Unused content in Pikmin 2: Difference between revisions

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(Added internal naming oddities section and a note about the file system.)
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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.
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 have internal names that cannot be seen ingame, like unused text. The naming of these files sometimes contains leftovers or hints to cut content early in development:
* The developer comment for the lone [[Burrowing Snagret]] in the Valley Of Repose is "ヘビガラス埋まりお宝" which roughly translates to "Snake filled with treasure" , hinting that the [[Pink Menace]] may had been once inside the Snagret.
* The names of many files used for light in caves indicate that a sublevel was deleted from the final cave:
** The first floor of the Snack Pit uses a light file called Key_light_lv1.ini, and there's a unused lighter version of the same file named Key_light_lv0.ini. The presence of this indicates a floor was cut from the Snack Pit in the final game.
== Unused music ==
== Unused music ==
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.
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.
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|Another track used in an unused cutscene. The Onions are always above ground, meaning this sound goes unused.
|Another track used in an unused cutscene. The Onions are always above ground, meaning this sound goes unused.
|}
|}
== Unused scenes ==
== Unused scenes ==
Much like in the [[Pikmin (game)|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.
Much like in the [[Pikmin (game)|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.
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|[[File:SCLevel2Beta.png|200px]]
|[[File:SCLevel2Beta.png|200px]]
|'''room_north4x4k_1_bomb_conc'''
|'''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.
|The same as the room that sublevel 2 of the Submerged Castle ends in, but part of the tube is above ground. The "bomb" part of the internal name probably refers to a puzzle involving an chain of bomb-rocks using this cave unit in a sublevel of a unused cave.
|-
|-
|[[File:Way4.png|200px]]
|[[File:Way4.png|200px]]
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===Key light===
===Key light===
A slightly lighter version of the lighting used in the [[Snack Pit]], whereas the final version uses <nowiki>key_light_lv1.ini</nowiki>. The presence of this indicates a floor was cut from the Snack Pit in the final game.
A slightly lighter version of the lighting used in the [[Snack Pit]], whereas the final version uses <nowiki>key_light_lv1.ini</nowiki>.
<gallery>
<gallery>
Keylight.png|Key_light_lv0.ini.
Keylight.png|Key_light_lv0.ini.
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* There is a unused feature for [[electrical wire]]s in [[2-Player Battle]] to change color and element based on the Pikmin attacking it; Red Pikmin turn the electric wire's lighting red and set Blue Pikmin on fire, while Blue Pikmin turn the electric wire's lighting blue and apply the drowning effect to Red Pikmin. This also causes them to constantly be on and never turn off.
* There is a unused feature for [[electrical wire]]s in [[2-Player Battle]] to change color and element based on the Pikmin attacking it; Red Pikmin turn the electric wire's lighting red and set Blue Pikmin on fire, while Blue Pikmin turn the electric wire's lighting blue and apply the drowning effect to Red Pikmin. This also causes them to constantly be on and never turn off.
* [[Pellet]]s, [[nectar]], [[spray nectar]], and Pikmin seeds (of a random color) can be spawned in a generation file for an area, but these features are unused. The generation file of [[newtest]] spawns blue pellets in the ramped water section, but that too, is unused as [[newtest]] cannot be accessed in normal gameplay.   
* [[Pellet]]s, [[nectar]], [[spray nectar]], and Pikmin seeds (of a random color) can be spawned in a generation file for an area, but these features are unused. The generation file of [[newtest]] spawns blue pellets in the ramped water section, but that too, is unused as [[newtest]] cannot be accessed in normal gameplay.   
* The file system in Pikmin 2 has a section of files containing archives used by Pikmin 2, all named after developers. Two of these folders are empty; Morimura and Ogawa, probably short for Naoya Morimura and Yuzuru Ogawa.
* An archive called <code>meck</code> is present in the folder for cave skyboxes, but all the archive contains is an empty folder called "meck".
* An archive called <code>meck</code> is present in the folder for cave skyboxes, but all the archive contains is an empty folder called "meck".
* The game has a failsafe for where [[White Pikmin]] are unlocked but [[Purple Pikmin]] aren't, where the screen to select the amount of White Pikmin just simply shows up. This isn't seen in normal gameplay.
* The game has a failsafe for where [[White Pikmin]] are unlocked but [[Purple Pikmin]] aren't, where the screen to select the amount of White Pikmin just simply shows up. This isn't seen in normal gameplay.