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New Super Mario Bros. Wii/Version Differences

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This is a sub-page of New Super Mario Bros. Wii.

Hmmm...
To do:
  • Elaborate more on the different versions.
  • Compare the code in versions 1 and 2; find more meaningful differences there.

Note: all changes also apply to subsequent versions. You can see the version ordering here.

General

Title Screen

International Japan Korea
A classic. Press to start? Same game, Different copyright date.
Taiwan / Hong Kong China
Akfamilyhome will remember this. Now with online DRM!

The non-international versions' logos are mostly unchanged, but have a subtitle in the respective language under it. The Japanese version's title screen says "Press 2 Start" instead of "Press 2 to Start". In the Korean and Taiwanese versions, the copyright info was updated, since the game was first released in 2010 in those regions. The Chinese version gets a different copyright font.

Wii Menu Banner

International Japan Korea / Taiwan
NewSuperMarioBrosWii-BannerInternational.png NewSuperMarioBrosWii-BannerAsia.png NewSuperMarioBrosWii-BannerKorea.png

There are some strange regional differences between the International, Japan, and Korea and Taiwan versions of the Wii Menu banner. The International version has the clouds seen at the start of the banner on the left half of the screen be placed lower on the banner than the Japan, Korea and Taiwan versions. Additionally, the Korea and Taiwan banner has a noticeable graphical flaw where a black spot can be seen in the clouds.

Version 2

The North American, PAL, and Japanese versions got a revision built in early 2010. All changes made were carried over to future regions when those released as well.

World 7-Tower Boss Battle Tileset

Tileset Image Collision Data (Revision 1) Collision Data (Revision 2)
(Just for reference, since the collision overlays make it hard to see.) Due to the level layout, if you could somehow get under the platform, you'd actually be softlocked until the timer ran out. Makes you wonder why someone went to the trouble of tiling it that way in the first place.

The collision data for World 7-Tower's boss battle tileset was changed to make the entire platform solid, including the empty area underneath.

Korea

Credits

  • The spelling of Bowser Jr. voice actor Caety Sagoian's name was fixed, misspelled as "Catey Sagoian" in previous versions.
  • The "Debug" section was removed, leaving Naoki Takami, Ryuhei Matsuura, and NOA Product Testing uncredited. (Mario Club Co., Ltd. was included in a new "Product Testing" section.)

Taiwan / Hong Kong

World 4-1 Out-of-Bounds fix

International Taiwan / Hong Kong
You can get under the sand here and swim quite far to the right, all the way up to the yellow pipe. This version is no fun, though.

In the Taiwan / Hong Kong version, a wall in World 4-1 has been extended downwards to prevent you from swimming below the level terrain.

Credits

While every regional release has new credits sections for the localization and quality assurance teams, this one also adds Megumi Shichida to the general "Special Thanks" section.

China (NVIDIA Shield TV)

HUD

International China
AmericanNSMBWIIHUD.png ChineseNSMBWIIHUD.png
AmericanNSMBWIIHUD Luigi.png ChineseNSMBWIIHUD Luigi.png
AmericanNSMBWIIHUD BlueToad.png ChineseNSMBWIIHUD BlueToad.png
AmericanNSMBWIIHUD YellowToad.png ChineseNSMBWIIHUD YellowToad.png

The character icons in the HUD are new larger-resolution renders in the Chinese version. Luigi's icon, for some reason, is squished horizontally (but it looks fine in-game, since the UI layouts that use it specify a size with the correct aspect ratio).

Ghost House Tileset

International China
NSMBW International GhostHouse.png NSMBW Chinese GhostHouse.png
The purple object here is supposed to have a flat left edge...

The tileset texture used outside of Ghost Houses was upscaled and "touched up" a bit for the Chinese Nvidia Shield.

Normally, the outer pixels of each tile are duplicated outwards. This is to prevent tiles from bleeding into each other when the camera size/position changes, since the individual tiles are scaled and the GPU interpolates using the full texture rather than just the tile. With the extended outer pixels, it'll interpolate using the outer edge of each tile instead of bleeding into the tiles next to the one being scaled in the full texture atlas. Unfortunately, someone at Nvidia didn't quite understand this, as their redrawn edges just pass through these areas without following the extensions pattern as they should.

In addition, some of the tiles near the ones they were editing were slightly messed up, too, as shown on the left!

Archive Sorting

New Super Mario Bros. Wii packs the majority of its assets into bundles of files, or archives. Nintendo's build system repacks every archive when the game is built. In the Wii releases, the files inside are always sorted alphabetically and case-insensitively. Nvidia's build, on the other hand, is not so consistent; a few of the archive files are sorted case-sensitively or even seemingly randomly.

Here is an example from /Layout/sequenceBG/sequenceBG.arc/anim:

International China
  • sequenceBG_00_BG00.brlan
  • sequenceBG_00_BG10.brlan
  • sequenceBG_00_BG20.brlan
  • sequenceBG_00_BG30.brlan
  • sequenceBG_00_BG40.brlan
  • sequenceBG_00_BG50.brlan
  • sequenceBG_00_cloud.brlan
  • sequenceBG_00_inWindow.brlan
  • sequenceBG_00_outWindow.brlan
  • sequenceBG_00_inWindow.brlan
  • sequenceBG_00_BG50.brlan
  • sequenceBG_00_BG40.brlan
  • sequenceBG_00_BG30.brlan
  • sequenceBG_00_BG20.brlan
  • sequenceBG_00_BG10.brlan
  • sequenceBG_00_BG00.brlan
  • sequenceBG_00_cloud.brlan
  • sequenceBG_00_outWindow.brlan

Credits

The in-game credits for this release are actually almost identical to those of the original Japanese version, including reintroduction of the "Catey Sagoian" misspelling. The only difference is that the "Sound Effects" section is, for some reason, now titled "Sound Effect". As this seems more like a mistake than an intentional change, the developers may have used a slightly outdated copy of the Japanese credits here.

The engineering, QA, and management teams for this release are credited in a separate credits menu built into the emulator app. The Chinese translators are uncredited.

Anti Addiction screen, Nintendo and NVIDIA "LIGHTSPEED" logos

Hmmm...
To do:
Consider adding rips of the textures from the layout, since they aren't used. Note that the anti-addiction one has some additional text in the used version, too.

When booting the game up, the following screens appear in the following order:

Anti Addiction Nintendo Logo NVIDIA "LIGHTSPEED" Logo
Anti addiction screen found in the NVIDIA Shield version of NSMBW Nintendo Logo screen found in the NVIDIA Shield version of NSMBW NVIDIA "LIGHTSPEED" screen found in the NVIDIA Shield version of NSMBW

The layouts for these screens are located at /CN/Layout/antiAddiction/antiAddiction.arc, /Layout/logoScreen/logoScreen.arc and /Layout/nvLogo/nvLogo.arc, respectively. The textures inside go unused, however, because the emulator replaces them on-the-fly with higher res versions.

These screens replace the Wii Remote strap warning screen. Its actor, WII_STRAP, was replaced with the actors LOGO_SCREEN, NV_SCREEN, and ANTI_ADDICTION_SCREEN in that order. The strap screen layout is still present at /CN/Layout/wiiStrap/wiiStrap.arc, just unused.