Pikmin 2

Pikmin 2 prerelease information: Difference between revisions

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{{game icons|p2=y}}{{DISPLAYTITLE:''Pikmin 2'' prerelease information}}
{{page title|''Pikmin 2'' prerelease information}}
{{game icons|p2=y}}
{{clean|Remove the opening paragraph's direction to the unused content article and instead, on this article, give brief mentions of the unused content that hints to cut enemies, areas, etc. (i.e. exclude obvious debugging content).}}
{{clean|Remove the opening paragraph's direction to the unused content article and instead, on this article, give brief mentions of the unused content that hints to cut enemies, areas, etc. (i.e. exclude obvious debugging content).}}
{{todo|1=<br>
* Finish documenting and uploading new images from:
** http://nparsons271.tripod.com/pikmin/id27.html
** https://multiplayer.it/giochi/pikmin-2-per-gc.html
** https://spong.com/game/screens/11033189/Pikmin-2-GameCube
** https://www.spieletipps.de/game/pikmin-2/bilder/48720/
** https://www.consolewars.de/games/359/pikmin_2/
* Find info from Nintendo Power
* Also, provide a translation for the Japanese text.
}}


Some parts of ''[[Pikmin 2]]'' 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.
Some parts of {{p2}} 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.
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 in Pikmin 2|unused content page]].


==''New Play Control! Pikmin 2'' official website==
==''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 {{npcp2}}. 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 [[Pikmin (game)|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:
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 {{npcp2}}. 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 [[Pikmin (game)|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:
;"First" version:
** The [[HUD]] has no icons for [[Louie]].
* The [[HUD]] has no icons for [[Louie]].
** [[Captain Olimar]]'s icon on the HUD is the same as the icon from ''Pikmin''.
* [[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 [[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 [[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 has leading zeros, which, depending on the images, are see-through or fully opaque.
** The sublevel counter says "floor" instead of "SUBLEVEL".
* The Pikmin counter also sometimes shows more than [[Pikmin limit|100 Pikmin]] on the field.
** Areas are vastly simpler and less detailed, and have different layouts on certain parts, but most textures have a higher resolution.
* The sublevel counter says "floor" instead of "SUBLEVEL".
** [[Purple Pikmin]] are still purple, but their main color is black, and because their HUD icons have not been made yet, the game uses a Yellow Pikmin's icon colored partially gray as a placeholder.
* Areas are vastly simpler and less detailed, and have different layouts on certain parts, but most textures have a higher resolution.
** 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]].
* [[Purple Pikmin]] are still purple, but their main color is black. Their [[HUD#Standby Pikmin|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.
** The [[Rubber Ugly]]'s texture and model was different.
* 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]].
** An unknown treasure for a rusty can without a label exists, inside a cave.
* The [[Rubber Ugly]]'s texture and model was different.
** The [[carrying]] numbers use the same color scheme as in ''Pikmin''.
* An unknown treasure for a rusty can without a label exists, inside a cave.
** [[#Early Bulborbs|Large yellow Bulborbs]] can be seen on some areas and caves.
* The [[carrying]] numbers use the same color scheme as in ''Pikmin''.
* "Second" version:
* [[#Early bulborbs|Large yellow bulborbs]] can be seen on some areas and caves.
** The [[leader]]s' icons are the same as in the final version, except the bottom of their images poke through the bubble they are in.
* 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.
** The spray counter has a purple dot for the [[ultra-bitter spray]] without the spray having been collected. In the final game, the dot only appears if the spray was unlocked.
** It is possible to grow more than 20 [[Red Pikmin]] (at least 26) on day 1.


<gallery>
<gallery>
Early Burgeoning Spiderwort mold.jpg|Close-up of the [[Burgeoning Spiderwort mold]]. The HUD differences can be clearly seen here.
Early Burgeoning Spiderwort mold.jpg|Close-up of the [[Burgeoning Spiderwort mold]]. The HUD differences can be clearly seen here.
Early Empress Bulblax.jpg|Fighting an Empress Bulblax. Compared to the previous image, the leading zeros on the Pikmin count are transparent.
Empress Bulblax P2 early.png|Fighting an Empress Bulblax. Compared to the previous image, the leading zeros on the Pikmin count are transparent.
Early P2 berries.jpg|Carrying berries. This section of the [[Awakening Wood]] looks emptier and has simpler-looking floor tiles.
Early P2 berries.jpg|Carrying berries. This section of the [[Awakening Wood]] looks emptier and has simpler-looking floor tiles. 21 berries are also visible in the screenshot, so there are either more Spiderworts there than in the final game, or each Spiderwort used to give more berries. There is also a cave entrance on the left. It appears to be clogged, despite not being in water.
Early P2 Burgeoning Spiderworts 2.jpg|Other Burgeoning Spiderworts, on the area that contains the entrance to the [[Snagret Hole]].
Early P2 Burgeoning Spiderworts 2.jpg|Other Burgeoning Spiderworts, on the area that contains the entrance to the [[Snagret Hole]]. Note the bridge path; it is not finished, so it was likely deconstructed by [[mandiblard]]s.
Early P2 Burgeoning Spiderworts.jpg|The section containing the [[Snagret Hole]] of the Awakening Wood.
Early P2 Burgeoning Spiderworts.jpg|The section containing the [[Snagret Hole]] of the Awakening Wood. The tree containing the entrance to the Snarget Hole is not present.
Early Perplexing Pool 2.jpg|A [[Spotty Bulbear]] in a large patch of water.
Early Perplexing Pool 2.jpg|A [[Spotty Bulbear]] in a large patch of water in a section of the [[Perplexing Pool]]. The location of the screenshot appears to be to the left of the landing site. This particular screenshot indicates almost the entire area to the back of the landing site was raised out of water at this stage in development.
Early Perplexing Pool.jpg|The entrance to the [[Shower Room]]. A [[Male Sheargrub]] can be seen where there are none on the final game. The plastic pipe also faces another way.
Early Perplexing Pool.jpg|The entrance to the [[Shower Room]]. A [[Male Sheargrub]] can be seen where there are none in the final game. The plastic pipe also faces another way, while an island not present in the final version, presumably from the [[The Distant Spring]] can be seen. The early cave model can be seen here.
Early Pink Menace.jpg|An early ring treasure, similar to the [[Pink Menace]]. Note the high quality wall texture behind the leaders.
Pink Menace E3 2003 early.png|An early ring treasure, similar to the [[Pink Menace]]. Note the high quality wall texture behind the leaders.
Early Rubber Ugly.jpg|The Rubber Ugly, with a different texture.
Rubber Ugly E3 2003.png|The Rubber Ugly, with a different texture.
Pikmin 2 prototype can.jpg|An unknown rusty can treasure.
Pikmin 2 early 2.jpg|The [[Valley of Repose]]'s manhole, with a different look, and a [[cave]] entrance. There is also a crosswalk marking missing in the final game.
Pikmin 2 early 2.jpg|The [[Valley of Repose]]'s manhole, with a different look, and a [[cave]] entrance. There is also a crosswalk marking missing in the final game.
Pikmin 2 prototype can.jpg|An unknown rusty can treasure. The HUD version is presumably the first one, given the carrying numbers.
</gallery>
;"Second" version:
* The [[leader]]s' icons are the same as in the final version, except the bottom of their images poke through the bubble they are in.
* The spray counter has a purple dot for the [[ultra-bitter spray]] without the spray having been collected. In the final game, the dot only appears if the spray was unlocked.
* It is possible to grow more than 20 [[Red Pikmin]] (at least 26) on day 1.
* The [[Valley of Repose]] has minor differences in scenery.
<gallery>
Pikmin 2 early HUD 2.jpg|At the Valley of Repose. The leaders' icons go past the bubbles they are in.
Pikmin 2 early HUD 2.jpg|At the Valley of Repose. The leaders' icons go past the bubbles they are in.
Pikmin 2 early HUD 3.jpg|Near the main lake of the area. The shore to the lake looks simpler than the final game.
Pikmin 2 early HUD 3.jpg|Near the main lake of the area. The shore to the lake looks simpler than the final game.
Pikmin 2 early HUD 4.jpg|The first day. Note how the player has 26 Pikmin, whereas in the final game, they can only grow 20.
Pikmin 2 early HUD 4.jpg|The first day. Note how the player has 26 Pikmin, whereas in the final game, they can only grow 20. Also to note that the background flora are placed differently in this version.
Pikmin 2 early HUD.jpg|Only the [[ultra-spicy spray]] is unlocked, but the [[ultra-bitter spray]]'s purple dot can still be seen.
Pikmin 2 early HUD.jpg|Only the [[ultra-spicy spray]] is unlocked, but the [[ultra-bitter spray]]'s purple dot can still be seen.
</gallery>
</gallery>


==Early Bulborbs==
== IGN screenshots ==
[[File:Early Rubber Ugly.jpg|thumb|350px|A large yellow Bulborb, on the top-left corner.]]
Several screenshots of the game made by IGN exist{{cite web|http://nparsons271.tripod.com/pikmin/id27.html|PIKMIN 2 IGN|PIKMIN ONION!|retrieved={{date|25|August|2019}}}}, 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.


Two [[Grub-dog|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 [[Red 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 Bulborb]]s, [[Orange Bulborb]]s, [[Snow Bulborb]]s and [[Hairy Bulborb]]s in the final game.
<gallery>
Pikmin2_090803_01.jpg|A [[Burgeoning Spiderwort]] in the [[Awakening Wood]] next to the [[Pilgrim Bulb]]'s location, but different from the one in the final game.
Pikmin2_090803_03.jpg|Another Burgeoning Spiderwort in the Awakening Wood, but in some unknown part of the area with grass and dirt.
Pikmin2_090803_04.jpg|Entrance to the [[Shower Room]]. The crack connecting the Shower Room's pool and the main lake is much smaller here.
Pikmin2x_090803_04.jpg|A [[Ranging Bloyster]] near the [[Massage Girdle]], despite there being no such enemy in the Perplexing Pool's overworld.
Pikmin2x_090803_05.jpg|Same as the previous image. The puzzle that accesses the treasure is also only made of two [[seesaw block]]s, instead of four.
Pikmin2x_090803_06.jpg|[[Ultra-spicy spray]] activation cutscene.
Pikmin2x_090803_07.jpg|A [[Pileated Snagret]] in a sublevel with a [[sand sink-pit]]. The only time this happens is in the [[Hole of Heroes]], sublevel 4, but the HUD here mentions sublevel 9.
Pikmin2x_090803_08.jpg|The [[Chocolate Cushion]] in a garden-themed sublevel. In the final game, it can be found in a concrete-themed level.
Pikmin2x_090803_09.jpg|Some cave, with several [[#Early bulborbs|Dwarf yellow bulborb]]s.
Pikmin2x_090803_10.jpg|Same as the previous image.
Pikmin2x_090803_11.jpg|Same as the previous image.
Pikmin2x_090803_20.jpg|The [[Stringent Container]] (European version), found in a concrete-themed sublevel. In the final game, it is in a dirt-themed sublevel.
Pikmin2x_090803_21.jpg|A petrified [[Bulborb]]. Note the gate pillar in the top right corner, which suggests normal land instead of a water pit. In the final game, there is no gate there.
</gallery>


A blue "dwarf" Bulborb is clearly seen in a gameplay video.{{cite youtube|9ncIRThrgfE|showing the blue dwarf Bulborb.}} It has white spots, and apparently acts like the [[Dwarf Red Bulborb]], with the same [[health]], attacks and weight. Its treasure value, however, appears to be {{pokos|5}}, whereas Dwarf Bulborbs are worth {{pokos|2}} in the game's released version. An adult version was never shown. These blue enemies became the Dwarf Orange Bulborb &ndash; whose internal name is <code>bluekochappy</code> &ndash; and the Orange Bulborb &ndash; with the internal name <code>bluechappy</code>.
== Nintendo Power ==
{{stub|section=y}}
{{main|Nintendo Power}}
<gallery>
File:Nintendo Power Issue 182 (August 2004) page 022.jpg| The E3 2004 article shows the [[Chocolate Cushion]] in a cave where it does not normally appear. The [[Purple Pikmin]] are said to be "10 times stronger and 10 times more powerful" although this may be an exaggeration. There are said to be 60 creatures in the game, however there are actually 64.
</gallery>


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 <code>yellowkochappy</code> and Hairy Bulborbs are called <code>yellowchappy</code>.
== 4Players screenshots ==
{{stub|section=y}}
{{game help|p2|Can electric gate poles be seen from the same angle in the 5th screenshot that shows the fog from the Bulblax Kingdom's entrance in the final game? If so, does the prerelease screenshot not show the electric gate poles?}}
Screenshots of the game made by 4players exist, and can be found on [https://www.4players.de/4players.php/screenshot_list/GameCube/2681/Screenshots/6302/0/Pikmin_2.html 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.


<gallery>
<gallery>
Mature Yellow Bulborb.jpg|A large yellow Bulborb.
4Players P2 prerelease 1.jpg|The Emergence Cave.
Early P2 berries.jpg|A sleeping large yellow Bulborb, on the top-left corner.
4Players P2 prerelease 2.jpg|The Love and Courage Reactor's collection cutscene.
Dwarf Yellow Bulborb.jpg|A dwarf yellow Bulborb.
4Players P2 prerelease 3.jpg|The snow poff that the battery rests on in the final game does not exist.
Blue Depict.png|A dwarf blue Bulborb.
4Players P2 prerelease 4.jpg|
4Players P2 prerelease 7.jpg|
4Players P2 prerelease 8.jpg|
4Players P2 prerelease 9.jpg|
4Players P2 prerelease 10.jpg|
4Players P2 prerelease 11.jpg|
4Players P2 prerelease 12.jpg|
4Players P2 prerelease 13.jpg|
4Players P2 prerelease 14.jpg|The camera peers into the skybox in this cutscene.
4Players P2 prerelease 6.jpg|
4Players P2 prerelease 16.jpg|
4Players P2 prerelease 5.jpg|
4Players P2 prerelease 15.jpg|
4Players P2 prerelease 17.jpg|
4Players P2 prerelease 18.jpg|
4Players P2 prerelease 19.jpg|There is no clog, yet the water is still present.
4Players P2 prerelease 20.jpg|
</gallery>
 
==Early bulborbs==
[[File:Rubber Ugly E3 2003.png|thumb|350px|A large yellow bulborb, on the top-left corner.]]
 
Two [[Bulborb (disambiguation)|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 Bulborb]]s, [[Orange Bulborb]]s, [[Snow Bulborb]]s and [[Hairy Bulborb]]s in the final game. [[Pikmin Adventure enemies#Yellow Bulborb|Mechanical Yellow Bulborbs]] also appear in the [[Pikmin Adventure]] attraction in [[Nintendo Land]].
 
A blue "dwarf" bulborb is clearly seen in a gameplay video.{{cite youtube|33bw8YRaatE|showing the blue dwarf bulborb.}} 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 {{pokos|5}}, whereas dwarf bulborbs are worth {{pokos|2}} in the game's released version. An adult version was never shown. These blue enemies became the Dwarf Orange Bulborb &ndash; whose internal name is <code>bluekochappy</code> &ndash; and the Orange Bulborb &ndash; with the internal name <code>bluechappy</code>.
 
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 <code>yellowkochappy</code> and Hairy Bulborbs are called <code>yellowchappy</code>.
 
<gallery>
Mature Yellow Bulborb.jpg|A large yellow bulborb.
Early P2 berries.jpg|A sleeping large yellow bulborb, on the top-left corner.
Dwarf Yellow Bulborb.jpg|A dwarf yellow bulborb.
Blue Depict.png|A dwarf blue bulborb.
</gallery>
</gallery>


{{clear}}
{{clear}}
==Videos==
==Videos==
===E3 2003 gameplay===
===E3 2003 gameplay===
There's an E3 2003 prototype gameplay video that shows yellow Bulborbs and different cave aspects. It also contains some debugging elements:
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:


{{#ev:youtube|v=RM70BlaNal8|350}}
{{#widget:YouTube|id=ct8HoaJNexc|width=350}}
:''[https://www.youtube.com/watch?v=RM70BlaNal8 YouTube link]; [https://www.youtube.com/watch?v=ssxpb_84KA0 alternative footage]''
:''[https://www.youtube.com/watch?v=ct8HoaJNexc YouTube link]; [https://www.youtube.com/watch?v=ssxpb_84KA0 alternative footage 1], [https://www.youtube.com/watch?v=RM70BlaNal8 2]''


The noted differences from the final game are:
The noted differences from the final game are:
*[[Olimar]] appears to be in a unknown area that resembles the [[Awakening Wood]].
*[[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: <code>WARNING [system.cpp:593] DVD LOADING. MAIN THREAD!!</code>. This problem disappears once the player starts moving inside a cave.
*A debugging error handler is running, and in the footage, has captured a problem: <code>WARNING [system.cpp:593] DVD LOADING. MAIN THREAD!!</code>. This problem disappears once the player starts moving inside a cave.
*The player is seen moving near a mature [[#Early Bulborbs|Yellow Bulborb]] and some yellow dwarves.
*The player is seen moving near a [[#Early bulborbs|yellow bulborb]] and some yellow dwarfs.
*Two sprays exist, one red for {{button|gc|padu}}, likely the [[ultra-spicy spray]], and an unknown yellow one for {{button|gc|padd}}.
*Two sprays exist, one red for {{button|gc|padu}}, likely the [[ultra-spicy spray]], and an unknown yellow one for {{button|gc|padd}}.
*The [[camera]] can zoom in much closer.
*The [[camera]] can zoom in much closer.
Line 79: Line 154:
*[[Louie]]'s icon and [[health]] indicator do not appear on the HUD.
*[[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 (game)|Pikmin]]'', as opposed to a brand new one.
*[[Olimar]]'s icon on the HUD is the same one as the icon in ''[[Pikmin (game)|Pikmin]]'', as opposed to a brand new one.
*The [[HUD#Standby Pikmin|standby Pikmin icon]] for the [[Yellow Pikmin]] is much paler than in the final game.
*As stated above, Purple Pikmin and White Pikmin use placeholder icons.
*While entering a [[cave]] in an unknown area (presumbly the [[Awakening Wood]]), a large, solid red box appears in the background, with the text "956*90" appearing on its side. This box appears to be a very early version of the [[paper bag]].
*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 [[Saved game|saving]] afterwards.
*The cave entrance cutscene starts to slow down with time, and eventually ends before all Pikmin enter. There is also no [[Saved game|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.
*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 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]].
*The landing spot below the Research Pod is a green circle, and the Research Pod itself is a very dark red. These could be lighting problems, however.
*Purple Pikmin stems glow green when idle.
*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.
*The cave presented in the video uses a soil theme, with black walls, but a cavern skybox, which looks very jarring.
*[[Boulder]]s fall without warning, and look unfinished.
*[[Boulder]]s fall without warning, and look unfinished, as they do not rotate as they hit the ground, and lack particle effects.
*Pikmin seem to be unable to [[Carrying|carry]], since some are thrown at an early [[Rubber Ugly]], but then do nothing.
*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 following partial discrepancies can also be noted:
*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.
{{clear}}
{{clear}}


Line 95: Line 173:
This video shows an early version of the [[Challenge Mode (Pikmin 2)|Challenge Mode]]. In this one, the mode develops in the [[Awakening Wood]] (called "Challenge Level" here), making it very like the [[Challenge Mode (Pikmin)|Challenge Mode from ''Pikmin'']], with the exception that the player is able to use [[spray]]s. This version of the game only has three menu options: "Main Game", "2-Player", and "Challenge".
This video shows an early version of the [[Challenge Mode (Pikmin 2)|Challenge Mode]]. In this one, the mode develops in the [[Awakening Wood]] (called "Challenge Level" here), making it very like the [[Challenge Mode (Pikmin)|Challenge Mode from ''Pikmin'']], with the exception that the player is able to use [[spray]]s. This version of the game only has three menu options: "Main Game", "2-Player", and "Challenge".


{{#ev:youtube|v=OKHpZGoz8eE|350}}
{{#widget:YouTube|id=OKHpZGoz8eE|width=350}}
:''[https://www.youtube.com/watch?v=OKHpZGoz8eE YouTube link]''
:''[https://www.youtube.com/watch?v=OKHpZGoz8eE YouTube link]''


Line 101: Line 179:
*The jingle played by the [[ship's dialogs]] is more monotone and bland.
*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 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.
*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.
*Like in the previous video, the [[HUD]]'s numbers have leading zeros, although sharper, and Louie's icon and health are not visible.
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*[[Gate]]s have a [[HUD#Health wheel|health wheel]].
*[[Gate]]s have a [[HUD#Health wheel|health wheel]].
*When Pikmin attack something, the spark particles they create are larger and more opaque than in the final game.
*When Pikmin attack something, the spark particles they create are larger and more opaque than in the final game.
The following differences between the Awakening Wood can be noted:
*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 mold]]s 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 (Pikmin 2)|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.
Interestingly, the presenter erroneously calls Olimar "Omar" and believes Louie is his wife.
{{clear}}
===E3 2003 demo trailer===
This video was downloadable on the Nintendo E3 site in 2003, according to the reuploader{{cite web|https://www.youtube.com/watch?v{{=}}HvHZCXMNmFg&lc{{=}}Ugy8Jm5NelOskFe7f9Z4AaABAg.9WedQh7EscG9WeekrNIOZe|Reply from David Thomson|YouTube|retrieved={{date|5|December|2022}}|published={{date|20|May|2012}}}} 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.
{{#widget:YouTube|id=HvHZCXMNmFg|width=350}}
:''[https://www.youtube.com/watch?v=HvHZCXMNmFg 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 &ndash; 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 Spiderwort]]s. 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 Snagret]]s in the Awakening Wood. This change can also be seen on some of the trailers.
* A different interface for two-player [[Challenge Mode (Pikmin 2)|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 Bulblax]]es 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 [[:File:Rubber_Ugly_E3_2003.png|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.{{cite web|https://twitter.com/NintendoEurope/status/1705152458845049081|Tweet by NintendoEurope|Twitter}}
===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.
{{#widget:YouTube|id=-QYR86VMF4w|width=350}}
:''[https://www.youtube.com/watch?v=-QYR86VMF4w? 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:
*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 (Pikmin 2)|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 Crawmad]]s 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 (Pikmin 2)|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 {{npcp2}} [[#New Play Control! Pikmin 2 official website|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 Spiderwort]]s are present in the open plain in the Awakening Wood. These are the same ones visible in the E3 2003 Challenge Mode gameplay footage.
The following partial discrepancies can also be noted:
*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 [[Geographic Projection|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 [[Piklopedia (Pikmin 2)|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.
{{clear}}
===''Nintendo Official Magazine UK'' Issue 143===
Issue 143 of ''Nintendo Official Magazine UK'', released in August 2004, features a preview of the game using what appears to be an earlier version of the English localization. Judging by the inclusion of the [[Love and Courage Reactor]] and the "Sublevel" text still being in Japanese, this version appears to be based off of the final Japanese version. The issue's release places it just before the North American release of ''Pikmin 2''.  A number of differences from the final version line up with an [https://tcrf.net/Pikmin_2/Early_English_Script unused earlier version of the English script] found in the final Japanese version of the game.
The following differences can be seen:
*[[Poko]]s are referred to as "Pocos" in the article.
* The article refers to the [[Prototype Detector]] as the "Treasure Antenna". In the early script, the name "Treasure Anteanna"{{sic}} is used for an item in the [[Exploration Kit]] that ended up being replaced with the [[Napsack]].
*In many screenshots of the menus, text seems to overflow due to poor formatting.
*[[Pause menu]]:
**The Exploration Kit is generically referred to as "Equipable Items".
**The [[Treasure Gauge]] is called the "Pikpik Radar" and the [[Sphere Chart]] is called the "Sphere Map".
**The [[Radar]] menu is labeled as "Map".
*[[Treasure Hoard]]:
**The Treasure Hoard is called the "Treasure Index".
**The names of Treasures don't appear.
**Instead of Olimar's Notes, {{button|gc|x}} is labeled with "Times Recovered". This may indicate that there were going to be multiples of treasures (like in {{p4}}), or possibly that [[Challenge Mode (Pikmin 2)|Challenge Mode]] treasures would be kept track of in the Treasure Hoard.
*[[Piklopedia (Pikmin 2)|Piklopedia]]:
**{{button|gc|x}} is unlabeled.
**[[Pikpik Carrot]]s are parsed as "PikPik Carrots".
<gallery>
Nintendo Official Magazine UK 143 Items Screen.png|The Items screen of the pause menu.
Nintendo Official Magazine UK 143 Treasure Hoard.png|The Treasure Hoard.
Nintendo Official Magazine UK 143 Piklopedia.png|The Piklopedia.
</gallery>
{{clear}}


===Trailers===
===Trailers===
A trailer showed at E3 2004 shows little noteworthy information, except for the fact that Blue Pikmin were able to enter the [[Lost Toy Box]].
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]].


:''[https://www.youtube.com/watch?v=cteEOv7pmHI YouTube link] (the Pikmin appear 50 seconds into the video)''
:''[https://www.youtube.com/watch?v=cteEOv7pmHI YouTube link] (the Pikmin appear 50 seconds into the video)''
Line 117: Line 290:


:''[https://www.youtube.com/watch?v=CRZeZA5Gtrg YouTube link] (the Emperor Bulblax appears 52 seconds into the video)''
:''[https://www.youtube.com/watch?v=CRZeZA5Gtrg YouTube link] (the Emperor Bulblax appears 52 seconds into the video)''
== Piklopedia area paths ==
The [[Piklopedia (Pikmin 2)#Areas|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|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.


==Other images==
==Other images==
<gallery>
<gallery>
Pikmin 2 Early Challenge Mode.jpeg|An earlier version of the [[Challenge Mode (Pikmin 2)|Challenge Mode]].
Pikmin 2 Challenge Mode early E3 2003.png|An earlier version of the [[Challenge Mode (Pikmin 2)|Challenge Mode]] from the E3 2003 build.
Early Two Player Mode Pikmin 2.jpg|An earlier version of a 2-player mode. Note that the rusty [[cave unit]]s shown here have much higher walls.
Early Two Player Mode Pikmin 2.jpg|An earlier version of a 2-player mode. Note that the rusty [[cave unit]]s shown here have much higher walls.
Early Empty Space Container Location Pikmin 2.jpg|An earlier location for the [[Empty space container]].
Early Endless Repository Location Pikmin 2.jpg|An earlier location for the Europe/Japan version of the [[Endless Repository]].
Leaders Cutting Off Bubbles Pikmin 2.jpeg|The leader icons cut off outside of the bubbles.
P2 Leaders Cutting Off Bubbles.jpg|The leader icons cut off outside of the bubbles.
P2 early mold next to bridge.jpg|[[Burgeoning Spiderwort mold]] in the area that houses the [[Burrowing Snagret]] in the [[Awakening Wood]]. Notice the White Pikmin's standby HUD icon.
Pikmin 2 Early Opening Cutscene Hocotate.jpg|An image from a magazine showing [[Hocotate]] in an early version of the opening [[cutscene]].  It lacks both moons seen in the final.
Pikmin 2 Early Opening Cutscene Olimar.jpg|Ditto, with Olimar instead.  The lighting and background are different.
</gallery>
</gallery>
== Other content ==
=== Early Perplexing Pool wireframe ===
[[File:Pikmin 2 Perplexing Pool Wireframe Transparent.png|thumb|125px|The wireframe texture used in-game.]]
[[File:Pikmin 2 Perplexing Pool Wire-frame.png|thumb|125px|Altered version with an added black background, allowing for easier viewing of the wireframe.]]
In the background of the [[Piklopedia (Pikmin 2)|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 ===
[[File:Regal Diamond early.png|thumb|left|The prerelease version of the 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.
{{clear}}


==See also==
==See also==
*[[Region]]
*[[Region]]
*[[Unused content]]
*[[Unused content]]

Latest revision as of 15:53, August 24, 2024

This article or section needs to be cleaned up, either its format or general style.
Notes: Remove the opening paragraph's direction to the unused content article and instead, on this article, give brief mentions of the unused content that hints to cut enemies, areas, etc. (i.e. exclude obvious debugging content).

To do:

Care to do so?

Some parts of Pikmin 2 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[edit]

Interestingly, the 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 New Play Control! Pikmin 2. 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.
"Second" version
  • The leaders' icons are the same as in the final version, except the bottom of their images poke through the bubble they are in.
  • The spray counter has a purple dot for the ultra-bitter spray without the spray having been collected. In the final game, the dot only appears if the spray was unlocked.
  • It is possible to grow more than 20 Red Pikmin (at least 26) on day 1.
  • The Valley of Repose has minor differences in scenery.

IGN screenshots[edit]

Several screenshots of the game made by IGN exist[1], 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.

Nintendo Power[edit]

The leaf texture used in Pikmin 2's Challenge Mode menu. (Used on Pikipedia in the {{stub}} template.)

This section is a stub. You can help Pikipedia by expanding it.

Main article: Nintendo Power.

4Players screenshots[edit]

The leaf texture used in Pikmin 2's Challenge Mode menu. (Used on Pikipedia in the {{stub}} template.)

This section is a stub. You can help Pikipedia by expanding it.

The following article or section is in need of assistance from someone who plays Pikmin 2.
Particularly: Can electric gate poles be seen from the same angle in the 5th screenshot that shows the fog from the Bulblax Kingdom's entrance in the final game? If so, does the prerelease screenshot not show the electric gate poles?

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[edit]

A Rubber Ugly from the E3 2003 version of Pikmin 2.
A large yellow bulborb, on the top-left corner.

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. Mechanical Yellow Bulborbs also appear in the Pikmin Adventure attraction in Nintendo Land.

A blue "dwarf" bulborb is clearly seen in a gameplay video.[2] 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 Poko × 5, whereas dwarf bulborbs are worth Poko × 2 in the game's released version. An adult version was never shown. These blue enemies became the Dwarf Orange Bulborb – whose internal name is bluekochappy – and the Orange Bulborb – with the internal name bluechappy.

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 yellowkochappy and Hairy Bulborbs are called yellowchappy.

Videos[edit]

E3 2003 gameplay[edit]

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:

  • 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: WARNING [system.cpp:593] DVD LOADING. MAIN THREAD!!. 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 the + Control Pad up on the GameCube controller, likely the ultra-spicy spray, and an unknown yellow one for the + Control Pad down on the GameCube controller.
  • 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 following partial discrepancies can also be noted:

  • 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[edit]

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 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.

The following differences between the Awakening Wood can be noted:

  • 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[edit]

This video was downloadable on the Nintendo E3 site in 2003, according to the reuploader[3] 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.[4]

January 2004 Japanese Demo Disk[edit]

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:

  • 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 New Play Control! Pikmin 2 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.

The following partial discrepancies can also be noted:

  • 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.

Nintendo Official Magazine UK Issue 143[edit]

Issue 143 of Nintendo Official Magazine UK, released in August 2004, features a preview of the game using what appears to be an earlier version of the English localization. Judging by the inclusion of the Love and Courage Reactor and the "Sublevel" text still being in Japanese, this version appears to be based off of the final Japanese version. The issue's release places it just before the North American release of Pikmin 2. A number of differences from the final version line up with an unused earlier version of the English script found in the final Japanese version of the game.

The following differences can be seen:

  • Pokos are referred to as "Pocos" in the article.
  • The article refers to the Prototype Detector as the "Treasure Antenna". In the early script, the name "Treasure Anteanna"[sic] is used for an item in the Exploration Kit that ended up being replaced with the Napsack.
  • In many screenshots of the menus, text seems to overflow due to poor formatting.
  • Pause menu:
    • The Exploration Kit is generically referred to as "Equipable Items".
    • The Treasure Gauge is called the "Pikpik Radar" and the Sphere Chart is called the "Sphere Map".
    • The Radar menu is labeled as "Map".
  • Treasure Hoard:
    • The Treasure Hoard is called the "Treasure Index".
    • The names of Treasures don't appear.
    • Instead of Olimar's Notes, the X Button on the GameCube controller is labeled with "Times Recovered". This may indicate that there were going to be multiples of treasures (like in Pikmin 4), or possibly that Challenge Mode treasures would be kept track of in the Treasure Hoard.
  • Piklopedia:

Trailers[edit]

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[edit]

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[edit]

  • 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[edit]

  • 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.

Other images[edit]

Other content[edit]

Early Perplexing Pool wireframe[edit]

A texture used in the background of Pikmin 2's Piklopedia and Treasure Hoard, being that of a wireframe of a prerelease version of the Perplexing Pool.
The wireframe texture used in-game.
A texture used in the background of the Piklopedia and the Treasure Hoard, representing the Perplexing Pool in wireframe view.
Altered version with an added black background, allowing for easier viewing of the 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[edit]

Original treasureart of the Regal Diamond, which formerly had a blue tint.
The prerelease version of the Regal Diamond.

In the 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.

See also[edit]

References[edit]

  1. ^ PIKMIN 2 IGN on PIKMIN ONION!, retrieved on August 25th, 2019
  2. ^ YouTube video showing the blue dwarf bulborb.
  3. ^ Reply from David Thomson on YouTube, published on May 20th, 2012, retrieved on December 5th, 2022
  4. ^ Tweet by NintendoEurope on Twitter