This page contains which are not marked for translation.

To do:



Dolphin comes bundled with very juicy and very important codes, especially the EU version. Make use of them to document stuff.

Discoveries from this channel.

Pikmin 2 eschews the survival aspect of the first game in favor of money, money, and money! Olimar and Louie must erase their company's debt by collecting blatant product placement ancient artifacts and throwing Pikmin at anything that moves. The game was later remade for the Wii.

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Sub-Pages

Unused Caves

There are how many unused cave floors?!

Version Differences

This sub-page was brought to you by National Hi-Top®

Test Map

A fully functional test map can be found on the disc at /user/Kando/map/newtest . The level can be accessed as its own proper world by following this video, or the level model and object data can be swapped with The Perplexing Pool's ( yakushima ) on the disc with this RAR file:

An overhead view of the entire map in a model viewer.

Another angle, via a model viewer.

The starting position is appropriately located at 0,0.

These tiles test the environmental walking sounds.

This small pool is used to test walking up slopes and carrying pellets underwater.

These walls are used to test both the player and the Pikmin's movements on sloped surfaces.

A number of enemies and hazards can be found here, like Flint Beetles, Shearwigs, Wogpoles, and falling rocks.

All environmental hazards can be found here. The Watery Blowhogs are used in place of water traps.

When the Test Map is accessed properly you can see its name displayed as the unused "Test Area" text mentioned below. The radar map is just a small white rectangle.

Simpler version

To do:

Check for further differences, as well as if the files in this folder have anything important.

A slightly simpler version of this area can be found in /user/Kando/zukan . It's identical to the "full" version, except the block where footstep sounds are tested is missing.

Unused Cinematics

Internal Name Video Description g02_boot_onyonR A short cutscene of the Red Onion booting up...but the Red Onion is always active in the final version, meaning there's no use for this cutscene.



There's a dialogue box triggered, but there's no associated text in the ISO, so it just disappears. g1E_boot_onyonY Similar to the above, but with the Yellow Onion.



This has the proper text, but no camera values (defaulting to 0,0,0). The Yellow Onion was moved in the video for demonstration purposes. g20_boot_onyonB It's the Blue Onion's turn. This has the right text and the right camera coordinates. g33_camera_demo A tutorial for the camera controls. It goes on for a while.

Unused Text

To do:

Add the missing addresses, and explain exactly what these addresses are.

Development Strings

These strings were never intended to be seen.

0x1E65B :

This message was moved (ID 1005) This message was moved (ID 1006)

0x37FD5 :

Test Area (ID 8394) Test Area (ID 8394_01) Test Area (ID 8394_02) Test Area (ID 8394_03)

Filler Log Entries

This text is stored with the Piklopedia and Treasure Log template text.

Piklopedia

0x3772B :

Stretches its neck to look for prey. When it finds Pikmin, it gobbles them up instead of chasing them.

Treasure Hoard

0x3782C :

A hard, shiny rock. Highly valuable. Makes an excellent gift.

Test Messages

0x38C38 :

Test Message 9995 Test Message 9996 AquickbrownFoxJumpsoverthelazy Under Construction (ID9999)

Treasure Log Alerts

These messages were seen in early versions of the game on the treasure collection screen. 0x3898E

It's been added to your Treasure Log!

0x389B4

You can't log this treasure until you reach the surface.

Suit Damage

This message hints that at one point, Olimar was meant to be alone, as the day would end immediately should a single captain lose all his health.

Your space suit has sustained damage! Excessive damage to the suit could be life-threatening. If you sustain too much damage, I'm afraid to say the day's operations will end immediately. I have no suit-repair facilities, so you must repair your suit yourself at the end of each day. Your space suit power meter is the round gauge on the bottom-left. Pay close attention to it.

Onion Cutscenes

This is the text on the unused Onion cutscenes.

The yellow Onion has awakened! You should pluck the seeds it released as soon as they sprout! The blue Onion has awakened! Pluck the seeds it released as soon as they sprout!

Camera Cutscene

Text for the camera cutscene.

What are your thoughts, Captain Olimar? Has this planet changed since your first visit? I am certain discoveries you missed before await detection by your more-experienced eyes. I would suggest you appraise your surroundings carefully. For safety's sake, I shall review camera controls with you. First, to face forward, press L. To rotate the camera, slightly depress L and move the camera with Analog Stick. Next, if you want to zoom the camera, press R. Press R repeatedly to scroll through the three levels of zoom. Finally, to adjust camera angles, press Z, which is above R. Press Z repeatedly to switch between the two different angles. That is my entire explanation. Olimar, you look bored. Louie... You look confused. If you fail to learn these basic skills, you will never survive in the cutthroat corporate world.

Unused Graphics

Alternate Title Graphics

Present in /user/Kando/develop/sysres.arc .

Japanese Title



Title.bti

This is the word "Pikmin" in blue chrome(?).

English Title



Title2.bti

A very blue and electrified "Pikmin 2" title.

Development Graphics

Graphics for two development programs are present in /user/Kando/develop .

(Source: gabrielwoj)

Map Editor



mapeditor.arc

Map editor icons, including a mouse and zoom button, as well as GameCube buttons.



mapcode_tex.arc

Graphics for every type of surface on the main fields.

Route Manager



routeMgr.arc

Arrows to indicate the Pikmin's route settings.

Miscellaneous Icons



j2dtest.arc

Graphics from Mappy, which was developed by Namco, appear in the game files. They were likely just used for testing purposes, and not meant to appear in the final game. Interestingly, it uses the original power-up graphics.



/user/kando/texcaster/arc.szs

A random smoke texture.

Unused .Blo

Found in anmedit2d.arc is keyedit.blo . Found in j2dtest.arc is test.blo . What's strange is that these .blo use scrnblo1 while the rest of Pikmin 2 uses scrnblo2, meaning it is likely from an early version.

Map Screen Mockup

Mockup Final

An early map screen is stored in /new_screen/jpn/worldmap.szs , texture name world_map_info_00 . It is very different from the final map screen:

The top bar is entirely occupied by a Pokos counter. 回収したお宝の金額 translates as "Number of recovered treasures".

The day graphic was moved to the lower-right, which is occupied by the Treasure Hoard and Piklopedia buttons in the mockup.

The buttons to access the Piklopedia and Treasure Hoard were changed from Y and X to L and R . The Treasure Hoard is called お宝図鑑, or "Treasure Encylopedia", in the mockup.

and to and . The Treasure Hoard is called お宝図鑑, or "Treasure Encylopedia", in the mockup. There are four caves with the same name: 最低最悪の洞窟, or "Absolute Worst Cave". This is an early name for the Dream Den, and is referred to as such in the configuration files. The map name is のぞみの大地, or "Land of Hope", the Japanese name for the Wistful Wild.

(Source: divingkataetheweirdo (translations))

Perplexing Pool Wire-frame

This is a wire-frame image of the Perplexing Pool found in the Piklopedia. It can be faintly seen decorating the background on the Piklopedia, but only a portion of it is shown. It's also on the file selection menu's files, for whatever reason.

The wire-frame is based on the Piklopedia/Treasure Hoard version of the Perplexing Pool, where the starting area is noticeably different. But even then, it looks like it depicts an even earlier version of the Perplexing Pool. The Shower Room section is missing, and so is the pipe sticking out of the floor nearby, and there seems to be geometry for land and islands to the south and southeast of the landing site, which are missing from the in-game Piklopedia model. They're likely remnants from The Distant Spring in Pikmin.

Piklopedia Dummy Image

This dummy image is found in the Piklopedia, probably used in development for creatures that did not have a finished icon.

Waterwraith Dummy Texture

A dummy texture present in the Waterwraith's model file. Because the Waterwraith's main look is created with frame buffer shaders, this underlying texture is never normally seen, and may have been present to warn the modeler that the shader is missing.

This texture is also used in The Legend of Zelda: Twilight Princess, where it presumably had the same purpose.

Weighted Platform Test Model



A test model for the weighted platforms can be found in /user/Kando/objects/downfloor/backup/downfloor.arc .

Unused Roulette Wheel slots



When you collect a cherry in 2-Player Battle, you get to use one power. These 3 textures are found alongside the possible powerup textures. It seems like they would drop the corresponding enemies on the opponent's army, but they might have been removed for being too cheap. These can be found in /user/Kando/vstex/arc.szs , and there's also a duplicate of teki_otakara.bti (the Dweevil one) under the name teki_otakara_old.bti .

Cave Title Error Icon



An error icon to be shown on a cave's loading screen. If the current font does not support a certain character, it gets replaced with this. This can be seen, for instance, by running a Japanese game and using a code to force the use of the early English text. The icon's text translates to "error", as you'd expect. Found in /newscreen/<any language>/res_floor_name_eng_pal.szs/timg/err.bti .

Game Over

Data for a game over screen exists in-game, in /new_screen/<any language>/res_gameover.szs . Most of the graphics within are the same as in other screens, but two of the textures are the words "GAME OVER" (one of them is just an alpha channel of sorts). This texture is present in all versions of the game, and in the res_gameover.szs of all region folders inside /new_screen .

Area names

When an area is loading, you're shown the area's name and behind it, you have some graphic being distorted in a flame-in-the-wind effect. You also get this on the "Today's Report" title at the end of a day. You'd expect the graphics behind the text to be exactly the same as the text itself, but since you can't really understand what it says, the developers took the lazy route and used vastly different graphics.

"Valley of Repose". This is the texture used on the Valley of Repose's loading screen, which is fair enough, but also on the Today's Report title.

"今日の成績". This translates to "Today's Results". This is the texture used on the Awakening Wood's loading screen. To note is that in Japan, the Today's Report screen actually shows the title "今日の報告" ("Today's Report").

"Challenge Cave". Not only is this name not seen anywhere else in the game, but its font is also a bit different in that it has a border. This is the texture used on the Perplexing Pool and Wistful Wild's loading screens.

S.S. Dolphin

Found in /user/Kando/ufo/ufo.arc is a model for the S.S. Dolphin from Pikmin. The .arc contains ufo.bmd and ufo.bck , ufo.bck shows parts on the ship moving.

Unused Lighting

To do:

Add hiroba_light.ini and bluefog00.ini. These are also unused (and use the file format version 0000 (final game uses 00001 everywhere (except Cavern of Chaos 10))).

All lighting files can be found in /user/Abe/cave .

Jyoou_light

Probably used for the Hole of Beasts at some point in development. (Jyoou means "Queen".)

Sirohana_light

"Sirohana" translates as "white flower", so it's a safe bet that these files were once intended for the White Flower Garden.

Other



Muraon_light_lv0 and muraon_light_lv3

While muraon_light files 1-2 and 4 are used, these variants are not.



Key_light_lv0

This is a slightly brighter version of the lighting used in the Snack Pit challenge level.



Light_blue and light_red

These lighting files use an earlier format than the others, so the only way to get these to work right is to import the RGB and light settings into a different file. It's possible that these settings were meant for Olimar and Louie, who would light the caves with their tracking beacons. Or they could just be test files.

Development Text

Hidden in the ISO, along with some standard error messages, are these odd strings:

0x49903C : damedayo! (Don't do that!)

: (Don't do that!) 0x49BD1C : Oh! no!

: 0x49EFC4 : MOC = Mouse on Cars!

: 0x4B6580 : go to hell!

Crash Handler

If the game crashes, you can input a button sequence to make a crash handler show up: A, B, X, R, L, D-pad left, D-pad down, D-pad up, D-pad right, Z. You should input it slowly to make sure you get it.

Since the game itself is frozen due to the crash, the handler will draw directly into the framebuffer, which makes the entire thing slow and choppy. When it opens, it starts auto-scrolling line by line, and when it reaches the bottom, the player can take control. D-pad up and D-pad down scroll up and down, A goes to the end, and B goes to the start.

The first few lines contain some information about what went wrong. The rest of the report consists of information about the type of error, and the state of some important addresses. Because the map file included in the game files has been overwritten with garbage at some point during development, most of the address decoding simply returns "no information".

The following Gecko codes also make the error handler show up right away without any button sequence.

US EU $Automatically Show Pikmin 2 Exception Handler [UnclePunch] 0442219c 60000000 $Automatically Show Pikmin 2 Exception Handler [UnclePunch] 04422440 60000000





(Source: UnclePunch)

Unused Corpse Values

The following enemies leave corpses and are not found above ground, leaving these seed values unused.

Enemy Seed value Giant Breadbug 4 Seeds Anode Dweevil 5 Seeds Antenna Beetle 5 Seeds Caustic Dweevil 5 Seeds Fiery Dweevil 5 Seeds Munge Dweevil 5 Seeds Bumbling Snitchbug 8 Seeds Mamuta 8 Seeds Bulbmin 10 Seeds Pileated Snagret 25 Seeds Ranging Bloyster 25 Seeds Emperor Bulblax 30 Seeds Empress Bulblax 30 Seeds Segmented Crawbster 30 Seeds

Unused Purple Pikmin Data

Enemies and some other objects have properties that control how much damage a Purple Pikmin stomp causes (default is 50), their stun chance (default is 30%), and stun duration (default is 5 seconds). For some reasons, some of these values are unused:

Honeywisps, Lithopod rocks and rubble have the damage setting set to 10, even though they don't suffer damage like normal.

Honeywisps, Lithopod rocks, rubble, and the Waterwraith's rollers have a 5% stun chance, although they either go away after being touched or aren't enemies.

Waterwraiths and the rollers could be stunned for 60 staggering seconds!... If the Waterwraith's stun chance wasn't 0% and the rollers were enemies.

Empress Bulblaxes should be stunned for 10 seconds, but they have a 0% stun chance.

Honeywisps, Lithopod rocks, eggs and bomb-rocks also have a 10-second stun, but Honeywisps don't get stunned and the rest aren't enemies.

Mitites, Toady Bloysters, Ranging Bloysters, Men-at-Legs, Beady Long Legs, Volatile Dweevils, Titan Dweevils and Raging Long Legs have a 0% stun chance, but still have a stun time of 5.

Fire geysers, gas pipes, and electrical wires have a stun time of 5, but a chance of 0%. Even if the chance wasn't 0%, they're still not enemies.

Unused Map Units

This needs some investigation.

Discuss ideas and findings on the talk page.

Specifically: way4_kusachi really IS unused, isn't it?

Caves are made up of randomly laid out map units (located on /user/Mukki/mapunits/units ), specific to each sublevel. These units are unused:

Image Name Description item_way3_conc A concrete three-way crossing, presumably with an item in the middle, judging by the name. The sand texture is different from the final game. item_way3_metal A metal three-way crossing, presumably with an item in the middle, judging by the name. Visually the same as the used dirt three-way crossing item_way3_tsuchi A dirt three-way crossing, presumably with an item in the middle, judging by the name. item_way4_conc A concrete four-way crossing, presumably with an item in the middle, judging by the name. The sand texture is different from the final game. item_way4_metal A metal four-way crossing, presumably with an item in the middle, judging by the name. Visually the same as the used dirt four way crossing item_way4_tsuchi A dirt four-way crossing, presumably with an item in the middle, judging by the name. item_wayl_conc A concrete turning corridor, presumably with an item in the middle, judging by the name. The sand texture is different from the final game. item_wayl_metal A metal turning corridor, presumably with an item in the middle, judging by the name. Note that this has higher walls than usual. These high walls can be seen in a 2-Player Battle prerelease screenshot. Visually the same as the used dirt turning corridor item_wayl_tsuchi A dirt turning corridor, presumably with an item in the middle, judging by the name. Visually the same as the used 4-exit circular dirt room room_cent_4_mat_tsuchi A dirt circular room with four exits. A near-duplicate of room_cent_4_tsuchi, but differing on layout.txt. Visually the same as the used metal zigzagging corridor room room_nobo1_4_metal A metal zigzagging corridor room, near duplicate of room_nobo2_4_metal, but differing on layout.txt. room_north4x4k_1_bomb_conc The same as the room that sublevel 2 of the Submerged Castle ends in, but part of the tube is above ground. way4_kusachi A four-way crossing used in gardens, featuring a twig with a leaf that casts a shadow. No used floor layout ever has four paths that cross, so this unit goes unused. way6_tsuchi This unit belongs on the dirt-type levels (_tsuchi), and is meant to split a single path into five different ones. This unit is only incorporated on the list of all units, but that list is referenced by no cave. Even though it looks like it contains all of the necessary map unit data, its strange floor texture is further indication of its exclusion from the game.

Waterwraith Oddities

As mentioned above, the Waterwraith has a dummy texture.

In the game's files, all sublevels of the Submerged Castle contain a BlackMan_fue_pullout object. This is the Waterwraith (BlackMan) holding the Professional Noisemaker (pullout). It's weird that it's set to hold the Professional Noisemaker when you can't even harm it, on sublevels 1 to 4.

sublevels of the Submerged Castle contain a object. This is the Waterwraith (BlackMan) holding the Professional Noisemaker (pullout). It's weird that it's set to hold the Professional Noisemaker when you can't even harm it, on sublevels 1 to 4. All cave sublevels have a timer setting that makes the creature spawn when it reaches 0, if applicable. This timer is worth 0 normally, 60 on the Bully Den, 300 on sublevels 1 to 4 of the Submerged Castle, and 15 on the last sublevel of the same cave. However, on the last sublevel, the Waterwraith can only spawn when you go inside the arena, leaving this unique timer unused.

Every animation file for the Waterwraith has the name "Kagebōzu" (or "shadow monk") in it, suggesting that this was the original Japanese name. It is called "Amebōzu" (or "rain monk") in the final game.

Ignored Cave Settings

To do:

Finish the list.

Some cave configurations contain cave units and objects that can never be picked, for various reasons.

Emergence Cave, sublevel 1 The list of cave units includes corridors, crossways and dead ends, even though the sublevel only ever contains 2 circular rooms facing one another.

Dream Den, sublevel 8 2 Fiddleheads are meant to spawn, but the room used in this sublevel cannot spawn plants.

Dream Den, sublevel 14 The list of cave units includes pipe corridors, pipe crossways, and a pipe dead end, even though the sublevel is just the main room and a concrete dead end.



Dutch

The European version of the game has 5 languages: English, Italian, French, Spanish and German; the current language can be changed on the options menu. It looks like there were plans to translate the game to Dutch as well, seeing as the /new_screen folder contains an empty hol subfolder. What's even more interesting is that the /message folder has msgRes_hol.szs , a non-empty string file. While the other languages have all strings translated, the Dutch file only has translations for the progressive scan and 50/60Hz mode screens that are displayed when the game is booted. It also contains one of the test strings from the English version: "AquickbrownFoxJumpsoverthelazy".

Pikpik carrots

The Challenge Mode caves have data for the starting number of Pikmin. There's also a number for a 7th type (the 6th being Bulbmin): by giving yourself Pikmin of this type, you'll actually have pikpik carrots in your party!

They aren't very animated, articulation-wise, and they float a bit above ground. Their stems always have a leaf on top, even if a bud, flower or spicy glow overlaps it; it also glows green when idle, like Bulbmin.

They act, react and sound like any other non-Bulbmin Pikmin, and have no special attributes or defences. Finally, on the HUD, their "standby Pikmin" icon doesn't exist, and they get skipped over when calculating the closest Pikmin.

It is possible that the developers made the carrots a Pikmin type in order to reuse code in the Piklopedia (where you can throw pikpik carrots at the enemy in each entry.) Making them count as Pikmin would let the enemy AIs use their regular behavior to hunt and eat the carrots, rather than requiring additional logic.

Unused code

If you're inside the Emergence Cave on day 1, the pause menu will have the "Give Up and Escape" option grayed out and unusable, for some reason. On a normal playthrough of the game, the soonest you can enter that cave is day 2.

Normally, at the start of day 2, when you can actually open the Piklopedia or Treasure Hoard for the first time, you will have some entries in them: the Dwarf Red Bulborb and Pellet Posy on the Piklopedia, and the Courage Reactor on the Treasure Hoard. If you manage to reach day 2 without unlocking any entry, like by using the day 1 extinction glitch, the Piklopedia/Treasure Hoard will know how to have no entry selected in the list, show constant static on the monitor, and write dashes on all fields.

In Game::Egg::Obj::genItem() , there is logic to override an egg's random content picking with a specific fixed outcome. Nothing in the final game uses this feature.

, there is logic to override an egg's random content picking with a specific fixed outcome. Nothing in the final game uses this feature. Also in Game::Egg::Obj::genItem() , there is logic for eggs to spawn random 1 pellets and to spawn random 5 pellets. These will be produced if the egg content ID variable ends up as 0 and 1, respectively.

, there is logic for eggs to spawn random 1 pellets and to spawn random 5 pellets. These will be produced if the egg content ID variable ends up as 0 and 1, respectively. In Game::EnemyBase::onKill() , there is logic to decide what petrification blobs to spawn based on one of the creature's attributes. If the value is 3 , the creature will spawn 3 blobs, with a 90% chance of nectar. However, no object in the game has this value set to 3 .

Misc.

There is an unused flag in the game related to an E3 Demo, which exists in all versions but currently, the Action Replay code required to play the mode itself only works in the Japanese version of the game.

NKQ6-ZGTX-EZ9MN W6H4-7RZZ-PPJXB

Turning the code on will replace all menu options with "Main Game" ( starts the "demo" ) and 2-Player Challenge Mode ( crashes Dolphin ). All Pikmin colors are near their respective Onions/Ship, caves cannot be entered, the BGM is broken, and the HUD is gone.

The image files used in the high scores screen at the end of the game ( /new_screen/cmn/result_final_image.szs/result_final_image/timg/ ) are called best5_<number> . The final game only keeps track of the top 3 scores for any category, which means that the limit got changed from 5 to 3 at one point.

) are called . The final game only keeps track of the top 3 scores for any category, which means that the limit got changed from 5 to 3 at one point. Enemies and objects have a setting that multiplies the duration of their petrification. This setting isn't given any use, however, as all enemies and objects have this set to 1.0.

These enemies have HP values that go unused, as they're programmed to be defeated upon being touched by a Pikmin: Unmarked Spectralids have 200 HP (as strong as a Dwarf Red Bulborb), but this is moot, as they're programmed to die in one hit. If petrified, they just shatter when they fall to the ground. Honeywisps have 99999 HP! They're programmed to disappear after being knocked on, and cannot be petrified.

There are 7 behaviors for the objects that fall from cave ceilings. 2 of these are not used in the final game. $3 makes it so that the object only falls if a leader is nearby; Pikmin are ignored. $0 transforms the entire object into a fully-functional Common Glowcap... for some reason.



Some cave sublevels have the "skybox" property set to the value vrbox (Dream Den 8; Hot House 1 and 2; Collector's Room 1, 2, 4, 5, 6 and 7), and two have it set to f010 (Green Hole 1 and 2). Both of these values are invalid, so the game defaults to having no skybox. In addition, /user/Kando/map/vrbox/ also contains a meck.szs file, but it only contains an empty folder "meck".

(Dream Den 8; Hot House 1 and 2; Collector's Room 1, 2, 4, 5, 6 and 7), and two have it set to (Green Hole 1 and 2). Both of these values are invalid, so the game defaults to having no skybox. The Fiery Bulblax enemy has an icon in the Piklopedia that is 80px wide, despite the fact that it is listed as a regular enemy (standard size 40px) and not a boss enemy (standard size 80px). This suggests that, early in development, the Fiery Bulblax was intended to be a boss enemy. This is further supported by his name: the name 'Bulblax' is typically given only to boss enemies.

Pikmin has an unused feature where the longer you hold a Pikmin for, the higher its throw will be. However, the starting values and the "fully charged" values are the same, so the feature has no gameplay impact. In Pikmin 2, these parameters return, and are equally set to the same values between the normal and full-charge parameters, but the feature itself is missing.

If you look at the President's cockpit in the golden version of the Hocotate ship, you'll see a nice sofa and a TV. The TV's screen is actually animated, but because of the way the game renders transparency (and because of the angle of the television), you can't see this in-game. By using a free camera mode to place the camera inside of the cockpit's glass, and aiming at the television screen, you can see the animation: the screen pulsates between a dull gray and a strong cyan color.

All sublevels of the Submerged Castle are set to play the song new_01_0.cnd (the theme from Hole of Heroes 6), but the game is hardcoded to play the Submerged Castle's theme on them all, instead.

(the theme from Hole of Heroes 6), but the game is hardcoded to play the Submerged Castle's theme on them all, instead. A single rogue one-sided untextured triangle is floating under the dirty plate in both the normal and Piklopedia version of the Awakening Wood.

There are waypoints for carrying objects out of the cave unit for the Titan Dweevil's arena, but Pikmin are never seen carrying objects out of the room in-game.

Gas pipes have logic to turn on and off, like fire geysers, but their "off" state is set to last for 0 seconds. However, the "on" state does have a unique value of 3 seconds, which is even different from the fire geyser's 2 seconds, despite being pointless.

The Beady Long Legs normally drops nothing upon death if it doesn't have a treasure, but it was actually programmed to spawn 25 Unmarked Spectralids. The code to make them fails because the Spectralids are not accounted for in the table for what enemies allocate other enemies.

Totaka's Song

To do:

Document the unused save question (check Ralf's Disable Autosaves AR code).

Totaka's song appears in two different places in this game:

Waiting on the Treasures Salvaged screen,

directly after completing that cave for the first time Waiting while the cave transition music is playing,

after preventing it from ending automatically

(by removing your memory card so that the game

isn't able to autosave) (this video is clipped to play it immediately) (wait until 3:45)

To note is that the memory card version can also play in the unused save question screen, since it plays the same song.



