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New Super Mario Bros. Wii

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Title Screen

New Super Mario Bros. Wii

Developer: Nintendo
Publisher: Nintendo
Platform: Wii
Released in JP: December 3, 2009
Released in US: November 15, 2009
Released in EU: November 20, 2009
Released in AU: November 11, 2009
Released in KR: August 7, 2010
Released in CN: December 5, 2017 (NVIDIA Shield)
Released in HK: July 3, 2010
Released in TW: July 3, 2010


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


NotesIcon.png This game has a notes page
PrereleaseIcon.png This game has a prerelease article

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.

Hmmm...
To do:

Subpages

NSMBWunusedbubblessm.png
Unused Objects
New hits and old favorites.
NSMBWUnusedKoopaIcon.png
Unused Level Features
Things that just don't come into play.
NotesIcon.png
Unused Graphics
Quite a lot of graphics ended up getting scrapped.
NotesIcon.png
Version Differences
The US and European translators can't seem to agree with each other.

Tournament Mode

Hmmm...
To do:
  • Investigate and if possible reactivate the code
  • Fully investigate and get proper renders of the layouts

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 and NVIDIA Shield TV versions, which were built after the tournament. They are "MultiCourseSelect_tournament" and "MultiCourseSelect_tournamentButton" Strangely, the Taiwan/Hong Kong version doesn't have the files, despite its build date also being after the tournament. There also seems to be code leftovers, in the Korean version at least - there are strings that reference the layout files, and actors that aren't in the other versions "MULTI_COURSE_SELECT_TOURNAMENT" and "MULTI_COURSE_SELECT_TOURNAMENT_BUTTON".


(Source: CLF78)

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

Hmmm...
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.

(Source: CLF78)

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 Skills
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 Banzai Bill
~ Breaks the hidden block and jumps onto the roof
~ He goes into the pipe an 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

NSMBW-BigMedium Goomba flattened.gif

The Big/Medium Goomba model has one unused animation in which it becomes flattened. It is different from the small Goombas' flattening animation.

(Source: Original TCRF research)

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

Hmmm...
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.
(Source: Original TCRF research)

Unused Lighting Setting

NSMBW-UnusedLightingSettingScreenshot.png

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.

(Source: Original TCRF research)

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.

(Source: Original TCRF research)

Unused Audio

Hmmm...
To do:
  • Add rips for all of these.
  • Check why the inaudible ones are inaudible, and if they are "used" despite not being audible. Even better, create a setup that automatically logs all the sounds triggered by the game while playing.
  • Are the inaudible sequenced versions of some music tracks used? Maybe for the enemy dances?

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.

(Source: Original TCRF research)

Sound Effects

Hmmm...
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.

(Source: Original TCRF research)

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
NSMBW-EarlyPipeJoint.png NSMBW-FinalPipeJoint.png

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
Nsmb W7 CliffA.png Nsmbw W7 GrassA.pngNsmbw w7 map platform.png Nsmbw athetic tile.png


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.

(Source: RoadrunnerWMC)

Exception Handler

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.

(Source: Skawo)

Development Text

Internal Project Name

The project's internal name is "wiimj2d" or just "mj2d" (mario journey/jump 2d?), according to multiple filenames.

(Source: Original TCRF research)

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
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
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