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Wii Sports

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Title Screen

Wii Sports

Developer: Nintendo EAD
Publisher: Nintendo
Platform: Wii
Released in JP: December 2, 2006
Released in US: November 19, 2006
Released in EU: December 8, 2006
Released in AU: December 7, 2006
Released in KR: April 26, 2008

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.
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.

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

Bundled with every western Wii console for the first few years of its life, Wii Sports serves to demonstrate the capabilities of the Wii Remote's (or "Wiimote's") intuitive motion controls across five different sports. These include tennis, baseball, golf, boxing, and, the most popular of them all; bowling (try releasing the ball backward and see what happens; you'll laugh). Ever since, Wii Sports has become a popular favorite amongst Wii owners, much to the dismay of broken televisions everywhere.

To do:
  • Unused graphics.
  • Other stuff?
  • Unused Mii body textures? In /Common/Kokeshi/common.carc/G3D/clothes.brres. "body_tex12_a.tex0" and "body_tex12_b.tex0" are leftovers from Wii Music'c conducting minigame?
  • Unused part of the texture for the castle in the background of golf hole 5. This castle is actually from NSMBDS too.
  • Wii Sport Resort's internal documents for Golf have a screenshot of an early build of Wii Sports' Golf similar to the E3 2006 build.
  • There are also layouts for the E3 2006 demos for Baseball and Golf. (Possibly tennis as well, investigate)


Read about development information and materials for this game.
Development Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Unused Code
A few debugging and placeholder functions were left in the game.

Scene Metadata

Cacti speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
To do:
  • Document the JP Rev 0 metadata table (which has 8 more entries than the US Rev 0 metadata table)
  • Figure out the use/purpose/meaning of word_0x8, word_0xc, word_0x10 and word_0x14.
  • Note which ones are used and which are unused.

Each scene in the game has a corresponding metadatum, which provides information about the scene, including the scene's path and internal name. The metadata objects have the following structure:

//sizeof(RPSceneInfo) = 0x20
struct RPSceneInfo
	enum EPack
		ePack_Sports = 0, // Wii Sports scene
		ePack_Party = 1, // Wii Play scene
		ePack_Health = 2, // Wii Fit scene
		ePack_Music = 3, // Wii Music scene
		ePack_AllPack = 4 // Pack Project scene
	int mSceneID_0x0; // The scene ID
	EPack mPackID_0x4; // Which pack the scene is found in
	int word_0x8; // unknown
	int word_0xc; // unknown
	int word_0x10; // unknown
	int word_0x14; // unknown
	const char * scenePath_0x18; // The directory containing the scene's files
	const char * sceneName_0x1c; // The internal name of the scene (Shift-JIS)
	static RPSceneInfo sceneInfoArr[RP_SCENE_INFO_ARR_LEN];

In the US Rev 0 version of the game, the metadata table (which is located at 0x8034ab30) contains entries for both used and unused scenes:

Scene ID Pack ID word_0x8 word_0xc word_0x10 word_0x14 Path Name Name (Translated) Usage
0 4 0 0 1 1 RPCommon/ ロゴ Logo
1 4 0 0 2 1 RPCommon/ プレイヤーセレクト Player Select
2 4 1 0 3 0 RPCommon/ ヌンチャクチェック Nunchuck Check
3 0 1 0 0 0 RPBsbScene/ 野球 Baseball Baseball
4 0 1 0 0 0 RPBowScene/ ボウリング Bowling Bowling
5 0 1 0 0 0 RPGolScene/ ゴルフ Golf
6 0 1 0 0 0 RPTnsScene/ テニス Tennis Tennis
7 0 1 0 0 0 RPBoxScene/ ボクシング Boxing Boxing
8 0 0 0 1 1 RPSportsTitle/ スポーツパック Sports Pack
9 0 0 0 2 1 RPSportsCommon/ スポーツメニューセレクト Main Menu
10 0 1 0 3 1 RPSportsTrainingMenu/ トレーニングメニュー Training (Menu)
11 0 1 0 3 1 RPSportsPhysical/ 体力測定メニュー Physical test (Menu)
12 0 1 0 3 1 RPSportsPhysical/ 体力測定説明 Physical test (Description)
13 0 1 0 3 1 RPSportsPhysical/ 体力測定結果 Physical test (Result)
14 0 1 0 0 0 RPGolScene/ ゴルフコースセレクト Golf (Course Select)
15 1 1 0 0 0 RPFshScene/ 釣り Fishing Fishing
16 1 1 0 0 0 RPHkyScene/ ホッケー Hockey Laser Hockey
17 1 1 0 0 0 RPDucScene/ 射撃 Shooting Shooting Range
18 1 1 0 0 0 RPPnpScene/ 卓球 Table Tennis
19 1 1 0 0 0 RPBilScene/ ビリヤード Billiards Billiards
20 1 1 0 0 0 RPCowScene/ 牛レース Bull Riding Charge!
21 1 1 0 0 0 RPWlyScene/ ウォーリー [Where's] Wally/Waldo Find Mii
22 1 1 0 0 0 RPTnkScene/ タンク Tanks Tanks!
23 1 1 0 0 0 RPBomScene/ 爆弾 Bomb Pose Mii
24 1 0 0 1 1 RPPartyTitle/ パーティパック Party Pack
25 1 0 0 4 1 RPPartyCommon/ ツアーメニュー Tour Menu
26 1 1 0 3 1 RPPartyCommon/ ツアーメニュー Tour Menu
27 2 1 0 3 1 RPHealthCommon/ ヘルスメイン Health Main
28 2 1 0 3 1 RPHealthCommon/ カウンセリング Counseling
29 2 1 0 0 0 RPHealthYoga/ ヨガ Yoga
30 2 1 0 3 1 RPHealthMainScene/ トレーニングメニュー Training (Menu)
31 2 1 0 0 0 RPHealthRadioGym/ ラジオ体操 radio calisthenics
32 2 1 0 3 1 RPHealthGraph/ ヘルスグラフ Health Graph
33 2 1 0 0 0 RPHealthBalance/ バランステスト Balance Test
34 2 1 0 0 0 RPHealthSki/ バランススキー [Balance] Ski
35 2 0 0 4 1 HealthStatic/ ヘルスパック Health Pack
36 2 1 0 1 1 HealthStatic/ ヘルスパック Health Pack
37 3 1 0 0 0 RPDrmScene/ ドラム Drum
38 3 1 0 0 0 RPOchScene/ オーケストラ Orchestra
39 3 1 0 0 0 RPMpeScene/ ミュージック実験1 Music Experiment 1 Unused
40 3 1 0 0 0 RPMpeScene/ ミュージック実験2 Music Experiment 2 Unused
41 3 1 0 0 0 RPMpeScene/ ミュージック実験3 Music Experiment 3 Unused
42 3 1 0 0 0 RPMpeScene/ ミュージック実験4 Music Experiment 4 Unused
43 3 1 0 0 0 RPMpeScene/ ミュージック実験5 Music Experiment 5 Unused
44 3 0 0 1 1 RPMusicCommon/ ミュージックパック Music Pack
45 4 0 0 5 1 RPAllPackScene/ パックプロジェクト Pack Project Unused
46 4 1 0 5 1 Sample/ ベーシック Basic Unused
47 4 1 0 5 1 Sample/ グラフィックス Graphics Unused
48 4 1 0 5 1 Sample/ システム System Unused
49 4 1 0 5 1 Sample/ レイアウト Layout Unused
50 4 1 0 5 1 Sample/ カーソル Cursor Unused
51 4 1 0 5 1 Sample/ 振動 Vibration Unused
52 4 1 0 5 1 Sample/ リザルト Result Unused
53 4 1 0 5 1 Sample/ UIテスト UI Test Unused
54 4 1 0 5 1 Sample/ 新人研修(Smk) New Recruit Training (Smk) Unused
55 4 1 0 5 1 Sample/ 新人研修(Mnt) New Recruit Training (Mnt) Unused
56 0 1 0 6 1 RPBsbScene/ 野球デバッグ Baseball Debug
57 3 1 0 6 1 RPDrmScene/ ドラムデバッグ Drum Debug
58 3 1 0 6 1 RPOchScene/ オーケストラデバッグ Orchestra Debug
59 3 1 0 6 1 RPOchScene/ オーケストラ曲選択 Orchestra Music Select
(Source: xUniverse1/GibHaltmannKill)

Unused Models


This file is located in /Common/RPBowScene/common.carc. It contains an unused model of a bowling lane, which unlike the final lane model, is a separate model from the rest of the alley. Below is a comparison of the old lane with the new one, and its assets with the new assets.

Unused Data Final Version
WiiSports-bwgLane-unused.PNG WiiSports-bwgLane-final.PNG
WiiSports-bwgFloor-unused.png WiiSports-bwgFloor.png
WiiSports-bwgScreen-unused.png WiiSports-bwgScreen.png


A few unused golf courses are leftover on the disc of the retail version of the game. They are all located in /Common/RPGolScene/ (/Stage/RPGolScene for Rev 1 users). Attempting to load most of these courses in-game will result in a crash.

This file contains the hole that was shown off at the E3 2006 live demo of Wii Sports. The textures that are in the .carc file have been updated to the final version's art style, rather than keeping the early textures originally shown at E3. Additionally, the trees from the early version have also been removed, and it's also worth noting that the out-of-bounds area in the leftover version was simply not present in the E3 version's minimap of the course.

Unused Data E3 Version
Wii Sports-Glf course E3.png Wii Sports-Glf course E3 BETA.png


This course contains many different slopes and likely served as a test for collision and physics. Not much is known about this file.

Preview of the course in the BrawlBox model viewer.

This hole is a bare-bones remake of hole 18 from the Famicom game, Golf. All holes in Wii Sports are remakes of holes from this game, however, their remake of hole 18 was never finished, and thus left unused in the final game. Additionally, it uses some early textures shown during the E3 preview, such as the trees in the background.

Preview of the course in the BrawlBox model viewer.

Survey is a very interesting course, it appears to be a driving range. It features a large open field, with markers that are laid out in front of the player that list off yardage, similar to the ones at driving ranges. It is speculated that this may have been used for a training mode game, however, the name is unfitting.

Preview of the course in the BrawlBox model viewer.


An unused texture for the Tennis Ball.



An unused texture for the Baseball.


Unused Data


This file contains all of the pin setup data used in the Picking Up Spares training game. Wii Sports requires the player to complete 20 stages to get a platinum medal. Upon clearing the 20th stage, the game ends automatically, as it is programmed to not play any more stages, however, data exists for an additional 10 stages. Compared to the stages normally accessible in the game, stages 21-30 are much more difficult.

Below is a table of stages 21-30, although they are numbered incorrectly (1 through 10) due to the way they were loaded into the game (replacing the first 10 stages).

Stage 21 Stage 22 Stage 23 Stage 24 Stage 25
Stage 26 Stage 27 Stage 28 Stage 29 Stage 30

This file contains all of the pin and gate setup data used in the Spin Control training game. As with Picking Up Spares, there also seems to be an extra 10 stages that are normally unused.

Stage 21 Stage 22 Stage 23 Stage 24 Stage 25
Stage 26 Stage 27 Stage 28 Stage 29 Stage 30

Developer Text

Internal Name

Internally, the game is known by the generic title SPORTS PACK for REVOLUTION, where Revolution refers to the Wii's own pre-release codename.

Config File

gameConfig.ini in the disc's root includes a few settings, several of which have been commented out. The second commented line references (Super) Mario Club, Nintendo's internal software testing group.

Original Translated
# Pack Project Game Config File

#	RootScene		スポーツパック
#	ここでマリオクラブ用ROMをつくるのでTVModeは設定しないこと
#	TVMode			16:9
	RPPrint			1
	RPSysPrint		1
	RPSndPrint		1
	RPUserPrint		1
# Pack Project Game Config File

#	RootScene		Sports Pack
#	Here, TVMode isn't set up, because it's made for the Mario Club ROM.
#	TVMode			16:9
	RPPrint			1
	RPSysPrint		1
	RPSndPrint		1
	RPUserPrint		1

Function 80186470 (Rev 1 offset) of main.dol loads and parses gameConfig.ini. It looks for the parameters listed above, but also checks for more parameters that aren't even present in gameConfig.ini.

Below is a list of the extra parameters:


Most of these extra parameters are actually present in Wii Fit's version of this file.

Unfortunately, it doesn't seem as if any of gameConfig.ini affects the commercial release of the game.

Unused Graphics



WiiSports-Scoreboard Test.png

Found in Stage/RPBsbScene/pallpark00.carc/G3D/bll_Field_Score.brres/, these two files, in which both use the same image, were used to test the scoreboard.




Found in Stage/RPBoxScene/MainGame.carc/G3D/box_ring.brres/, this image shows a low-quality screenshot of a boxing match. Its counterpart, box_TV.2, is used in the final game.



Found in Common/RPBoxScene/common.carc/sports_boxing.breft/, this is image is a dummy texture.


WiiSports-Unused ball txtures.png

Unused textures likely intended for the "Dodging" training mode game, since these are packaged with the rest of boxing's files. These assets later were used as the billiards seen in Wii Play. The textures seen here are named ball.0 through ball.9, with 1 through 9 being the billiards, and 0 being the cue ball. These textures are located in /Common/RPBoxScene/MainGame.carc, in box_ball.brres

It turns out, the "Dodging" minigame actually supports this and more ball types, but of course, almost all of them go unused, since only the Tennis ball appears in the minigame.

Unused Music


Located in /Sound/RPSportsCommon/stream is what appears to be an unused piece of music that could have played somewhere on the Wii Fitness mode, judging by the filename. The songs that play in the Wii Fitness mode all start with RP_Measurement_*, while the only used song that starts with RP_SportsCommon_* is the Title Screen theme. It loops from the beginning to the end.

This song appeared on the E3 2006 demo of the game, although there it is a slightly different rendition. It played when viewing the results in the Baseball demo.

Unused Sounds


There are two unused announcer voice clips in baseball. One is "Double Play" and the other is "Triple Play". This suggests there were originally plans to make a more in-depth version of baseball than what we see in the final version of the game.

Double Play
Triple Play

Unused Beep

There is an unused beep is found in most of the .brsar files in the game. The usage of the noise is unknown.

Unused Text


In Root\US\Message\message.carc\ there is a file called common_message.bmg, which contains system related text, such as not loading the disc properly.

At ID 5376 contains a single line of text that could have been a leftover.

Wii Play


In Root\EN\Message\message.carc\ there is a file called sport_message.bmg, which houses some of the text, specifically the sport-related text, as the name suggests.

Within this file, at ID 7659520 there is an unused text for units of measurement in Japanese.

Japanese Translation English Equivalent
A~ru Are or 100 square metres
Hectare Ha
Litre L

Unused Layouts


A leftover layout from the E3 2006 Airplane demo. There's also text for "Rings" and "Score". It is found in US/RPBsbScene/local.

Pack Project leftovers

Wii Sports has a few leftover assets from Pack Project, the original project for the game, which are used in other Pack Project derivatives.

ava_bodyA2.brres ava_bodyA3.brres
WiiSports-ava bodyA2.png WiiSports-ava bodyA3.png
ava_bodyB2.brres ava_bodyB3.brres
WiiSports-ava bodyB3.png
WiiSports-ava bodyB2.png
WiiSports-ava handA.png

Found in /Common/Kokeshi/common.carc/G3D, all of these models are used in Wii Play.

The difference between the "2" and "3" variants is that the "2" models have bones for the fingers, so they can be animated.

Unseen Body Animations

While no characters in Wii Sports have arms nor hands with fingers, many of the animations actually have movements for these that can never be seen.

A few unused Mii body models left in the game have a complete set of arms and hands (see the section above). When loaded in the game with these animations, these arms, hands and fingers movements are revealed.

While most animations correctly position the arms, the hands are usually seen flat, since in those instances, the hands were not animated. Nonetheless, some animations do animate the hands and fingers properly, such as the serving animation in Tennis, or the bowling animations.

Regional Differences

Data Management

As with every game on the Wii, they also come with a little subtitle in the Wii's Data Management. For some reason, the Japanese and US subtitles are different.

English Japanese Japanese (Translated)
Play like a pro! リビングで5つのスポーツが楽しめます。 You can enjoy 5 sports in the living room.


In the Japanese and Korean releases, the announcer had terms that were easy for non-English speakers to understand. In the international release, the terms were changed to regular baseball terms.

  • "Time out" is simply changed to "Time".
  • Acquiring four balls is referred to as a "four-ball" instead of "ball four".
  • A single is referred to as a "hit".
  • A double and triple are referred to as "two-base hit" and "three-base hit".
  • A ground rule double is referred to as an "entitle two base".
  • When a fielder catches the ball, the announcer says "out" instead of "you're out", when they change sides, the announcer simply says "change" instead of "change sides", and the announcer says "fair" instead of "fair ball".
  • When the game is over, the announcer says "game set" instead of "that's the game".

Below is a table comparison of the aforementioned sound bytes, organized by their location. Note that the Japanese and Korean localisations use the same voice clips.

English Japanese/Korean
Time Out
Ball Four
Four Ball
Two-Base Hit
Three-Base Hit
Ground Rule Double
Entitle Two Base
Fair Ball
You're Out
Change Sides
That's the Game
Game Set


In the Japanese and Korean release, a score of 3 under par is called an Albatross, unlike all other releases, in which it's called a Double Eagle.

English Japanese/Korean
Double Eagle


The Japanese version of Bowling constantly maintains 60 frames per second, while in the American version, the game will lag if the player gets a strike at the same time as another lane.

(Source: https://youtu.be/5-Ik7rtkia8?t=108)

Revisional Differences

Wii Sports had a re-release about a year later, with some changes being made for later pressings after the Wii Remote began coming packaged with a silicone sleeve. These changes are also present in the Nintendo Selects edition of the game. There are two versions, Rev 0 and Rev 1. Depending on which release you have, file paths may change. /Stage/*.*/ directories are /Common/*.*/ instead in Rev 0.

Wii Remote Sleeves

The warning screens and all other graphics of the Wii Remote were updated to reflect the silicone jacket's release.

Rev 0 Rev 1
Useless loading screen unless you didn't read the manual: check! But I don't have the jacket. Meh, who reads you anyway?
Which one is a square? These squares indicate your remote's battery life. If you turn it on and only one light blinks, change the batteries or attach a 3rd party charger.
Aparently they come in blue now! Just like DVDs! And jackets too!
Who needs a start button when you have math symbols?! Unplug that classic controller nimrod! It won't work.
Be sure to leave your window open to lower the chance of very unlikely overheats! Please be advised that the Baba Jaga may show up to steal your firstborn baby.
Wait. My string isn't yellow! You'll only need to use this when you play the game we like to call "Punch-Out: Rocky Edition"
Where's the wrist strap? Now with Photoshop effects!
It's less dull in real life. Outlined bigger for your convenience!

Title Screen Sound

The initial North American (Rev 0) release did not play a Wii Remote sound upon pressing A + B on the title screen. This sound was added to the North American (Rev 1) re-release, and all (Rev 0 and Rev 1) European releases.


The European and Japanese (Rev 0 and Rev 1) releases, as well as the North American (Rev 1) re-release, added an animation to the game-opening scene: as it begins, the opposing teams face one another, and the camera passes between them. As the camera passes each Mii, they look toward the screen, giving the cutscene some personality. This may have been added to make clearer who is on the teams, since all, but the pitcher, are randomly selected.

In the initial (Rev 0) North American release, if a grounder were caught quick enough to call an out, the Mii who caught it would hold it. In all future releases, the Mii will also throw the ball first to appear more realistic.


In the initial (Rev 0) North American release, after knocking out an opponent, the game would instantly go to the You Won/Lost sequence afterward. In all future releases (including the Rev 0 European and Japanese releases), two replays are shown of the winner's Mii knocking out the opponent, going into slow-motion at the end of each replay. These replays also play a music track that didn't appear in the initial North American version.

Disconnected Wii Remote Glitch

If the player disconnects their Wii Remote during a golf shot, and reconnects it before the shot has concluded, they will be able to input a second shot, allowing them to navigate out of bounds. The glitch behaviour is slightly different between the Rev 0 and Rev 1 versions; on the Rev 0 version, the 30 second out of bounds timer will not run during a disconnected shot, whilst on the Rev 1 version, it will run. This means that, on the Rev 1 version, if you reconnect after waiting out the timer, the game will assume you are out of bounds.

(Source: https://www.youtube.com/watch?v=IX9pPEXpI54)

Lag spikes

In Rev 1, some Boxing training minigames may have lag spikes if punches are quick enough in succession. These lag spikes weren't present in Rev 0.

(Source: https://youtu.be/UoHidOkXpp0?t=311)