Pikmin 2

Pikmin 2 prerelease information

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Notes: Remove the opening paragraph's direction to the unused content article and instead, on this article, give brief mentions of the unused content that hints to cut enemies, areas, etc. (i.e. exclude obvious debugging content).

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Some parts of Pikmin 2 were only available before the final release, and have been changed or removed for the final version. This information is known from different sources, like gameplay videos or screenshots of earlier versions of the game. Although the exact versions are not known, they are commonly called "beta", "alpha", or "pre-alpha" versions by fans, depending on how complete the game looks to be.

There is also some unused content inside the final copies of Pikmin 2, and some of it helps understand what type of content was meant be available for the full game; for such a list, see the unused content page.

New Play Control! Pikmin 2 official website[edit]

Interestingly, the official website for New Play Control! Pikmin 2 at nintendo.com has some images of the game, but none of them belong to the final release of New Play Control! Pikmin 2. Instead, they show early versions of the GameCube version. From these images, several different features can be noticed, and it can be concluded that they were taken from two different development versions: one that uses graphics and ideas still from the first Pikmin game, and another that is close to the final version of Pikmin 2, but with some differences. This list explains the main differences between the two versions mentioned and the final game:

"First" version
  • The HUD has no icons for Louie.
  • Captain Olimar's icon on the HUD is the same as the icon from Pikmin.
  • The spray counters show the existence of an unknown yellow spray.
  • The day counter is taken from Pikmin, since the "d" in "day" is still lowercase.
  • The Pikmin counter has leading zeros, which, depending on the images, are see-through or fully opaque.
  • The Pikmin counter also sometimes shows more than 100 Pikmin on the field.
  • The sublevel counter says "floor" instead of "SUBLEVEL".
  • Areas are vastly simpler and less detailed, and have different layouts on certain parts, but most textures have a higher resolution.
  • Purple Pikmin are still purple, but their main color is black. Their standby Pikmin icon, as well as the icon for White Pikmin, are placeholders that use edited versions of the icon for Yellow Pikmin. The icon for Purple Pikmin has the yellow coloration replaced with gray (except for the ears), and the icon for White Pikmin is the same except that the gray is replaced with white.
  • A treasure resembling the Pink Menace can be seen, but it has a blue heart, a different shaped frame for the jewel, and is not found on the Valley of Repose.
  • The Rubber Ugly's texture and model was different.
  • An unknown treasure for a rusty can without a label exists, inside a cave.
  • The carrying numbers use the same color scheme as in Pikmin.
  • Large yellow bulborbs can be seen on some areas and caves.
  • The cave model is a bit smaller. The clog model used for caves is also different and possess a mossy texture. This clog model can be seen on a cave entrance out of water too, which is only seen underground in the final game.
"Second" version
  • The leaders' icons' coloured backgrounds are lacking the Olimar-shaped cut-outs they have in the final version, leading to the icons themselves appearing tinted. In addition, the icons aren't cropped to account for the bubble's shape, and as such poke through at the bottom.
  • The spray counter has a purple dot for the ultra-bitter spray without the spray having been collected. In the final game, the dot only appears if the spray was unlocked.
  • It is possible to grow more than 20 Red Pikmin (at least 26) on day 1.
  • The Valley of Repose has minor differences in scenery.

IGN screenshots[edit]

Several screenshots of the game made by IGN exist[1], and they show content that doesn't exist in the final game. Most of these screenshots are of the introduction cutscene, with the rest being screenshots of gameplay. It is likely that the version shown here is the January 2004 Japanese Demo Disk version, given the presence of the Ranging Bloyster in the Perplexing Pool. The following is a list of notable images, along with their differences from the final game.

Nintendo Power[edit]

Main article: Nintendo Power.

An E3 2004 article also reveals some other details about the early game: it state that 60 different enemies would appear in the game, while 64 are actually found in the final version, implying that more were added prior to the final release. The article also states that the game takes place over "several days", hinting that the game, like Pikmin, would have a day limit.

4Players screenshots[edit]

The leaf texture used in Pikmin 2's Challenge Mode menu. (Used on Pikipedia in the {{stub}} template.)

This section is a stub. You can help Pikipedia by expanding it.

The following article or section is in need of assistance from someone who plays Pikmin 2.
Particularly: Can electric gate poles be seen from the same angle in the 5th screenshot that shows the fog from the Bulblax Kingdom's entrance in the final game? If so, does the prerelease screenshot not show the electric gate poles?

Screenshots of the game made by 4players exist, and can be found on their website. These screenshots range from pictures of early development to pictures taken close to release. Some of the screenshots appear to have subtitles added in.

Early Bulborbs[edit]

A Rubber Ugly from the E3 2003 version of Pikmin 2.
A large yellow Bulborb, on the top-left corner.

Two Bulborb variants are known to have been cut from the final versions of Pikmin 2, from analysis of gameplay videos and screenshots. These Bulborbs, along with the Red Bulborb, would have given each basic Pikmin type a Bulborb of the same color, had they not been removed. Naming used in the game's data makes it clear that these enemies eventually became the Dwarf Orange Bulborbs, Orange Bulborbs, Snow Bulborbs and Hairy Bulborbs in the final game.[note 1] Mechanical Yellow Bulborbs also appear in the Pikmin Adventure attraction in Nintendo Land.

A blue Dwarf Bulborb is clearly seen in a gameplay video.[2] It has white spots, and apparently acts like the Dwarf Red Bulborb, with the same health, behavior, and weight. Its treasure value, however, appears to be Poko × 5, whereas Dwarf Red Bulborbs are worth Poko × 2 in the final game. A full-size version is never shown.

Yellow Bulborbs appear in the same video as the blue one, but in an early version of the Awakening Wood, that shares more similarities with The Forest of Hope. A dwarf version can also be seen, which seems to walk slower than other Dwarf Bulborbs.

  1. ^ Internally in Pikmin 2, Orange Bulborbs are called BlueChappy, Dwarf Orange Bulborbs are called BlueKochappy, Hairy Bulborbs are called YellowChappy, and Snow Bulborbs are called YellowKochappy.

Videos[edit]

E3 2003 gameplay[edit]

There's an E3 2003 prototype gameplay video showing what is clearly a very early version that contains yellow bulborbs and different cave aspects. It also contains some obvious debugging elements:

YouTube link; alternative footage 1, 2

The noted differences from the final game are:

  • Olimar appears to be in the Awakening Wood. A bridge can be seen leading up to the small cliff in the background, which happens to have Burgeoning Spiderwort mold on top of it.
  • The Awakening Wood's textures look a lot more dead and closer to the The Forest of Hope, with less grass.
  • A white gate is present where the second white gate would be located in The Forest of Hope.
  • A debugging error handler is running, and in the footage, has captured a problem: WARNING [system.cpp:593] DVD LOADING. MAIN THREAD!!. This problem disappears once the player starts moving inside a cave.
  • The player is seen moving near a yellow bulborb and some yellow dwarfs.
  • Two sprays exist, one red for the + Control Pad up on the GameCube controller, likely the ultra-spicy spray, and an unknown yellow one for the + Control Pad down on the GameCube controller.
  • The camera can zoom in much closer.
  • Leading zeros appear on the HUD's numbers, but are almost invisible.
  • Louie's icon and health indicator do not appear on the HUD.
  • Olimar's icon on the HUD is the same one as the icon in Pikmin, as opposed to a brand new one.
  • As stated above, Purple Pikmin and White Pikmin use placeholder icons.
  • While entering a cave in what is probably the Awakening Wood, a large, solid red box appears in the background, with the text "956*90" appearing on its side. A large sleeping Bulborb can be seen behind it in the distance.
  • The cave entrance cutscene starts to slow down with time, and eventually ends before all Pikmin enter. There is also no saving afterwards.
  • When landing in a sublevel, the text "floor 1" appears on-screen, in a much different fashion from the final game (which would show the cave's name in one line, and "Sublevel 1" in the next). This text stays on-screen even during gameplay. There is no HUD besides this text.
  • The sublevel landing cutscene is a bit different, and only contains the part where the camera is already at ground-level. The squad starts a little into the cave, not under the Research Pod.
  • Purple Pikmin stems glow green when idle.
  • The cave presented in the video uses a soil theme, with black walls, but a cavern skybox, which looks very jarring.
  • Boulders fall without warning, and look unfinished, as they do not rotate as they hit the ground, and lack particle effects.
  • The Rubber Ugly has a slightly different look and is just slightly buried in the ground.
  • A Lapis Lazuli Candypop Bud instantly changes to a Golden Candypop Bud, and then to a dark green color. This is probably an early Queen Candypop Bud.

The following partial discrepancies can also be noted:

  • The landing spot below the Research Pod is a green circle, and the Research Pod itself is a very simple plain dark red. These could be lighting problems, however.
  • The location, shape, and size of the red "956*90" box indicates that it's probably a bag obstacle, with its design still in an unfinished state.[3]
  • The placement of the gate that is placed similarly to the second white gate located in The Forest of Hope is indicative of normal land instead of a water pit (with a bridge) in the Awakening Wood.

E3 2003 Challenge Mode gameplay[edit]

This video shows an early version of the Challenge Mode. In this one, the mode develops in the Awakening Wood (called "Challenge Level" here), making it very like the Challenge Mode from Pikmin, with the exception that the player is able to use sprays. This version of the game only has three menu options: "Main Game", "2-Player", and "Challenge".

YouTube link

The following differences from the final game can be spotted:

  • The jingle played by the ship's dialogs is more monotone and bland.
  • The ship gives a plain overlook of the game's plot.
  • The Awakening Wood is simply just known as "Challenge Level".
  • The Awakening Wood is vastly different from the final game, likely made that way for demonstration purposes.
  • Like in the previous video, the HUD's numbers have leading zeros, although sharper, and Louie's icon and health are not visible.
  • There is a section in the area's theme where the oboe's notes are quarter notes, whereas they are eighth-notes in the final game.
  • Gates have a health wheel.
  • When Pikmin attack something, the spark particles they create are larger and more opaque than in the final game.

The following differences between the Awakening Wood can be noted:

  • A white gate is present where the first white gate was located in The Forest of Hope.
  • A Cloaking Burrow-nit can be seen behind the first white gate. A cave can also be seen.
  • Three various 10 pellets are scattered throughout the level. One red 10 pellet is right behind the white gate, and the other two blue and yellow pellets are outside, to the left.
  • An electric gate is found where the clog in a plate is located. The clog that would be by the electric gate is not present.
  • A Seeding Dandelion is prominently displayed on the ledge near the plate. Another one can be seen behind the white gate.
  • Three Burgeoning Spiderwort molds can be seen in the plain near the start of "Challenge Level".
  • As made evident through the locations of the plant pots and the lack of a dirt ramp near the pots, this map uses the Piklopedia version of the Awakening Wood.
  • A Rubber Ugly can be seen behind a Hermit Crawmad hole. Notably, the presenter seems to quickly reveal the objects with an audible "yay" by quickly pointing the camera at the objects and then looking away before the video cuts away.

Interestingly, the presenter erroneously calls Olimar "Omar" and believes Louie is his wife.

E3 2003 demo trailer[edit]

This video was downloadable on the Nintendo E3 site in 2003, according to the reuploader[4] of the video. Part of the level design here is similar to the level design seen on the January 2004 Japanese Demo Disk as documented below, while most of the Awakening Wood's level design is similar to the E3 2003 Challenge Mode gameplay recording as documented above, so this build is likely an intermediary stage between the two builds.

YouTube link

The following differences can be noted:

  • It is always day 1 on every shot. A possible explanation is that the day counter does not function in this build or a debugging tool was used to access each of the areas shown off, which presumably set the day counter to 1.
    • Additionally, almost every shot that is not in Challenge Mode has the total amount of Pikmin in existence at exactly or around 75, which could also be attributed to a debugging tool being used to access each of the areas shown in the video – the player simply started off with 75 Pikmin and grew or lost Pikmin prior to the recording.
  • There is a white gate in place of the bridge next to the Geographic Projection in the Awakening Wood. This change can also be seen in other trailers.
  • There are patches of clovers surrounding the Awakening Wood's landing site.
  • The path leading up to the west wing of the Awakening Wood, near the Hole of Beasts' spot, has an electric gate that the player approaches from the west.
  • In addition, the black gate that leads up to the Nova Blaster from Pikmin is still present instead of the bag that is usually there.
  • A cave entrance can be seen in the area that usually houses the pair of Burgeoning Spiderworts. This change is also present in the E3 2003 Challenge Mode gameplay recording, although there the cave is on the right instead of the left.
  • A quadrant of Burgeoning Spiderworts with random berries are present in the area that usually houses Burrowing Snagrets in the Awakening Wood. This change can also be seen on some other prerelease material.
  • A different interface for two-player Challenge Mode can be seen.
  • An early version of the Wistful Wild can be seen. This Wistful Wild is not autumn themed and instead has sandy ground and dark, grassy walls.
  • Pikmin can be seen carrying a Sunseed Berry from the path connecting The Impact Site's pond to The Final Trial's section in the Wistful Wild.
  • The large stump from The Impact Site has fire geysers and two Fiery Bulblaxes in it instead.
  • Fiery Bulblaxes have darker skin and a less seamless transition between their skin and their flaming back on their model.
  • Pikmin that get lit on fire make only a single small wail the moment they start burning like in Pikmin, rather than the constant panicked screaming they do in the final version of Pikmin 2.
  • Pikmin use the "latched on attacking" animation when lit ablaze. This is likely an error that hadn't yet been fixed at the time of recording.
  • The gas that Poison emitters spew out is a deep, blueish purple color.
  • Environmental particle effects are not present in every area. More specifically, the Valley of Repose, the Awakening Wood, and the Wistful Wild do not have their respective snowflakes, petals, and maple leaves falling from the sky.
  • The Rubber Ugly can be seen on top of a stump in 2-player Challenge Mode, and while it looks to have its finalized model instead of the earlier model seen in this early screenshot, it appears to still use the older eye texture from the early model.
  • An electrical wire can be seen in a soil cavern in 2-player Challenge Mode, but the electric wire appears to have spawned in the center of a turning corridor, instead of on an exit. It is impossible for electric wires to spawn in this way.
  • A synthesized bird sound PSSE_MP_BIRD01_MIX01 can be heard within the ambience of the Awakening Wood. The final game would use real recordings of birdsong for daytime.
  • The music for the Awakening Wood is slightly different compared to the final version. Some horns are higher pitched, and some notes last for longer. Interestingly, this version of the music was used for a Pikmin 1+2 physical release trailer.[5]

January 2004 Japanese Demo Disk[edit]

This video was found on a demo disk released only in Japan and is dated January 2004. The level design and object placement indicate that this might be a slightly later version of the game than the one shown in the E3 2003 Challenge Mode gameplay, where most of the game's mechanics, engine, enemies, and concepts are finalized, but not the progression of the game nor the area models.

YouTube link (the Pikmin footage starts at 1 minute and 15 seconds into the video)

The following differences from the final game can be spotted:

  • A rendition of the e-Reader game's level select theme is playing throughout. This was never included in Pikmin 2 itself.
  • Olimar and Louie land together.
  • All of the Piklopedia versions of the areas are seen used.
  • An obstacle resembling a wide seesaw block can be seen blocking the path in the Valley of Repose. This is most likely another placeholder or early design for the bag.[3]
    • A flattened and lowered version of this obstacle can be seen in the final game's Piklopedia version of the Valley of Repose, as part of the level model and exactly in the same spot.
  • Red Pikmin are found in the real landing site of the Valley of Repose.
  • A Withering Blowhog and a Ranging Bloyster can be seen in the Perplexing Pool. The multiple Hermit Crawmads at the back of the area are additionally not present, as they would be in the spot of the Ranging Bloyster.
  • The landing site for this version of the Perplexing Pool is where the Yellow Pikmin are found in the final game. Notably, this appears to show trunk walls present in the Perpl