Unused content in Pikmin
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Unused enemies and objects
Iwagen
Iwagen is the internal name for an unused object in the game. The name is a Romanization of "rock generator" and, as its name indicates, it spits out boulders, much like an Armored Cannon Beetle. It lacks a health counter, meaning it was possibly planned to serve as an obstacle. Its removal from the game could've come from its odd appearance, and how it does not match the surrounding elements in the Pikmin franchise. It can be found in some unused stages, like testmap. Curiously, It resembles the Withering Blowhog.
Usuba
Usuba is the internal name for another unused enemy.[1] The name is a Romanization of ウスバ?, which is shorthand for ウスバカゲロウ?. This, in turn, translates to "antlion". As its name and appearance indicate, it would have flown, though not much else is known about it. Attempting to spawn Usuba by any method crashes the game for an unknown reason. The surprisingly developed parameters for this enemy suggests that it was last developed around the same time as Iwagen. Interestingly, these same parameters suggest it would have been tied for the highest HP of any enemy (at 5000 HP) and supposedly would have spawned Smoky Proggs. However, it is possible that the enemy in Smoky Progg's position changed during development, so the latter fact cannot be confirmed.
For unknown reasons, Usuba does not show up in the animation test.
Kingback
Kingback is the internal name for an unused boss. This enemy is simply the "back" of the Emperor Bulblax without the lower body. It does nothing if touched/attacked by Olimar or the Pikmin, and simply pushes back any objects if touched.
Infinite bomb spawner
An infinite spawner for bomb-rocks is present in the files of the game. It uses the Breadbug nest as a model and gives an infinite amount of bomb-rocks to Yellow Pikmin, and appears to have been used for basic testing.
Unused fish decoration
There is an unused fish generator in the files of the game, which spawns "fish" that move around. The fish have no model, so a white X is manually drawn by the engine instead. This decoration appears to be unfinished and may have been cut early.
Large door, small door, and key objects
There are incomplete door and key objects in the game files. They use the unused door and key models and only function correctly in the unused debugger.
- The key floats in place when spawned and when "touched" by Captain Olimar it disappears and increments an unseen counter.
- The large door blocks Captain Olimar from getting in a radius of it, but if Olimar has collected a key, it linearly vertically squishes into the ground, at which point it is no longer tangible.
- The small door also blocks Captain Olimar, but when touched after collecting a key, Olimar is sent into a state where he cannot move and the door remains unchanged.
Unused Pikmin animations
This article is a stub. You can help Pikipedia by expanding it. |
There are a few animations for the Pikmin that aren't used.
Early S.S. Dolphin
An early prototype of the S.S. Dolphin's model can be found in the game files, inside a few archives. This version of the S.S. Dolphin can be seen in the end credits cutscene.
Some differences can be spotted:
- The top of the Ionium Jets are not hexagonal; they are round.
- The retracted form of the egg-beater-like machine on the S.S. Dolphin is not cubical; it is instead a sphere.
- The Interstellar Radio is blue and yellow with a white top, has two antennas, and has a tilted round grille instead of a red rectangular screen.
- The Bowsprit has a larger, and rounder bulb.
- The Guard Satellite has a more cylindrical design with a different top design.
- There are less rivets on the early model.
- There appears to be no reflection on the early model, although this might be because of a lighting engine issue, since the credits video shows it with reflective surfaces.
Others
- There are 2 test blo files found inside
dataDir\screen\eng_blo
, "test.blo" and "test2.blo" account.blo
contains some weird strings that don't seem to be used. They are "The sun has gone down, today's job is finished.", which appears twice, "starting pikmins", "pikmins now", "dead pikmins", "enemies defeated" and "collected items", which all appear twice, grouped.account2.blo
seems to contain the real text for the results screen.- When a Pikmin is held, its throw height is decided to be at a certain level. Holding the Pikmin for a while increases this value, and the increase stops more or less when the Pikmin's noise ends. However, in the game files, the starting value and the ending value are exactly the same, so this feature has absolutely no impact in the final game. Pikmin 2 has the same parameters, but the code to change the value is gone.
- An unused parameter in
aiconst.bin
, when set to1
, allows the player to pluck Pikmin by simply whistling at them, like the Pluckaphone in Pikmin 2. The Pikmin come out on their own, with a unique sound an animation.[2] This feature was actually used in the 2000 prototype trailer.
See also
External links
References
- ^ YouTube video of "Usuba", with animations, published on August 26th, 2018, retrieved on August 26th, 2018
- ^ YouTube video of the whistle plucking feature, published on August 25th, 2018, retrieved on August 26th, 2018
Prerelease information | |
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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 |