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This article or section is a short summary on unused content in Pikmin 2. |
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Pikmin 2 has quite a vast amount of unused content inside the disc. There is unused content about all sorts of aspects in the game, like enemies, areas, textures, text, and more.
Unused graphics
A dummy Piklopedia icon can be found amidst the regular Piklopedia icon textures, in the game's files. Presumably, it was used during development to identify enemies with no icon at the time.
Unused maps
There is a single unused level in Pikmin 2, titled newtest. It has a Piklopedia version in another file, which is missing the section of the map with footstep sounds.
\root\user\Abe\map\newtest\nonloop
It has multiple unused layouts in \root\user\Abe\map\newtest\nonloop
, three of which specify enemies that are planned to spawn in certain areas, as dictated by a "readme" file found in the same directory.
Unused text
A unused readme.txt found in \root\user\Abe\map\newtest\nonloop
apparently indicates that the layout files for newtest found in the same directory as the readme.txt specifies which enemies are to spawn in certain areas.
Curiously, 2-2.txt
specifies that a enemy with the ID of 39 would spawn in the Awakening Wood. Attempting to spawn the enemy with the ID of 39 crashes the game, as it does not exist. Additionally, the file for the Perplexing Pool, 3-3.txt
is absent.
0-0.txt…プラントテスト
1-1.txt…チュートリアル分布
2-2.txt…フォレスト分布
3-3.txt…ヤクシマ分布
4-4.txt…ラスト分布
プラントテスト is apparently "plant test". チュートリアル分布 reads: "tutorial distribution" フォレスト分布 reads: "Forest distrubution" ヤクシマ分布 reads: "Yakushima distribution" ラスト分布 reads: "last distribution"
A unused Piklopedia entry for a unknown enemy.
Stretches its neck to look for
prey. When it finds Pikmin, it
gobbles them up instead of
chasing them.
A unused Treasure Hoard entry for a unknown treasure.
A hard, shiny rock.
Highly valuable.
Makes an excellent gift.
Unused text, apparently test messages. The last seven messages appears to be titles of unknown test areas in radar screens, as the title shown for newtest in the radar is "Test Area (ID 8394_03)".
Test Message 9995
Test Message 9996
AquickbrownFoxJumpsoverthelazy
damedayo!
Oh! no!
MOC = Mouse on Cars!
go to hell!
Under Construction (ID9999)
This message was moved
(ID 1005)
This message was moved
(ID 1006)
Test Area (ID 8394)
Test Area (ID 8394_01)
Test Area (ID 8394_02)
Test Area (ID 8394_03)
Unused music
The Valley of Repose has a unused Burgeoning Spiderwort track, but no Burgeoning Spiderworts are found in that area. However, if Burgeoning Spiderworts are hacked into the Valley of Repose, a unused track will play. {{#ev:youtube|v=ZRGVL125w7Q}}
Unused scenes
Much like in the first game, each Onion was to be found dormant, and had their own "boot up" cutscene. {{#ev:youtube|v=Qs4GbCKMgZs}} {{#ev:youtube|v=dMJdjmYkGD8}} {{#ev:youtube|v=rTiI4y87O9o}}
Unused caves
A cave entrance leading to a unused cave can be seen in the Perplexing Pool just to the right of the Red Onion's landing site, but only on Day 1. It is completely impossible to get to the Perplexing Pool on Day 1 without hacking.
This cave is known as "caveinfo
" internally, and is composed of earlier versions of sublevels used in other caves. It has 34 floors and uses the Petrified Heart, Regal Diamond, and Tear Stone as placeholders for treasures in most of it's sublevels.
Unused treasures
There are some unused treasures in Pikmin 2's game data. Some of them include the disks for Japanese Nintendo GameCube games: Pikmin, The Legend of Zelda: The Wind Waker, Luigi's Mansion, and Super Mario Sunshine.
Pikmin 2-e
- Main article: e-Reader.
The Japanese version of Pikmin 2 has e-Reader compatibility. Although this was removed for the overseas versions of the game, the menus are still present in the game's files.
Other
- The Waterwraith is set to hold the Professional Noisemaker on all sublevels of the Submerged Castle. It is completely impossible to bring non-blue Pikmin into the Submerged Castle, as the game is coded to not count non-blue Pikmin when bringing Pikmin into the Submerged Castle, so this value goes unseen in normal gameplay.
- In Pikmin, there is an unused feature that makes Pikmin get thrown higher the longer the Pikmin is held. The future has no effect on gameplay since the normal height values and the "fully charged" height values are the same. In Pikmin 2, these values still exist, and are still the same for the normal and full charge amount, but the code for the feature itself has been removed.
- Enemies in Pikmin 2 have set ID numbers and are spawned using the ID number that is assigned to the enemy. Four of these numbers, 39, 64, 82, and 100 are never used; they crash the game when spawned. This is because the files for 39 and 64 were deleted, and ID numbers 82 (internally, Pom) and 100 (internally, UmiMushiBase) appear to be template files for variants of Candypop Buds and enemies in the Mollusking family, respectively.
- Interestingly, 82 appears after all of the ID numbers for Candypop Buds, with ID numbers 3 through 8 being all the ID numbers for Candypop Buds that appear ingame. The ID number for the Ranging Bloyster appears much later in the list as 71 (internally, UmiMushi) while the ID for Toady Bloyster is 101 (internally, UmiMushiBlind.). Additionally, the enemy that has the ID of 39 is set to spawn in a unused layout file for newtest and is refered to as "フエフキムシ" in comments. This enemy would be to spawn in the Awakening Wood as dictated by a readme.txt file found in the same directory.
A unused test cave for the Giant Breadbug (
パンモドキテストcaveinfo
).
See also
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 |