Talk:Unused content in Pikmin 2
Regarding the room units[edit]
The edit I made that was recently undone wasn't stating that the cave units aren't connected with anything. I was trying to say that the cave units are set up in a way that they would be connected or capped with other units, but they never are: take a look at 1_units_houdai_metal.txt, the only layout file that can be seen ingame that uses the Man-at-Leg's arena. It has only one type of room and only one type of dead end. The cave can only generate with one type of room and one type of unit. There's no reason why there should be an exit on that exact arena if it only connects to one type of dead end. I am aware that the developers would have created the cave unit combined together if they really were going to only use the cave unit in one layout only; if this weren't the case, wouldn't exitless cave units like room_white14x12_metal, room_boss_1_tsuchi, and room_DKumo16x10t_conc be cut up into two separate units respectively?
The layout that uses the Titan Dweevil's arena actually has two different types of dead ends, so that was a mistake on my part. However, that still is very interesting, since that cave unit is only seen at the very bottom of one of the hardest caves in the game, so the player wouldn't have seen that randomization unless they reset the floor, and even then, it's a 50-50% chance and any normal player probably wouldn't have focused on such an minor detail when they'd rather be focusing on defeating the final boss and carrying back the treasures to the ship pod.
This issue actually appears on room_houdai2_1_metal (the other Man-at-Legs arena), room_kingchp_tsuchi (the swamp area with the bulblaxes), and room_ike4_5_tsuchi (the swamp with trunks with the cool music) and multiple toy and soil units (room_hitode6x6_3_toy, room_large_7_toy, room_mid_tower2_8_toy, room_mid_tower_8_toy, room_big2_kusachi) too. The layouts that use those cave units have only one type of dead-end and the corridor-to-room ratio set to zero, making the exits useless in terms of randomization.
Beady Long Bramble Grates Legs (talk) 12:19, May 30, 2021 (EDT)
Whoops, I forgot room_big2_kusachi actually appears on Brawl Yard, so it does actually get connected to unique units and not just one type of dead-end. Beady Long Bramble Grates Legs (talk) 17:54, May 30, 2021 (EDT)
- Aah, I understand now. Your revised edit also made it clearer, thanks. In an effort to get the point across even better to the reader, I've split some sentences so the reader has to do less mental juggling. I've also reworded some sentences slightly to make it easier to follow. — {EspyoT} 13:40, June 2, 2021 (EDT)
Longest cave in the series[edit]
Even though it is unused, it can be accessed, albeit with hacking. It is technically the longest cave in the series, beating cavern for a king by 16 sublevels. 174.193.194.89 19:51, March 30, 2024 (EDT)
whites before purples clarification[edit]
in the Other section it talks about a failsafe for the ship menu if whites are discovered before purples while mentioning it being possible via glitches with a link to the glitches page. now not saying it's not possible, but it doesn't say what kind of glitches need to be done for that to happen which makes me dubious for the following reasons. 1: in order to 'skip purples' you would have to somehow get to one of the other two remaining caves which would require crossing the lake with only red pikmin at your disposal, and even if an ivory candypop bud does appear in one of those caves (which i believe i recall they do) would bring us to the second problem 2: I think i recall reading that prior to white and purple pikmin respectively are discovered, their candypop buds are hardcoded to only appear in emergance cave and white flower garden. meaning to get whites before purple's you'd have to somehow get to the white flower garden..... which is in the awakening wood.... which requires the geographic atlas from emergance cave.... which requires purple pikmin.... Pikmin Theories (talk) 03:15, July 7, 2026 (UTC)