Pikmin 2

Cave unit

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Caves in Pikmin 2 are made out of randomly placed units. There are units that represent dead ends, corridors, crossings, and rooms. Every cave's sublevel has a list of units that can be used by the game to create it; the latter is then responsible to randomly align the units in order to create a level with no unconnected exits.

There are three types of units, as defined by the "room type" property, declared in the sublevel unit definition text files:

  • Dead ends/alcoves: These close off pathways and exits of rooms. Internally, these are called "caps", and their "room type" is 0.
  • Corridors: pathways and corridors that normally don't have any special features; their walls decide the path or paths the player can take. Their "room type" is 2.
  • Rooms: decorated and often large rooms, featuring walls and objects organized in a certain fashion. Their "room type" is 1.

In 2-Player Battle, for all caves excluding the Dim Labyrinth, there is a static list of units to use, as well as their position and rotation. Instead of the game generating a cave using the available units, it only has to pick one of the available static layouts. These static layouts can be found in /user/Abe/vs.

Regular units[edit]

The following is a list of all existing units in Pikmin 2, used and unused, and sorted by theme. The themes are named based on the common word in the units' names.

Concrete[edit]

Units in the concrete theme have their names end with "conc", which is likely short for コンクリート? (lit.: "concrete"); this word comes from the concrete walls that these units have.

Garden[edit]

Units in the garden theme have have their names end with "kusachi" (草地?, lit.: "meadow").

Metal[edit]

Units in the metal theme have their names end with "metal".

Snow & Brick[edit]

Units in the snow theme have their names end with "snow" or "renga" (レンガ?, lit.: "brick"), due to the brick walls they have.