Unused content in Pikmin 2
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,
Title screen logos
There are two unused title screen logos.
Unused icons of a map editor presumably used by the developers for designing the areas.
World map menu
A texture for the preliminary layout of the world map is in
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
Unseen area geometry
A large amount of unseen geometry can be seen out of bounds in most areas through hacking in Pikmin 2. In most cases, this indicates usage of a copy and paste feature on the modeler's modeling program, although in some cases, it implies slightly different area design at one point in development.
Unknown Piklopedia entry
An unused Piklopedia entry for an unknown enemy. It may have been an early entry for the Burrowing Snagret (or at least a relative of it), based on the fact that it "stretches its neck" and does not chase Pikmin, similar to the Burrowing Snagret's way of attacking.
Unknown Treasure Hoard entry
An unused Treasure Hoard entry for an unknown treasure.
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)".
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.
Internal naming oddities
All content in Pikmin 2 has internal names that cannot be seen in-game, like unused text. The naming of these files sometimes contains leftovers or hints to cut content early in development:
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:
Much like in the first game, each Onion was to be found dormant, and had their own "boot up" cutscene. The Red Onion has a textbox that automatically closes itself as the textbox points to a message that doesn't exist.
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
Unused cave unit models
The caves are made up of randomly laid out map units (located on
Pointless cave unit exits
Caves are made out of multiple cave units, each with their own exit points. The game then connects these units during sublevel generation by connecting exit points. Some cave units have exit points that are useless in sublevel generation, because the resulting sublevel is always the same in-game, showing no randomization. This is because every time the sublevel is generated, it can only ever use the same cave units in the same way, so these rooms always have the same dead-end units connected to them. In addition, there is a property that controls the corridor-to-room ratio, with 0 resulting in only dead-end units spawning and no corridors, and 1 being lots of corridors connecting exit points. Where these cave units appear, this ratio is set to zero, so corridors cannot generate, resulting in the only thing to connect to them being the dead-ends. This would be functionally identical to a sublevel using a single cave unit with the dead-ends as part of the model. Shown below are the cave units where this issue arises:
Of special note is the last sublevel of the Dream Den, which can actually show randomization in the sublevel visuals, since there are two different dead-end units that can be used for that sublevel. Normally, all of the player's attention gets diverted to defeating the Titan Dweevil, carrying back the treasures, and exiting the cave, instead of the type of dead-end unit used when the sublevel was generated.
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, whereas the final version uses key_light_lv1.ini.
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