Mail has been fixed; you should now be able to confirm your e-mail address, watch pages, and the like.
Please report any issues on Discord.

Wii Play

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Wii Play

Also known as: Hajimete no Wii (JP)
Developer: Nintendo EAD Group No. 2
Publisher: Nintendo
Platform: Wii
Released in JP: December 2, 2006
Released in US: February 12, 2007
Released in EU: December 8, 2006
Released in AU: December 7, 2006

AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
DebugIcon.png This game has debugging material.

PrereleaseIcon.png This game has a prerelease article

To do:
  • Fix the article a little bit.

A collection of nine mostly mediocre minigames, that nonetheless managed to sell incredibly well due to coming with a Wii remote.

Don't let anyone talk smack about the Tank minigame, though.

Unused Graphics

Found within Common/RPCommonParty/common.carc, there are a few unused graphics leftover from earlier in development.

Wiiplay ball face.png WiiPlay-Ball face1.png
A rather creepy placeholder for the Mii face in the billiards game. ball_face1 seems to be a much lower-resolution version of ball_face.

WiiPlay WiiSports logo.png
A leftover logo from Wii Sports.

Wiiplay test tex.png
A test texture.

A dummy texture in billiards

Wiiplay ace dummy.png
A dummy Mii picture for the targets.

Block other b test.png
Found in Common/RPTnkScene/common.carc

A test texture for blocks in tanks Block_other_b_test

Looks like a frog or something
An odd picture of a pink and yellow... thing swimming. Probably an untextured Mii, judging by the hands.

WiiPlayLogo 00 J.png
A little emblem with Japanese text (はじめての meaning "first time", commonly, but not exclusively, used in place of "new game") and "Wii, Your First Step to Wii".

Unused Models


This appears to be a leftover model from Wii Sports.

Unused Stages

Find Mii

Find Mii's stages are stored in two binary files found in Common/RPWlyScene/common.carc: wanted_1p_leveltable.bin, which contains the stage data for single-player, and wanted_2p_leveltable.bin, which contains the stage data for multiplayer.

Unused Objectives


Find Mii has three unused objectives: "Find the insomniac!", "Find 2 insomniacs!" and "Find 3 insomniacs!". In these objectives, one to three Miis are awake, while all the other Miis are asleep. The goal is to find all of the Miis who are awake.


Find Mii's stages contain both a maximal zoom in value and a maximal zoom in value; however, in all of the stages the maximal zoom in value is equal to the maximal zoom out value, so despite being fully implemented, none of the stages use the zooming feature. This feature can be seen in the game's BMG, as implied by entry ID 614656, which says "Move the Wii Remote to zoom!".

(Source: xUniverse1)


To do:
  • Upload screenshots of the unused maps.
  • Figure out whether cow_field02 and cow_field04 are unused or not.
  • Add more information on each of these maps.

Found in Common/RPCowScene/common.carc, there are BRRES, KCL and PMP files which belong to 3 unused Charge! maps, which are called cow_field01, cow_field03 and cow_knit_field. Also present in the same file are 2 unused map models named cow_field1P.brres and cow_field2P.brres (the final models are stored inside cow_field.brres), and 2 PMP files for other 2 unused maps called cow_field02.pmp and cow_field04.pmp.

Unused BMG Content

The /US/Message/message.carc directory of the NTSC-U version of Wii Play houses a file called party_message.bmg that stores the game's text strings. Throughout the BMG file, there are several groups of strings containing information about each of the game's nine minigames in sequential order. In these groups, however, there are always empty spaces between text for Billiards and Fishing. This empty space in this specific spot is repeated over and over again throughout the BMG.

The most likely explanation for this phenomenon is that this space is left over from the conductor minigame that was planned for Wii Play, but later scrapped and reworked into a full game, Wii Music. This matter is discussed in this Iwata Asks interview. If this is indeed the reason for the empty space, it would also imply that the minigame, now included in Wii Music as "Mii Maestro", would have been placed in between the Billiards and Fishing games.

Removed Files and Folders

To do:
Get the verbatim strings

The code of the game references some paths for files and folders that no longer exist within the filesystem (or have been moved).

  • SportsStatic/ (likely a leftover of Wii Sports)
  • HealthStatic/ (Wii Fit leftover?)
  • MusicStatic/ (Wii Music leftover?)
  • banner.bin
  • tmp/banner.bin

Party Pack

The internal name of the game is "PARTY PACK for REVOLUTION". Revolution was the Wii's codename, meaning that it would have been in development before the console's name was finalized.

Debugging Functions

Build Date

Present in the root directory file timestamp.txt, with the date in the "YYYY/MM/DD" format and the time below.

EU v1 EU v2 JP v1 JP v2 US v1 US v2 KR TW
Pack Project
Pack Project
Pack Project
Pack Project 
Pack Project
Pack Project
Pack Project 
Pack Project

The function at the virtual address 0x801865d0 reads timeStamp.txt and prints it to the title screen.


To enable this in the US v1.01 release of the game, change the byte at 0x1ded3b in the DOL from 00 to 01, on an unmodified game, entering the key combo mentioned in Wii Fit Plus' internal docs, "A, Up (D-Pad), 2, Down (D-Pad), B, 1, 1, B, Left (D-Pad), A and Right (D-Pad)" on a Wii Remote will show the display.

Table Tennis

To do:
  • Find the addresses for different versions
  • Reword the section using the correct technical terminlogy, and minimizing the use of conjectural name.

The player objects (both human and CPU) in Table Tennis have a 16-bit long field at offset 0x82 which stores flags in a bit-field. The function at the virtual address 0x802274c0 in the executable of the NTSC-U 1.01 version of the game handles some of the players' flags, including three debugging flags.

Display Collision Flag


The display collision flag's mask is 0x0001. When the flag is set, the player's active collision box will be rendered (red for P1, blue for P2).

To permanently activate the display collision flag for both of the players, replace the instruction at offset 0x2222d8 of the US v1.01 main.dol file with 0x60000000.

Display Trigger Flag


The display trigger flag's mask is 0x0002. When the flag is set, the player's trigger sphere will be rendered. The trigger sphere is a sphere where if the ball is found inside it, the player will play the hitting attempt animation.

To permanently activate the display collision flag for both of the players, replace the instruction at offset 0x222444 of the US v1.01 main.dol file with 0x60000000.

Display Text Flag


The display text flag's mask is 0x0004. When the flag is set, the player object will print to the screen the current velocity of the player's hand, and the string "SMASH" if the player's last shot was a smash shot. Both of the player objects write to the same position in the screen.

To permanently activate the display text flag for both of the players, replace the instruction at offset 0x2224f0 of the US v1.01 main.dol file with 0x60000000.

Find Mii


Each Mii object in Find Mii has a boolean byte at offset 0xdf; if the byte is different from 0 (i.e. the boolean is the true), two red spheres will be rendered - one with a position at the Mii's head, and the other with a position at the Mii's body.


The following Gecko code renders the spheres for all of the Miis:

042769D4 60000000