Unused content in Pikmin 3: Difference between revisions
(Specified that the names are only on the icons, so that rumors don't start spreading that the President is always referred to in the game as the Gth playable leader or something...) |
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To note is that almost all enemies have a <code>lockon.txt</code> file that determines how the [[lock-on]] works. All used enemies use version 5 of the file format, but some unused enemies use versions 0 or 1. In addition, there is a block of health-related parameters, and it too has a format version. Used enemies use version 8. | To note is that almost all enemies have a <code>lockon.txt</code> file that determines how the [[lock-on]] works. All used enemies use version 5 of the file format, but some unused enemies use versions 0 or 1. In addition, there is a block of health-related parameters, and it too has a format version. Used enemies use version 8. | ||
===''Pikmin 2'' copies=== | |||
The following unused enemies exist in the enemies folder, but their model and textures are copies or near-copies of the ''Pikmin 2'' files. They are also roughly the same size they were in that game. | |||
;Honeywisp | |||
*It functions identically to its ''Pikmin 2'' counterpart, but despite the textures being the same, it looks more realistic in ''Pikmin 3''. The egg it carries is the same as the regular ''Pikmin 3'' eggs. The only known thing about its behavior is that it flies around and eventually vanishes.{{cite youtube|hQADfjL5nZY|of the Honeywisp in action}} Throwing a Pikmin at the egg results in a [[crash]]. | |||
*It has an <code>ai.txt</code> file found only in some other unused enemies' data and on the [[Armored Cannon Larva]]'s data, where it's also presumably unused. | |||
*It is missing a <code>cull_info.txt</code>, <code>dynamics.txt</code>, and a <code>lockon.txt</code> file, present in most other enemies' data. | |||
*The lock-on data's format version is 6. | |||
{{p3 enemy technical | |||
|name = clione | |||
|hp = 1 | |||
|rock = 1 | |||
|white = 0 | |||
|brout = 1 | |||
|brin = 0 | |||
|direct = 0 | |||
|damage = 10 | |||
|territory = 0 | |||
|value = 40 | |||
}} | |||
;Emperor Bulblax | |||
*Its behavior is very incomplete. It simply repeats its tongue preparation animation constantly.{{cite youtube|rname=BEW video}} | |||
*It has an <code>ai.txt</code> file found only in some other unused enemies' data and on the [[Armored Cannon Larva]]'s data, where it's also presumably unused. | |||
*It is missing a <code>dynamics.txt</code> file, present in most other enemies' data. | |||
*The lock-on data's format version is 1, and the health parameter data's format version is 2. | |||
{{p3 enemy technical | |||
|name = kingchappy | |||
|hp = 3000 | |||
|rock = 75 | |||
|white = 4 | |||
|brout = 6 | |||
|brin = 3 | |||
|direct = 0 | |||
|damage = N/A | |||
|territory = N/A | |||
|value = 100 | |||
}} | |||
;Wollywog | |||
*When idling, it repeats its shaking animation constantly, although it causes no damage. This constant shaking is caused by a variable that measures the amount of Pikmin required to activate the shake animation, except this variable is set to zero by default, resulting in it shaking off Pikmin despite none being present. When a leader gets close, it performs its jump attack successfully.{{cite youtube|rname=BEW video}} Nothing else is functional about it; the corpse of this enemy will crash the game upon being picked up. | |||
*It is missing a <code>cull_info.txt</code> and <code>dynamics.txt</code> file, present in most other enemies' data. | |||
*It has an animation for burrowing itself. | |||
*The lock-on data's format version is 5, and the health parameter data's format version is 6. | |||
{{p3 enemy technical | |||
|name = marofrog | |||
|hp = 1500 | |||
|rock = 30 | |||
|white = 0 | |||
|brout = 1 | |||
|brin = 0 | |||
|direct = 0 | |||
|damage = 10 | |||
|territory = 300 | |||
|value = 30 | |||
}} | |||
;Breadbug | |||
This enemy's data is missing several files: <code>anim_define.txt</code>, <code>cull_info.txt</code>, <code>dynamics.txt</code>, <code>lockon.txt</code>, and <code>params.txt</code>. In addition, it has a <code>panmodoki.txt</code> file which is just a copy of <code>coll_tree.txt</code>. Because of this, no parameter information is known about it. | |||
=== Early Whiptongue Bulborb === | |||
{{todo|Find out its internal name, and if it has any parameter data.}} | |||
[[File:Early Whiptongue Bulborb.png|thumb|right|The early Whiptongue Bulborb.]] | |||
In ''Pikmin 3 Deluxe'', an early version of the [[Whiptongue Bulborb]] can be found in the files. It has 11 animations: <code>attack</code>, <code>attack2</code> (attacking), <code>dead</code> (dying), <code>flick</code> (shaking off Pikmin), <code>move1</code> (walking), <code>swallow</code> (swallowing), <code>type5</code> (being carried), <code>wait1</code>, <code>wait2</code>, <code>wait3</code> (idling), and <code>waitact</code> (shaking off Pikmin while idling).{{cite youtube|sZ2n_-Qg7k0|showing off the early Whiptongue Bulborb and its animations}} | |||
===Armored Cannon Larva variants=== | |||
The [[Armored Cannon Larva]] and [[Arctic Cannon Larva]] share the same archive. Inside it are parameter files for every version of the beetle, including unused ones. <code>params.txt</code> is the one used for the Armored Cannon Larva, and <code>params_yuki.txt</code> corresponds to the Arctic Cannon Larva ({{j|ゆき|yuki}} means snow). The unused files are called <code>params_fixed.txt</code>, <code>params_green.txt</code>, <code>params_red.txt</code> (perhaps for the [[Decorated Cannon Beetle]]), and <code>params_ruri.txt</code> ({{j|るり|ruri}} means Lapis Lazuli). | |||
===''kakureimo''=== | ===''kakureimo''=== | ||
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{{clear}} | {{clear}} | ||
===Other=== | ===Other=== |
Revision as of 20:31, November 27, 2020
File:TCRF.png |
This article or section is a short summary on unused content in Pikmin 3. |
The following article or section is in need of assistance from someone who plays Pikmin 3 Deluxe. |
To do: Obtain better screenshots of NamaPongashi's model and other unused objects, and document the unused behaviors of Armored Cannon Larva variants. There are also unused objects that exist in the code but are not listed here. |
Pikmin 3 has a substantial amount of content in its files that goes completely unused, ranging from textures, enemies, and sound files.
Unused textures
There are quite a few unused and unseen textures that are unrelated to unused models in Pikmin 3.
Character icons
To do: Confirm if Olimar's "happy" icon, Louie's "happy" icon, and Louie's "sad" icon are unused. Also, find out if Olimar and Louie's icons were in the game, unused, before DLC pack 3 (which features them). Also, check if the icons found in the demo of Pikmin 3 Deluxe are also in the final game's files. |
There are several unused icons for expressions from Olimar, Louie, and, in Pikmin 3 Deluxe, the President. They are listed here:
Icon | Description |
---|---|
Olimar's "mad" icon. | |
Louie's "mad" icon. | |
The President's "happy" icon. | |
The President's "mad" icon. | |
The President's "shocked" icon. |
Additionally, there is an equally unused version of Olimar's "mad" icon, with a cropped circle in the top-left. The icon character is called playerF
internally, where Olimar is playerE
and the President's icons refer to him as playerG
.
Unused mini radar icons
In the demo of Pikmin 3 Deluxe, there are unused icons for Olimar, Louie, and a SPERO on the mini radar, but go unused due to it not being included in the Side Stories.
Ship part icon placeholders
In the demo of Pikmin 3 Deluxe, a couple ship part icons are instead placeholders, being red circles with the respective parts' names in white Japanese text.
The placeholder for the Main Engine's icon.
The placeholder for the Chronos Reactor's icon.
Badge placeholders
In Pikmin 3 Deluxe, there are several unused badge textures that appear to be placeholders, starting from 1 to 50.
Unseen geography
Although the front of PNF-404 in the area selection screen is visible, there are details on the back of the planet that are completely hidden and unused. This unseen geography can only be viewed by looking at its direct texture.
Unused enemies
Nearly all the following enemy data can be found in the /content/CMCmn/enemy
, referring to unused enemies.
To note is that almost all enemies have a lockon.txt
file that determines how the lock-on works. All used enemies use version 5 of the file format, but some unused enemies use versions 0 or 1. In addition, there is a block of health-related parameters, and it too has a format version. Used enemies use version 8.
Pikmin 2 copies
The following unused enemies exist in the enemies folder, but their model and textures are copies or near-copies of the Pikmin 2 files. They are also roughly the same size they were in that game.
- Honeywisp
- It functions identically to its Pikmin 2 counterpart, but despite the textures being the same, it looks more realistic in Pikmin 3. The egg it carries is the same as the regular Pikmin 3 eggs. The only known thing about its behavior is that it flies around and eventually vanishes.[1] Throwing a Pikmin at the egg results in a crash.
- It has an
ai.txt
file found only in some other unused enemies' data and on the Armored Cannon Larva's data, where it's also presumably unused. - It is missing a
cull_info.txt
,dynamics.txt
, and alockon.txt
file, present in most other enemies' data. - The lock-on data's format version is 6.
Pikmin 3 technical information (?) | |
---|---|
Internal name | clione
|
HP | 1 |
Rock Pikmin throw hits to kill | 1 |
White Pikmin ingestions to kill | 0 |
Bomb rock explosions to kill | 1 |
Bomb rock ingestions to kill | 0 |
Number of direct hits on top to kill | 0 |
Damage to leaders | 10 |
Territory radius | 0 |
Mission Mode value | 40 |
- Emperor Bulblax
- Its behavior is very incomplete. It simply repeats its tongue preparation animation constantly.[2]
- It has an
ai.txt
file found only in some other unused enemies' data and on the Armored Cannon Larva's data, where it's also presumably unused. - It is missing a
dynamics.txt
file, present in most other enemies' data. - The lock-on data's format version is 1, and the health parameter data's format version is 2.
Pikmin 3 technical information (?) | |
---|---|
Internal name | kingchappy
|
HP | 3000 |
Rock Pikmin throw hits to kill | 75 |
White Pikmin ingestions to kill | 4 |
Bomb rock explosions to kill | 6 |
Bomb rock ingestions to kill | 3 |
Number of direct hits on top to kill | 0 |
Damage to leaders | N/A |
Territory radius | N/A |
Mission Mode value | 100 |
- Wollywog
- When idling, it repeats its shaking animation constantly, although it causes no damage. This constant shaking is caused by a variable that measures the amount of Pikmin required to activate the shake animation, except this variable is set to zero by default, resulting in it shaking off Pikmin despite none being present. When a leader gets close, it performs its jump attack successfully.[2] Nothing else is functional about it; the corpse of this enemy will crash the game upon being picked up.
- It is missing a
cull_info.txt
anddynamics.txt
file, present in most other enemies' data. - It has an animation for burrowing itself.
- The lock-on data's format version is 5, and the health parameter data's format version is 6.
Pikmin 3 technical information (?) | |
---|---|
Internal name | marofrog
|
HP | 1500 |
Rock Pikmin throw hits to kill | 30 |
White Pikmin ingestions to kill | 0 |
Bomb rock explosions to kill | 1 |
Bomb rock ingestions to kill | 0 |
Number of direct hits on top to kill | 0 |
Damage to leaders | 10 |
Territory radius | 300 |
Mission Mode value | 30 |
- Breadbug
This enemy's data is missing several files: anim_define.txt
, cull_info.txt
, dynamics.txt
, lockon.txt
, and params.txt
. In addition, it has a panmodoki.txt
file which is just a copy of coll_tree.txt
. Because of this, no parameter information is known about it.
Early Whiptongue Bulborb
To do: Find out its internal name, and if it has any parameter data. |
In Pikmin 3 Deluxe, an early version of the Whiptongue Bulborb can be found in the files. It has 11 animations: attack
, attack2
(attacking), dead
(dying), flick
(shaking off Pikmin), move1
(walking), swallow
(swallowing), type5
(being carried), wait1
, wait2
, wait3
(idling), and waitact
(shaking off Pikmin while idling).[3]
Armored Cannon Larva variants
The Armored Cannon Larva and Arctic Cannon Larva share the same archive. Inside it are parameter files for every version of the beetle, including unused ones. params.txt
is the one used for the Armored Cannon Larva, and params_yuki.txt
corresponds to the Arctic Cannon Larva (ゆき? means snow). The unused files are called params_fixed.txt
, params_green.txt
, params_red.txt
(perhaps for the Decorated Cannon Beetle), and params_ruri.txt
(るり? means Lapis Lazuli).
kakureimo
kakureimo
is a fat leech-like enemy. It has a purple body, yellow stomach along with yellow back stripes, and three green eyes on each side of its small head. Its mouth is circular and filled with jagged teeth, and it has two large antennae on its head. Size-wise, it's around the size of a Red Bulborb. 隠れ? is the stem of the verb 隠れる? which means "to hide", and いも? translates to "potato", although it is also part of the word イモムシ? (lit.: "caterpillar").
When it spawns, it pops out from underneath the ground. When there are no Pikmin or leaders nearby, it waddles around to explore a small area immediately outside of its "home" , but if one gets into view, it becomes alarmed and dashes to its original spot, where it burrows underground. After being left alone for a bit, it will reemerge and repeat the cycle. Given unknown rules, it may decide to stay underground until it's left alone, or it will cautiously poke its head out to survey the area. When it burrows, its health is entirely restored. Other than that, some parts of the enemy are unfinished, in that it has no particle effects, some animations are a bit jerky, and parts of its logic are missing, in that Pikmin can latch on to it while it buries and continue to attack it, even through the ground.[4]
Given how it acts the same as the moguraimo, it has a similar name to it, and sports a similar color scheme, it's safe to say that the two creatures are somehow related.
From analysis of the game files, the following can be concluded:
- It has animations for dying, burrowing, moving, biting, chewing prey, swallowing prey, being carried, noticing prey, chasing prey, looking around, going to its original spot, and three unknown animations:
lookout
,lookin
, andsense
. - The lock-on data's format version is 0, and the health parameter data's format version is 2.
- It is missing a
cull_info.txt
anddynamics.txt
file, present in most other enemies' data. - It has the ability to drop nectar upon death.
Weight | Max. carriers |
Seeds | Value | Health |
---|---|---|---|---|
10 | N/A | 8 | × 20 × 20 |
3000 |
Pikmin 3 technical information (?) | |
---|---|
Internal name | kakureimo
|
HP | 3000 |
Rock Pikmin throw hits to kill | 40 |
White Pikmin ingestions to kill | 0 |
Bomb rock explosions to kill | 2.4000001 |
Bomb rock ingestions to kill | 0 |
Number of direct hits on top to kill | 0 |
Damage to leaders | N/A |
Territory radius | 100 |
Mission Mode value | 20 |
moguraimo
This creature bears a strong resemblance to the Ravenous Whiskerpillar from Pikmin 2. The internal name, however, is quite different: it used to be imomushi
(イモムシ? (lit.: "caterpillar")), but is now moguraimo
(モグライモ? (lit.: "mole potato")). Appearance-wise, it is slightly larger than before, and unless the texture mapping of the model is incorrect, its skin is mostly purple; besides that, its eyes are slightly larger, it has antennae, and its namesake whiskers are gone. In terms of behavior, it acts exactly the same as the kakureimo.[5] Given how it acts the same as the kakureimo, has a similar name to it, and sports a similar color scheme, it's safe to say that the two creatures are somehow related. However, due to its striking resemblance to an already-existing enemy, the model may just be a placeholder. The following can be observed from the game's files:
- It has animations for dying, appearing, burrowing, moving, biting, swallowing prey, chewing prey, being carried, noticing prey, looking around, going to its original spot, and the unknown animations
lookout
,lookin
,sense
, andprowl
. - It is missing a
cull_info.txt
anddynamics.txt
file, present in most other enemies' data. - The lock-on data's format version is 1, and the health parameter data's format version is 2.
- It has the ability to drop nectar upon death.
Weight | Max. carriers |
Seeds | Value | Health |
---|---|---|---|---|
5 | N/A | 4 | × 30 × 30 |
1125 |
Pikmin 3 technical information (?) | |
---|---|
Internal name | moguraimo
|
HP | 1125 |
Rock Pikmin throw hits to kill | 15 |
White Pikmin ingestions to kill | 0 |
Bomb rock explosions to kill | 1 |
Bomb rock ingestions to kill | 0 |
Number of direct hits on top to kill | 0 |
Damage to leaders | N/A |
Territory radius | 100 |
Mission Mode value | 30 |
crystal_maro_frog
Data for a brown version of the standard Wollywog exists, but with a rock attached to its body. Its internal name is crystal_maro_frog
("Crystal Wollywog"), which implies that the rock is made of crystal. It is uncertain where exactly the rock or crystal would be attached to its body. Besides the coloring, it looks roughly the same as the Pikmin 2 Wollywog. The following can be observed from the files:
- It has animations for dying, idling, washing its face, moving, turning, jumping, floating, falling, landing, being carried, and an unknown
fail
animation. - It is missing a
cull_info.txt
anddynamics.txt
file, present in most other enemies' data. - The lock-on data's format version is 5, and the health parameter data's format version is 6.
Weight | Max. carriers |
Seeds | Value | Health |
---|---|---|---|---|
Unknown | N/A | Unknown | × 30 × 30 |
750 |
Pikmin 3 technical information (?) | |
---|---|
Internal name | crystal_maro_frog
|
HP | 750 |
Rock Pikmin throw hits to kill | 15 |
White Pikmin ingestions to kill | 0 |
Bomb rock explosions to kill | 1 |
Bomb rock ingestions to kill | 0 |
Number of direct hits on top to kill | 0 |
Damage to leaders | 10 |
Territory radius | 200 |
Mission Mode value | 30 |
iwadama
There is a model for the Beady Long Legs as it appears in Pikmin 2, size included, but its circular head is replaced with a large version of one of its feet. Presumably, it would've stomped on the ground using its head as well. With the model are two textures, which are the same as the Pikmin 2 one, but one is tinted blue and the other pink. On the image shown to the right, the Pikmin 2 texture was used for clarity. This creature's internal name is iwadama
, meaning "rock orb". The Beady Long Leg's old internal name, damagumo
, is now being used for the Shaggy Long Legs. The following can be noted from the game files:
- It has an
ai.txt
file found only in some other unused enemies' data and on the Armored Cannon Larva's data, where it's also presumably unused. - It has animations for dying, landing, idling, shaking off Pikmin, and attacking.
- It is missing a
dynamics.txt
file, present in most other enemies' data. - The lock-on data's format version is 1, and the health parameter data's format version is 2.
Weight | Max. carriers |
Seeds | Value | Health |
---|---|---|---|---|
Unknown | N/A | Unknown | × 100 × 100 |
2250 |
Pikmin 3 technical information (?) | |
---|---|
Internal name | iwadama
|
HP | 2250 |
Rock Pikmin throw hits to kill | 50 |
White Pikmin ingestions to kill | 0 |
Bomb rock explosions to kill | 3.5999999 |
Bomb rock ingestions to kill | 0 |
Number of direct hits on top to kill | 0 |
Damage to leaders | N/A |
Territory radius | N/A |
Mission Mode value | 100 |
buriko
A fat variant of a Male Sheargrub, around roughly the same size, too. It resembles a tick, and in a sense, the Ujadani. The texture that comes with the model is the same as the one in Pikmin 2. The internal name is buriko
, and the used Male Sheargrub's name is ujinko_b
, whereas it used to be ujib
in Pikmin 2. It moves very quickly, and because of this, it has a hard time catching and eating Pikmin. It cannot damage leaders, and cannot get damaged.[2] Its color mapping isn't set up correctly, so it appears orange when alive, and turns white and purple if defeated with a bomb rock.[6] From examining the game's files, the following can also be noted:
- It has animations for dying, getting squashed, moving, biting, being carried, idling, swallowing, and two unknown animations called
caution
andcalm
. - It is missing a
cull_info.txt
,dynamics.txt
, and alockon.txt
file, present in most other enemies' data. - The health parameter data's format version is 2.
Weight | Max. carriers |
Seeds | Value | Health |
---|---|---|---|---|
Unknown | N/A | Unknown | × 5 × 5 |
75 |
Pikmin 3 technical information (?) | |
---|---|
Internal name | buriko
|
HP | 75 |
Rock Pikmin throw hits to kill | 1 |
White Pikmin ingestions to kill | 1 |
Bomb rock explosions to kill | 1 |
Bomb rock ingestions to kill | 0 |
Number of direct hits on top to kill | 1 |
Damage to leaders | 10 |
Territory radius | N/A |
Mission Mode value | 5 |
Other
In addition, the unknown and mostly-empty kokgamiegg
"enemy" seems to have been made on accident, created instead of the used kokagamiegg
(the Phosbat Pod), and tuyukusa
is a mostly broken and smaller version of tsuyukusa
but written using a different romanization system, the Burgeoning Spiderwort. Finally, the fire geyser has parameter files for a bubble
and a gas
variant, suggesting the planned return of gas pipes and the addition of water geyser-like hazard obstacles.
The file /content/CMCmn/system/param_db.szs/generatorsave_db.txt
has what appear to be respawn day paramaters for the game's objects. Inside the list, one can find the entries GasHiba
, which is what the gas pipes in Pikmin 2 are internally called, MureBuka
, possibly an earlier name for the Scornet (who in the final version have the internal name Mure
) meaning "swarm subordinate", and Tamagumo
, an alternative spelling of Damagumo
, which is also present in the file.
Unused parameters
Enemies
The following enemies have unused values because they don't appear in Collect Treasure! and/or Battle Enemies!
- The Armored Mawdad and the Vehemoth Phosbat have a value of × 1/ × 1 each, whereas most other bosses have it set to 0.
- The Scornet Maestro and Scornet have a value of × 5/ × 5 each.
The following enemies have unused Poko values because they don't leave a corpse, so they cannot be brought back to a SPERO.
- The Shaggy Long Legs and Baldy Long Legs each have a value of × 100.
The following enemies have unused values because they don't leave a corpse and they don't appear in Battle Enemies!
The following enemies have unused Poko values because they don't appear in Collect Treasure! and don't leave a corpse.
Fruit
The following fruit have or had unused Poko values because they don't appear in Mission Mode.
- The Astringent Clump has a value of × 100 (used in Pikmin 3 Deluxe).
- The Blonde Impostor has a part value of × 100 each and a whole value of × 200.
- The Delectable Bouquet has a value of × 80.
- The Disguised Delicacy has a part value of × 50 each and a whole value of × 100.
- The Portable Sunset has a value of × 80.
- The Velvety Dreamdrop has a value of × 100.
The following fruit have unused juice values because they don't appear in Story Mode.
- The Golden Sunseed has a juice value of 0.
- The Golden Grenade has a juice value of 0.
Unused audio
The following article or section is in need of assistance from someone who plays Pikmin 3 Deluxe. |
Two songs exist inside the game, but are unused. They are a "sad" and a "happy" version of the end of day theme, much like the ones in Pikmin 2. There is also a presumably unused mix for the boss battle theme[7] with less instruments, and, in Pikmin 3 Deluxe, an unused cue for the golden arachnorb battle theme.[8]
There is also an unedited group of sound files of a human howling, which were likely intended for an enemy.[9]
Unused scenes
To do: Determine why the Onion size is so much larger, and retrieve a cutscene of this kind for the other Onion types. |
Much like in the first game, each Onion was to be found dormant, and had their own "boot up" cutscene.
Other
- There is an unique, unused Candypop Bud-like object named
NamaPongashi
. It is purple when closed but white when open, and its model derives from the Pikmin 2 Candypop Buds, but with black sharp tips at the ends of the petals.[10] 生? means "raw" or "unprocessed", which indicates that this is probably the base object that all Candypop Buds were meant to derive from. When Pikmin are thrown in, they die, but new seeds do not come out. After five are thrown in, it stops working. - Gas pipes were meant to return, as per the object called
GasHiba
. Like in Pikmin 2, only White Pikmin can survive the poison.[10] - There is an object called
dragonball
, that was likely used to test textures. One half of it is red with white spots, like the Bulborb or Dwarf Bulborb, while the other is white with blue spots, like the Hairy Bulborb or Snow Bulborb. This is interesting, since the Hairy and Snow Bulborb are absent from this game. - There is a large unused black and white checkered box called
TestBox
. It does nothing at all when spawned and is solid.[10] - There is a model for the Bulbmin in the folder containing all Pikmin and leaders. However, it is exactly the same as its Pikmin 2 model, so it was likely scrapped early in development.[11]
See also
References
- ^ YouTube video of the Honeywisp in action
- ^ a b c YouTube video of the Wollywog, Emperor Bulblax, and buriko in action
- ^ YouTube video showing off the early Whiptongue Bulborb and its animations
- ^ YouTube video of the kakureimo in action
- ^ YouTube video of the moguraimo in action
- ^ YouTube video of the kakureimo, the moguraimo, Emperor Bulblax and buriko in action
- ^ YouTube video explaining Pikmin 3 Deluxe boss music, including the unknown cue. (at 14:12)
- ^ YouTube video of the golden arachnorb theme, with the unknown theme being mentioned in its description.
- ^ YouTube video of sound effect trivia, including the sound effect. (at 09:53)
- ^ a b c YouTube video of unused objects
- ^ YouTube video explaining the unused Bulbmin model. (at 05:36)
Prerelease information | |
---|---|
General info | Pikmin • Pikmin 2 • Pikmin 3 • Pikmin 4 • Hey! Pikmin |
Unused content | Pikmin • Pikmin 2 • Pikmin 3 • Pikmin 4 • Hey! Pikmin |
Unreleased games | Adam and Eve • Patent US7762893 • Stage Debut |