New Super Mario Bros. Wii
New Super Mario Bros. Wii |
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Developer:
Nintendo
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New Super Mario Bros. Wii takes the revamped 2D side-scrolling action from the DS title and kicks it up a notch by what many fans would consider a dream come true: simultaneous cooperative multiplayer in the main game. It also marks the return of Yoshi, the Koopalings, and Kamek, and pretty much set the standard for the Mario universe in the years that followed.
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Contents
Subpages
Unused Objects New hits and old favorites. |
Unused Level Features Things that just don't come into play. |
Unused Graphics Quite a lot of graphics ended up getting scrapped. |
Version Differences The US and European translators can't seem to agree with each other. |
Tournament Mode
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From February to March 2010, Nintendo hosted a Coin Battle tournament in Japan (NewスーパーマリオブラザーズWii コインバトル日本一決定戦). This apparently used a special version of the game. There was also a "Coin Battle Championship" in Italy and a "National Coin Challenge" in Australia, but for the latter at least, it seems like the retail version of the game was used.
Interestingly, layout files for some of the special screens used for the tournament still exist, but only in the Korean, Taiwanese, and NVIDIA Shield TV versions, which were built after the tournament. They are "MultiCourseSelect_tournament" and "MultiCourseSelect_tournamentButton". There are also code leftovers in the Korean, Taiwanese, and NVIDIA Shield TV versions. There are strings that reference layout files and actors that aren't in the other versions, "MULTI_COURSE_SELECT_TOURNAMENT" and "MULTI_COURSE_SELECT_TOURNAMENT_BUTTON".
E3 Demo Leftovers
There are a few leftovers from the E3 2009 demo (which was also used at later events that year).
Text
You can play for 10 minutes. After 10 minutes, the session will automatically end.
This was shown on the title screen.
EVENT VERSION
Same as above.
Thank you for playing! You can continue your adventure in the retail version!
Displayed when the session ended.
Layout
To do: get a proper render of this |
"timeUp_trialPlay" is the session-end screen layout and is present in the Korean and NVIDIA Shield TV versions.
Unused Hint Movies
There are a total of 82 hint movies. While 62 of them are used, the rest of them go unused. They mostly contain Super Skills, and are broken due to the level layout being different from when the inputs were recorded.
1-3: Four unused Super Skills 2-2: Four unused Super Skills 2-5: Three unused Super Skills 3-2: One unused Infnite 1-Ups 3-5: Three unused Super Skills 6-Castle: One unused Super Skills 7-Tower: One unused Star Coin & one Super Skill 9-8: Two unused Super Skills
World 7-Tower
Star Coin
~ Player jumps on Bullet Bills to get 1-Ups ~ Collects the first star coin above the Banzai Bill ~ Breaks the hidden block and jumps onto the roof ~ He goes into the pipe and collects the second star coin ~ Jumps onto the moving platform and kills himself
Super Skills
~ Player starts with a Propeller Suit ~ The player gets hurt two times ~ Shows the secret exit
Unused Animations
Big/Medium Goomba
The Big/Medium Goomba model has one unused animation in which it becomes flattened. It is different from the small Goombas' flattening animation.
Midway Flag
- swing_L
- swing_R
These both were likely used with early versions of the model, because they do not fit the current bone structure of the model and look wrong when these animations are used through hacking.
Yoshi
To do: Confirm this is an unused animation, and if so rip it and get its name |
As seen in this video, if Yoshi is hacked into a tower/castle level, he has an unused animation at the beginning of the boss fight that is similar to the one Mario, Luigi, and the Toads use. This suggests that players were able to carry Yoshi across levels during development (similar to Super Mario World), but this feature was scrapped at some point.
Unused Behaviors
- Spike Tops and Chain Chomps can be bounced off with Yoshi. The former is also unused in New Super Mario Bros. U but the latter doesn't work in that game. Both are used in Super Mario Maker.
- Chain Chomps, Thwomps and Prickly Goombas have hitboxes that are impenetrable by Yoshi's tongue.
- Switches can be pressed by Yoshi, even when the player is not riding Yoshi.
- Dry Bones have the standard behaviour for overworld enemies being in water (splashing when entering and moving slowly when in).
- Yoshi detaches from Mario if they are enter water.
Unused Lighting Setting
There is an unused "dark" lighting setting which causes triangular light beams to be generated by each player. The beams face the same way as the players and each can be rotated between 0 and 180 degrees by tilting the relevant Wii Remote.
Unused Text
test1
First message in the file with obvious purpose. In the Japanese, USA Spanish text, it is the same, the meaning is the same, except there is no "1" on the end.
Story Mode
Seems to a label for the main mode on the menu.
VS Mode
As you make progress in Story mode, you'll unlock more courses to play in VS mode.
Seems to be text for an early/scrapped multiplayer mode.
Select a Mode
Another piece of unused text for the main menu.
SCORE
COINS
ENEMIES
These aren't capitalised in the final Free for All, but they are in the early multiplayer mode that was seen in the E3 2009 demo. "SCORE" is "トータル" ("total") in the Japanese text.
LIVES LEFT
A leftover from the early multiplayer mode that was seen in the E3 2009 demo.
Unused Audio
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Many, if not all, the sound waves that were in NSMB are also present here with their original filenames.
Streams
There exists a single unused track in the game, named cheepfanfare_lr.ry.32
The BRSAR has a entry called "STRM_BGM_DEMO_OMAKE" (demo = cutscene, omake = bonus), but there is no BRSTM to go along with it.
Sound Effects
To do: Sounds 1648 to 1846 seem to be ported straight from NSMB's sounds (with some of them playing improperly). Are they changed at all and are any of them used? |
135 - SE_SYS_CTRL_0_CONNECTED_RC
Inaudible.
137 - SE_SYS_CTRL_1_CONNECTED_RC
Inaudible.
139 - SE_SYS_CTRL_2_CONNECTED_RC
Inaudible.
141 - SE_SYS_CTRL_3_CONNECTED_RC
Inaudible.
181 - SE_SYS_ONE_DOWN
Inaudible. Used in New Super Mario Bros.
181 - SE_SYS_STOCK_ITEM
Used in New Super Mario Bros.
182 - SE_SYS_STOCK_ITEM_USE
Used in New Super Mario Bros.
306 - SE_PLY_JUMP_CLIFF
Inaudible.
307 - SE_PLY_SCALE_CLIFF
Inaudible.
332 - SE_PLY_OTHER_OFF
Inaudible.
333 - SE_PLY_BREAK_FREE
Inaudible.
334 - SE_PLY_BREAK_FREE_PRPL
Inaudible.
354 - SE_PLY_PNGN_WATER_SLIDE
Inaudible.
359 - SE_OBJ_RADAR_ONPU
"Onpu" means "note". This could be related to the strange note icon seen in the E3 2009 trailer.
360 - SE_OBJ_RADAR_ONPU_1
xxxx
361 - SE_OBJ_RADAR_ONPU_2
xxxx
362 - SE_OBJ_RADAR_ONPU_3
xxxx
363 - SE_OBJ_RADAR_ONPU_4
xxxx
364 - SE_OBJ_RADAR_ONPU_5
xxxx
365 - SE_OBJ_RADAR_ONPU_1_1
xxxx
366 - SE_OBJ_RADAR_ONPU_2_1
xxxx
367 - SE_OBJ_RADAR_ONPU_3_1
xxxx
368 - SE_OBJ_RADAR_ONPU_4_1
xxxx
369 - SE_OBJ_RADAR_ONPU_5_1
xxxx
370 - SE_OBJ_ONPU
xxxx
498 - SE_EMY_IGAKURIBO_OPEN
"IGAKURIBO" refers to the Chestnut Goomba.
499 - SE_EMY_IGAKURIBO_OPEN
xxxx
566 - SE_OBJ_GET_COIN_OLD
A coin sounds similar to the SMB and NSMB coin sound, but cut off earlier and with a slight echo.
681 - SE_OBJ_RC_CANNON_READY
Inaudible. "RC_CANNON" refers to the Wii Remote-controlled cannons in the Green Toad Houses.
686 - SE_OBJ_RC_LIFTLINE_MOVE
Inaudible. Possibly refers to the Wii Remote-controlled on-track lifts, as the sounds for those come right before this one.
691 - SE_OBJ_SUISHA_ROLL
Inaudible.
752 - SE_OBJ_FREE_FALL
Inaudible.
756 - SE_OBJ_RC_FENCE_ROLL
Inaudible.
868 - SE_VOC_MA_THANK_YOU
Inaudible. There is no equivalent for the other players.
1080 - SE_VOC_ITEM_KO_CRY_FAR
Inaudible. "ITEM_KO" refers to the Toads that Mario has to rescue.
1080 - SE_VOC_ITEM_KO_CRY_MID
"
1080 - SE_VOC_ITEM_KO_CRY_NEAR
"
1275 - SE_VOC_BOSS_KP_CS_LAUGH
Bowser ("KP") doesn't appear in the World Map ("CS").
1524 - SE_MG_UH_LIFT_START
Inaudible. "MG" refers to Toad Houses and Enemy Battles.
1531 - SE_MG_UH_LIFT_STOP
Inaudible. "MG" refers to Toad Houses and Enemy Battles.
1633 - SE_OBJ_CS_KINOPIO_HERE
Inaudible.
1561 - SE_PLY_FOOTNOTE_CS_YOSHI
You can't bring Yoshi onto the World Map. This might just be a case of copy-pasted in-level footnote sound effects, rather than evidence that it was planned for the player to be able to bring Yoshi on the map.
Early Features
In prerelease screenshots, we see that the game originally had a Red and a Blue Yoshi. They were changed to Pink and Light Blue in the final version. The filenames for the Yoshi models, though, still follow the old colouring: Y_tex_red.arc, Y_tex_blue.arc.
The game was originally going to have Mega Mario, but it seems to have been canned very early on - EN_ITEM (the actor which manages the various powerup items) has an empty value which loads a mushroom model from I_big_kinoko.arc, but it crashes the game when used, and it does not have any other code which uses the value. There is no way to enable it without ASM hacking.
The file I_big_kinoko.arc does not exist, and it is not referenced by the game otherwise. Also, as other evidence of Mega Mario having been planned, the "flying pipe" objects were ported over from New Super Mario Bros. but are not used in the final game.
Oddities
Pipe Joint
Early | Final |
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The pipe joint texture used in the World 6 Map and the World 6 Map icon depicts an earlier pipe joint. It can also be seen in the E3 2009 demo version.
World 7 Cliff
Early | Final |
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The cliff model used in the World 7 Map depicts an earlier athletic tileset design. It can also be seen in the E3 2009 demo version.
Credits Behavior
Most of the brick blocks in the credits scene have contents chosen randomly at runtime (between "empty," "one coin" and "15 coins," weighted unequally). However, two names are overridden to always have the same contents. Executive producer Satoru Iwata's name is spelled out using 15-coin bricks. More unexpectedly, though, coordinator Rina Yamauchi's bricks are always empty. Since most of the random bricks are selected to be empty anyway, it's unlikely that anyone would ever notice this without hacking.
Exception Handler
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
The exception handler is still in the game's code, but can't be seen normally without hacking or causing an exceptionally heinous glitch. When it does crash, press HOME, -, +, -, +, 1, 2, 1, 2, A on Player 1's WiiMote. The player will then see the processor state at the time of the crash, as well as some trace info.
Development Text
Internal Project Name
The project's internal name is "wiimj2d" or just "mj2d" (mario journey/jump 2d?), according to multiple filenames.
Build Date and Number
Four empty files exist in the main folder with filenames listing build dates and some kind of build number.
Japan Revision 1 | USA Revision 1 | Europe Revision 1 |
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COPYDATE_CODE_2009-10-03_231655 COPYDATE_DATA_2009-10-03_231209 COPYDATE_LAST_2009-10-03_231655 REV_INFO_r37675 |
COPYDATE_CODE_2009-10-03_232303 COPYDATE_DATA_2009-10-03_231822 COPYDATE_LAST_2009-10-03_232303 REV_INFO_r37675 |
COPYDATE_CODE_2009-10-03_232911 COPYDATE_DATA_2009-10-03_232433 COPYDATE_LAST_2009-10-03_232911 REV_INFO_r37675 |
USA Revision 2 | Europe Revision 2 | Japan Revision 2 |
COPYDATE_CODE_2010-01-05_143554 COPYDATE_DATA_2010-01-05_141949 COPYDATE_LAST_2010-01-05_143554 REV_INFO_r37821 |
COPYDATE_CODE_2010-01-05_152101 COPYDATE_DATA_2010-01-05_150453 COPYDATE_LAST_2010-01-05_152101 REV_INFO_r37821 |
COPYDATE_CODE_2010-01-05_160530 COPYDATE_DATA_2010-01-05_154947 COPYDATE_LAST_2010-01-05_160530 REV_INFO_r37821 |
Korea | Hong Kong/Taiwan | China (NVIDIA Shield TV) |
COPYDATE_CODE_2010-03-12_153510 COPYDATE_DATA_2010-03-12_153506 COPYDATE_LAST_2010-03-12_153510 REV_INFO_r38018 |
COPYDATE_CODE_2010-03-15_160349 COPYDATE_DATA_2010-03-15_160345 COPYDATE_LAST_2010-03-15_160349 REV_INFO_r38019 |
COPYDATE_CODE_2016-05-03_111248 COPYDATE_LAST_2016-05-03_111248 COPYDATE_DATA_2016-05-03_111228 |
WIIMJ2DNP.str
A file called WIIMJ2DNP.str is present in the root folder and lists the locations of some partially-linked code. "WIIMJ2D" may be the game's internal project name - it is used for the save file's filename too. This file is actually used for something as the game crashes if it is deleted or overwritten.
Japan Revision 1 | USA Revision 1 | |
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d:\home\Project\WIIMJ2D\JP\PRD\RVL\bin\d_profileNP.plf d:\home\Project\WIIMJ2D\JP\PRD\RVL\bin\d_basesNP.plf d:\home\Project\WIIMJ2D\JP\PRD\RVL\bin\d_enemiesNP.plf d:\home\Project\WIIMJ2D\JP\PRD\RVL\bin\d_en_bossNP.plf |
d:\home\Project\WIIMJ2D\US\PRD\RVL\bin\d_profileNP.plf d:\home\Project\WIIMJ2D\US\PRD\RVL\bin\d_basesNP.plf d:\home\Project\WIIMJ2D\US\PRD\RVL\bin\d_enemiesNP.plf d:\home\Project\WIIMJ2D\US\PRD\RVL\bin\d_en_bossNP.plf | |
Europe Revision 1 | USA Revision 2 | |
d:\home\Project\WIIMJ2D\EU\PRD\RVL\bin\d_profileNP.plf d:\home\Project\WIIMJ2D\EU\PRD\RVL\bin\d_basesNP.plf d:\home\Project\WIIMJ2D\EU\PRD\RVL\bin\d_enemiesNP.plf d:\home\Project\WIIMJ2D\EU\PRD\RVL\bin\d_en_bossNP.plf |
D:\home\hayakawa\PROJECT\wii-mj2d_ver2\US\PRD\RVL\bin\d_profileNP.plf D:\home\hayakawa\PROJECT\wii-mj2d_ver2\US\PRD\RVL\bin\d_basesNP.plf D:\home\hayakawa\PROJECT\wii-mj2d_ver2\US\PRD\RVL\bin\d_enemiesNP.plf D:\home\hayakawa\PROJECT\wii-mj2d_ver2\US\PRD\RVL\bin\d_en_bossNP.plf | |
Europe Revision 2 | Japan Revision 2 | |
D:\home\hayakawa\PROJECT\wii-mj2d_ver2\EU\PRD\RVL\bin\d_profileNP.plf D:\home\hayakawa\PROJECT\wii-mj2d_ver2\EU\PRD\RVL\bin\d_basesNP.plf D:\home\hayakawa\PROJECT\wii-mj2d_ver2\EU\PRD\RVL\bin\d_enemiesNP.plf D:\home\hayakawa\PROJECT\wii-mj2d_ver2\EU\PRD\RVL\bin\d_en_bossNP.plf |
D:\home\hayakawa\PROJECT\wii-mj2d_ver2\JP\PRD\RVL\bin\d_profileNP.plf D:\home\hayakawa\PROJECT\wii-mj2d_ver2\JP\PRD\RVL\bin\d_basesNP.plf D:\home\hayakawa\PROJECT\wii-mj2d_ver2\JP\PRD\RVL\bin\d_enemiesNP.plf D:\home\hayakawa\PROJECT\wii-mj2d_ver2\JP\PRD\RVL\bin\d_en_bossNP.plf | |
Korea | Taiwan | China (NVIDIA Shield TV) |
d:\Project\wii-mj2d\KR\PRD\RVL\bin\d_profileNP.plf d:\Project\wii-mj2d\KR\PRD\RVL\bin\d_basesNP.plf d:\Project\wii-mj2d\KR\PRD\RVL\bin\d_enemiesNP.plf d:\Project\wii-mj2d\KR\PRD\RVL\bin\d_en_bossNP.plf |
d:\Project\wii-mj2d\TW\PRD\RVL\bin\d_profileNP.plf d:\Project\wii-mj2d\TW\PRD\RVL\bin\d_basesNP.plf d:\Project\wii-mj2d\TW\PRD\RVL\bin\d_enemiesNP.plf d:\Project\wii-mj2d\TW\PRD\RVL\bin\d_en_bossNP.plf |
d:\Project\wii-mj2d\CN\PRD\RVL\bin\d_profileNP.plf d:\Project\wii-mj2d\CN\PRD\RVL\bin\d_basesNP.plf d:\Project\wii-mj2d\CN\PRD\RVL\bin\d_enemiesNP.plf d:\Project\wii-mj2d\CN\PRD\RVL\bin\d_en_bossNP.plf |
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