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''[[Pikmin (game)|Pikmin]]'' has many '''beta elements''' that never made it into the final game, including some beta maps and other miscellaneous changes. They can be found in the game's disc and in some trailers.
   
''Pikmin's ''Beta Version had many unused '''beta elements '''that never made it into the final game. This includes some beta maps, and other miscellaneous changes. They can be found in the game's disc and in some trailers. 
 
 
==Beta Maps==
 
==Beta Maps==
 
Half a dozen unused areas remain on the game disc. Some are test maps, while others were used in prerelease trailers. Only their models and collision data remain, so in order to access them in-game, they must replace an existing level. The objects, music and other properties will belong to the original level. You can check the gameplay of those maps in the right. There are 2 parts of the video.
 
Half a dozen unused areas remain on the game disc. Some are test maps, while others were used in prerelease trailers. Only their models and collision data remain, so in order to access them in-game, they must replace an existing level. The objects, music and other properties will belong to the original level. You can check the gameplay of those maps in the right. There are 2 parts of the video.
  +
 
===route===
 
===route===
 
Believed to be a prototype Impact Site, due to both being similar, right down to the paths the Pikmin take when carrying stuff to the Onions. The slopes have odd textures.
 
Believed to be a prototype Impact Site, due to both being similar, right down to the paths the Pikmin take when carrying stuff to the Onions. The slopes have odd textures.
  +
 
===animtest===
 
===animtest===
 
This level was used for the Model viewer (see below).
 
This level was used for the Model viewer (see below).
  +
 
===codetest===
 
===codetest===
 
Unknown.
 
Unknown.
  +
 
===E3play_3===
 
===E3play_3===
 
Also known as '''play3''', this area resembles both the Impact Site and the Forest of Hope. It was probably used for an E3 conference.
 
Also known as '''play3''', this area resembles both the Impact Site and the Forest of Hope. It was probably used for an E3 conference.
  +
 
===map06===
 
===map06===
  +
{{main|Map 06}}
<p style="image-rendering:-webkit-optimize-contrast;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">This area appeared on an old commercial. It resembles the Distant Spring a bit, but with unused textures. There are no borders, so carelessness will lead to falling down the abyss.</p>
+
This area appeared on an old commercial. It resembles the Distant Spring a bit, but with unused textures. There are no borders, so carelessness will lead to falling down the abyss.
===<span class="mw-headline" id="play_4" style="image-rendering:-webkit-optimize-contrast;">play_4</span>===
 
  +
<span style="color:rgb(0,0,0);font-family:sans-serif;font-size:13px;line-height:19.049999237060547px;">Seems to be another test map, this one has slopes and test textures. Also, a Helicopter parking, how awesome is that?</span>
 
  +
===play_4===
 
Seems to be another test map, this one has slopes and test textures. Also, a Helicopter parking, how awesome is that?
 
===shapetest===
 
===shapetest===
Probably an another test map, with other unused textures. There are placeholder textures, strange bottles, tin cans and some awesome realistic mountains on the level.
+
Probably another test map, with other unused textures. There are placeholder textures, strange bottles, tin cans and some awesome realistic mountains on the level.
 
===testmap===
 
===testmap===
 
The classic test maps are even here, in ''Pikmin''. But this one is pretty different, there are slopes of various degrees, some bridges, some holes, some ladders, some curves, and even a semi-puzzle inside it.
 
The classic test maps are even here, in ''Pikmin''. But this one is pretty different, there are slopes of various degrees, some bridges, some holes, some ladders, some curves, and even a semi-puzzle inside it.
 
===tuto1===
 
===tuto1===
<p style="image-rendering:-webkit-optimize-contrast;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">Similar to Play_4, this is one of the strangest levels. There are holes and a huge area to explore. Analyzing the name of Tuto2 and Tuto1, this probably was to be a 2 Player game level too.</p>
+
Similar to Play_4, this is one of the strangest levels. There are holes and a huge area to explore. Analyzing the name of Tuto2 and Tuto1, this probably was to be a 2 Player game level too.
  +
===tuto2===
===t<span class="mw-headline" id="tuto2" style="image-rendering:-webkit-optimize-contrast;">uto2</span>===
 
<p style="image-rendering:-webkit-optimize-contrast;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">Tuto2, according to the game files, would be the opening level for a 2-player game (also discovered in the game files). There is no way to open it yet.</p>
+
Tuto2, according to the game files, would be the opening level for a 2-player game (also discovered in the game files). There is no way to open it yet.
  +
 
====Videos====
 
====Videos====
 
<gallery>
 
<gallery>
Line 31: Line 40:
 
File:Pikmin Beta Map route.mod-0|route.mod
 
File:Pikmin Beta Map route.mod-0|route.mod
 
</gallery>
 
</gallery>
  +
 
==Beta Models==
 
==Beta Models==
<p style="image-rendering:-webkit-optimize-contrast;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">There are plenty of unused models in the game. There is also some models from Mario games, presuming that they might be Super Mario 128 Leftovers.</p>
+
There are plenty of unused models in the game. There is also some models from Mario games, presuming that they might be Super Mario 128 Leftovers.
  +
==='''<span class="mw-headline" id="cylinder.mod" style="image-rendering:-webkit-optimize-contrast;">cylinder.mod</span>'''===
 
  +
===cylinder.mod===
<p style="image-rendering:-webkit-optimize-contrast;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">An early pellet model at the game files. There are duplicates for this model.</p>
 
  +
An early pellet model at the game files. There are duplicates for this model.
==='''<span class="mw-headline" id="kuribo.mod" style="image-rendering:-webkit-optimize-contrast;">kuribo.mod</span>'''===
 
  +
<p style="image-rendering:-webkit-optimize-contrast;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">Kuribo is the Japanese name for Goomba, the Mario enemy. Strangely, this is the same model of Kug, an unused enemy in [http://tcrf.net/Super_Mario_Sunshine Super Mario Sunshine].</p>
 
  +
===kuribo.mod===
==='''<span class="mw-headline" id="mario.mod" style="image-rendering:-webkit-optimize-contrast;">mario.mod</span>'''===
 
 
Kuribo is the Japanese name for Goomba, the Mario enemy. Strangely, this is the same model of Kug, an unused enemy in ''[[w:c:mario:Super Mario Sunshine|Super Mario Sunshine]]''.
<p style="image-rendering:-webkit-optimize-contrast;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">Yes, this model is very huge. The only way to see the model was by replacing the Space Background.</p>
 
  +
==='''<span class="mw-headline" id="door.mod_and_key.mod" style="image-rendering:-webkit-optimize-contrast;">door.mod and key.mod</span>'''===
 
  +
===mario.mod===
<p style="image-rendering:-webkit-optimize-contrast;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">Both of these models are located in the same folder. Presumably, the key would be used to unlock the door.</p>
 
 
Yes, this model is very huge. The only way to see the model was by replacing the Space Background.
==='''<span class="mw-headline" id="OldMarkr.mod" style="image-rendering:-webkit-optimize-contrast;">OldMarkr.mod</span>'''===
 
  +
<p style="image-rendering:-webkit-optimize-contrast;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">There is an old marker (as the title says). This is obvious that was used in development, the X spot shows where thrown pikmin will land, the gray border is the whistling area, and the other circle is still unknown, probably the "lure" of Pikmin in ship parts.</p>
 
  +
===door.mod and key.mod===
<h4 style="image-rendering:-webkit-optimize-contrast;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;"><u>'''Photos'''</u></h4>
 
 
Both of these models are located in the same folder. Presumably, the key would be used to unlock the door.
<u>'''<gallery>
 
  +
  +
===OldMarkr.mod===
 
There is an old marker (as the title says). This is obvious that was used in development, the X spot shows where thrown pikmin will land, the gray border is the whistling area, and the other circle is still unknown, probably the "lure" of Pikmin in ship parts.
  +
  +
<u>'''Photos'''</u>
  +
 
<gallery>
 
Cylinder.mod.png|Cylinder.mod
 
Cylinder.mod.png|Cylinder.mod
 
Goomba.png|kuribo.mod
 
Goomba.png|kuribo.mod
Line 51: Line 68:
 
Key.png|key.mod
 
Key.png|key.mod
 
Marker.png|OldMarkr.mod
 
Marker.png|OldMarkr.mod
</gallery>'''</u>
+
</gallery>
  +
 
==Early Demo Movie==
 
==Early Demo Movie==
 
[[File:Pikmin Beta Demo Movie|thumb|right|335 px]]
 
[[File:Pikmin Beta Demo Movie|thumb|right|335 px]]
<span style="color:rgb(0,0,0);font-family:sans-serif;font-size:13px;line-height:19.049999237060547px;">Only located in the Japanese version of Pikmin, there is a early demo movie </span>'''inside'''<span style="color:rgb(0,0,0);font-family:sans-serif;font-size:13px;line-height:19.049999237060547px;"> the sound folder (SndData), technically, the final version is located at the movie folder (MovieData).</span>
+
Only located in the Japanese version of Pikmin, there is a early demo movie '''inside''' the sound folder (SndData), technically, the final version is located at the movie folder (MovieData).
 
==Unused Textures==
 
==Unused Textures==
<p style="image-rendering:-webkit-optimize-contrast;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">Some variants of the regular terrain textures exist in the game, but they are technically used - in the unused areas described above. Other than that, there are some truly unused graphics in the disc.</p>
+
Some variants of the regular terrain textures exist in the game, but they are technically used - in the unused areas described above. Other than that, there are some truly unused graphics in the disc.
  +
===<span class="mw-headline" id="Bomb-rock_Textures" style="image-rendering:-webkit-optimize-contrast;">Bomb-rock Textures</span>===
 
  +
===Bomb-rock Textures===
<p style="image-rendering:-webkit-optimize-contrast;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">These are a few interesting textures that suggest that Yellow Pikmin weren't the only ones that could carry bomb-rocks, at one point. ''Pikmin 3'' introduced this concept officially.</p>
+
These are a few interesting textures that suggest that Yellow Pikmin weren't the only ones that could carry bomb-rocks, at one point. ''[[Pikmin 3]]'' introduced this concept officially.
   
 
<gallery hideaddbutton="true">
 
<gallery hideaddbutton="true">
Line 68: Line 87:
 
Redleafbomb.png
 
Redleafbomb.png
 
</gallery>
 
</gallery>
  +
===<span class="mw-headline" id="Moon_Texture" style="image-rendering:-webkit-optimize-contrast;">Moon Texture</span>===
 
  +
===Moon Texture===
 
[[File:Moon.png|thumb]]
 
[[File:Moon.png|thumb]]
<p style="image-rendering:-webkit-optimize-contrast;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">An interesting texture, the moon never shows at sunset. This was probably cut because some levels are too dark.</p>
+
An interesting texture, the moon was probably used when it was sunset. This was probably cut because some levels are too dark.
 
==Unused Text==
 
==Unused Text==
 
===Voyage Log===
 
===Voyage Log===
: ''I have finally recovered all <span style="image-rendering:-webkit-optimize-contrast;color:red;">30 parts</span> of my ship and succeeded in escaping this strange world! To think, all the times I almost gave up hope... On the now distant surface, the brave Pikmin that aided me in my perilous quest are running about as if I had never come. Will our paths ever cross again...?''
+
: ''I have finally recovered all 30 parts of my ship and succeeded in escaping this strange world! To think, all the times I almost gave up hope... On the now distant surface, the brave Pikmin that aided me in my perilous quest are running about as if I had never come. Will our paths ever cross again...?''
   
 
: ''At any rate, I can finally return to my home world. I feel relief, of course, but also a certain sadness. I can't exactly say... Perhaps, I am just thinking of the long journey through space that still lies before me. This time, I shall set my ship's navigation system so that I encounter no more meteors, and I shall enjoy a long relaxing sleep. I shan't forget you, Pikmin!''
 
: ''At any rate, I can finally return to my home world. I feel relief, of course, but also a certain sadness. I can't exactly say... Perhaps, I am just thinking of the long journey through space that still lies before me. This time, I shall set my ship's navigation system so that I encounter no more meteors, and I shall enjoy a long relaxing sleep. I shan't forget you, Pikmin!''
   
<p style="image-rendering:-webkit-optimize-contrast;margin-top:0.4em;margin-bottom:0.5em;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">This log is never recorded because once the player gets all 30 ship parts, the game ends on the spot, and the voyage log can't be read after that; only if the save is reloaded before the final piece.</p>
+
This log is never recorded because once the player gets all 30 ship parts, the game ends on the spot, and the voyage log can't be read after that; only if the save is reloaded before the final piece.
   
<p style="image-rendering:-webkit-optimize-contrast;margin-top:0.4em;margin-bottom:0.5em;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;margin-left:24px;">''How do these Pikmin choose a route to return to their Onions? If an obstacle blocks their path, they just seem to carry their load in a tight circle... It is obvious their intelligence has limits. It seems I must order them to tear down the walls to open the way.''</p>
+
''How do these Pikmin choose a route to return to their Onions? If an obstacle blocks their path, they just seem to carry their load in a tight circle... It is obvious their intelligence has limits. It seems I must order them to tear down the walls to open the way.''
   
<p style="image-rendering:-webkit-optimize-contrast;margin-top:0.4em;margin-bottom:0.5em;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">A similar message that talks about the Pikmin's paths is used instead.</p>
+
A similar message that talks about the Pikmin's paths is used instead.
   
  +
''I am so very tired...''
<p style="image-rendering:-webkit-optimize-contrast;margin-top:0.4em;margin-bottom:0.5em;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;margin-left:24px;">''I am so very tired...''</p>
 
   
<p style="image-rendering:-webkit-optimize-contrast;margin-top:0.4em;margin-bottom:0.5em;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">Another unused message. No idea where it could've been used.</p>
+
Another unused message. No idea where it could've been used.
   
<p style="image-rendering:-webkit-optimize-contrast;margin-top:0.4em;margin-bottom:0.5em;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;margin-left:24px;">''Hope has begun to well up within me for the Dolphin's repair and my own chances of a reunion with my dear family. Tomorrow I shall go forth with a new attitude and continue my exploration in a different region. I hope that Fortune will smile upon me...''</p>
+
''Hope has begun to well up within me for the Dolphin's repair and my own chances of a reunion with my dear family. Tomorrow I shall go forth with a new attitude and continue my exploration in a different region. I hope that Fortune will smile upon me...''
   
<p style="image-rendering:-webkit-optimize-contrast;margin-top:0.4em;margin-bottom:0.5em;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">This apparently shows when all parts in an area are gathered, but it seems that whenever a new area is unlocked, a discussion about the new area takes place.</p>
+
This apparently shows when all parts in an area are gathered, but it seems that whenever a new area is unlocked, a discussion about the new area takes place.
   
<p style="image-rendering:-webkit-optimize-contrast;margin-top:0.4em;margin-bottom:0.5em;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">Other than these, there are a few files in Japanese, that discuss some pretty standard stuff, that shouldn't warrant a voyage log to begin with.</p>
+
Other than these, there are a few files in Japanese, that discuss some pretty standard stuff, that shouldn't warrant a voyage log to begin with.
   
 
There is also a 2nd page file for some of the entries. Likely, the translators were able to fit all the info in one page, and the 2nd one was left untranslated and unused.
 
There is also a 2nd page file for some of the entries. Likely, the translators were able to fit all the info in one page, and the 2nd one was left untranslated and unused.
Line 97: Line 117:
 
Finally, some entries have a small function that checks the number of days. If it's just 1, it displays "day" (singular). If not, "days" (plural). Though in some of those cases, the check is unused, as some of the entries couldn't possibly happen on the first day.
 
Finally, some entries have a small function that checks the number of days. If it's just 1, it displays "day" (singular). If not, "days" (plural). Though in some of those cases, the check is unused, as some of the entries couldn't possibly happen on the first day.
   
===Monologe===
+
===Monologue===
 
"''My long adventure has finally come to its conclusion. I must part with these Pikmin who have helped me in my need. At last comes the time when I depart to once again travel the depths of space.''"
 
"''My long adventure has finally come to its conclusion. I must part with these Pikmin who have helped me in my need. At last comes the time when I depart to once again travel the depths of space.''"
   
Line 160: Line 180:
 
==Model Viewer==
 
==Model Viewer==
   
According to these videos in the right, there are a few unused animations for the Pikmin.
+
According to these videos on the right, there are a few unused animations for the Pikmin.
   
 
At 5:30 in the first video there seems to be an unused object of some sorts. It looks like a round stone with three stone pegs balancing it, and it has a hole on the front that looks similar to the Armored Cannon Beetle's windpipe. It has no animations seen and looks as if Pikmin might have needed to be thrown inside it for some reason. It's possible that it might have actually expelled something, like fire, or wind.
 
At 5:30 in the first video there seems to be an unused object of some sorts. It looks like a round stone with three stone pegs balancing it, and it has a hole on the front that looks similar to the Armored Cannon Beetle's windpipe. It has no animations seen and looks as if Pikmin might have needed to be thrown inside it for some reason. It's possible that it might have actually expelled something, like fire, or wind.
Line 186: Line 206:
 
==Windows Launcher Executable==
 
==Windows Launcher Executable==
 
Contained within the game files are Windows DLLs and executable files, which were used to launch Pikmin on Windows PCs using Nintendo's PCEMU emulator that shipped with GameCube software development kits. The game can still be run with the executable if PCEMU is installed.
 
Contained within the game files are Windows DLLs and executable files, which were used to launch Pikmin on Windows PCs using Nintendo's PCEMU emulator that shipped with GameCube software development kits. The game can still be run with the executable if PCEMU is installed.
  +
 
==Off-Camera Content==
 
==Off-Camera Content==
 
This game has a ''lot'' of debugging text and unused content just outside of the camera's frame, in almost every screen. 
 
This game has a ''lot'' of debugging text and unused content just outside of the camera's frame, in almost every screen. 
  +
{| class="wikitable"
{| class="wikitable" style="image-rendering:-webkit-optimize-contrast;font-size:13px;border-color:rgb(170,170,170);color:rgb(0,0,0);font-family:sans-serif;line-height:19.049999237060547px;"
 
  +
|-
|- style="image-rendering:-webkit-optimize-contrast;"
 
  +
! |Image
! style="image-rendering:-webkit-optimize-contrast;"|Image
 
  +
! |Screen
! style="image-rendering:-webkit-optimize-contrast;"|Screen
 
  +
! |Direction
! style="image-rendering:-webkit-optimize-contrast;"|Direction
 
! style="image-rendering:-webkit-optimize-contrast;"|Description
+
! |Description
  +
|-
|- style="image-rendering:-webkit-optimize-contrast;"
 
| style="image-rendering:-webkit-optimize-contrast;"|[[File:Toyoda.png|200px]]
+
|[[File:Toyoda.png|200px]]
| style="image-rendering:-webkit-optimize-contrast;"|Title screen, after pressing Start
+
|Title screen, after pressing Start
  +
|Left
| style="image-rendering:-webkit-optimize-contrast;"|Left
 
| style="image-rendering:-webkit-optimize-contrast;"|"toyoda", written vertically in orange. Tokihiko Toyoda was the designer in charge of the interface. Some bubbles can also be seen. This name also appears in the same spot, when the game is paused.
+
|"toyoda", written vertically in orange. Tokihiko Toyoda was the designer in charge of the interface. Some bubbles can also be seen. This name also appears in the same spot, when the game is paused.
  +
|-
|- style="image-rendering:-webkit-optimize-contrast;"
 
| style="image-rendering:-webkit-optimize-contrast;"|[[File:????.png|200px]]
+
|[[File:????.png|200px]]
| style="image-rendering:-webkit-optimize-contrast;"|Area selection/Challenge Mode level selection
+
|Area selection/Challenge Mode level selection
  +
|Top
| style="image-rendering:-webkit-optimize-contrast;"|Top
 
| style="image-rendering:-webkit-optimize-contrast;"|Four question marks. Perhaps at one point, all areas were available to be selected, and locked areas would show these question marks.
+
|Four question marks. Perhaps at one point, all areas were available to be selected, and locked areas would show these question marks.
  +
|-
|- style="image-rendering:-webkit-optimize-contrast;"
 
| style="image-rendering:-webkit-optimize-contrast;"|[[File:Se_c.png|200px]]
+
|[[File:Se_c.png|200px]]
  +
|Voyage Log
| style="image-rendering:-webkit-optimize-contrast;"|Voyage Log
 
  +
|Right
| style="image-rendering:-webkit-optimize-contrast;"|Right
 
| style="image-rendering:-webkit-optimize-contrast;"|Simple "se_" and "c". This can also be seen on memory card warning screens, but with the "c" in-line.
+
|Simple "se_" and "c". This can also be seen on memory card warning screens, but with the "c" in-line.
  +
|-
|- style="image-rendering:-webkit-optimize-contrast;"
 
| style="image-rendering:-webkit-optimize-contrast;"|[[File:7.png|200px]]
+
|[[File:7.png|200px]]
  +
|Pause screen
| style="image-rendering:-webkit-optimize-contrast;"|Pause screen
 
  +
|Right
| style="image-rendering:-webkit-optimize-contrast;"|Right
 
| style="image-rendering:-webkit-optimize-contrast;"|A random 7. This doesn't appear to change.
+
|A random 7. This doesn't appear to change.
  +
|-
|- style="image-rendering:-webkit-optimize-contrast;"
 
| style="image-rendering:-webkit-optimize-contrast;"|[[File:Pikmin_radar_numbers.png|200px]]
+
|[[File:Pikmin_radar_numbers.png|200px]]
  +
|Radar screen
| style="image-rendering:-webkit-optimize-contrast;"|Radar screen
 
| style="image-rendering:-webkit-optimize-contrast;"|South-southwest of the current map (north-northeast for The Final Trial)
+
|South-southwest of the current map (north-northeast for The Final Trial)
| style="image-rendering:-webkit-optimize-contrast;"|A huge list of numbers, spread out vertically. These are a part of the radar portion, so they rotate with it, and are only visible in the screen coordinates matching the radar's on-screen position.
+
|A huge list of numbers, spread out vertically. These are a part of the radar portion, so they rotate with it, and are only visible in the screen coordinates matching the radar's on-screen position.
  +
|-
|- style="image-rendering:-webkit-optimize-contrast;"
 
| style="image-rendering:-webkit-optimize-contrast;"|[[File:Pikmin_monolog_numbers.png|200px]]
+
|[[File:Pikmin_monolog_numbers.png|200px]]
| style="image-rendering:-webkit-optimize-contrast;"|A few monolog pages
+
|A few monolog pages
  +
|Bottom
| style="image-rendering:-webkit-optimize-contrast;"|Bottom
 
| style="image-rendering:-webkit-optimize-contrast;"|On a number of monolog pages, a bunch of numbers can be found vertically, below the screen.
+
|On a number of monolog pages, a bunch of numbers can be found vertically, below the screen.
  +
|-
|- style="image-rendering:-webkit-optimize-contrast;"
 
| style="image-rendering:-webkit-optimize-contrast;"|[[File:Pikmin_save_numbers.png|200px]]
+
|[[File:Pikmin_save_numbers.png|200px]]
| style="image-rendering:-webkit-optimize-contrast;"|Save and load screens
+
|Save and load screens
  +
|Everywhere
| style="image-rendering:-webkit-optimize-contrast;"|Everywhere
 
| style="image-rendering:-webkit-optimize-contrast;"|"200" on the right, Five "2" on the bottom-left, a load of vertical numbers on the bottom, and bubbles on the left and right.
+
|"200" on the right, Five "2" on the bottom-left, a load of vertical numbers on the bottom, and bubbles on the left and right.
  +
|-
|- style="image-rendering:-webkit-optimize-contrast;"
 
| style="image-rendering:-webkit-optimize-contrast;"|[[File:Pikmin_card_numbers.png|200px]]
+
|[[File:Pikmin_card_numbers.png|200px]]
| style="image-rendering:-webkit-optimize-contrast;"|Any memory card warning screen
+
|Any memory card warning screen
  +
|Everywhere
| style="image-rendering:-webkit-optimize-contrast;"|Everywhere
 
| style="image-rendering:-webkit-optimize-contrast;"|"se_c" on the right, a LOT of numbers below, stretching vertically, bubbles on the left and right, and the frames of animation used for the memory card on the right.
+
|"se_c" on the right, a LOT of numbers below, stretching vertically, bubbles on the left and right, and the frames of animation used for the memory card on the right.
  +
|-
|- style="image-rendering:-webkit-optimize-contrast;"
 
| style="image-rendering:-webkit-optimize-contrast;"|[[File:Pikmin_card_DATA.png|200px]]
+
|[[File:Pikmin_card_DATA.png|200px]]
| style="image-rendering:-webkit-optimize-contrast;"|Save file creation screen
+
|Save file creation screen
| style="image-rendering:-webkit-optimize-contrast;"|Bottom and right
+
|Bottom and right
| style="image-rendering:-webkit-optimize-contrast;"|To the right, there are 3 frames belonging to the spinning memory card's animation. On the bottom, there's "DATA1", "DATA2" and "DATA3". These appear alongside the creation of the logs on the main screen.
+
|To the right, there are 3 frames belonging to the spinning memory card's animation. On the bottom, there's "DATA1", "DATA2" and "DATA3". These appear alongside the creation of the logs on the main screen.
  +
|-
|- style="image-rendering:-webkit-optimize-contrast;"
 
| style="image-rendering:-webkit-optimize-contrast;"|[[File:Pikmin_Final_Analysis_box.png|200px]]
+
|[[File:Pikmin_Final_Analysis_box.png|200px]]
| style="image-rendering:-webkit-optimize-contrast;"|Final Analysis screen
+
|Final Analysis screen
  +
|Top-left
| style="image-rendering:-webkit-optimize-contrast;"|Top-left
 
| style="image-rendering:-webkit-optimize-contrast;"|A yellow-tinted GUI box. It's a bit far off in the distance.
+
|A yellow-tinted GUI box. It's a bit far off in the distance.
  +
|-
|- style="image-rendering:-webkit-optimize-contrast;"
 
| style="image-rendering:-webkit-optimize-contrast;"|[[File:Pikmin_Ship_Parts_Japanese.png|200px]]
+
|[[File:Pikmin_Ship_Parts_Japanese.png|200px]]
| style="image-rendering:-webkit-optimize-contrast;"|Ship Parts screen
+
|Ship Parts screen
  +
|Right
| style="image-rendering:-webkit-optimize-contrast;"|Right
 
| style="image-rendering:-webkit-optimize-contrast;"|Japanese text. きまぐりなレーダー refers to the Whimsical Radar, and へそくり金庫 refers to the Secret Safe.
+
|Japanese text. きまぐりなレーダー refers to the Whimsical Radar, and へそくり金庫 refers to the Secret Safe.
  +
|-
|- style="image-rendering:-webkit-optimize-contrast;"
 
| style="image-rendering:-webkit-optimize-contrast;"|[[File:Pikmin_model_viewer_texture.png|200px]]
+
|[[File:Pikmin_model_viewer_texture.png|200px]]
  +
|Model viewer
| style="image-rendering:-webkit-optimize-contrast;"|Model viewer
 
| style="image-rendering:-webkit-optimize-contrast;"|Up (vertically in-world)
+
|Up (vertically in-world)
| style="image-rendering:-webkit-optimize-contrast;"|Above the model, there are 2 large hexagon-like shapes, with their texture being one of the textures of the current enemy. The exact texture depends.
+
|Above the model, there are 2 large hexagon-like shapes, with their texture being one of the textures of the current enemy. The exact texture depends.
 
|}
 
|}
  +
===<span class="mw-headline" id="Minor_things" style="image-rendering:-webkit-optimize-contrast;">Minor things</span>===
 
  +
===Minor things===
<p style="image-rendering:-webkit-optimize-contrast;line-height:19.049999237060547px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px;">There are other off-camera details, but these ones aren't exactly unused, just misplaced or weird.</p>
+
There are other off-camera details, but these ones aren't exactly unused, just misplaced or weird.
  +
 
*On the bottom of the second page of the "Extraordinary! When I plucked the sprout" monolog, the "in party" icon from the radar screen can be found here. It's also present on the "My clock has indicated the coming of noon" monolog, but it's really tiny.
 
*On the bottom of the second page of the "Extraordinary! When I plucked the sprout" monolog, the "in party" icon from the radar screen can be found here. It's also present on the "My clock has indicated the coming of noon" monolog, but it's really tiny.
 
*On most monologs where the controls are shown on-screen, a white shadow of one of the blinking buttons (A or L) can be found below the screen.
 
*On most monologs where the controls are shown on-screen, a white shadow of one of the blinking buttons (A or L) can be found below the screen.
 
*If the Final Analysis screen is accessed the normal way, i.e. not from the debug menu, a red light and four blinking blue lights can be found above the screen, and a fair bit to the back. These are actually remnants from Olimar and the S.S. Dolphin's lights on the preceding cutscene.
 
*If the Final Analysis screen is accessed the normal way, i.e. not from the debug menu, a red light and four blinking blue lights can be found above the screen, and a fair bit to the back. These are actually remnants from Olimar and the S.S. Dolphin's lights on the preceding cutscene.
  +
==Removed Enemies==
==Miscellaneous Changes==
 
  +
In an interview with the developers of ''Pikmin'' from a 2001 exclusive Pikmin guidebook, Collen Reed, the main developer of Pikmin's engine, mentions a creature that was completely taken out of the game:
  +
  +
'''Miyamoto:''' "The enemy creatures aren't frightening, but they became frightening once the programmers created creatures that eat Pikmin."
  +
  +
'''Reed: '''"The most frightening one was creature that kept doing its own thing while keeping a Pikmin leg hanging out of the side of its mouth. (Laughs.) Of course, I removed it."
  +
<gallery>
  +
PikminInterview_ScrappedCreature.jpeg|The page from the guide's Interview section where Miyamoto and Reed discuss a scrapped enemy in the bottom left corner of the page.
  +
</gallery>
  +
  +
==The Yellow Bulborb==
  +
[[File:Betayellowbulborb.png|thumb|130x130px|A yellow Bulborb, shown in the beta.]]
  +
Found in a beta ''[[Pikmin]]'' is a yellow Bulborb. No other information is provided on it.
  +
  +
== Bulborb Death==
  +
[[File:Red Bulborb Beta-0.jpg|thumb|220x220px|A dead [[Red Bulborb]] being carried by Pikmin.]]In the beta for ''Pikmin'', Bulborb deaths were incredibly different. Instead of a pose that resembles a sleeping Bulborb, in the beta, Bulborbs would fall on their backs, similar to the death pose of Dwarf Bulborbs.
  +
  +
==Regional differences==
  +
In the NTSC version, you cannot skip the ~20 second long sunset cutscenes, but you can in the PAL version.
  +
  +
== Iwagen ==
  +
In some test levels, there is an unused enemy called 'iwagen'. It appears to be a mossy rock shooting stones like the [[Armored Cannon Beetle]]. It has no health counter and invincible.
  +
[[File:180px-Pikmin Iwagen.png|thumb|180x180px]]
  +
 
==Miscellaneous changes==
 
Changes that don't fit into any specific category. 
 
Changes that don't fit into any specific category. 
 
*Olimar's head beacon used to leave a trail of red sparks.
 
*Olimar's head beacon used to leave a trail of red sparks.
*Enemy corpses could fall on pikmin and crush them.
+
*Enemy corpses could fall on Pikmin and crush them.
 
*A Sunseed Berry-like item was present.
 
*A Sunseed Berry-like item was present.
*There could be more than 100 pikmin on the field at one time.
+
*There could be more than 100 Pikmin on the field at one time.
 
*Onions were placed in a row instead of a circle. 
 
*Onions were placed in a row instead of a circle. 
 
*Bridges were clear. 
 
*Bridges were clear. 
  +
*Bridges at one point had a stone-like texture.
  +
*The [[Extraordinary Bolt]] was green.
  +
*The Dwarf Bulborbs had a different standing animation.
  +
  +
<gallery navigation="true">
  +
Beta DBulborb Stand.png|The Beta stand can be seen in the first video while waiting at the title screen.
  +
Pikmin Beta Screenshot 5.png|The [[Extraordinary Bolt]] as seen in the [[Creature Montage]].|link=Extraordinary Bolt
  +
Pikmin Beta Screenshot 2.png|An image showing the beta bridge textures.
  +
Pikmin Beta Screenshot 7.png|An image of a beta bridge.
  +
</gallery>
  +
  +
[[Category:Beta]]
  +
[[Category:Pikmin 1]]

Latest revision as of 18:46, 19 March 2024

Pikmin drink Nectar P1
This article or section needs to be cleaned up, either its format, grammar, or some other issue. It may be minor or major, but even subtle changes matter.

Pikmin has many beta elements that never made it into the final game, including some beta maps and other miscellaneous changes. They can be found in the game's disc and in some trailers.

Beta Maps

Half a dozen unused areas remain on the game disc. Some are test maps, while others were used in prerelease trailers. Only their models and collision data remain, so in order to access them in-game, they must replace an existing level. The objects, music and other properties will belong to the original level. You can check the gameplay of those maps in the right. There are 2 parts of the video.

route

Believed to be a prototype Impact Site, due to both being similar, right down to the paths the Pikmin take when carrying stuff to the Onions. The slopes have odd textures.

animtest

This level was used for the Model viewer (see below).

codetest

Unknown.

E3play_3

Also known as play3, this area resembles both the Impact Site and the Forest of Hope. It was probably used for an E3 conference.

map06

Main Article: Map 06

This area appeared on an old commercial. It resembles the Distant Spring a bit, but with unused textures. There are no borders, so carelessness will lead to falling down the abyss.

play_4

Seems to be another test map, this one has slopes and test textures. Also, a Helicopter parking, how awesome is that?

shapetest

Probably another test map, with other unused textures. There are placeholder textures, strange bottles, tin cans and some awesome realistic mountains on the level.

testmap

The classic test maps are even here, in Pikmin. But this one is pretty different, there are slopes of various degrees, some bridges, some holes, some ladders, some curves, and even a semi-puzzle inside it.

tuto1

Similar to Play_4, this is one of the strangest levels. There are holes and a huge area to explore. Analyzing the name of Tuto2 and Tuto1, this probably was to be a 2 Player game level too.

tuto2

Tuto2, according to the game files, would be the opening level for a 2-player game (also discovered in the game files). There is no way to open it yet.

Videos

Beta Models

There are plenty of unused models in the game. There is also some models from Mario games, presuming that they might be Super Mario 128 Leftovers.

cylinder.mod

An early pellet model at the game files. There are duplicates for this model.

kuribo.mod

Kuribo is the Japanese name for Goomba, the Mario enemy. Strangely, this is the same model of Kug, an unused enemy in Super Mario Sunshine.

mario.mod

Yes, this model is very huge. The only way to see the model was by replacing the Space Background.

door.mod and key.mod

Both of these models are located in the same folder. Presumably, the key would be used to unlock the door.

OldMarkr.mod

There is an old marker (as the title says). This is obvious that was used in development, the X spot shows where thrown pikmin will land, the gray border is the whistling area, and the other circle is still unknown, probably the "lure" of Pikmin in ship parts.

Photos

Early Demo Movie

File:Pikmin Beta Demo Movie

Only located in the Japanese version of Pikmin, there is a early demo movie inside the sound folder (SndData), technically, the final version is located at the movie folder (MovieData).

Unused Textures

Some variants of the regular terrain textures exist in the game, but they are technically used - in the unused areas described above. Other than that, there are some truly unused graphics in the disc.

Bomb-rock Textures

These are a few interesting textures that suggest that Yellow Pikmin weren't the only ones that could carry bomb-rocks, at one point. Pikmin 3 introduced this concept officially.

Moon Texture

Moon

An interesting texture, the moon was probably used when it was sunset. This was probably cut because some levels are too dark.

Unused Text

Voyage Log

I have finally recovered all 30 parts of my ship and succeeded in escaping this strange world! To think, all the times I almost gave up hope... On the now distant surface, the brave Pikmin that aided me in my perilous quest are running about as if I had never come. Will our paths ever cross again...?
At any rate, I can finally return to my home world. I feel relief, of course, but also a certain sadness. I can't exactly say... Perhaps, I am just thinking of the long journey through space that still lies before me. This time, I shall set my ship's navigation system so that I encounter no more meteors, and I shall enjoy a long relaxing sleep. I shan't forget you, Pikmin!

This log is never recorded because once the player gets all 30 ship parts, the game ends on the spot, and the voyage log can't be read after that; only if the save is reloaded before the final piece.

How do these Pikmin choose a route to return to their Onions? If an obstacle blocks their path, they just seem to carry their load in a tight circle... It is obvious their intelligence has limits. It seems I must order them to tear down the walls to open the way.

A similar message that talks about the Pikmin's paths is used instead.

I am so very tired...

Another unused message. No idea where it could've been used.

Hope has begun to well up within me for the Dolphin's repair and my own chances of a reunion with my dear family. Tomorrow I shall go forth with a new attitude and continue my exploration in a different region. I hope that Fortune will smile upon me...

This apparently shows when all parts in an area are gathered, but it seems that whenever a new area is unlocked, a discussion about the new area takes place.

Other than these, there are a few files in Japanese, that discuss some pretty standard stuff, that shouldn't warrant a voyage log to begin with.

There is also a 2nd page file for some of the entries. Likely, the translators were able to fit all the info in one page, and the 2nd one was left untranslated and unused.

Finally, some entries have a small function that checks the number of days. If it's just 1, it displays "day" (singular). If not, "days" (plural). Though in some of those cases, the check is unused, as some of the entries couldn't possibly happen on the first day.

Monologue

"My long adventure has finally come to its conclusion. I must part with these Pikmin who have helped me in my need. At last comes the time when I depart to once again travel the depths of space."

Similarly to the unused voyage log entry, this message is never shown. Once the final piece is collected, Olimar comments about it (it's a piggy bank), and states that he must leave the planet. After that, the ending cutscenes roll and Olimar never monologs in-game again.

One of the monologs also has a plural/singular check. When Olimar checks the ship's status, it shows how many pieces have been gathered. However, there are 2 messages like this. One that is only said on the first day (and doesn't mention healing the suit), and another on the following days (and mentions the suit being healed). In the first day, when you collect the first piece, the day ends immediately. This means that the only way to view that "first day" message is when the ship has 0 parts. As such, the game could never write "part" in singular.

Finally, there are also some entries in Japanese, that talk about miscellaneous stuff.


Debug Menu

A simple debug menu that tests some of the game's features. Each option has a value, that can be changed, and when the A button is pressed, a menu or screen appears. These are the available options:

  • Title screen
  • Monologs
    • The final one, 152, is the same as option #4 on the debug menu, but in an "end of day briefing" style.
  • Save game screen
  • Effect/button/sprite test screen
    • Use the C-stick to pan.
  • Memory card warnings
  • Ship Log selection
  • Unlocked Voyage Logs
  • End of day screen
  • Pause menus
  • Final statistics screen
  • Title screen (sans background)

To access this, hold the D-pad right when loading a menu, with the following code enabled:

PAL

R7RH-6BYQ-6QUW3
HJ4F-HEJZ-ACKEN
0Z7C-29CE-0C1BC

NTSC 

42NA-65DT-9YNBG
HJ4F-HEJZ-ACKEN
0Z7C-29CE-0C1BC

Debug Info

This probably was used for testing at the developer progress. Of note is that the following two codes are for NTSC version 1.1. Enable Debug Info (Press D-Pad Up):

04CE5870 08000000
8A39D400 00000008
003988BC 00000001
003E7CC0 00000001
003988A4 00000701
00000000 40000000

Disable Debug Info (Press D-Pad Down)

04CE5871 08000000
8A39D400 00000004
003988BC 00000000
003E7CC0 00000000
003988A4 00000700
00000000 40000000

Model Viewer

According to these videos on the right, there are a few unused animations for the Pikmin.

At 5:30 in the first video there seems to be an unused object of some sorts. It looks like a round stone with three stone pegs balancing it, and it has a hole on the front that looks similar to the Armored Cannon Beetle's windpipe. It has no animations seen and looks as if Pikmin might have needed to be thrown inside it for some reason. It's possible that it might have actually expelled something, like fire, or wind.

To enter the model viewer, enter the code:

0A39D400 00000002
0439D9A8 00000003

Note: for NTSC version 1.1. 

Hold the D-pad right while a new menu is being loaded (for instance, in the Nintendo logo), and this mode will load instead. Although, note that loading the model viewer at the Nintendo logo will make the animations play without sound.

Controls

  • R: Toggle zoom
  • L + Left/Right: Move camera left/right.
  • A: Play animation.
  • B: Pause/resume animation.
  • C-stick up/down: Change the framerate of the animation from 0 to 60 (twice as fast).
  • C-stick left/right: Change animation ("Motion") to play.
  • L + A: Changes the current model to Blue Pikmin Model.
  • L + C-stick left/right: Change model.
  • X: Leave animation loop.
  • Start: Exit.

Windows Launcher Executable

Contained within the game files are Windows DLLs and executable files, which were used to launch Pikmin on Windows PCs using Nintendo's PCEMU emulator that shipped with GameCube software development kits. The game can still be run with the executable if PCEMU is installed.

Off-Camera Content

This game has a lot of debugging text and unused content just outside of the camera's frame, in almost every screen. 

Image Screen Direction Description
Toyoda Title screen, after pressing Start Left "toyoda", written vertically in orange. Tokihiko Toyoda was the designer in charge of the interface. Some bubbles can also be seen. This name also appears in the same spot, when the game is paused.
???? Area selection/Challenge Mode level selection Top Four question marks. Perhaps at one point, all areas were available to be selected, and locked areas would show these question marks.
Se c Voyage Log Right Simple "se_" and "c". This can also be seen on memory card warning screens, but with the "c" in-line.
7 Pause screen Right A random 7. This doesn't appear to change.
Pikmin radar numbers Radar screen South-southwest of the current map (north-northeast for The Final Trial) A huge list of numbers, spread out vertically. These are a part of the radar portion, so they rotate with it, and are only visible in the screen coordinates matching the radar's on-screen position.
Pikmin monolog numbers A few monolog pages Bottom On a number of monolog pages, a bunch of numbers can be found vertically, below the screen.
Pikmin save numbers Save and load screens Everywhere "200" on the right, Five "2" on the bottom-left, a load of vertical numbers on the bottom, and bubbles on the left and right.
Pikmin card numbers Any memory card warning screen Everywhere "se_c" on the right, a LOT of numbers below, stretching vertically, bubbles on the left and right, and the frames of animation used for the memory card on the right.
Pikmin card DATA Save file creation screen Bottom and right To the right, there are 3 frames belonging to the spinning memory card's animation. On the bottom, there's "DATA1", "DATA2" and "DATA3". These appear alongside the creation of the logs on the main screen.
Pikmin Final Analysis box Final Analysis screen Top-left A yellow-tinted GUI box. It's a bit far off in the distance.
Pikmin Ship Parts Japanese Ship Parts screen Right Japanese text. きまぐりなレーダー refers to the Whimsical Radar, and へそくり金庫 refers to the Secret Safe.
Pikmin model viewer texture Model viewer Up (vertically in-world) Above the model, there are 2 large hexagon-like shapes, with their texture being one of the textures of the current enemy. The exact texture depends.

Minor things

There are other off-camera details, but these ones aren't exactly unused, just misplaced or weird.

  • On the bottom of the second page of the "Extraordinary! When I plucked the sprout" monolog, the "in party" icon from the radar screen can be found here. It's also present on the "My clock has indicated the coming of noon" monolog, but it's really tiny.
  • On most monologs where the controls are shown on-screen, a white shadow of one of the blinking buttons (A or L) can be found below the screen.
  • If the Final Analysis screen is accessed the normal way, i.e. not from the debug menu, a red light and four blinking blue lights can be found above the screen, and a fair bit to the back. These are actually remnants from Olimar and the S.S. Dolphin's lights on the preceding cutscene.

Removed Enemies

In an interview with the developers of Pikmin from a 2001 exclusive Pikmin guidebook, Collen Reed, the main developer of Pikmin's engine, mentions a creature that was completely taken out of the game:

Miyamoto: "The enemy creatures aren't frightening, but they became frightening once the programmers created creatures that eat Pikmin."

Reed: "The most frightening one was creature that kept doing its own thing while keeping a Pikmin leg hanging out of the side of its mouth. (Laughs.) Of course, I removed it."

The Yellow Bulborb

Betayellowbulborb

A yellow Bulborb, shown in the beta.

Found in a beta Pikmin is a yellow Bulborb. No other information is provided on it.

Bulborb Death

Red Bulborb Beta-0

A dead Red Bulborb being carried by Pikmin.

In the beta for Pikmin, Bulborb deaths were incredibly different. Instead of a pose that resembles a sleeping Bulborb, in the beta, Bulborbs would fall on their backs, similar to the death pose of Dwarf Bulborbs.

Regional differences

In the NTSC version, you cannot skip the ~20 second long sunset cutscenes, but you can in the PAL version.

Iwagen

In some test levels, there is an unused enemy called 'iwagen'. It appears to be a mossy rock shooting stones like the Armored Cannon Beetle. It has no health counter and invincible.

180px-Pikmin Iwagen

Miscellaneous changes

Changes that don't fit into any specific category. 

  • Olimar's head beacon used to leave a trail of red sparks.
  • Enemy corpses could fall on Pikmin and crush them.
  • A Sunseed Berry-like item was present.
  • There could be more than 100 Pikmin on the field at one time.
  • Onions were placed in a row instead of a circle. 
  • Bridges were clear. 
  • Bridges at one point had a stone-like texture.
  • The Extraordinary Bolt was green.
  • The Dwarf Bulborbs had a different standing animation.