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The Gamecube disc for Pikmin actually contains a Windows executable file. When run on a computer, the game will launch in a very glitchy state. In the game's debug menu is a mode titled "Game-Mode". Enabling this mode will fix several issues.
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• The A button being blue, like the Z button rather than green, but keeping it's circular shape.
• The B button being green, like the final A button rather than red, and bean shaped like the X and Y buttons rather than circular.
• The start button being red like the final B button as well as being bulbous and protruding as compared to the final start button being flat, grey, and made of rubber.
An accompanying tech demo used assets from Luigi's Mansion including one of the basic ghosts which reacted differently depending on what button was used:
• Using the A, B, X, and Y buttons made it spit out the corresponding letter
• Stretching for the L button and squishing for the R button
• Emitting a slower version of Boo's laugh for the Z button
• Emitting a normal ghost noise for the control stick
• Changing orientation for the C-stick
• Emitting sounds similar to that of Pikmin for any of the D-pad directions
The inclusion of the Pikmin noises makes sense as Luigi's Mansion contained a trailer for Pikmin upon release.
Spaceworld 2000 video footage:
https://www.youtube.com/watch?v=62O2vFfS_Ok#t=625
Pikmin trailer in Luigi's Mansion:
https://www.youtube.com/watch?v=yZuMIIwtYF0
https://www.youtube.com/watch?v=62O2vFfS_Ok#t=625
Pikmin trailer in Luigi's Mansion:
https://www.youtube.com/watch?v=yZuMIIwtYF0
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Normally, when starting up the game, a sound clip of a Pikmin saying "Pikmin!" accompanies the Nintendo logo. On rare occasions, though, a different sound effect will play. These include:
- "Whoo!", the sound effect of a Yellow Pikmin obtaining a bomb rock
- A Pikmin sighing
- A Japanese voice saying an unknown word
- "Whoo!", the sound effect of a Yellow Pikmin obtaining a bomb rock
- A Pikmin sighing
- A Japanese voice saying an unknown word
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The two lights on the front of the ship change colors with the amount of progress Olimar has made in repairing it. The lights are off when he first crashes at the Impact Site. They are red when the Forest of Hope is accessible, yellow when The Forest Navel is accessible, green for The Distant Spring, blue for The Final Trial and purple when the Secret Safe is returned.
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Olimar's ship, the S.S. Dolphin, likely refers to the code name of the Nintendo Gamecube: Project Dolphin.
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If the memory card in slot 1 has a Pikmin save file on it when playing Super Smash Bros. Melee, the player will receive a "Captain Olimar" trophy.
subdirectory_arrow_right New Play Control! Pikmin (Game)
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If down is pressed on the D-pad (Or 2 is pressed in the Wii version) Olimar will lay down and four Pikmin will carry him back to their Onion. When he is attempted to be taken inside, he will bounce off it and fireworks will shoot out the top of the onion similar to how Pikmin seeds are shot out of it.
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Due to how high up the Libra ship part is, there is a chance that it could fall and bounce out of bounds with no way to get it. Since ship parts do not reset when the day ends, the Libra will be stuck there unless the player resets the game without saving. This also locks the player from getting the best or good endings that playthrough since the Libra is a mandatory ship part.
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There's an unused Goomba model left on the games disc titled "kuribo.mob". Kuribo is Japanese for Goomba.
subdirectory_arrow_right Super Mario Galaxy (Game), Mario 128 (Game), Mario (Franchise), Nintendo GameCube (Platform)
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A tech demo developed by Shigeru Miyamoto over a number of years titled "Mario 128" was shown off at Nintendo's Spaceworld 2000 trade show and was designed to showcase the GameCube's ability to utilize multiple AIs. The demo featured 128 Marios dismantling a pseudo-8 bit Mario sprite composed of several blocks by picking up and carrying them away. This project had a tumultuous development cycle with little to no details coming out over the years until 2007 when he revealed at a GDC Keynote that some parts of the project were utilized in two games he produced in the 2000s. The general concept and some other parts of Mario 128 were developed into Pikmin after Miyamoto asked his team to create an entirely new game that would be nothing like a sequel to a Mario game. As for the second game, the ability to warp the terrain seen in the tech demo as well as "different sizes of spherical items" influenced the free-form gravity and ability to walk around entire planets in Super Mario Galaxy.
1Up.com article about Super Mario Galaxy influence from Mario 128:
https://web.archive.org/web/20160602184133/http://www.1up.com/news/super-mario-galaxy-derived-mario
YuriofWind video [this source and additional information provided by VinchVolt.]:
https://www.youtube.com/watch?v=f5uCnbDrp9o
[Below sources and information provided by Wolfen50.]
DidYouKnowGaming video:
https://www.youtube.com/watch?v=IU1IML3xlp0
Shigeru Miyamoto 2007 GDC Keynote - Part 6:
https://www.youtube.com/watch?v=XvwYBSkzevw?t=66
Spaceworld 2000 video footage:
https://www.youtube.com/watch?v=62O2vFfS_Ok?t=1028
https://web.archive.org/web/20160602184133/http://www.1up.com/news/super-mario-galaxy-derived-mario
YuriofWind video [this source and additional information provided by VinchVolt.]:
https://www.youtube.com/watch?v=f5uCnbDrp9o
[Below sources and information provided by Wolfen50.]
DidYouKnowGaming video:
https://www.youtube.com/watch?v=IU1IML3xlp0
Shigeru Miyamoto 2007 GDC Keynote - Part 6:
https://www.youtube.com/watch?v=XvwYBSkzevw?t=66
Spaceworld 2000 video footage:
https://www.youtube.com/watch?v=62O2vFfS_Ok?t=1028
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