, which plays strictly with each measure. | |
| cavemetal_10 | There are 4 chords, each being only 2 notes large.
The orchestra pad randomly plays a chord consisting of either G# and C#, A# and D#, C# and G#, and D# and A#, every measure. These movement between these chords is minimal, due to the fact that both notes from the first 2 chords are shared between the other 2; the lower note is just raised an octave. | |
| cavesoil_00 | There are 4 chords, each being only 2 notes large.
The pad randomly plays a chord consisting of either D# and C, F and C#, G and D#, and G# and F, every 2 measures. This track is unique, as it's the only one implied to perhaps feature a different pad instrument. Instead of the usual "OrchPad", this one goes by a broad and much simpler name: "Pad". | |
| cavesoil_05 | There are 3 chords this time, each 3 three notes large.
The orchestra pad randomly plays a chord consisting of either F# G# and C#, G# C# and D#, and A# D# and F, every 2 measures. This is the only track to use only 3 chords, and to use chords consisting of 3 notes. The pad doesn't begin playing until after the first measure of the music, and the movement between these chords is pretty minimal, due to so many notes being shared between them. | |
| cavesoil_10 | There are 4 chords, each being only 2 notes large.
The orchestra pad randomly plays a chord consisting of either G# and D#, A# and F, C and G, and C# and G#, every 2 measures. | |
| cavetile_00_0 | There are 4 chords, each being only 2 notes large.
The orchestra pad randomly plays a chord consisting of either E and C, F# and D, G# and E, and A# and F#, every measure. These chords are entirely in whole tone, like the enemy mix's vibraphone. | |
| cavetsumiki_00_0 | This mix is a massive outlier compared to the rest; although there are technically 6 chords used in this piece (each being 2 notes large), these chords are grouped in pairs of two, meaning one chord always plays after the other. So, there are only 3 different possible gesture selections that can be made.
The orchestra pad will randomly play a set of 2 chords, consisting of either G# and D# to G# and C#, D# and G to D# and A, and A# and D# to A# and D. Each chord is 2 measures long. |