New Super Mario Bros. Wii
|New Super Mario Bros. Wii|
This game has unused areas.
This game has a notes page
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.
|This article is a work in progress.|
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
- 1 Subpages
- 2 Unused Hint Movies
- 3 Unused Animations
- 4 Unused Behaviors
- 5 Unused Lighting Setting
- 6 Unused Text
- 7 Unused Jingle
- 8 Unused Sounds
- 9 Early Features
- 10 Oddities
- 11 Exception Handler
- 12 Development Text
| 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.
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
~ 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
~ Player starts with a Propeller Suit ~ The player gets hurt two times ~ Shows the secret exit
The Big/Medium Goomba model has one unused animation in which it becomes flattened. It is different from the small Goombas' flattening animation.
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.
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.
- 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 in 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.
You can play for 10 minutes. After 10 minutes, the session will automatically end.
From the E3 2009 demo. It was shown on the title screen.
Same as above.
Thank you for playing! You can continue your adventure in the retail version!
Also from the E3 2009 demo, obviously displayed when the session ended.
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.
Seems to a label for the main mode on the menu.
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.
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.
A leftover from the early multiplayer mode that was seen in the E3 2009 demo.
There exists a single unused track in the game, named cheepfanfare_lr.ry.32
Many, if not all, the sound waves that were in NSMB are also present here with their original filenames. These will not be listed.
566 - SE_OBJ_GET_COIN_OLD
The NSMB coin sound. This can be heard in prerelease footage.
1681 - SE_SYS_NINTENDO_LOGO
There is no Nintendo logo screen in this game.
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.
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
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.
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.
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.
Internal Project Name
The project's internal name is "wiimj2d" or just "mj2d" (mario journey 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|
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
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