the cutting room mirror

Pikmin 3

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Forget Hocotate Freight's petty debt. In Pikmin 3, the Koppaites are starving to death. Really. Good thing we have giant fruits and friendly Pikmin on planet Earth, huh? An enhanced port of the game was later released for the Nintendo Switch, thankfully.

This article was brought to you by...no one. The game has no product placement of any kind.

Unused Pikmin Types#

Pikpik Carrots#

Pikpik carrots exist as an almost fully-functional type of Pikmin, much like they did in Pikmin 2. Just like in that game, they float a bit above the ground, and aren't articulated, with their model animations consisting only of movements and stretches. They work like any regular Pikmin type, except they can't be thrown, if they attack something, the game freezes, and if they deliver a pellet, the Onion will do its spitting animation, but nothing will come out.

When idle, their stems glow peach, their spirits are white, and when carrying, the fraction numbers are cream. Like in Pikmin 2, the code for the "standby Pikmin" indicator on the HUD ignores this type of Pikmin completely.

(Source: BielR3)

Bulbmin#

Bulbmin were a type of Pikmin in Pikmin 2, their model was left unused in Pikmin 3, the model itself is directly taken from Pikmin 2, which means they probably were scrapped early on in development.

Unused Enemies#

Data for some unused enemies can be found in the /content/CMCmn/enemy folder. Unless otherwise indicated, these have no bumpmaps or other sorts of special textures, unlike used enemies. All of them have .ska animation files (content unknown), and none of the lists match their Pikmin 2 counterparts exactly, meaning all or most animations were rebuilt. Unless stated otherwise, they're roughly the same size as they were in Pikmin 2. For HP reference, a Dwarf Bulborb has 100 HP and a mature Bulborb has 1000 HP.

(Source: Pikipedia, BielR3)

kakureimo#

Can you imagine it slowly moving its antennae like a slug? It'd be kind cute. ...Wait, with those teeth? Never mind.

Now this is new! A fat slug-like enemy with a purple body, a yellow striped back, yellow stomach, three green eyes on each side, two long antennae and a circular sawteeth mouth. The texture is larger than the usual Pikmin 2 textures, but smaller than the usual final Pikmin 3 ones. This enemy is roughly the size of a Red Bulborb.

Its behavior seems unfinished. When it spawns, it pops out from the ground, without particle effects, and begins waddling about. When leaders or Pikmin get near, it becomes alerted, and runs to its spawn point, where it burrows itself (again, without particles). If it is left alone for a bit, it pops out and repeats, but if not, it will either stay under the ground, or occasionally pop its head out for a second. It's not known what triggers each of these behaviors. When it buries, its health is completely refilled.

  • Internal name: kakureimo
  • Poko value: 20
  • HP: 3000
  • Animations:
    • carry
    • dead
    • dive
    • eat
    • look
    • look_in
    • look_out
    • move1
    • move2
    • notice

crystal_maro_frog#

crystal_frog is the internal name of the Calcified Crushblat, but this enemy is something else entirely. It's the Wollyhop (the white one) from the previous games, with a rock attached to its bottom. The texture used for crystal_maro_frog is the same as the Wollyhop texture in Pikmin 2, but with the colors somewhat shifted. It also has the same eye texture as in Pikmin 2, and a new, albeit tiny, rock texture.

  • Internal name: crystal_maro_frog
  • Poko value: 30
  • HP: 750
  • Animations:
    • attack
    • damage
    • dead
    • move1
    • type1
    • type2
    • type5
    • wait1
    • wait2
    • waitact1
    • waitact2

iwadama#

Insert "using your head" joke here.

A Beady Long Legs...with a foot for a head! It has two textures, which are the same as the standard orange Pikmin 2 one, but one is tinted pink and the other blue. The screenshot shown here uses the original orange for the sake of clarity. damagumo, the old internal name for the Beady Long Legs, is now used for the Shaggy Long Legs. "iwa" means "rock", "dama" is ball, and "gumo" means spider.

  • Internal name: iwadama
  • Poko value: 100
  • HP: 2250
  • Animations:
    • attack
    • dead
    • flick
    • landing
    • wait

buriko#

The Male Sheargrub, but with a...different look. It's fat, so its body looks circular. Its back is also only one solid color. The texture for it is the exact same as the Pikmin 2 one. "Buriko" means "sailfin sandfish egg", the internal name of the Male Sheargrub in Pikmin 2 is ujib, and the internal name of the used Male Sheargrub in this game is ujinko_b, so it looks like they wanted to take this enemy in a different direction. Its behavior is very similar to the classic Male Sheargrub, but it can't be defeated easily, needing bomb rocks or Rock Pikmin to hurt it, and is very fast. So fast, in fact, that it has a hard time getting near and biting on Pikmin. It causes no damage to leaders, though.

  • Internal name: buriko
  • Poko value: 5
  • HP: 75
  • Animations:
    • attack2
    • dead
    • dead_p
    • eat
    • move
    • type5
    • wait

moguraimo#

This caterpillar thing seems entirely new, but its texture is almost the same as the Ravenous Whiskerpillar's texture in Pikmin 2, just with the colors slightly altered. The model itself is quite a bit different though. It's slightly larger, has antennae where there used to be none, its eyes are a bit bigger, and its namesake whiskers are gone. Either the creature was meant to look mostly purple, or the model's texture mapping is not correct. The internal name for the Whiskerpillar in the previous game was imomushi, so it looks like this enemy was meant to be something different. Behavior-wise, it acts exactly the same as the kakureimo.

  • Internal name: moguraimo
  • Poko value: 30
  • HP: 1125
  • Animations:
    • carry
    • dead
    • dive
    • eat
    • fall1
    • fall2
    • look
    • look_in
    • look_out
    • move1
    • move2
    • notice
    • set
    • swallow

clione#

The Honeywisp. Roughly the same model as Pikmin 2 and the same texture. Its internal name in Pikmin 2 is qurione however. A clione is a transparent sea slug, so the Pikmin 2 name is a Romanization of the word.

It is like its Pikmin and Pikmin 2 counterparts, and despite the textures being the same, it still looks updated in Pikmin 3. The egg it carries is also the same as the regular Pikmin 3 eggs. All that is known about its behavior is that it flies around, and eventually vanishes. Attacking it will lead to it dropping its egg, but will crash.

  • Internal name: clione
  • Poko value: 40
  • HP: 1
  • Animations:
    • appear
    • damage
    • hide
    • run
    • waitl

kingchappy#

The Emperor Bulblax! Likely the same model as in Pikmin 2, but the textures and internal name are exactly the same. In-game, all it does is repeat its tongue attack preparation animation.

  • Internal name: kingchappy
  • Poko value: 100
  • HP: 3000
  • Animations:
    • attack
    • carry
    • cry
    • damage
    • dead
    • dead2
    • dive
    • flic
    • move1
    • type1
    • type2
    • type3
    • type4
    • wait2
    • waitact1
    • waitact2

marofrog#

The (white) Wollyhop in Pikmin and Pikmin 2. It uses the same model, apparently, but the textures and the internal name are exactly the same. When idling, it repeats its shaking animation, but when a leader gets near, it actually jumps and attacks. It returns to the shaking animation afterwards.

  • Internal name: marofrog
  • Poko value: 30
  • HP: 1500
  • Animations:
    • attack
    • damage
    • dead
    • hide
    • move1
    • type1
    • type2
    • type5
    • wait1
    • wait2
    • waitact1
    • waitact2

panmodoki#

The Breadbug. Looks to be the same model as Pikmin 2's, and the textures and internal name are the same.

  • Internal name: panmodoki
  • Poko value: no data
  • HP: no data
  • Animations:
    • dead
    • flick
    • move1
    • move2
    • type1
    • type2
    • type3
    • type4
    • type5
    • wait1

Armored Cannon Larva Variants#

Inside the Armored Cannon Larva/Arctic Cannon Larva archive are parameters for 6 variants of the enemy.

  • params.txt: Used, Armored Cannon Larva.
  • params_fixed.txt: Unused, grounded version?
  • params_green.txt: Unused.
  • params_red.txt: Unused, Decorated Cannon Beetle?
  • params_ruri.tx: Unused, るり means Lapis Lazuli.
  • params_yuki.txt: Used, Arctic Cannon Larva (ゆき means snow).

Misc.#

  • kokgamiegg was likely created accidentally, with kokagamiegg being the name for the Phosbat Pod. kokgamiegg cannot be opened with current tools, and the file size reveals that it's almost empty.
  • tuyukusa is likely an abandoned misspelling of tsuyukusa, which is the Burgeoning Spiderwort. It's considerably smaller, and current tools cannot fully open it.
  • The fire geyser (hiba) has a parameter file for bubble and gas, suggesting that the gas pipes would return, and some sort of water geyser-like obstacle would be introduced.
  • /content/CMCmn/system/param_db.szs/generatorsave_db.txt has entries for GasHiba (the gas pipes, as in the previous bullet point), MureBuka (an unknown object related to the Scornets (Mure)), and Tamagumo (an alternative spelling of Damagumo, which is also in the file).

Unused Enemy Parameters#

White Pikmin Poison Damage#

All enemies in the game have a parameter that determines how many White Pikmin ingestions to kill it. The enemy's max health is divided by this number, then subtracted from the enemy's current health, to calculate the damage taken from White Pikmin poison. Even enemies that don't eat at all have this parameter, but have it set to 0. All Bosses also have it set to 0 as well, making them immune to White Pikmin Poison.

That said, there are enemies who do have this parameter set to a unique value, but never use it anywhere in the base game due to White Pikmin never being present around them, which is a very common occurrence due to White Pikmin only appearing in a few levels in the side modes. The list goes as follows:

  • 1 White Pikmin to kill
    • Baby Phosbat, Puckering Blinnow, Arachnode, Scornet, Hermit Crawmad, and Shearwig
  • 3 White Pikmin to kill
    • Bearded Amprat and Flighty Jousemite
  • 5 White Pikmin to kill
    • Peckish Aristocrab and Toady Bloyster
  • 10 White Pikmin to kill
    • Burrowing Snagret

(Source: Pikipedia article about White Pikmin)

Miscellaneous#

  • The Nectarous Dandelfly has a Poko value of 5.
  • The Armored Mawdad and the Vehemoth Phosbat are worth 1 Poko each. Most other big bosses are worth 0.
  • The Scornet Maestro and the Scornet are worth 5 Pokos each.
  • The Shaggy Long Legs and Baldy Long Legs are worth 100 Pokos each.

Unused Graphics#

Bingo Battle#

There are some unused textures for Bingo Battle inside /content/lyt/bingobattle.szs/timg.

Pikmin_3_nh_roulette5.png

nh_roulette5. A roulette powerup. Not to be confused with the +5 rare Pikmin powerup that is used.

Pikmin_3_nh_rouletteflower.png

nh_rouletteflower. A roulette powerup. Probably removed in favor of the spicy spray powerup, since spicy spray already flowers up your Pikmin.

Pikmin_3_nh_rouletterock.png

nh_rouletterock. A roulette powerup. Like the Rock Storm powerup, but with only one rock.

Pikmin_3_nh_rouletteswap.png

nh_rouletteswap. A roulette powerup. Judging from the name and the icon, this would've swapped each player's card around.

Pikmin_3_bingo_fog.png

bingo_fog. A placeholder texture. フォグ means "fog". It may have been intended to cover the opponent's bingo board.

Character Icons#

PIKMIN3Olimar_mad_icon.png Pikmin3Louie_mad_icon.png Pikmin3President_happy_icon.png Pikmin3President_mad_icon.png Pikmin3President_shocked_icon.png

Some character icons for Olimar, Louie, and the President exist in the files of the game, but go unused. Louie's 'mad' icon was eventually used in Pikmin 3 Deluxe. Additionally, there is an equally unused version of Olimar's "mad" icon, with inverted colors and a circle in the top-left

Unused Level Data#

Although there are no proper unused areas in the game's files, there is some unused data that says what these stages used to have.

mis_E3_test_a#

Found in /content/CMCmn/course_arc, which has the files for the objects inside each level. "mis" is a prefix used in Mission Mode, so this is likely the stage that was playable at E3. The stage has the following objects:

  • Enemies: Whiptongue Bulborb, Red Bulborb, Skitter Leaf, Skutterchuck, Medusal Slurker, Pyroclasmic Slooch, Dwarf Red Bulborb, Iridescent Flint Beetle, Spotcap, and Kingcap.
  • Objects: Climbing stick, crystal wall, dirt wall, large crystal, SPERO, and gold nugget pile.
  • Treasures: Insect Condo, Cupid's Grenade, Golden Sunseed, Citrus Lump, and Sunseed Berry.
  • Plants: dongurinome, inunohuguri, tamokinoko, turu_head, and turu_leaf.

Pretty much all of these objects are also earlier versions of the objects you find in the final game. There are differences in their models, textures, animations, or even parameter data, but nothing that really stands out.

Generator Files#

The /content/CMCmn/generator folder has spawn data for each object in each level. It has data for quite a few areas that don't exist in the final game.

  • damagumo_map
    • test: presumably a test map for the Shaggy Long Legs, or Beady Long Legs, if it was still around at the time.
  • Demo_Test
    • test
  • E3demo
    • test
  • enemy_00: a lot of levels to test enemies in.
  • hiramuki: Yutaka Hiramuki is one of the planning directors.
    • muraki: Kensuke Muraki is one of the game programmers.
    • test
  • izumi: Yohei Izumi is one of the area designers.
    • boss_only
    • single
    • test
  • koike: Takeshi Koike is one of the area designers.
    • test: water current tests?
  • koike_damagumo
    • test
  • mapB_vp: mapB is the Garden of Hope.
    • single
    • test
  • mapC_test: mapC is the Distant Tundra.
    • boss_only2
    • buta_only: "buta" means "pig".
    • test
  • mapD_vp
    • test: mapD is the Twilight River.
  • misBoss1
    • boss
    • test_demo
  • nishibe
    • test: Yasutomo Nishibe is one of the area designers.
  • object_00: several levels to test objects in.
  • osanai
    • test: Akito Osanai is one of the area designers.
  • patrol: a few different levels, to test some bosses and objects.
  • perf_mapB
    • single: "perf" might be short for "performance".
  • player_00
    • test
    • test2
  • shimizu: Takuro Shimizu is one of the area designers.
    • benchmark
    • plant
    • test
  • shirai
    • test: Shunichi Shirai is one of the area designers.
  • takemura
    • test: Hiromu Takemura is one of the area designers.
  • takemura01
    • test
  • takemura02
    • test
  • tamori: Yosuke Tamori is one of the area designers.
    • benchmark
    • test

In addition, mis_E3, mis_test, and mis_watanabe (Ken Watanabe being one of the programmers) are all empty.

Unused Music#

demo_dayend_bad.w.32.dspadpcm.bfstm:
demo_dayend_good.w.32.dspadpcm.bfstm:

In Pikmin 2, if you got no treasure during the day, a dull remix of the sunset theme would play, and if that day you obtained 15 treasures or more, a happy remix would play. This doesn't happen with Pikmin 3‍ '​s fruits, although it looks like it was initially meant to.

Unused Upgrades#

The /content/CMCmn/keyitem folder has data for the upgrades in the game (from the devices that unlock new areas to the suit tools like the Scorch Guard). But it also has a series of unused – and weird – upgrades.

drcopt_radar#

It's The Key from Pikmin 2, on top of a blue pedestal. "drc" is the internal name for the KopPad, as well as the internal name for the Wii U GamePad.

energy#

Some white battery of sorts. It has a radiation symbol on the cyan label.

engine_*#

There are four "engine" upgrades, named from engine_1 to engine_4. They are colored bolts going through a gray nut. 1 is red, 2 is blue, 3 is yellow, and 4 is green.

test_item_1#

I'm getting a Mother 3 vibe off of this.

Louie lying down... inside a capsule?! Half of the capsule is fully blue, with some yellow rivets, while the other half has a see-through side. Louie is inside, and is not wearing a helmet.

test_keyitem_0#

Just like drcopt_radar, except it's a red, smaller pedestal.

test_keyitem_1#

Baby's first upgrade.

Some sort of control panel for a toddler. It's too simplistic to tell out exactly what it is. The blue base is a lot like the pedestal used on drcopt_radar, and it has 6 round buttons on top, surrounding a large yellow button.

Duplicates#

The following upgrades are almost exact duplicates of other unused upgrades, with no notable differences:

  • drcopt_radar_2 and navi are copies of drcopt_radar.
  • test_item_0 is a copy of engine_1.

Unused Objects#

There are a few objects that do not seem used in the slightest.

dragonball#

The joke is obvious.

A sphere with two placeholder textures, simply called dragonball. These textures are the dots on a Red Bulborb's back, one texture being the normal one, and another with a white back and grayish dot.

test_box#

You can put stuff in boxes, right? I guess this should be test_cube, then.

A cube with a checkerboard-patterned texture. The top and bottom sides, as well as two of the horizontal sides, have a white-gray pattern. Another side has a red-pink pattern, and the final one has a turquoise-light turquoise pattern.

Candypop Buds#

There is an unused bud, a large one resembling Pikmin/Pikmin 2 buds with purple tips on the petals that seems to eat Pikmin.
Other types of normal Candypop Buds can be created, including pikpik carrots and leaders.

Poison Geyser#

There is a poison geyser that seems to behave like a modified fire geyser, acting in exactly the same way but with an early poison effect. It remains largely functional, and even White Pikmin are immune to it just like the Poison hazards in Pikmin 2.

Floating Bar#

There is a floating bar entity which can be locked on, but it is intangible.

Unused Logic#

If the game is hacked to allow control of five leaders, swapping between them works just fine. What's impressive is that there is actually logic for drawing all five of their health icons on the HUD.

(Source: BielR3)

Leaders have damage parameters, but their punch ignores this.

Most enemies can be resized individually, although the function is never used.

Health ratios for individual enemies is modifiable.

Leaders and Pikmin can be spawned interchangeably, although this is likely just a minor bug due to their highly similar coding.

(Source: Nieton)

Unseen Details#

SPERO's Text#

999 out 1000 people can't understand this one hidden secret!

The SPERO in Mission Mode has a lens on it, and on its frame is some Koppaite text imprinted. Nobody would be able to understand why this text is so important because a) you need the Koppaite text cypher to understand what it says, which the regular player likely does not know, b) you'd need to zoom in the game camera more than what is allowed in order to see it, and c) you'd need to understand what the text is a reference to. The words on the lens read, when translated into English, "AUTOMATIC ULTRASCOPE". This is a reference to the Japanese name of a periscope toy released by Nintendo in 1971.

Inside the Palm Trees#

If you manage to place the camera inside the palm trees outside the Sandbelching Meerslug's arena, the tree's stump will be modeled. The radar is unrestricted when you enter a Defeat Bosses! mission, and becomes restricted like normal if you choose the pause menu's retry option. After you get it to work, you simply pan to the trees and look at the TV screen.

(Source: Dave)

References to Deleted Files#

Inside /CMCmn/system/resident.lst is a list of files that serves some unknown purpose. This list references some files that have since been removed from the final build, and comments them out with a "#" at the start. The following is a list of commented files:

  • system/mission_set/miset_mis_chappy_a.szs
  • system/mission_set/miset_mis_dun_conc_a.szs
  • system/mission_set/miset_mis_dun_conc_p.szs
  • system/mission_set/miset_mis_dungeon_a.szs
  • system/mission_set/miset_mis_dungeon_p.szs
  • system/mission_set/miset_mis_dungeon_t.szs
  • system/mission_set/miset_mis_dungeon_t2.szs
  • system/mission_set/miset_mis_E3_a.szs
  • system/mission_set/miset_mis_E3_n.szs
  • system/mission_set/miset_mis_E3_n2.szs
  • system/mission_set/miset_mis_E3_n3.szs
  • system/mission_set/miset_mis_E3_n4.szs
  • system/mission_set/miset_mis_E3_s.szs
  • system/mission_set/miset_mis_E3_z.szs
  • system/mission_set/miset_mis_island_a.szs
  • system/mission_set/miset_mis_jungle_a.szs
  • system/mission_set/miset_mis_kinoshita.szs
  • system/mission_set/miset_mis_kuma_a.szs
  • system/mission_set/miset_mis_kuma_p.szs
  • system/mission_set/miset_mis_miniland_a.szs
  • system/mission_set/miset_mis_miniland_p.szs
  • system/mission_set/miset_mis_miniland_z.szs
  • system/mission_set/miset_mis_novemb_a.szs
  • system/mission_set/miset_mis_novemb_p.szs
  • system/mission_set/miset_mis_shoot_a.szs
  • system/mission_set/miset_mis_slider_a.szs
  • system/mission_set/miset_mis_slider_n.szs
  • system/mission_set/miset_mis_slider_n2.szs
  • system/mission_set/miset_mis_slider_p.szs
  • system/mission_set/miset_mis_takemura_00.szs
  • system/mission_set/miset_mis_takemura_01.szs
  • system/mission_set/miset_mis_watanabe.szs
  • system/mission_set/miset_mis_y_test_a.szs
  • system/mission_set/miset_mis_yanma_a.szs
  • system/mission_set/miset_vs_antsnest.szs
  • system/mission_set/miset_vs_buildingblocks.szs
  • system/mission_set/miset_vs_flowerbed.szs
  • system/mission_set/miset_vs_pipeworld.szs
  • system/mission_set/miset_vs_sandbox.szs
  • system/vs_set/vsset_first_prototype.szs
  • system/vs_set/vsset_takemura.szs
  • system/vs_set/vsset_takemura01.szs
  • system/vs_set/vsset_takemura02.szs
  • system/vs_set/vsset_vs_kando_chichukai.szs
  • system/vs_set/vsset_vs_kando_pipe.szs
  • system/vs_set/vsset_vs_kando_small.szs
  • system/vs_set/vsset_vs_kando_triland.szs
  • system/vs_set/vsset_vs_pipeworld.szs
  • system/vs_set/vsset_vs_pipeworld2_test2.szs
  • system/vs_set/vsset_vs_puddle.szs

Funnily enough, all these files exist in the games Switch port.

Unused Text#

A portion of text went unused.

Normal text

Normal text.

WWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWW

Text width testing?

ケンチク

Architecture

ピクミン

Pikmin

Unlocalized text.

Unused Lock-on text#

There exists unused text for locking onto objects which can't usually be locked on to.

Object Name

Lock-on Text

Bomb

Bomb Rock

LightBulb

Light Bulb

Lotus

Lily Pad

Onyon

Onion

PikminHead

Pikmin Sprout

RockBall

Boulder

SnowBall

Snowball

Ufo

SS Drake

Wall359

Stubborn Rocks

Bridge20A
Bridge40A
Bridge40B
Bridge60A

Reassembled Bridge

ConnectLine

Electrode

Sango

Flower Pot

clover

Clover

cosmos

Cosmos

dongurinome

Oak Seedling

erigeron

Fleabane

hangesyou

Lizard Tail

hikarikinoko

Common Glowcap

ikariso

Barrenwort

inunohuguri

Speedwell

katabami

Sleeping Beauty

ooinu

Bird's Eye

pansy

Pansy

rose

Rose

suisen

Daffodil

tamokinoko

Rosy Parachute

tanpopo
tanpopo_hana

Dandelion

tanpopo_watage

Seeding Dandelion

toubana

Slender Wild Basil

turu_head

Vine Tip

turu_leaf

Vine Leaf

urikawa

Dwarf Arrowhead

Uncompiled AGL Files#

The CMCmn directory has two uncompiled files, one being for depth of field and the other for multifiltering.

dof_default.agldof:

<?xml version="1.0" encoding="utf-8"?>
<root>
    <header type="dof" date="time stamp : 1970/06/19 10:53:27" platform="cafe"/>
    <data>
        <param_array type="dof_root">
            <param name="enable" type="bool" value="true"/>
            <param name="start" type="f32" value="800.000000"/>
            <param name="end" type="f32" value="5500.000000"/>
            <param name="near_enable" type="bool" value="false"/>
            <param name="far_start" type="f32" value="600.000000"/>
            <param name="far_end" type="f32" value="500.000000"/>
            <param name="level" type="f32" value="6.000000"/>
            <param name="depth_blur" type="bool" value="false"/>
            <param name="depth_blur_add" type="f32" value="2.500000"/>
            <param name="indirect_enable" type="bool" value="false"/>
            <param name="indirect_tex_trans" type="vec2" value="0.000000 0.000000"/>
            <param name="indirect_tex_scale" type="vec2" value="1.000000 1.000000"/>
            <param name="indirect_tex_rotate" type="f32" value="0.000000"/>
            <param name="indirect_scale" type="f32" value="0.200000"/>
        </param_array>
    </data>
</root>

filter_capture_for_layout_default.aglmf:

<?xml version="1.0" encoding="utf-8"?>
<root>
    <header type="agl_multi_filter" date="time stamp : 2012/04/22 15:23:53" platform="pc"/>
    <data>
        <param_list type="agl_multi_filter_root">
            <param_list name="reduce">
                <param_list name="reduce_0">
                    <param_array name="param_array" type="reduce">
                        <param name="enable" type="bool" value="true"/>
                        <param name="active" type="bool" value="true"/>
                        <param name="save_index" type="int" value="0"/>
                        <param name="offset_adjust" type="f32" value="0.000000"/>
                        <param name="reduce_scale" type="int" value="1"/>
                    </param_array>
                </param_list>
                <param_list name="reduce_1">
                    <param_array name="param_array" type="reduce">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="offset_adjust" type="f32" value="0.000000"/>
                        <param name="reduce_scale" type="int" value="2"/>
                    </param_array>
                </param_list>
                <param_list name="reduce_2">
                    <param_array name="param_array" type="reduce">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="offset_adjust" type="f32" value="0.000000"/>
                        <param name="reduce_scale" type="int" value="2"/>
                    </param_array>
                </param_list>
                <param_list name="reduce_3">
                    <param_array name="param_array" type="reduce">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="offset_adjust" type="f32" value="0.000000"/>
                        <param name="reduce_scale" type="int" value="2"/>
                    </param_array>
                </param_list>
            </param_list>
            <param_list name="expand">
                <param_list name="expand_0">
                    <param_array name="param_array" type="expand">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="offset_adjust" type="f32" value="0.000000"/>
                        <param name="reduce_scale" type="int" value="2"/>
                    </param_array>
                </param_list>
                <param_list name="expand_1">
                    <param_array name="param_array" type="expand">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="offset_adjust" type="f32" value="0.000000"/>
                        <param name="reduce_scale" type="int" value="2"/>
                    </param_array>
                </param_list>
                <param_list name="expand_2">
                    <param_array name="param_array" type="expand">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="offset_adjust" type="f32" value="0.000000"/>
                        <param name="reduce_scale" type="int" value="2"/>
                    </param_array>
                </param_list>
                <param_list name="expand_3">
                    <param_array name="param_array" type="expand">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="offset_adjust" type="f32" value="0.000000"/>
                        <param name="reduce_scale" type="int" value="2"/>
                    </param_array>
                </param_list>
            </param_list>
            <param_list name="blur">
                <param_list name="blur_0">
                    <param_array name="param_array" type="blur">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="blur_type" type="int" value="4"/>
                        <param name="blur_num" type="int" value="1"/>
                    </param_array>
                </param_list>
                <param_list name="blur_1">
                    <param_array name="param_array" type="blur">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="blur_type" type="int" value="4"/>
                        <param name="blur_num" type="int" value="1"/>
                    </param_array>
                </param_list>
                <param_list name="blur_2">
                    <param_array name="param_array" type="blur">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="blur_type" type="int" value="4"/>
                        <param name="blur_num" type="int" value="1"/>
                    </param_array>
                </param_list>
                <param_list name="blur_3">
                    <param_array name="param_array" type="blur">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="blur_type" type="int" value="4"/>
                        <param name="blur_num" type="int" value="1"/>
                    </param_array>
                </param_list>
            </param_list>
            <param_list name="color_correction">
                <param_list name="color_correction_0">
                    <param_array name="param_array" type="color_correction">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                    </param_array>
                    <param_array name="color_correction" type="color_correction">
                        <param name="enable" type="bool" value="true"/>
                        <param name="tex_width" type="int" value="8"/>
                        <param name="hue" type="f32" value="0.000000"/>
                        <param name="saturation" type="f32" value="1.000000"/>
                        <param name="brightness" type="f32" value="1.000000"/>
                        <param name="gamma_r" type="f32" value="1.000000"/>
                        <param name="gamma_g" type="f32" value="1.000000"/>
                        <param name="gamma_b" type="f32" value="1.000000"/>
                        <param name="level" type="curve4">
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</param>
                        <param name="level_r_num" type="int" value="9"/>
                        <param name="level_g_num" type="int" value="9"/>
                        <param name="level_b_num" type="int" value="9"/>
                        <param name="level_r_p0" type="vec3" value="0.000000 0.000000 0.500000"/>
                        <param name="level_r_p1" type="vec3" value="0.500000 0.500000 0.500000"/>
                        <param name="level_r_p2" type="vec3" value="1.000000 1.000000 0.500000"/>
                        <param name="level_r_p3" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p4" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p5" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p6" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p7" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p8" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p9" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p0" type="vec3" value="0.000000 0.000000 0.500000"/>
                        <param name="level_g_p1" type="vec3" value="0.500000 0.500000 0.500000"/>
                        <param name="level_g_p2" type="vec3" value="1.000000 1.000000 0.500000"/>
                        <param name="level_g_p3" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p4" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p5" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p6" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p7" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p8" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p9" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p0" type="vec3" value="0.000000 0.000000 0.500000"/>
                        <param name="level_b_p1" type="vec3" value="0.500000 0.500000 0.500000"/>
                        <param name="level_b_p2" type="vec3" value="1.000000 1.000000 0.500000"/>
                        <param name="level_b_p3" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p4" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p5" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p6" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p7" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p8" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p9" type="vec3" value="1.000000 1.000000 1.000000"/>
                    </param_array>
                </param_list>
                <param_list name="color_correction_1">
                    <param_array name="param_array" type="color_correction">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                    </param_array>
                    <param_array name="color_correction" type="color_correction">
                        <param name="enable" type="bool" value="true"/>
                        <param name="tex_width" type="int" value="8"/>
                        <param name="hue" type="f32" value="0.000000"/>
                        <param name="saturation" type="f32" value="1.000000"/>
                        <param name="brightness" type="f32" value="1.000000"/>
                        <param name="gamma_r" type="f32" value="1.000000"/>
                        <param name="gamma_g" type="f32" value="1.000000"/>
                        <param name="gamma_b" type="f32" value="1.000000"/>
                        <param name="level" type="curve4">
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</param>
                        <param name="level_r_num" type="int" value="9"/>
                        <param name="level_g_num" type="int" value="9"/>
                        <param name="level_b_num" type="int" value="9"/>
                        <param name="level_r_p0" type="vec3" value="0.000000 0.000000 0.500000"/>
                        <param name="level_r_p1" type="vec3" value="0.500000 0.500000 0.500000"/>
                        <param name="level_r_p2" type="vec3" value="1.000000 1.000000 0.500000"/>
                        <param name="level_r_p3" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p4" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p5" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p6" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p7" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p8" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p9" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p0" type="vec3" value="0.000000 0.000000 0.500000"/>
                        <param name="level_g_p1" type="vec3" value="0.500000 0.500000 0.500000"/>
                        <param name="level_g_p2" type="vec3" value="1.000000 1.000000 0.500000"/>
                        <param name="level_g_p3" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p4" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p5" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p6" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p7" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p8" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p9" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p0" type="vec3" value="0.000000 0.000000 0.500000"/>
                        <param name="level_b_p1" type="vec3" value="0.500000 0.500000 0.500000"/>
                        <param name="level_b_p2" type="vec3" value="1.000000 1.000000 0.500000"/>
                        <param name="level_b_p3" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p4" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p5" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p6" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p7" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p8" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p9" type="vec3" value="1.000000 1.000000 1.000000"/>
                    </param_array>
                </param_list>
                <param_list name="color_correction_2">
                    <param_array name="param_array" type="color_correction">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                    </param_array>
                    <param_array name="color_correction" type="color_correction">
                        <param name="enable" type="bool" value="true"/>
                        <param name="tex_width" type="int" value="8"/>
                        <param name="hue" type="f32" value="0.000000"/>
                        <param name="saturation" type="f32" value="1.000000"/>
                        <param name="brightness" type="f32" value="1.000000"/>
                        <param name="gamma_r" type="f32" value="1.000000"/>
                        <param name="gamma_g" type="f32" value="1.000000"/>
                        <param name="gamma_b" type="f32" value="1.000000"/>
                        <param name="level" type="curve4">
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</param>
                        <param name="level_r_num" type="int" value="9"/>
                        <param name="level_g_num" type="int" value="9"/>
                        <param name="level_b_num" type="int" value="9"/>
                        <param name="level_r_p0" type="vec3" value="0.000000 0.000000 0.500000"/>
                        <param name="level_r_p1" type="vec3" value="0.500000 0.500000 0.500000"/>
                        <param name="level_r_p2" type="vec3" value="1.000000 1.000000 0.500000"/>
                        <param name="level_r_p3" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p4" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p5" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p6" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p7" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p8" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p9" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p0" type="vec3" value="0.000000 0.000000 0.500000"/>
                        <param name="level_g_p1" type="vec3" value="0.500000 0.500000 0.500000"/>
                        <param name="level_g_p2" type="vec3" value="1.000000 1.000000 0.500000"/>
                        <param name="level_g_p3" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p4" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p5" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p6" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p7" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p8" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p9" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p0" type="vec3" value="0.000000 0.000000 0.500000"/>
                        <param name="level_b_p1" type="vec3" value="0.500000 0.500000 0.500000"/>
                        <param name="level_b_p2" type="vec3" value="1.000000 1.000000 0.500000"/>
                        <param name="level_b_p3" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p4" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p5" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p6" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p7" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p8" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p9" type="vec3" value="1.000000 1.000000 1.000000"/>
                    </param_array>
                </param_list>
                <param_list name="color_correction_3">
                    <param_array name="param_array" type="color_correction">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                    </param_array>
                    <param_array name="color_correction" type="color_correction">
                        <param name="enable" type="bool" value="true"/>
                        <param name="tex_width" type="int" value="8"/>
                        <param name="hue" type="f32" value="0.000000"/>
                        <param name="saturation" type="f32" value="1.000000"/>
                        <param name="brightness" type="f32" value="1.000000"/>
                        <param name="gamma_r" type="f32" value="1.000000"/>
                        <param name="gamma_g" type="f32" value="1.000000"/>
                        <param name="gamma_b" type="f32" value="1.000000"/>
                        <param name="level" type="curve4">
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</param>
                        <param name="level_r_num" type="int" value="9"/>
                        <param name="level_g_num" type="int" value="9"/>
                        <param name="level_b_num" type="int" value="9"/>
                        <param name="level_r_p0" type="vec3" value="0.000000 0.000000 0.500000"/>
                        <param name="level_r_p1" type="vec3" value="0.500000 0.500000 0.500000"/>
                        <param name="level_r_p2" type="vec3" value="1.000000 1.000000 0.500000"/>
                        <param name="level_r_p3" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p4" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p5" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p6" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p7" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p8" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_r_p9" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p0" type="vec3" value="0.000000 0.000000 0.500000"/>
                        <param name="level_g_p1" type="vec3" value="0.500000 0.500000 0.500000"/>
                        <param name="level_g_p2" type="vec3" value="1.000000 1.000000 0.500000"/>
                        <param name="level_g_p3" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p4" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p5" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p6" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p7" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p8" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_g_p9" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p0" type="vec3" value="0.000000 0.000000 0.500000"/>
                        <param name="level_b_p1" type="vec3" value="0.500000 0.500000 0.500000"/>
                        <param name="level_b_p2" type="vec3" value="1.000000 1.000000 0.500000"/>
                        <param name="level_b_p3" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p4" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p5" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p6" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p7" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p8" type="vec3" value="1.000000 1.000000 1.000000"/>
                        <param name="level_b_p9" type="vec3" value="1.000000 1.000000 1.000000"/>
                    </param_array>
                </param_list>
            </param_list>
            <param_list name="change_format">
                <param_list name="change_format_0">
                    <param_array name="param_array" type="change_format">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="format" type="int" value="0"/>
                        <param name="comp_sel_r" type="int" value="0"/>
                        <param name="comp_sel_g" type="int" value="1"/>
                        <param name="comp_sel_b" type="int" value="2"/>
                        <param name="comp_sel_a" type="int" value="5"/>
                    </param_array>
                </param_list>
                <param_list name="change_format_1">
                    <param_array name="param_array" type="change_format">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="format" type="int" value="0"/>
                        <param name="comp_sel_r" type="int" value="0"/>
                        <param name="comp_sel_g" type="int" value="1"/>
                        <param name="comp_sel_b" type="int" value="2"/>
                        <param name="comp_sel_a" type="int" value="5"/>
                    </param_array>
                </param_list>
                <param_list name="change_format_2">
                    <param_array name="param_array" type="change_format">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="format" type="int" value="0"/>
                        <param name="comp_sel_r" type="int" value="0"/>
                        <param name="comp_sel_g" type="int" value="1"/>
                        <param name="comp_sel_b" type="int" value="2"/>
                        <param name="comp_sel_a" type="int" value="5"/>
                    </param_array>
                </param_list>
                <param_list name="change_format_3">
                    <param_array name="param_array" type="change_format">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="format" type="int" value="0"/>
                        <param name="comp_sel_r" type="int" value="0"/>
                        <param name="comp_sel_g" type="int" value="1"/>
                        <param name="comp_sel_b" type="int" value="2"/>
                        <param name="comp_sel_a" type="int" value="5"/>
                    </param_array>
                </param_list>
            </param_list>
            <param_list name="color_drift">
                <param_list name="color_drift_0">
                    <param_array name="param_array" type="color_drift">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="drift_r" type="vec2" value="0.000000 0.000000"/>
                        <param name="drift_g" type="vec2" value="0.000000 0.000000"/>
                        <param name="drift_b" type="vec2" value="0.000000 0.000000"/>
                    </param_array>
                </param_list>
                <param_list name="color_drift_1">
                    <param_array name="param_array" type="color_drift">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="drift_r" type="vec2" value="0.000000 0.000000"/>
                        <param name="drift_g" type="vec2" value="0.000000 0.000000"/>
                        <param name="drift_b" type="vec2" value="0.000000 0.000000"/>
                    </param_array>
                </param_list>
                <param_list name="color_drift_2">
                    <param_array name="param_array" type="color_drift">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="drift_r" type="vec2" value="0.000000 0.000000"/>
                        <param name="drift_g" type="vec2" value="0.000000 0.000000"/>
                        <param name="drift_b" type="vec2" value="0.000000 0.000000"/>
                    </param_array>
                </param_list>
                <param_list name="color_drift_3">
                    <param_array name="param_array" type="color_drift">
                        <param name="enable" type="bool" value="false"/>
                        <param name="active" type="bool" value="false"/>
                        <param name="save_index" type="int" value="-1"/>
                        <param name="drift_r" type="vec2" value="0.000000 0.000000"/>
                        <param name="drift_g" type="vec2" value="0.000000 0.000000"/>
                        <param name="drift_b" type="vec2" value="0.000000 0.000000"/>
                    </param_array>
                </param_list>
            </param_list>
        </param_list>
    </data>
</root>

Revisional Differences#

To do:
Document changes in the Switch version. Includes some arguably detrimental ones like removed controls and reduced difficulty.

  • Version 1.1.0: adds SpotPass and Miiverse functionality. The player can also view world record scores for completing the game.
  • Versions 1.2.0 and 1.3.0: add new challenges to the game, with each containing 5 new challenges. Record scores can now also be seen for individual stages in either Solo or Co-Op.
  • Version 1.4.0: adds some more DLC missions. Changes how the main character falls into an abyss.
  • Version 2.0.0: adds an additional control scheme, where the player uses the GamePad and the Stylus to control their Pikmin. It works much like Pikmin Adventure from Nintendo Land.

(Source: Pikipedia)

Internal Project Name#

The project's internal name is "Carrot", according to the file carrot.rpx, and the line d:\home\Project\Carrot\trunk2\buildtools\make\bin\eu\CAFE\Product\carrot.rpx inside it. A reference to the pikpik carrots, perhaps? The internal name may also be reflected in the game's two-letter code "C3" ("C" for Carrot and "3" for Pikmin 3).