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Mario & Sonic at the Olympic Games (Wii)

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Title Screen

Mario & Sonic at the Olympic Games

Also known as: Mario & Sonic at Beijing Olympics (JP), Mario & Sonic aux Jeux Olympiques (FR)
Developers: Sega, Racjin
Publishers: Nintendo (JP/KR), Sega (US/EU/AU)
Platform: Wii
Released in JP: November 22, 2007
Released in US: November 6, 2007
Released in EU: November 23, 2007
Released in AU: November 22, 2007
Released in KR: May 29, 2008

AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
MinigameIcon.png This game has unused modes / minigames.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.

See, this is why server preservation is important.
This game's online features are no longer supported.
While this game's online features were once accessible, they are (as of May 20, 2014) no longer officially supported and online-exclusive features may be documented as now-unseen content.
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Mario & Sonic at the Olympic Games is Sega's first in-house Olympic video game based on the Games of the XXIX Olympiad Beijing 2008 (the other one was an actual Beijing 2008 video game for HD consoles), developed in cooperation with Nintendo and featuring both companies' mascots, Mario and Sonic who wind up in a game together that isn't about beating each other up. It isn't the last.

Unused Events

In addition to the 24 events featured in the game, there is an additional 10 events left unused, which makes up for a total of 34 planned events.

All of these unused events will throw an error on Dolphin upon loading, and will crash on console, but if the error is ignored, the event can be loaded.

Using the Gecko Code 04553404 XXXXXXXX on US versions of the game allows you to load into any of these events by selecting any event in Single Match Mode. Replace XXXXXXXX with the hexadecimal ID of the event.

The internal list of events are as follows:

Event ID (Decimal) Event ID (Hex) Event Name Used?
0 00000000 Athletics - 100m Yes
1 00000001 Athletics - 400m Yes
2 00000002 Athletics - 800m No
3 00000003 Athletics - 4x100m Relay Yes
4 00000004 Athletics - 110m Hurdles Yes
5 00000005 Athletics - 400m Hurdles Yes
6 00000006 Athletics - Long Jump Yes
7 00000007 Athletics - Triple Jump Yes
8 00000008 Athletics - High Jump Yes
9 00000009 Athletics - Pole Vault Yes
10 0000000a Athletics - Hammer Throw Yes
11 0000000b Athletics - Javelin Throw Yes
12 0000000c Aquatics - 100m Freestyle Yes
13 0000000d Aquatics - 400m Freestyle No
14 0000000e Aquatics - 4x100m Freestyle Yes
15 0000000f Gymnastics - Trampoline Yes
16 00000010 Gymnastics - Vault Yes
17 00000011 Shooting - Double Trap No
18 00000012 Shooting - Skeet Yes
19 00000013 Archery - Archery Yes
20 00000014 Fencing - Individual epée Yes
21 00000015 Rowing - Single Sculls Yes
22 00000016 Rowing - Quadruple Sculls No
23 00000017 Table Tennis - Singles Yes
24 00000018 Dream Race Yes
25 00000019 Dream Hammer Throw No
26 0000001a Dream Platform Yes
27 0000001b Dream Shooting No
28 0000001c Dream Archery No
29 0000001d Dream Rowing No
30 0000001e Dream Fencing Yes
31 0000001f Dream Table Tennis Yes
32 00000020 Football No
33 00000021 Dream Basketball No

(Source: McKrak)

Every unused event exhibits some unique quirks. Each of the event's introduction screens have a zoom blur applied for some reason. The Controls pages are all either left blank or reuses the controls pages for the 100m event. All the games are listed as supporting play with or without the Nunchuck. Almost all of these events have no 'gameplay', and just lead straight to the results when the event is started. In almost all the events, every player is a COM controlled Mario. The first COM controlled Mario (which the game thinks is you, the player), will end in 1st in each unused event. However, most of the unused events do not show his model, and in those unused events, the awards ceremonies that follow do not show his model either. In all unused events, the models for the medals do not exist either, thus, they are not shown.

Athletics - 800m

The 800m race takes place in the National Stadium, the same venue as other Athletics Events like the 100m and 400m. There are seven pages in the tutorial screen, the first stating the control style, and the rest being blank. This event also has World Record (WR) and Olympic Record (OR) data, being set at 1:41.11 and 1:42.58 respectively, which accurate to the at-the-time WR and OR holders, Wilson Kipketer of Denmark and Vebjørn Rodal of Norway.

Starting the event immediately takes you to the results, where eight Marios finish at the same time of 3:23.647 exactly.

Aquatics - 400m Freestyle

The 400m Freestyle takes place in the National Aquatics Center. It is the same venue as the other Aquatics events. The WR and OR for this event are 3:40.08 and 3:40.59, respectively, both belonging to Ian Thorpe of Australia.

Starting the event immediately takes you to the results. Four Marios finish in 3:23.647.

Shooting - Double Trap

In addition to Skeet, there was also another planned Shooting event, Double Trap. This event would be ultimately cut, although would eventually make an appearance in the Nintendo 3DS version of Mario & Sonic at the London 2012 Olympic Games and reused in the 3DS version of Mario & Sonic at the Rio 2016 Olympic Games as a training event. It takes place at the Beijing Shooting Range Clay Target Field, the same location where Skeet takes place. This event reuses the controls pages from 100m.

The event finishes with eight Marios finishing with 0 points. Despite this, your Mario still celebrates and is rewarded with a nonexistent gold medal.

Rowing - Quadruple Sculls

Rowing was also going to have an additional variant, Quadruple Sculls. The text at the event's starting screen claims it takes place at the Shunyi Olympic Rowing-Canoeing Park, however it is not the same location. In fact, it is somewhere completely different, not quite existing in the real world, but as a made-up location for a Dream event! This is confirmed by a sign at the start showing the message "DREAM BOAT", as well as flashing lights making up the word "DREAM".

We can look around the area by moving the game's camera around, revealing more of this unused location.

The event seems to take place in a tropical area, with star-shaped and floating islands. Audience in large stands can be seen throughout the race. A volcano can also be seen in the distant background, too.

Near the end of the race, more flashing strobes make up the word "DREAM", with star-shaped stands housing the audience on one side and docked boats can be seen on the other end, featuring emblems of various Mario & Sonic characters on their design. Additionally, one of the docks has a unique pattern of suns, hearts, moons, and stars.

Unlike the other unused events, this one behaves differently. Rather than immediately being taken to the results up starting, the game takes you to a shot of several characters T-posing at the same point in the middle of an ocean. There is no music or sound that plays, and nothing happens. The game is not soft locked, however, as the player may open the pause menu and quit the game from there.

Dream Hammer Throw

As for the Dream Events, there are five (six, if counting Football as a Dream Event) unused, giving us a total of 9-10 planned Dream Events that were supposed to be in the game, with only 4 of them making the cut.

The first of many is Dream Hammer Throw. It's just called "Hammer Throw" by the game, though we can infer it is a Dream Event by the unique Star icon for the game, as well as the otherworldly designs of these areas. It is listed as supporting both Wii Remote and Nunchuck, and only Wii Remote playstyles. There are 4 pages in the controls menu, with the first explaining the game's playstyle, and the rest being blank.

The game is immediately taken to the results upon starting it, with four Marios ranked 1st through 4th, each with 0 points. Unlike the previous unused games, now Mario's model is not visible anymore, being just as nonexistent as his medal. His voice can still be heard, though. In the Awards Ceremony, the podium intersects with the pipe.

Moving the camera around, we can see more of this game's scenery. It appears to take place in a barren wasteland during a sunset, where one end a sun setting can be seen, and on the other end the moon is visible too. In the center is an arena-like area, with four holes on each end, four totem pole-like structures on every other end, and a green pipe in the center. The arena is surrounded by a wire mesh fence, and on one of the ends is the hammer cage seen in the regular Hammer Throw event. It is unknown how exactly the game would be played.

Dream Shooting

Dream Shooting is another unused event. However, a model was not created for it, thus the entire event takes place in a black, empty void. Four controls pages are left blank, expect the first, which states the control style. The only models visible are the podium and confetti that appears during the Awards Ceremony.

Four Marios finish with 0 points each.

Dream Shooting would make an appearance in the Nintendo DS Version of Mario & Sonic at the Olympic Games.

Dream Archery

Dream Archery is another unused event, though this time it takes place in the same area as regular Archery. It goes to the results screen upon starting, like most other unused events.

Eight Marios finish with a time of 35:23.647. For some reason, Dream Archery's score is measured in time, unlike in points as regular Archery is.

Dream Rowing

Dream Rowing is another unused event that takes place in the same location as Rowing - Quadruple Sculls. This game seems to be what the area was meant for, as this is a Dream Event. There are five pages of controls: 4 left blank, and 1 explaining the game's control style.

Unlike Quadruple Sculls, this event immediately takes you to the results upon start, like most unused events do. Four Marios finish with 0 points.

A similar Dream Event would appear in the DS version of Mario & Sonic at the Olympic Games, Dream Canoe.


Football is another unused event. It is unknown whether this is another Dream Event, or a regular event. Despite showing a star as the game's icon, it takes place in an Olympic area. It is also neither a regular event nor a Dream Event in the final game. It uses the control pages from 100m and takes place at the National Stadium.

However, starting the event actually starts a broken version of the ending cutscene. The first half of it is a black screen. The other half shows your character in a T-pose in the middle of the Stadium, on a podium next to a stand for a trophy, with no trophy on it. The character that is on the podium actually respects your character choice, unlike defaulting to Mario. The game will then cut to the credits, where no images that normally appear in the credits show.

After the credits finish rolling, the game is taken to the results, with each character finishing with a time of 35:23.647. The character manually selected will appear first, with every subsequent non-human character appearing as Mario (though is not labeled as a COM). Player's ranks do not appear in the results screen of this event.

Dream Basketball

The last unused event, and last Dream Event, is Dream Basketball. There are six pages of controls for this game: 5 left blank, and 1 explaining the control style for this game.

The game takes place in a space-like area. Dense clouds cover the ground. Several planets and shooting stars can be seen in the distance, along with a moon, and a rotating space station.

Four Marios finish with a score of 0 points.

This Dream Event would appear in the Nintendo DS version of Mario & Sonic at the Olympic Games, though it would not take in space.

Unused Characters

To do:

Silver, Jet, Cream, Big the Cat, Espio, Charmy, Rouge, Donkey Kong, Birdo, Shy Guy, Boo, Bullet Bill, Lakitu, Goomba, Kiki the Monkey Badnik as well as 2 other robots from the Sonic series all have data to be playable characters, but are only accessible through hacking. Some characters load better than others. For example, some will prep for the 100m dash, while some will just T-pose. Furthermore, only select games are actually playable with a few of the non original 16 characters, while others result in the game softlocking.

These unused characters can be loaded by using the Gecko codes below. ONLY ONE override code is to be used.

Player Override CPU Override Player List
041CD914 60000000
0041CDE70 60000000
06553454 00000040

The game can handle up to 16 different (or the same) characters. Here, "XXXXXXXX" is to be replaced by whichever character you wish to take that slot. These go in sequential order. For example, first XXXXXXXX is player 1, second is player 2 etc.

Character Code
Mario 00000000
Luigi 00000001
Peach 00000002
Daisy 00000003
Yoshi 00000004
Birdo 00000005
Bowser 00000006
Donkey Kong 00000007
Wario 00000008
Waluigi 00000009
Sonic 0000000A
Tails 0000000B
Knuckles 0000000C
Amy 0000000D
Shadow 0000000E
Eggman 0000000F
Silver 00000010
Vector 00000011
Jet 00000012
Blaze 00000013
Shy Guy 00000014
Toad 00000015
Lakitu 00000016
Charmy 00000017
Espio 00000018
Cream 00000019
Boo 0000001A
Bullet Bill 0000001B
Goomba 0000001C
Eggman Robot 1 0000001D
Eggman Robot 2 0000001E
Kiki (SA1 Monkey Badnik) 0000001F
Big the Cat 00000020
Mii 1 00000021
Mii 2 00000022
Mii 3 00000023
Mii 4 00000024

(Source: final kaoss)

Cream appears in the final version of the game as a referee. Donkey Kong and Silver are playable in Mario & Sonic at the Olympic Winter Games (in which Goomba gets a cameo) and Mario & Sonic at the London 2012 Olympic Games . Jet, Rouge, Birdo, Cream and Espio only became guest playable characters in Mario & Sonic at the Rio 2016 Olympic Games. Cream and Birdo are exclusive to the 3DS version.

Unused Music

Dream Canoe Music

A high-quality version of the Dream Canoe event from the Nintendo DS version of Mario & Sonic at the Olympic Games exists in the files of the Wii version but was left unused. It would have presumably been used in either Dream Rowing or Quadruple Sculls.

Rank 2nd

There is an unused song for completing an event in 2nd place.

Rank 3rd

There is also an unused song for 3rd place. The final game replaces both this and the 2nd place theme with the 1st place theme.

Gallery: Replay Mini Game

This song was possibly going to be used in the Voice Memory mini game. A similar song was used in the DS version for the "Replay" mini game, a game that is very similar to the "Repeat After the Character" mini game.

Unused Track 1

A very tropical mambo. This could have been meant for either Dream Rowing, Quadruple Sculls, or neither.

Unknown Track 2

The intro of this song suggests that it may have had something to do with space. It may have been used for Dream Basketball.

Unknown Track 3

An intense-sounding track. It is unknown what this could've been used for, though it may be for one of the remaining unused Dream Events.


Unusual Music Length

While almost every other Wii game with BRSTMs for its music uses looping points in order to loop its audio, this game instead makes most of its music repeat in the audio stream several times. This causes the length of what would normally be a typical one-minute track anywhere from five minutes all the way up to nearly thirteen minutes before fading out. While the fade out usually can't be heard if the game is played normally, if one were to hang on the pause screen (the music still plays in the pause screen), an event, or a menu, eventually the audio will slowly fade out, before the whole song loops back again from the very beginning.

This also leads to the music of the game having an overwhelming large size for a Wii game, taking up more combined space than the actual game itself. Neither of its 2010 or 2012 sequels on the Wii does this, making this game an anomaly when it comes to audio.