Editing Unused content in Pikmin

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{{page title|Unused content in ''Pikmin''}}
{{page title|Unused content in ''Pikmin''}}{{game icons|p=y}}
{{game icons|p=y}}
{{external|unused content in ''Pikmin''|[http://tcrf.net/Pikmin The Cutting Room Floor]|TCRF logo.png}}
{{external|unused content in ''Pikmin''|[http://tcrf.net/Pikmin The Cutting Room Floor]|TCRF logo.png}}
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{{stub}}
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Some unused textures have been found on the game's disc, portraying [[Red Pikmin|Red]] and [[Blue Pikmin]] with [[bomb-rock]]s. This hints to the fact that, initially, all Pikmin types were designed to carry bomb-rocks.
Some unused textures have been found on the game's disc, portraying [[Red Pikmin|Red]] and [[Blue Pikmin]] with [[bomb-rock]]s. This hints to the fact that, initially, all Pikmin types were designed to carry bomb-rocks.


<gallery class="blackbg">
<gallery>
P1 Unused Red Leaf Bomb Rock Icon.png|Red leaf Pikmin.
P1 Unused Red Leaf Bomb Rock Icon.png|Red leaf Pikmin.
P1 Unused Red Bud Bomb Rock Icon.png|Red bud Pikmin.
P1 Unused Red Bud Bomb Rock Icon.png|Red bud Pikmin.
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For unknown reasons, Usuba does not show up in the animation test.
For unknown reasons, Usuba does not show up in the animation test.


=== Kingback ===
=== Kingback===
'''Kingback''' is the internal name for an unused boss. This enemy is simply the "back" of the [[Emperor Bulblax]] without the lower body. It does nothing if touched/attacked by Olimar or the Pikmin, and simply pushes back any objects if touched.
'''Kingback''' is the internal name for an unused boss. This enemy is simply the "back" of the [[Emperor Bulblax]] without the lower body. It does nothing if touched/attacked by Olimar or the Pikmin, and simply pushes back any objects if touched.
Although Kingback cannot be damaged, it still has coding for being "killed", where it simply disappears.{{cite youtube|5Dnnq2hSreQ| of Kingback's "death" function being called remotely|published={{date|15|May|2020}}|retrieved={{date|3|March|2023}}}}
=== Yamash ===
There exist 3 "yamash" enemies, <code>yamash3</code>, <code>yamash4</code>, and <code>yamash5</code>. yamash1 and yamash2 do not exist. These enemies all crash the game when spawned, and have no associated model or code. Something of note is that all of their associated IDs come directly after the ID for the cut enemy Usuba, which may suggest a connection.
=== nakata1 ===
There is also a <code>nakata1</code> enemy, which like the "yamash" enemies, also crashes the game when spawned and has no associated model or code. This enemy's entry is the last one present in the internal list of all enemy IDs. Tetsuya Nakata is one of the developers credited under game programming in the credits of ''Pikmin''. The enemy's internal name using the last name of a developer suggests a connection, but it's still unknown what the purpose of this enemy was.


=== Infinite bomb spawner ===
=== Infinite bomb spawner ===
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* The small door also blocks Captain Olimar, but when touched after collecting a key, Olimar is sent into a state where he cannot move and the door remains unchanged.
* The small door also blocks Captain Olimar, but when touched after collecting a key, Olimar is sent into a state where he cannot move and the door remains unchanged.
{{clear}}
{{clear}}
=== Deleted objects ===
There are a couple of unused objects that no longer exist in the game's code, but their internal names and ID's are still preserved. These objects will usually crash the game when spawned as they no longer exist. Below is a list of the following deleted objects:
* <code>gem1</code>
* <code>gem5</code>
* <code>gem10</code>
* <code>gem20</code>
* <code>gem50</code>
* <code>never use this</code>
* <code>ivy</code>
* <code>cylinder test</code>
* <code>dual test</code>
* <code>rocket</code>
* <code>workobject</code>
The following information can be inferred from the titles:
* <code>never use this</code> was likely an outdated version of an object that was renamed later in development to dissuade developers from accidentally using it.
* <code>rocket</code> likely belonged to an early version of the [[S.S. Dolphin]].
* The <code>gem</code> objects seem to correspond to earlier versions of [[pellet]]s, based on naming. Interestingly, this naming pattern suggests that a 50-Pikmin pellet used to exist earlier in development, but was eventually cut.


== Unused Pikmin animations ==
== Unused Pikmin animations ==
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*<code>account.blo</code> contains strings about an early end-of-day screen. They are "The sun has gone down, today's job is finished.", which appears twice, "starting pikmins", "pikmins now", "dead pikmins", "enemies defeated" and "collected items", which all appear twice, grouped. This text was used in the [[Pikmin prerelease information|E3 2001]] demo of the game.{{cite youtube|gK0tqxyYlXk|of the E3 2001 demonstration|published={{date|1|September|2020}}|retrieved={{date|8|November|2021}}}}<code>account2.blo</code> seems to contain the real text for the results screen.
*<code>account.blo</code> contains strings about an early end-of-day screen. They are "The sun has gone down, today's job is finished.", which appears twice, "starting pikmins", "pikmins now", "dead pikmins", "enemies defeated" and "collected items", which all appear twice, grouped. This text was used in the [[Pikmin prerelease information|E3 2001]] demo of the game.{{cite youtube|gK0tqxyYlXk|of the E3 2001 demonstration|published={{date|1|September|2020}}|retrieved={{date|8|November|2021}}}}<code>account2.blo</code> seems to contain the real text for the results screen.
*When a Pikmin is [[throw|held]], its throw height is decided to be at a certain level. Holding the Pikmin for a while increases this value, and the increase stops more or less when the Pikmin's noise ends. However, in the game files, the starting value and the ending value are exactly the same, so this feature has absolutely no impact in the final game. ''Pikmin 2'' has the same parameters, but the code to change the value is gone.
*When a Pikmin is [[throw|held]], its throw height is decided to be at a certain level. Holding the Pikmin for a while increases this value, and the increase stops more or less when the Pikmin's noise ends. However, in the game files, the starting value and the ending value are exactly the same, so this feature has absolutely no impact in the final game. ''Pikmin 2'' has the same parameters, but the code to change the value is gone.
*An unused parameter in <code>aiconst.bin</code>, when set to <code>1</code>, allows the player to pluck Pikmin by simply whistling at them, like the [[Pluckaphone]] in ''Pikmin 2''. The Pikmin come out on their own, with a unique sound and animation.{{cite youtube|fxBiTw5EURM|of the whistle plucking feature|published={{date|25|August|2018}}|retrieved={{date|26|August|2018}}}} This feature was actually used in the [[Pikmin prerelease information|2000 prototype trailer]].
*An unused parameter in <code>aiconst.bin</code>, when set to <code>1</code>, allows the player to pluck Pikmin by simply whistling at them, like the [[Pluckaphone]] in ''Pikmin 2''. The Pikmin come out on their own, with an unique sound and animation.{{cite youtube|fxBiTw5EURM|of the whistle plucking feature|published={{date|25|August|2018}}|retrieved={{date|26|August|2018}}}} This feature was actually used in the [[Pikmin prerelease information|2000 prototype trailer]].


== See also ==
== See also ==

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