Pikmin 2 prerelease information

Some parts of 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
Interestingly, the [http://www.nintendo.com/games/detail/blZro2PAxbBGDe2S31MUAdP-xRWlH9j8 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. 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 also has moss on it. This clog model can be seen on a cave entrance out of water.

IGN screenshots
Several screenshots of the game made by IGN exist, 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.

4Players screenshots
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


Two bulborb subspecies 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 basic 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.

A blue "dwarf" bulborb is clearly seen in a gameplay video. It has white spots, and apparently acts like the Dwarf Bulborb, with the same health, attacks and weight. Its treasure value, however, appears to be, whereas dwarf bulborbs are worth in the game's released version. An adult version was never shown. These blue enemies became the Dwarf Orange Bulborb – whose internal name is  – and the Orange Bulborb – with the internal name.

Yellow bulborbs appeared in the same video as the blue one, but in an above-ground area that bears a striking resemblance to The Forest of Hope. A dwarf version was also seen, which seems to walk slower than other dwarf bulborbs. In the final game, Snow Bulborbs are internally called  and Hairy Bulborbs are called.

E3 2003 gameplay
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: The following partial discrepancies can also be noted:
 * 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: . 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, likely the ultra-spicy spray, and an unknown yellow one for.
 * 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 back again. This is probably an early Queen Candypop Bud.
 * 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 very early version of the bag.
 * 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
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 following differences between the Awakening Wood can be noted:
 * 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.
 * 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
This video was downloadable on the Nintendo E3 site in 2003, according to the reuploader 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 can 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.
 * Again, there is a white gate in place of the water pit bridge in the Awakening Wood. This change can 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 spicy Burgeoning Spiderworts. This change is also present in the E3 2003 Challenge Mode gameplay recording, although the cave is on the right instead of the left.
 * Burgeoning Spiderworts are present in the area that usually houses Burrowing Snagrets in the Awakening Wood. This change can also be seen on some of the trailers.
 * 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 grassy walls, like The Final Trial.
 * 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.
 * 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 characteristic snowflakes, petals, and leaves falling from the sky effects.
 * 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, it appears that it still has its old eye texture from this early screenshot.
 * 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.
 * 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.

January 2004 Japanese Demo Disk
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: The following partial discrepancies can also be noted:
 * 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.
 * Another early bag can be seen. This version of the bag appears to be a wide seesaw block.
 * A flattened and lowered version of this wide seesaw block 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 Perplexing Pool's Yellow Pikmin landing site, but not in the Piklopedia version of the Perplexing Pool, indicating that the Perplexing Pool shown here may have some changes, even when compared to the in-game Piklopedia version.
 * A cave is present on top of the manhole in the Valley of Repose. It is not visible, although its particle effects and sound effects can be seen and heard. This change is present in one of the official website screenshots.
 * A cave is found to the left of where the Submerged Castle would be located in the Perplexing Pool.
 * Olimar and Louie are in the Awakening Wood on day 2, indicating that the Awakening Wood was to be unlocked after the first day of the Valley of Repose, or that the Emergence Cave was to be entered on day 1.
 * A cave is located just to the left of the location of the Geographic Projection, behind an electric gate. (The Geographic Projection is not seen as the camera is too far to the right.)
 * A Spotty Bulbear is seen on the Awakening Wood.
 * Burgeoning Spiderworts are present in the open plain in the Awakening Wood. These are the same ones visible in the E3 2003 Challenge Mode gameplay footage.
 * It seems that an Empress Bulblax producing Bulborb Larva is found in the final floor of a six-floor cave. No six-floor cave in the final game has an Empress Bulblax on the last floor, so the cave shown here is presumably an early Hole of Beasts with an extra floor missing from the final game. Additionally, if this cave is the Hole of Beasts, it appears as if the coding for the Empress Bulblax to not produce children is not present in this version.
 * Olimar and Louie seem to have just Yellow Pikmin and Red Pikmin on day 2. Given the location of an electric gate to the left of the location of the Geographic Projection, along with the early landing site of the Perplexing Pool, the Yellow Pikmin were probably meant to be found in the Awakening Wood, perhaps in the original spot that the Yellow Pikmin were found in The Forest of Hope.
 * What appears to be a slightly large seesaw block in the original location of the Submerged Castle is present, but it is impossible to discern if it is exactly a seesaw block, due to the cropping.
 * Olimar and Louie land together, and this along with the location of the Red Pikmin and the used level model (which doesn't have Louie's crash site) indicates a much different tutorial, presumably one where the ship doesn't crash into a tree, although it is not shown.
 * The usage of the Piklopedia version of the Valley of Repose also indicates a different location for the Courage Reactor, as it would have to be in Louie's crash site, which doesn't exist in this version of the map.
 * The long seesaw block's presence and appearance in the Valley of Repose indicates that there might be another linking seesaw block on the map. It might also be that there is no other linking seesaw block on the map, which is probably the reason why it was changed into a bag; to avoid confusing the player.

Trailers
A trailer shown at E3 2004 shows little noteworthy information, except for the fact that Red Pikmin and Blue Pikmin were also able to enter the Lost Toy Box.


 * YouTube link (the Pikmin appear 50 seconds into the video)

The first Japanese trailer shows an Emperor Bulblax eating Pikmin with a swipe of its tongue. Only eight Pikmin get caught, even though the cap is nine Pikmin in the final game. It is not clear if the attack in the clip simply failed to gather the maximum number of Pikmin possible, or if the maximum used to be eight, but was changed to nine.


 * YouTube link (the Emperor Bulblax appears 52 seconds into the video)

Piklopedia area paths
The Piklopedia and Treasure Hoard versions of the areas have carrying paths used in the Pikopedia for path-following enemies like the Spotty Bulbear and the Waterwraith. On top of that however, they're designed strangely with one-way points leading into walls, down from cliffs that any leader or grounded enemy couldn't reach, or converging toward sections of the map, which hints to earlier layouts of the areas playable in the final game. These are probably the version shown on the January 2004 Japanese Demo Disk.

Awakening Wood

 * Paths for bridges that would be placed similarly to the bridges leading up to the Sagittarius in The Forest of Hope are present. They are converging through the apparent bridge locations and towards the landing site.
 * Paths converging at the location that is surrounded by cobblestone walls is present, presumably indicative of an early Onion location or a failsafe if a gate was not broken down. There are three points leading downwards from the cobblestone walls towards the location.
 * Where the Bulblax Kingdom would be located are points leading out to the east.
 * The points that would allow the Air Brake in the final Awakening Wood to be carried down are not present.

Perplexing Pool

 * The wall formed from three stump walls and grass to the west of where the Glutton's Kitchen would be located in the Perplexing Pool has a point leading down from it, which might indicate an early treasure location.
 * There are points for a bridge going over a pit to the west of the real landing site and lead northwards. The two unconnected waypoints to the north of the Shower Room entrance are now connected and point south.
 * The routing is apparently converging towards the center of the area, where the Yellow Pikmin landing site is located. As can be seen in the January 2004 demo disk, Onions were parked at this very spot, indicating that the landing site was apparently located in the center of the map. There is also routing converging towards the location where the Aquatic Mine would be found in normal gameplay, which is indicative of an early Onion location (probably the Blue Onion, as this location is submerged in water).
 * Routing that would lead treasure towards the final landing site is not present for the locations of the Impediment Scourge, the Gherkin Gate, and presumably the Onion Replica. Indeed, there is almost no routing at all at the section of the map with the Gherkin Gate, except for routing that leads out of the small pit leading into water. This may be indicative of an early treasure location.

Early Perplexing Pool wireframe
In the background of the Piklopedia and Treasure Hoard menus, there is a wireframe texture that depicts the Perplexing Pool seen from above. This wireframe does not match the final Perplexing Pool, but is fairly close to the Piklopedia/Treasure Hoard version of the area. Notably, the landing site is a large circle instead of a large concrete arena.

That said, there are still differences between the texture and the Perplexing Pool model used in the final game's Piklopedia. For one thing, any artificial objects such as the entire shower floor section where the Shower Room and the random large objects strewn around the landing site are completely missing. The texture also shows an island (with a high polygon count presumbly, as it is almost completely white) to the southeast of the landing site where no such island exists, and has a big open space at the south; these are like remnants from The Distant Spring. The Yellow Pikmin site seems to have walls, but this is unclear. A ramp to left of the landing site that is present in a prerelease screenshot is also present. Finally, most of the out of bounds areas seem to be heavily unfinished.

Early Regal Diamond


In the [http://web.archive.org/web/20120530182922/http://pikmin2.nintendo.com:80/story.html Official ''New Play Control! Pikmin 2'' website], there are some pieces of artwork for a handful of treasures. Among them is the Regal Diamond, but it is colored light blue, as opposed to the gray coloring in the final game.