A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | |
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1 | Cutscene Name | Internal Name | Triggered by | Notes | Post Cutscene Events | Active Object Flag: Pikmin | Active Object Flag: Enemies | Active Object Flag: Pellets | Active Object Flag: Captain | Target Object | DemoFlag ID | Uses of Flag | Notes 2 | ||||||||||||||||
2 | Pluck the Red Pikmin | g01_pick_me | 20 seconds after red onion makes first seed in the "louie finds red onion" cutscene | Game will crash if no seed is present on the map at time of playing. Cutscene timer ID (1) (Can be stored between files) Cutscene is set to watched upon starting to pluck a red Pikmin, although the timer is still active. | Nothing | N | N | N | N | None | 0 | Used to determine if the 20 second Cutscene timer ID 1 should be started. | Treasures and other objects can be carried during cutscenes if both Pikmin and pellets are still active during it. "Pellet" refers to all number pellets, corpses, berries, treasures, and napsack. | ||||||||||||||||
3 | Find First Treasure | g04_find_treasure | Either captain is within (200.0 + the treasures radius) units of a standard treasure. | Can be trigged in any overworld or cave. Can only be triggered from standard treasures, not Explorers Kit items. Buried treasures trigger the cutscene too. The Camera is stuck at a fixed position, so outside of VoR it usually shows out of bounds areas. | Nothing | Y | Y | Y | Y | None | 1 | The Target Object is usually used so that the game knows specifically what object to use in a cutscene, as well as where to put the camera. | |||||||||||||||||
4 | Find Cave Deeper Hole | g0A_cv_find_hole | Either captain is within 40.0 of a hole within a cave. | The caves you find above ground and the ones in caves are actually separate objects, only the ones in caves can trigger this cutscene. | Nothing | Y | Y | Y | Y | The hole you approached | 3 | All proximity based cutscenes cannot trigger during a captain switch. | |||||||||||||||||
5 | Find Geyser | g0B_cv_find_fountain | Any captain or Pikmin is within 40.0 units of any geyser. | Not much to say about this cutscene other than you can see some interesting things by letting the camera pan up in other caves. | Nothing | Y | Y | Y | Y | The geyser you approached | 4 | Just assume that every cutscene with a demo flag uses said flag to determine if the cutscene should play, unless stated otherwise. | |||||||||||||||||
6 | First Time in Cave | g07_cv_gamestart | Plays after the regular cave entry cutscene ends. | Only plays the first time you ever enter a cave, even if you were to give up. Also it changes its camera angle based on the pod's angle which is neat I guess. | Y | N | Y | N | None | 5 | For most cutscenes wherethe captains do special animations They will appear in the cutscene regardless of this setting. | ||||||||||||||||||
7 | First Cave Return | g08_first_return | Plays after the regular cave return cutscene ends, if that cutscene didn’t lead to anything else. | Always plays the first time you return from a cave. | The game checks these 5 conditions in order. If one happens, the following cannot. 1) Should first globe collected cutscene play 2) Should debt repayed demo play 3) Should Reds in Onion/Purples or Whites in ship demo play 4) Should post Pikmin extinction demo play 5) Should normal gameplay begin | Y | N | N | N | None | 6 | ||||||||||||||||||
8 | 100/95 Pikmin on Field | g16_100_pikmin g16_95_pikmin | Upon an Onion creating a seed, if the seed fails to spawn | The 100 and 95 pikmin cutscene flags are interchangable. The way the game determines which to use when the cutscene is triggered is based on if any wild pikmin exist at the moment. | Nothing | N | N | N | N | None | 7 | The four Y/N Flags represent whether the following objects are actively updating during it: 1) Pikmin 2) Enemies 3) Pellets 4) Captains This effects what can happen in the background during cutscenes | |||||||||||||||||
9 | First Gate Broken | g18_find_gate | When a gate begins its falling animation, the game checks if the number of fallen stages is at the max (3). | The reason this cutscene is unskippable is because otherwise the gate breaks and cant be broken if you interrupt its falling animation. | Nothing | Y | N | N | Y | The broken gate | 8 | Originally this cutscene was planned to play when getting near a gate instead of breaking it. This can be seen in the early english script as well the games code. | |||||||||||||||||
10 | Find Spiderwort Mold | g19_find_rock | Any captain or Pikmin is within 40.0 units of any mold object. | The mold is called "rock" internally for some reason, not much else to say about this cutscene really. | Nothing | Y | N | N | Y | The mold you approached | 9 | ||||||||||||||||||
11 | Spicied Pikmin | g1A_red_doping | Triggered on the same frame the Pikmin gets the spicy effect. | You can do a glitch with this cutscene where the wrong Pikmin appears in it. The reason for that is because all the cutscenes that focus on a specific pikmin rely on the same global pointer to store which Pikmin should be used in them. This pointer is updated as soon as a cutscene is triggered, therefore by triggering one cutscene during another's fadeout, you can get this effect. In fact, the target object doesnt even have to be a Pikmin necessarily, but I haven't experimented with this. | Nothing | N | N | N | N | The first Pikmin to receive the spray effect. | 10 | The TargetObject of a movie always appears in the cutscene regardless of flags. | |||||||||||||||||
12 | Bittered Enemy | g1B_black_doping | An enemies stone state updates and the game sees it as visible. | Shoutouts to watching this cutscene wasting the enemies bitter time limit. | Nothing | N | N | N | N | The first enemy to update while bittered. | 11 | ||||||||||||||||||
13 | Eat White Pikmin | g2B_white_poison | Upon a pikmin being eaten and the game checking if it is white and it was killed succesfully. | The following enemies can trigger this cutscene by eating pikmin: All standard bulborbs and dwarf bulborbs, water dumple, creeping chrysanthemum, male sheargrub, shearwig, cloaking burrownit, bulborb larva, both snagrets, bulbear and dwarf bulbear, emperor bulblax, hermit crawmad, both bloysters. | Nothing | N | N | N | N | The Enemy that ate the Pikmin. | 12 | ||||||||||||||||||
14 | Purples in Ship | g26_inout_black | If there is at least one purple in ship after one of the following cutscenes finishes: 1) First Cave Return 2) First day with presdient 3) Any of the normal course landings 4) Return from Cave | This cutscene can theoretically play in any map, as long as you never let purples go in the ship before the end of a day or entering a cave. | Start Gameplay | N | Y | Y | Y | None | 13 | Used to determine if the "Purples and Reds in Party" 10 second Cutscene timer can be activated. This cutscene must have been watched. | |||||||||||||||||
15 | Whites in Ship | g29_inout_white | If there is at least one white in ship after one of the following cutscenes finishes: 1) First Cave Return 2) First day with presdient 3) Any of the normal course landings 4) Return from Cave | same as above, also if this and white are queued to play at the same time, purple takes priority and whites cutscene isnt played. | Start Gameplay | N | Y | Y | Y | None | 14 | ||||||||||||||||||
16 | Reds in Onion | g2C_inout_red | If there is at least one red in the red onion after one of the following cutscenes finishes: 1) First Cave Return 2) First day with presdient 3) Any of the normal course landings 4) Return from Cave | If this is queued to play at the same time as either white or purple in ship cutscene, those take priority. Also this cutscene physically moves olimar, and plays at a fixed location. If played in Awakening Wood it places you close to blue onion, but you cant actually get to the blues before you void out and respawn at base. | Start Gameplay | N | Y | Y | Y | None | 15 | ||||||||||||||||||
17 | Spicy Spray Drop | g2D_red_extract | Either captain is within 40.0 of a nectar drop that is type 1 and resting on the ground. | You can do some weird stuff with softlocking captains using this cutscene. | Nothing | N | N | N | N | The Nectar drop you got near. | 16 | ||||||||||||||||||
18 | Bitter Spray Drop | g2E_black_extract | Either Captain is within 40.0 of a nectar drop that is type 0 and resting on the ground. | same as above. | Nothing | N | N | N | N | The Nectar drop you got near. | 17 | ||||||||||||||||||
19 | First Globe Collected | g32_get_map | You have the first globe added to the Explorers Kit, and just finished one of the following cutscenes: 1)First Cave Return 2)Regular Cave Return | Due to the sequence of events that follow the end of the regular cave return cutscene, this cutscene can be avoided via use of the Pikmin Extinction cutscene. The game checks specifically checks for the first globe, any other explorers kit item wont trigger this. If the first globe were hypothetically collected above ground, your day wouldnt get cut off until the next time you leave a cave. | Check if Debt is repayed, if so play the debt repayed sequence. Otherwise, begin the end of day sequence. | Y | N | N | N | None | 18 | ||||||||||||||||||
20 | Camera Tutorial | g33_camera_demo | None | This is the only unused cutscene in the game that is still fully functional. It has an associated flag for whether or not it has been seen, as well as its very own cutscene timer ID: Cutscene timer ID (2) Unfortunately nothing in the game actually sets a timer of ID 2 to begin, so this cutscene cant be seen. There's an old video of it on youtube if youre interested. It also has a unique theme that goes unused. https://youtu.be/FM9Q2XhWrbM | Nothing | Y | Y | Y | Y | None | 19 | ||||||||||||||||||
21 | Pikmin Nectar | g34_yellow_extract | Triggered on the same frame a Pikmin gets the flower stage from drinking nectar. | Fun fact, Pikmin that drink nectar randomly use one of two different drink animations. One will flower the Pikmin on frame 12, the other on frame 14. | Nothing | N | N | N | N | The Pikmin that drank the nectar. | 20 | ||||||||||||||||||
22 | First Sunset Warning | g09_first_sunset | This cutscene plays when the sunset warning screen object is in its finishing state and the scale of the full screen reaches 2.0x | The cutscene can technically be delayed from playing a bit, as it cant play until a captain switch finishes, as it uses the ingame camera for some reason. | Nothing | Y | Y | Y | Y | None | 21 | ||||||||||||||||||
23 | First Time with President | g35_president_gamestart | Finish one of the new day start cutscenes after repaying the debt. | President is a pretty cool guy | The game checks these conditions in order, if one is met the rest of these are skipped: 1) Does a post Pikmin Extinction cutscene need to play? 2) Does a red/white/purple Pikmin in Onion/ship cutscene need to play? 3) Start normal gameplay | N | Y | Y | N | None | 22 | ||||||||||||||||||
24 | Find Louie with TD | g36_find_louie | Titan Dweevil begins its rising animation. | The game doesn’t actually care whether Louie is actually on the Titan Dweevil or not. Also TD takes longer to rise if this cutscene doesn't play. | Nothing | N | Y | Y | N | Titan Dweevil | 23 | ||||||||||||||||||
25 | Defeated Louie | g37_get_louie | Either captain or any Pikmin is within (200.0 + Louie's pellet radius) units of the Louie treasure object, after its able to be picked up. | If louie is spawned manually (not on TD) he will be buried in the ground for some reason, when this happens the cutscene will play after you unbury him. | Nothing | Y | N | N | Y | Louie Treasure | 24 | ||||||||||||||||||
26 | Find White Candypop Bud | g38_find_whitepom | Any captain or Pikmin is within a 350.0 unit radius of a white candypop bud. | Not much to say about this and purple candypop except that the way they check color would allow a queen candypop to trigger them as well, if those could be white and purple | Nothing | Y | Y | Y | Y | The white candypop bud you got near | 25 | ||||||||||||||||||
27 | Find Purple Candypop Bud | g39_find_blackpom | Any captain or Pikmin is within a 350.0 unit radius of a purple candypop bud. | Read above ^ | Nothing | Y | Y | Y | Y | The purple candypop bud you got near | 26 | ||||||||||||||||||
28 | First Spicy Berry | s11_dope_first_r | First time a spicy berry reaches the ship. | The spray/berry cutscenes are really just heavily reworked treasure cutscenes in case you couldn’t tell. Theres not much else to say about them really. The game cant play this and the first spray cutscene at the same time, even if you made sprays only take one berry. | Nothing | N | N | N | N | None (although the berry gets set as the current treasure for the collection screen) | 27 | ||||||||||||||||||
29 | First Bitter Berry | s11_dope_first_b | First time a bitter berry reaches the ship. | Read above ^ | Nothing | N | N | N | N | None (although the berry gets set as the current treasure for the collection screen) | 28 | ||||||||||||||||||
30 | First Spicy Spray Made | s11_dopebin_first_r | First Time having 10 spicy berries collected | The game creates a new spray object at 0 128000 0 for the sake of this cutscene. As far as I can tell it stays after the cutscene too, but is probably way too far to have physics applied. | Nothing | N | N | N | N | None (although the new spray gets set as the current treasure for the collection screen) | 29 | Used to determine if the Spicy spray count should appear in the HUD. Also used to determine if enemies should drop spricy sprays when prompted. | |||||||||||||||||
31 | First Bitter Spray Made | s11_dopebin_first_b | First Time having 10 bitter berries collected | Read above ^ | Nothing | N | N | N | N | Read Above ^ (but Bitter) | 30 | Read Above ^ (but Bitter) | |||||||||||||||||
32 | Start of Day 1 | x01_gamestart | Plays automatically on starting a new game | This is easily the most complex cutscene in the game, as you could imagine, it uses a model for the trees as well as numerous animations. It also does weird stuff with muting the pikmin sounds until after the first text box closes. | Start Gameplay Movie Louie into his special Day 1 Position | Y | Y | Y | N | None | 31 | This cutscene is actually programmed as Valley of Reposes' first landing cutscene, similar to the first landing cutscene the other 3 maps have. If you were to start in a different map you could see this cutscene on later days. | |||||||||||||||||
33 | First Landing in Awakening Wood | x01_coursein_forest | Plays upon starting a day in Awakening Wood for the first time. | These cutscenes assume certain onions exist or don’t exist, which at most leads to the glitch in Perplexing Pool where the blue onion doesn’t have its beacon. The only map that assumes you have more than red onion is Wistful Wild. | 1) Check if first time with president cutscene should play. 2) Check if Post Pikmin Extinction Cutscene should play 3) Check if Red/White/Purple Pikmin in Onion/Ship cutscene should play. 4) Start Gameplay | Y | Y | Y | N | None | 32 | ||||||||||||||||||
34 | First Landing in Perplexing Pool | x01_coursein_yakushima | Plays upon starting a day in Perplexing Pool for the first time. | Read above ^ | Read above^ | Y | Y | Y | N | None | 33 | ||||||||||||||||||
35 | First Landing in Wistful Wild | x01_coursein_last | Plays upon starting a day in Wistful Wild for the first time. | Read above ^ | Read above^ | Y | Y | Y | N | None | 34 | ||||||||||||||||||
36 | Olimar Meets Reds | x02_watch_red_pikmin | This cutscene has two separate triggers, Trigger A is if you wait 1.2 seconds after whistling the first red. Trigger B is if the Pikmin finishes entering your party formation. | This Cutscene uses a timer, and as such can be theoretically stored between files. However the low time plus limited ways to end the day on Day 1 make this very tricky. I believe GrassDigger accomplished this at one point, I know they analyzed this cutscene to hell and back before. This cutscene uses cutscene Timer ID 5 | Nothing | Y | N | N | N | Captain that the pikmin got near if Trigger B. The active captain if trigger A is used. | 35 | Before this flag is set, all dwarf bulborbs have their velocity locked at 0.0 in all directions. Also determines if Olimar punches to enemies can do damage. Also determines if the 1.2 second cutscene timer ID 5 should be enabled. | |||||||||||||||||
37 | Louie finds Red Onion | x03_find_red_onyon | Louie specifically is within 125.0 units of the Red Onion. | The reason this cutscene is unskippable is because of how making seeds during a cutscene works, I believe at least. The reason Louie's eyes often float in the air in weird ways is because of this game assumes the Onion is at a certain angle. The Louie's eyes model is bigger in file size than Louie himself. | Trigger the 20 second timer for the Pikmin seed in the ground cutscene. | Y | Y | Y | Y | The Red Onion | 36 | ||||||||||||||||||
38 | Unlock Switch to Louie | x04_exp_y | 5.0 seconds pass after one of the following enemies dies: Dwarf Red Bulborb Dwarf Snow Bulborb Dwarf Orange Bulborb Water Dumple | This cutscene uses cutscene Timer ID 3 As such it can be used with cutscene timer storage, and can allow switching to louie earlier than intended. | Nothing | N | Y | Y | N | None | 37 | Whether to start Cutscene timer 3 upon the correct enemy dying. Also determines if the "First Switch To Louie" cutscene can play. Also determines if you are allowed to swap captains with Y | |||||||||||||||||
39 | First Time Playing As Louie | x05_louiestart | Plays upon a camera transition completing. The flag for "you can switch to louie" must be set. | Because of properties of switching captains in caves, its possible to have this cutscene play upon loading into an overworld, even if you arent actively Louie. | Nothing | Y | Y | Y | Y | None | 38 | ||||||||||||||||||
40 | Olimar and Louie Reunite | x06_join | Plays upon a Scale Block that isnt part of a seesaw being lowered. The cutscene begins the frame the crush is finished (when the jingle plays). | This cutscene actively moves both Olimar and Louies position, and as such could have interesting results in other maps. However viewing this cutscene is required for candypop buds to work, so it is difficult to avoid. Upon triggering this cutscene, the timer for the "you appear lost" cutscene is cancelled and it is set to watched. | Begin Level Music | Y | Y | Y | Y | Louie | 39 | If on Day 1, this controls if captains can whistle each others Pikmin, as well as each other. Also determines if Pikmin and Captains are allowed to be eaten by enemies (This includes Candypop buds). This flag determines if captains can be knocked over by enemies. Once this cutscene is watched, Pikmin cannot interact with number pellets they collide with during cutscenes.(I need to test this) | |||||||||||||||||
41 | First Enemy Corpse Collect | x08_cv_suck_carcass | Plays upon a bug body (not napsack captain) reaching the ship for the first time. | I remember that this cutscene had a property where it wouldn’t play if the enemy was already in the piklopedia, but I can't find the actual code behind this. My guess is the real check is whether or not this enemy corpse has been collected already above ground. | Nothing | N | N | N | N | None | 40 | ||||||||||||||||||
42 | Unknown | x09_exp_detector | Nothing | Another unused cutscene, the name implies it would have been used for finding the treasure radar above ground in Awakening Wood. It has a flag and valid music assigned (the usual tutorial theme). There's no code in the game to actually trigger this cutscene at all. When played in game it plays an animation similar to returning from a cave. | Nothing | Y | N | N | Y | None | 41 | ||||||||||||||||||
43 | Find Yellow Onion | x10_find_yellow_onyon | Either Captain is within 1600.0 units of a yellow Onion. | The game will crash if it attempts to play this cutscene without any yellow Pikmin present on the map. | Nothing | Y | Y | Y | Y | The First Yellow Pikmin loaded into the map | 42 | ||||||||||||||||||
44 | Find Blue Onion | x11_find_blue_onyon | Either Captain is within 750.0 units of a blue Onion. | The game will crash if it attempts to play this cutscene without any blue Pikmin present on the map. | Nothing | Y | Y | Y | Y | The First Blue Pikmin loaded into the map | 43 | ||||||||||||||||||
45 | Meet Bulbmin | x13_exp_leafchappy | Plays upon a Pikmin reacting to being whistled, if it is the right color. | You could avoid this cutscene by having a bulbmin join you via completing a task or bumping into them, but that would take getting it out of its following mother state somehow, or cancelling its panic state. | Nothing | N | N | N | N | The Whistled Bulbmin | 44 | ||||||||||||||||||
46 | Whites Digging Treasure | x14_white_dig | Plays upon a buried treasure receiving damage, and the game seeing that it is still at full life (aka you doing the first hit). | This cutscene cant play for partially buried treasures as the comparison for being at full bury depth isnt true. | Nothing | Y | N | N | N | The Buried Treasure | 45 | ||||||||||||||||||
47 | Reds and Purples Tutorial | x15_exp_x | Either captain has at least one red and one purple in their party actively, and 20 seconds have elapsed. | This cutscene uses cutscene Timer ID 3 As such it can be used with cutscene timer storage. This cutscene cannot be triggered if you have not played the "purples in ship" cutscene | Nothing | Y | Y | Y | Y | The Active Captain | 46 | Used to determine if the "Purples and Reds in Party" 10 second Cutscene timer can be activated. This cutscene must not have been watched. | |||||||||||||||||
48 | Pikmin in Danger | x16_hiba | 2.0 seconds pass after a Pikmin is either Poisoned, on Fire, or in a bubble. | There are 3 different flags for when this cutscene should play, although they are all the exact same cutscene. There is also a 4th unused flag right after these 3, which implies there may have been an additional hazard at some point, or electricity was not insta-kill. | Nothing | N | N | N | N | The Pikmin in Danger | 47 51 52 | ||||||||||||||||||
49 | You Appear Lost | x17_join_guide | 180.0 seconds pass after you have 15 or more Red Pikmin on the field. You must have the red Onion unlocked for it to play. | This cutscene uses cutscene Timer ID 7 As such it can be used with cutscene timer storage. Upon triggering this cutscene the game searches for any Scale Blocks of any kind in the map that weigh 15 specifically. If it doesn’t find one the game will crash. Allowing the captains reunited cutscene to play will cancel this cutscene's timer, so that it cannot play. | Nothing | Y | Y | Y | Y | The 15 Weight Scale Block | 48 | The flag for having seen this is set automatically upon the normal reunite cutscene playing. Used to determine if the 180 cutscene Timer ID 7 should be started. | |||||||||||||||||
50 | First Number Pellet | x18_exp_pellet | Begins as soon as you carry a standard number pellet of any size to the onion for the first time. | Normally onions cannot make seeds during a cutscene, which can lead to seeds being deleted from existence. This cutscene makes an exception to that rule, however. | Nothing | Y | Y | Y | Y | Nothing | 49 | ||||||||||||||||||
51 | Waterwraith Appears | x20_blackman | When the waterwraith appear waiting timer reaches 0, the game spawns in the wraith and begins this cutscene if you are not on the caves final floor. | This cutscene cannot play outside of Submerged Castle on floors 1-4. | Nothing | N | N | N | N | The Wraith | 50 | There are 3 more demo flag IDs reserved for tracking if you’ve unlocked sprays and the treasure radar for the hud. Why they use demo flags to track that I have no idea. | |||||||||||||||||
52 | Louie Meets Red Pikmin | g03_meet_redpikmin | Two different events can trigger this cutscene. Either a red Pikmin is whistled or it is plucked for the first time, and you do not have red Pikmin met before. | The meet Red Pikmin flag is set by the playing of this cutscene. It also triggers boss music to play if normal music was playing before because of how this game handles level music. It also moves Louie's position. | Begin Secondary Level Theme (Tutorial on day 1, boss music otherwise). | N | N | N | N | The plucked/whistled Pikmin. | NA | ||||||||||||||||||
53 | Meet Yellow Pikmin | g1F_meet_yellowpikmin | Two different events can trigger this cutscene. Either a yellow Pikmin is whistled or it is plucked for the first time, and you do not have yellow Pikmin met before. | The pluck Pikmin version of the yellow and blue cutscenes do not properly set the onions BootContainer, but do set the normal container. This is why you get the strange state where they do the boot up animation upon loading the level after doing the glitch to unlock them by plucking in a cave. | Nothing | N | N | N | N | The plucked/whistled Pikmin. | NA | ||||||||||||||||||
54 | Meet Blue Pikmin | g21_meet_bluepikmin | Two different events can trigger this cutscene. Either a yellow Pikmin is whistled or it is plucked for the first time, and you do not have yellow Pikmin met before. | The pluck Pikmin version of the yellow and blue cutscenes do not properly set the onions BootContainer, but do set the normal container. This is why you get the strange state where they do the boot up animation upon loading the level after doing the glitch to unlock them by plucking in a cave. | Nothing | N | N | N | N | The plucked/whistled Pikmin. | NA | ||||||||||||||||||
55 | Meet White Pikmin | g27_meet_whitepikmin | Plays upon plucking a white Pikmin for the first time. | The exact time the Pikmin plucked cutscene plays is the in which the Pikmin finishes its pluck animation and joins the captains party. | Nothing | N | N | N | N | The plucked Pikmin. | NA | ||||||||||||||||||
56 | Meet Purple Pikmin | g24_meet_blackpikmin | Plays upon plucking a purple Pikmin for the first time. | Upon a captain beginning to pluck a seed of a type you have not discovered, the game flags change such that you cannot pause. This is not cleared until after a cutscene of any kind has played. However this flag is not set if the new Pikmin is plucked via Pluckaphone. This allows you to pluck the pikmin and instantly give up and escape the cave, causing you to have the Pikmin without it being unlocked, as being unlocked is tied to the cutscene triggering. | Nothing | N | N | N | N | The plucked Pikmin. | NA | ||||||||||||||||||
57 | Find New Overworld Cave | g05_find_cave_t_01 g05_find_cave_t_02 g05_find_cave_t_03 g05_find_cave_f_01 g05_find_cave_f_02 g05_find_cave_f_03 g05_find_cave_f_04 g05_find_cave_y_01 g05_find_cave_y_02 g05_find_cave_y_03 g05_find_cave_y_04 g05_find_cave_l_01 g05_find_cave_l_02 g05_find_cave_l_03 | These cutscenes play upon any Captain or Pikmin entering a 60 unit radius of any overworld Cave, only if the cave has not been visited before. | It's possible in theory to enter a cave without this cutscene playing, as its trigger range is a sphere, where the open cave menu range is an infinitely tall cylinder. | Nothing | Y | Y | Y | Y | The Approached Cave | NA | ||||||||||||||||||
58 | Regular Course Entry | s00_coursein | Plays automatically on starting a new day, if you aren't entering the level for the first time. | This cutscene plays the same way in each map, although there is varying weather effects. | The following checks happen in order, if one is met the rest are ignored: 1) Check if first time with president cutscene should play. 2) Check if Post Pikmin Extinction Cutscene should play 3) Check if Red/White/Purple Pikmin in Onion/Ship cutscene should play. 4) Start Gameplay | N | Y | Y | N | Nothing | NA | ||||||||||||||||||
59 | End of Day | s01_dayend | Automatically plays at the start of the end of day state, if the day did not end by extinction or captains down. | Theres a lot of hard-coded behavior for what the Pikmin do during this cutscene. The music that plays is based on the number of treasures collected. The game unloads most object managers and similar things during this state. | 1)Set all non-left behind Pikmin to unload 2)play takeoff Cutscene | Y | N | N | N | Nothing | NA | ||||||||||||||||||
60 | Captain Down | s03_orimadown | Triggered upon a captain entering the dead state, which is the frame its HP becomes 0. | This cutscene does not have a proper camera and instead uses the captains actual one. The strange properties of this cutscene allow for glitches with cutscenes playing at the same time, namely pausing and giving up a cave. | When in Cave: 1) Close "X IS DOWN" screen 2) Set captain to dead lying down state, move camera to other captain 3) If two captains have died, exit the cave, kill all active Pikmin 4) Begin cave results Above ground is similar minus different results screen. | N | N | N | Y | Nothing | NA | ||||||||||||||||||
61 | Captain Down Day End | s04_dayend_orimadown | Automatically plays at the start of the end of day state, if the day ended from two captains being dead. | Same as normal end of day really, only different animations for the captains. | 1)Set all non-left behind Pikmin to unload 2)play takeoff Cutscene | N | N | N | N | Nothing | NA | ||||||||||||||||||
62 | Pikmin Down Day End | s06_dayend_pikminzero | Automatically plays at the start of the end of day state, if the day ended from a Pikmin extinction, in either a cave or above ground. | Same as normal end of day really, only different animations for the captains. | play takeoff cutscene | N | N | N | N | Nothing | NA | ||||||||||||||||||
63 | End of Day Takeoff | s21_dayend_takeoff | Automatically plays upon the first End of Day cutscene finishing. | The way the game determines what enemies to use here is based on what enemy managers exist but have free space because you collected their corpse or they didn’t leave one | Enter of end of day results state | N | Y | Y | N | Nothing | NA | ||||||||||||||||||
64 | End of Day Results | s02_dayend_result | Automatically plays upon the end of day takeoff cutscene finishing. | This cutscene contains the whole day end results screen, the cutscene cant end until the screen is done. Pretty much all the game objects are unloaded during this | Enter the world map state. | N | N | N | N | Nothing | NA | ||||||||||||||||||
65 | Enter Cave Hole | s09_holein | Plays upon confirming that you want to enter either an above ground cave or an underground hole | The game does a lot of logic with teleporting Pikmin and captains over to the hole for the cutscene. During this cutscene, pikmin dying to hazards cannot finish dying. | Enter Cave Loading State | N | N | N | N | The Hole you used | NA | ||||||||||||||||||
66 | Begin Cave Floor | s0B_cv_coursein | Always plays as soon as a cave floor loads. | The angle and position of this cutscene changes based on where the pod is. When this cutscene starts the Pikmin are placed randomly around the start point with random velocities applied. | Set Every Pikmins velocity values to 0.0 Check if first time in cave cutscene needs to play if not, begin gameplay | Y | N | Y | N | Nothing | NA | ||||||||||||||||||
67 | Use Geyser | s0C_cv_escape | Plays upon selecting to escape a cave with a geyser. | Similar to the enter cave Cutscene, the game moves all Pikmin and Captains and uses special AI behavior for them. Bulbmin don’t change their AI state to the jumping state which is why they are left behind | Begin Cave Results State | N | N | Y | N | The Geyser you used | NA | ||||||||||||||||||
68 | Give Up Cave | s12_cv_giveup | Plays upon the game checking the current state of the pause menu, if the result is 4, this cutscene plays | This cutscene has strange properties because of how it plays based on the pause menu state. If you give up a cave on the frame you collect a treasure the game will crash, for example. It also has no music for some reason, although it likely was originally meant to. Trying to play this cutscene without a ship pod present makes the game crash. | Begin Cave Results State | N | N | Y | N | Nothing | NA | ||||||||||||||||||
69 | Return From Cave | s0E_return_cave | Plays automatically after leaving a cave and returning to the overworld in any fashion. | The order of events following this cutscene allow for the first Globe Collected cutscene to be skipped if a Pikmin extinction is needed. This allows you to continue the day after collecting it. The way the Pikmin fall in this cutscene isnt actually part of the cutscene itself and even if you remove the cutscene they still do the same action. The position they spawn in is defined in a file seperate from cutscenes entirely. | The Game checks the following conditions in order, if one is met the rest are ignored. 1) Is post extinction cutscene needed 2) Is first cave return cutscene needed. 3) Is first globe collected cutscene needed. 4) Is Red/Purple/White pikmin in Onion/Ship cutscene needed. 5) Start Gameplay | Y | Y | Y | Y | Nothing | NA | ||||||||||||||||||
70 | Regular Treasure Collect | s10_suck_treasure | Plays upon any normal treasure reaching the ship. | One thing of note regarding treasure collection is how there are 2 steps to it. Firstly, the game will add the treasure to the piklopedia the instant the suck animation starts. It also kills the generator, meaning the treasure cannot spawn again. However, the actual earning of pokos, and having the treasure show as collected in cave totals are based on the treasure actually reaching the ship. This is why lockout skip behaves the way it does. Treasures are in a frozen state, so they cannot make contact with the ship to complete the collection. | Check if First Treasure in VoR cutscene needs to be played. It checks this if your current treasure count in the first level is 1 exactly, and your treasure count at the first level at the start of the day was 0. | N | N | N | N | Nothing | NA | ||||||||||||||||||
71 | Treasure Collect in Cave | s22_cv_suck_treasure | Plays upon any normal treasure reaching the ship pod. | Read above ^ The check for which of these cutscenes to play is based entirely on the type of ship, not whether youre in a cave. Giving up and escaping a cave at the same time you get a treasure crashes the game, this is because the game still considers the pause menu active and is unable to open the Treasure Get screen. | Nothing | N | N | N | N | Nothing | NA | ||||||||||||||||||
72 | Post Pikmin Extinction | s13_pikmin_supply | If you have 0 blue red or yellow Pikmin total, and one of the following cutscenes finishes: First Cave Return Regular Cave Return First Time with President Any Standard Start Of Day Cutscene | The exact way the game determines if this is needed is it checks if you have an Onions Container unlocked, and if you do, if 0 of that pikmin type exist. It only does this for the first 3 colors, of course. | Start Gameplay | Y | Y | Y | N | Nothing | NA | ||||||||||||||||||
73 | Find Upgrade Item 00 = Brute Knuckles 01 = Dream Material 02 = Amplified Amplifier 03 = Professional Noisemaker 04 = Stellar Orb 05 = Justice Alloy 06 = Forged Courage 07 = Repugnant Appendage 08 = Prototype Detector 09 = Five-man Napsack 10 = Spherical Atlas 11 = Geographic Projection 12 = The Key | s16_find_item_00 s16_find_item_01 s16_find_item_02 s16_find_item_03 s16_find_item_04 s16_find_item_05 s16_find_item_06 s16_find_item_07 s16_find_item_08 s16_find_item_09 s16_find_item_10 s16_find_item_11 s16_find_item_12 | For the two Globe Upgrades, the cutscene is triggered by any Captain or Pikmin being within (100.0 + the treasure's radius) units of the item. For other upgrades, it is tied to the item being carryable. If the item is dropped by a boss (In story mode), there is a delay of 8 seconds before the cutscene plays and the item becomes collectable. | The way the game tracks if you've seen these cutscenes is with a second list of demo flags, separate from the main list. This way the list can be synchronized with the item IDs more easily. | Nothing | Y | N | N | Y | The Chosen Upgrade | NA | ||||||||||||||||||
74 | Upgrade Item Collect | s17_suck_equipment | Carry an Upgrade Treasure to the Ship. | The only case where this is used normally is with the globe in Awakening Wood, although it can play in other maps. The only real difference with this versus normal treasure collection is the lighting effects behind the treasure, and the music change. The text box is something that is not upgrade specific and can be applied to normal treasures as well. | Nothing | N | N | N | N | Nothing | NA | ||||||||||||||||||
75 | Upgrade Item In Cave | s22_cv_suck_equipment | Carry an Upgrade Treasure to the Ship Pod. | This one is seen much more often than the above ground version. Like with normal treasures, which of these cutscenes plays is based on the type of ship, not the location | Nothing | N | N | N | N | Nothing | NA | ||||||||||||||||||
76 | First Time in Challenge Mode | e00_E3_cavestart | Plays when entering a Challenge Mode cave for the first time. | Whether or not this cutscene has been viewed is stored in a global save data flag that cannot be deleted without wiping the card. However, the flag for having seen it is set upon completing your first challenge mode cave sucessfully. Therefore, you can view this cutscene repeatedly as long as you give up and escape the cave. | Start the Challenge Mode opening screen. | Y | N | Y | N | Nothing | NA | ||||||||||||||||||
77 | Find Key in Challenge Mode | s16_find_key | In Challenge Mode, check if any captain or Pikmin is within (100.0 + the pellets radius) of the Key. | Similar to the previous cutscene, the flag for having seen this cutscene is not set until a cave is finished. Fun Fact: the function that checks if this flag is enabled is called "challenge_is_virgin" | Nothing | N | N | N | N | The Key | NA | ||||||||||||||||||
78 | Hole Appears | g2F_appear_hole | The game checks if any holes in the cave are in the underground state, and if so applies this cutscene to it. | This cutscene itself is responsible for the Cave Hole to actually rise and become usable. | Start Challenge Key Collected Music | N | N | N | N | The Hole | NA | ||||||||||||||||||
79 | Geyser Appears | g30_appear_fountain | The game checks if any geysers in the cave are in the underground state, and if so applies this cutscene to it. | This cutscene itself is responsible for the Geyser to actually rise and become usable. | Start Challenge Key Collected Music | N | N | N | N | The Geyser | NA | ||||||||||||||||||
80 | E3 Play in Awakening Wood | g00_gamestart | Nothing | This is another unused cutscene from the E3 days where the ship would explain what you are doing after starting a day in Awakening Wood. It plays very similar to the other cutscenes that take place after returning from a cave, although it has no text. This cutscene is never referenced at all in the final games code. | Nothing | N | N | N | N | Nothing | NA | ||||||||||||||||||
81 | Find Key in 2 player? | g31_2p_find_key | Nothing | This cutscene exists in files, but not in code. It's likely the ship was originally going to use different text in this mode if you were in 2 player mode, but this was scrapped for whatever reason. | Nothing | N | N | N | N | Nothing | NA | ||||||||||||||||||
82 | Red Onion Boot | g02_boot_onyonR | Nothing | The three onion boot cutscenes are still fully programmed and functional, even with their own unique music. Although the function to play their cutscenes still exists, nothing ever actually calls it. The Onion makes a seed in the cutscene as well, but only if you havent discovered its Pikmin type yet. It is likely these cutscenes are a leftover of a time where onions worked more like in the first game. | Nothing | N | N | N | N | Nothing | NA | ||||||||||||||||||
83 | Yellow Onion Boot | g1E_boot_onyonY | Nothing | see above^ | Nothing | N | N | N | N | Nothing | NA | ||||||||||||||||||
84 | Blue Onion Boot | g20_boot_onyonB | Nothing | see above^ | Nothing | N | N | N | N | Nothing | NA | ||||||||||||||||||
85 | Sound Test? | sound_test | Nothing | This unused cutscene is only designed to play in Awakening Wood. If you do so, the ship will proceed to fly around all over the place as the game tests how the sounds work and where they are coming from. Nothing in the games code references this cutscene, but the files still exist. | Nothing | N | N | N | N | Nothing | NA | ||||||||||||||||||
86 | First Treasure in Valley of Repose | x07_first_recovery | Upon finishing the above ground collect treasure cutscene, if the number of Valley Of Repose treasures you started the day with is exactly 0, and your current count is 1. | Ways to bypass this cutscene would be incredibly useful for speedruns, but it would not be simple to do so. You can only collect one treasure at a time, but since the end day check only occurs at the end of the treasure get cutscene, a way to avoid that cutscene, or a way to get two treasures at once during it could make this possible. | Proceed to End of Day State | Y | N | N | Y | Nothing | NA | ||||||||||||||||||
87 | Drain Water Pool | x12_drain_water | Upon Destroying a Clog object, if clog is in contact with a waterbox. | To drain the water, the game makes the top point move down 100 units. This whole draining action can work in caves as well, if the clog there is touching water. The draining isnt actually connected to the cutscene, so skipping the cutscene doesn’t mess with anything. | Nothing | N | N | N | N | The Clog object | NA | ||||||||||||||||||
88 | Versus Mode Marble Win | x19_vs_bedama | Plays upon either player having 4 yellow marbles reached the ship, or if either player carries their enemies marble to the ship. | Which onion the cutscene focuses on is based on the marble collected that triggered this. | Stop Normal Battle Music | Y | Y | Y | Y | Nothing | NA | ||||||||||||||||||
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