Unused content in Pikmin 2
This article or section is a short summary on unused content in Pikmin 2.
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- 1 Unused graphics
- 2 Unused maps
- 3 Unused text
- 4 Unused music
- 5 Unused scenes
- 6 Unused caves
- 7 Unused lighting
- 8 Unused treasures
- 9 Pikmin 2-e
- 10 Ignored cave settings
- 11 Other
- 12 See also
A dummy Piklopedia icon can be found amidst the regular Piklopedia icon textures, in the game's files. Presumably, it was used during development to identify enemies with no icon at the time.
Two icons originally from Mappy remain unused. Judging by the internal filename,
j2dtest.arc, the initial inclusion was most likely for testing.
Title screen logos
There are two unused title screen logos.
The word "ピクミン?", in blue chrome.
Unused icons of a map editor presumably used by the developers for designing the areas.
A texture for the preliminary layout of the world map is in
/new_screen/jpn/worldmap.szs. The entire HUD was later rearranged and redone, and a blue background was added.
Waterwaith dummy texture
There is a dummy texture in the Waterwraith's model. Its look is created with frame buffer shaders, meaning that this underlying texture is not usually seen.
There is a single unused level in Pikmin 2, titled newtest. It has a Piklopedia version in another file, which is missing the section of the map with footstep sounds. It has multiple unused layouts in
/user/Abe/map/newtest/nonloop, three of which specify enemies that are planned to spawn in certain areas, as dictated by a "readme" file found in the same directory. It seems to be a test map, based on its title and its contents, which include organized slopes, water, and clusters of enemies and objects. It overall has a basic, flat garden environment.
Numerous Bulborbs and other clusters of enemies. They could have been used for performance tests.
readme.txt found in
/user/Abe/map/newtest/nonloop apparently indicates that the layout files for newtest found in the same directory as the file specify which enemies are to spawn in certain areas.
2-2.txt specifies that a enemy with the ID of
39 would spawn in the Awakening Wood. Attempting to spawn the enemy with the ID of 39 crashes the game, as it does not exist. Additionally, the file for the Perplexing Pool,
3-3.txt is absent.
- プラントテスト? is "plant test".
- チュートリアル分布? reads: "tutorial distribution", referring to the Valley of Repose.
- フォレスト分布? reads: "Forest distribution", referring to the Awakening Wood.
- ヤクシマ分布? reads: "Yakushima distribution", referring to the Perplexing Pool.
- ラスト分布? reads: "Last distribution", referring to the Wistful Wild.
Unknown Piklopedia entry
An unused Piklopedia entry for an unknown enemy.
Stretches its neck to look for
prey. When it finds Pikmin, it
gobbles them up instead of
Unknown Treasure Hoard entry
An unused Treasure Hoard entry for an unknown treasure.
A hard, shiny rock.
Makes an excellent gift.
Unused text, apparently test messages. The last seven messages appear to be titles of unknown test areas in radar screens, as the title shown for newtest in the radar is "Test Area (ID 8394_03)".
Test Message 9995
Test Message 9996
MOC = Mouse on Cars!
go to hell!
Under Construction (ID9999)
This message was moved
This message was moved
Test Area (ID 8394)
Test Area (ID 8394_01)
Test Area (ID 8394_02)
Test Area (ID 8394_03)
All files for parameters, cave generation files, and area generation files are presented in human-readable format. They also have unseen developer comments in Japanese and English, to easily identify the different parameters, sections, and values.
The Valley of Repose has an unused Burgeoning Spiderwort track, but no Burgeoning Spiderworts are found in that area. However, if Burgeoning Spiderworts are hacked into the Valley of Repose, the unused track will play.
Other unused songs include:
|Unknown. Possibly an early track for the Piklopedia / Treasure Hoard screens, or the file selection menu.|
|Meant for the unused camera tutorial.|
|Likely meant for a 2-Player Battle result screen. This variation is for Olimar winning.|
|Likely meant for a 2-Player Battle result screen. This variation is for Louie winning.|
|Likely meant for a 2-Player Battle result screen. This variation is for a draw game.|
|"Akirame" means "give up", so this could have been used when exiting a cave, or Challenge Mode.|
|Another track used in an unused cutscene. The Onions are always above ground, meaning this sound goes unused.|
A cave entrance leading to an unused cave exists in the Perplexing Pool just to the right of the Red Onion's landing site, but only on day 1. It is completely impossible to get to the Perplexing Pool on day 1 without hacking.
This cave is known as
caveinfo internally, and is composed of earlier versions of sublevels used in other caves. It has 34 floors and uses the Petrified Heart, Regal Diamond, and Tear Stone as placeholders for treasures in most of its sublevels.
The caves are made up of randomly laid out map units (located on
/user/Mukki/mapunits/units, with each sublevel having a specific one. These units are unused:
|item_way3_conc||A concrete three-way crossing, presumably with an item in the middle, judging by the name. The sand texture is different compared to the sand texture in the final game, and appears to be a leftover from an earlier stage of development.|
|item_way3_metal||A metal three-way crossing, presumably with an item in the middle, judging by the name.|
|Visually the same as the used dirt three-way crossing||item_way3_tsuchi||A dirt three-way crossing, presumably with an item in the middle, judging by the name.|
|item_way4_conc||A concrete four-way crossing, presumably with an item in the middle, judging by the name. The sand texture is different compared to the sand texture in the final game, and appears to be a leftover from a earlier stage of development.|
|item_way4_metal||A metal four-way crossing, presumably with an item in the middle, judging by the name.|
|Visually the same as the used dirt four way crossing||item_way4_tsuchi||A dirt four-way crossing, presumably with an item in the middle, judging by the name.|
|item_wayl_conc||A concrete turning corridor, presumably with an item in the middle, judging by the name. The sand texture is different compared to the sand texture in the final game, and appears to be a leftover from a earlier stage of development.|
|item_wayl_metal||A metal turning corridor, presumably with an item in the middle, judging by the name. This metal cave unit has unusually high walls; this change can be seen in a prerelease screenshot of 2-Player Battle, which depicts the metal cave unit set with high walls.|
|Visually the same as the used dirt turning corridor||item_wayl_tsuchi||A dirt turning corridor, presumably with an item in the middle, judging by the name.|
|Visually the same as the used 4-exit circular dirt room||room_cent_4_mat_tsuchi||A dirt circular room with four exits. A near-duplicate of room_cent_4_tsuchi, but differing on layout.txt.|
|Visually the same as the used metal zigzagging corridor room||room_nobo1_4_metal||A metal zigzagging corridor room, near duplicate of room_nobo2_4_metal, but differing on layout.txt.|
|room_north4x4k_1_bomb_conc||The same as the room that sublevel 2 of the Submerged Castle ends in, but part of the tube is above ground.|
|way4_kusachi||A four-way crossing used in gardens, featuring a twig with a leaf that casts a shadow. While used on almost all garden floor layouts seen in-game, no used floor layout ever has four paths that cross, so this unit unexpectedly goes unused.|
|way6_tsuchi||This unit belongs on the dirt-type levels (|
Probably used for the Hole of Beasts at one time in development. Jyoou translates to queen.
Sirohana translates to white flower, so these lighting settings may have been used for the White Flower Garden.
While muraon_light files 1-2 and 4 are used, these variants are not.
A slightly lighter version of the lighting used in the Snack Pit.
Head beacon lamps
These lighting files use an earlier format than the others, so the only way to get these to work right is to import the RGB and light settings into a different file. It's possible that these settings were meant for Olimar and Louie, who would light the caves with their tracking beacons. Or they could just be test files.
Interestingly, a slightly modified version of this leader-specific light casting was used in Pikmin 3, albeit with an added alpha channel with bumpmap-tracking to reduce the intensity of the color based on where the leader is standing.
There are some unused treasures in Pikmin 2's game data. Some of them include the discs for Japanese Nintendo GameCube games: Pikmin, The Legend of Zelda: The Wind Waker, Luigi's Mansion, and Super Mario Sunshine.
The Japanese version of Pikmin 2 has e-Reader compatibility. Although this was removed for the overseas versions of the game, the menus are still present in the game's files.
Ignored cave settings
- The unused four-way garden cave unit with a twig is used in all garden cave layouts, but all the garden sublevels generate in such a way that it never spawns.
- The game files state that the sublevel theme for Hole of Heroes sublevel 6 is intended to play on all sublevels of the Submerged Castle, but some hard-coded logic makes the Submerged Castle's theme play instead.
- The game files state that the skyboxes used for the 8th sublevel of the Dream Den, all sublevels of the Hot House, and Collector's Room is a skybox called "vrbox". "vrbox" is not a valid skybox, but is the name of the folder containing all the skybox models. Additionally, all levels of the Green Hole use a skybox known as "f010". Since "vrbox" and "f010" do not exist, the game uses no skybox as a result.
- Emergence Cave, sublevel 1
- The list of cave units includes corridors, crossways, and dead ends, even though the sublevel only ever contains 2 circular rooms facing one another.
- Dream Den, sublevel 8
- 2 Fiddleheads are meant to spawn, but the room used in this sublevel cannot spawn plants.
- Dream Den, sublevel 14
- The list of cave units includes pipe corridors, pipe crossways, and a pipe dead end, even though the sublevel is just the main room and a concrete dead end.
- An archive called
meckis present in the folder for cave skyboxes, but all the archive contains is an empty folder called "meck".
- A single rogue one-sided untextured triangle is floating under the dirty plate in both the normal and Piklopedia version of the Awakening Wood.
- There are waypoints for carrying objects out of the cave unit for the Titan Dweevil's arena, but Pikmin are never seen carrying objects out of the room in-game.
- The Man-at-Legs while dormant is affected by gravity. This can not normally be seen in the game.
- The Waterwraith is set to hold the Professional Noisemaker on all sublevels of the Submerged Castle. It is completely impossible to bring non-Blue Pikmin into the Submerged Castle, as the game is coded to not count non-Blue Pikmin when bringing Pikmin into the Submerged Castle, so this property is pointless in normal gameplay.
- Gas pipes are set to be spewing for 3 seconds, but because they are set to be off for 0 seconds, the entire on-and-off feature has no purpose. This is also not the result of copying the data from the fire geyser, since that object uses different durations (2.5 seconds for being on).
- Unmarked Spectralids have 200 health points but die on one hit. Likewise, Honeywisps have 99999 health points but also die in one hit.
- In Pikmin, there is an unused feature that makes Pikmin get thrown higher the longer the Pikmin is held. This feature has no effect on gameplay since the normal height values and the "fully charged" height values are the same. In Pikmin 2, these values still exist, and are still the same for the normal and full charge amount, but the code for the feature itself has been removed.
- Enemies in Pikmin 2 have set ID numbers, and are spawned using the ID number that is assigned to the enemy. Four of these numbers,
100are never used; they crash the game when spawned. This is because the files for
64were deleted, and ID numbers
UmiMushiBase) appear to be template files for variants of Candypop Buds and enemies in the mollusking family, respectively.
82appears after all of the ID numbers for the specific Candypop Buds, which are numbers
8. The ID number for the Ranging Bloyster appears much later in the list as
UmiMushi) while the ID for Toady Bloyster is
UmiMushiBlind). Additionally, the enemy that has the ID of
39is set to spawn in a unused layout file for newtest and is referred to as "フエフキムシ?, lit.: "Flute Player Bug"" in comments, which is similar to the Antenna Beetle's internal name. This enemy would be able to spawn in the Awakening Wood as dictated by a
readme.txtfile found in the same directory.
|General info||Pikmin • Pikmin 2 • Pikmin 3 • Hey! Pikmin|
|Unused content||Pikmin • Pikmin 2 • Pikmin 3 • Hey! Pikmin|
|Unreleased games||Adam and Eve • Patent US7762893 • Stage Debut|