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Wii Sports Club

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Title Screen

Wii Sports Club

Developers: Nintendo EAD, Bandai Namco Studios
Publisher: Nintendo
Platform: Wii U
Released in JP: October 30, 2013
Released in US: November 7, 2013
Released in EU: November 7, 2013
Released in AU: November 7, 2013


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.


PrereleaseIcon.png This game has a prerelease article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
See, this is why server preservation is important.
This game's online features are no longer supported.
While this game's online features were once accessible, they are (as of April 8, 2024) no longer officially supported and online-exclusive features may be documented as now-unseen content.
Hmmm...
To do:
Model files, textures, executable strings, bin files, revisional and text differences.
  • Debug text at hex offsets 000262C0, 00078950, 00058FED0, 000C80B0, 000080A0, 00010B90, 00016610, 0002BB10, 00077C50, 00035CB0 in the final release.
  • Message/sports_u.msbt isn't used for JP localizations.
  • Unused baseball field that closely resembles the one from Wii Sports.
  • There are a few unused music tracks.
  • An unused earlier version of one of the bowling lanes.
  • Unused announcer lines, such as "Double play" and "Triple play".

Wii Sports returns on the Wii U in the form of Wii Sports Club, which forsakes a few things from the original, namely its origins as a pack-in game and overall pick-up-and-play nature. Now, you have the choice of a full physical package or a digital release that offered either a 2-day trial (with a Day 1 patch that was required to play this version since no game data is on it) or a paid premium pass that unlocked every sport. And while the game sticks to the tried-and-true motion controls of the Wii Remote, the game also throws some GamePad functionality to mixed results. At least it had decent online play.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Wii Sports Club.jpg
Base Game
The base game with nothing related to the game.

Unused Graphics

WSC-miiFaceDammy.png

In /LayoutCommon/Static/SPL_startScene.larc.z of v1.2.0 is a dummy Mii face with the name comPic_miiFaceDammy_00. This graphic was also present in Wii Sports Resort. WiiSportsClubUnusedGraphic-titlescreen.png

In the textures from several of the bowling lane models, this image of the Wii Sports title screen can be found, with an odd round border. It almost appears to be taken directly off of a TV.

Reckless Safety Guy strikes again.

Str strap 01^q.png

Str strap 00^q.png

In the layout files, there is several textures for an unused strap screen.

WSC-FaceDummy.png

Found in certain files in the Golf directory is a placeholder for a Mii face.

Debug Functions

Build Display

Oddly not stubbed out in release builds of the game is a hidden display for the product build date. It works and outputs information the exact same way Wii Sports Resort does, however excluding printing the timestamp as the executable doesn't support loading one.

Debug Menu

In the game's executable of the update data, a mention for a debug menu exists.

Internal Project Name

The internal project is Sports Plus 1, given by many mentions of SPL, S_PLUS1 and S-PLUS in the game's files, code, and executable name. Another mention is WS2, likely meaning Wii Sports 2, possibly a typo from development as this is the 3rd Wii Sports title since Wii Sports Resort, possibly proving this project was being worked on since and/or after that game, the final mentions are the save file, titled SportsPlus.dat and SPLUS in the game's build location in the game's executable. There is also sports_u.msbt in the JP directory in the game's Message folder, meaning Wii Sports U was another possible internal name. It was stated in an interview that the original name for the game was Wii Sports U before being changed to Club to further reflect the main feature.

Internal Sports Names

Internal name Proper name
box/bxg Boxing
bwl Bowling
bsb/bbl Baseball
glf Golf
tns Tennis

Oddities

  • In the game's executable, mentions of NWC24 exist, possibly carrying over since the Wii era, there's also mentions of BRRES files also doing the same.
  • There are mentions of the Wii System Memory, Wii Menu, Mii Channel (Wii), WiiConnect24 and Wii Sports Resort in the text file, ws2_text.msbt, most likely the developers were planning to port Wii Sports Resort to the Wii U or use it as a localization test while using the newer binary message format instead of releasing this current title.
  • The file SPL_tns_tank_01.bin.z was duplicated in the glf directory, obviously having no use there.
  • All versions of the game are considered JP versions internally as content from every region is the exact same as other regions.
  • The game included a decently sized directory called dummy, it has BIN files, with a couple hitting 32MB but they have no data other than null bytes, as of the fourth update the useless space-consuming folder was removed.

Demo Shader Source

A source file of the compiled demo shader in the g3d/demo/shader directory is present and named demo.fsdb, it is oddly compressed like other files in the game, possibly from an internal automatic compression script and unknowingly was left over during development.

<?xml version="1.0" encoding="utf-8"?>
<nw4f_3dif version="3.3.0">
<shader_definition>
<shader_definition_info
	code_page="65001"
	config_path="shader/demo.fsca"
/>
<shading_model_array length="4">
	<shading_model index="0" name="basic" revision="0">
		<vertex_stage src_index="5" />
		<fragment_stage src_index="5" />
		<option_var_array length="7">
			<option_var index="0" id="vertex_color"
				type="static"
				choice="bool"
				default="0"
				branch="false"
			>
				<vertex_symbol name="USE_VERTEX_COLOR" />
				<fragment_symbol name="USE_VERTEX_COLOR" />
				<ui_label value="頂点カラー" />
				<ui_group group_name="diffuse" />
				<ui_order value="2" />
			</option_var>
			<option_var index="1" id="multi_tex"
				type="static"
				choice="0:無し, 1:補間, 2:乗算, 3:加算"
				default="0"
				branch="false"
			>
				<vertex_symbol name="MULTI_TEX" />
				<fragment_symbol name="MULTI_TEX" />
				<ui_label value="マルチテクスチャ" />
				<ui_group group_name="multi_tex" />
				<ui_order value="1" />
			</option_var>
			<option_var index="2" id="normal_map"
				type="static"
				choice="bool"
				default="0"
				branch="false"
			>
				<vertex_symbol name="USE_NORMAL_MAP" />
				<fragment_symbol name="USE_NORMAL_MAP" />
				<ui_label value="法線マップ" />
				<ui_group group_name="normal_map" />
				<ui_order value="1" />
			</option_var>
			<option_var index="3" id="spec_mask"
				type="static"
				choice="bool"
				default="0"
				branch="false"
			>
				<vertex_symbol name="USE_SPEC_MASK" />
				<fragment_symbol name="USE_SPEC_MASK" />
				<ui_label value="スペキュラマスク" />
				<ui_group group_name="specular" />
				<ui_order value="3" />
			</option_var>
			<option_var index="4" id="rim_light"
				type="static"
				choice="bool"
				default="0"
				branch="false"
			>
				<vertex_symbol name="USE_RIM_LIGHT" />
				<fragment_symbol name="USE_RIM_LIGHT" />
				<ui_label value="リムライト" />
				<ui_group group_name="rim" />
				<ui_order value="1" />
			</option_var>
			<option_var index="5" id="skinning"
				type="dynamic"
				choice="[0, 5]"
				default="0"
				branch="false"
			>
				<vertex_symbol name="SKINNING" />
				<fragment_symbol name="SKINNING" />
			</option_var>
			<option_var index="6" id="coord"
				type="dynamic"
				choice="c_Local, c_World"
				default="c_Local"
				branch="false"
			>
				<vertex_symbol name="COORDINATE" />
				<fragment_symbol name="COORDINATE" />
			</option_var>
		</option_var_array>
		<attrib_var_array length="12">
			<attrib_var index="0" id="_p0"
				hint="position0"
				type="float4"
			>
				<vertex_symbol name="i_Position" />
				<ui_label value="位置座標" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="1" id="_n0"
				hint="normal0"
				type="float3"
			>
				<vertex_symbol name="i_Normal" />
				<ui_label value="法線" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="2" id="_t0"
				hint="tangent0"
				type="float4"
			>
				<vertex_symbol name="i_Tangent" />
				<ui_label value="接線" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="3" id="_i0"
				hint="blendindex0"
				type="int4"
			>
				<vertex_symbol name="i_Index0" />
				<ui_label value="ブレンドインデックス1-4" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="4" id="_i1"
				hint="blendindex1"
				type="int4"
			>
				<vertex_symbol name="i_Index1" />
				<ui_label value="ブレンドインデックス5-8" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="5" id="_w0"
				hint="blendweight0"
				type="float4"
			>
				<vertex_symbol name="i_Weight0" />
				<ui_label value="ブレンドウェイト1-4" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="6" id="_w1"
				hint="blendweight1"
				type="float4"
			>
				<vertex_symbol name="i_Weight1" />
				<ui_label value="ブレンドウェイト5-8" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="7" id="_c0"
				hint="color0"
				type="float4"
			>
				<vertex_symbol name="i_Color" />
				<ui_label value="ディフューズカラー" />
			</attrib_var>
			<attrib_var index="8" id="_u0"
				hint="uv0"
				type="float2"
			>
				<vertex_symbol name="i_UV0" />
				<ui_label value="アルベドテクスチャ0用UV" />
			</attrib_var>
			<attrib_var index="9" id="_u1"
				hint="uv0"
				type="float2"
			>
				<vertex_symbol name="i_UV1" />
				<ui_label value="アルベドテクスチャ1用UV" />
			</attrib_var>
			<attrib_var index="10" id="_u2"
				hint="uv0"
				type="float2"
			>
				<vertex_symbol name="i_UV2" />
				<ui_label value="法線マップ用UV" />
			</attrib_var>
			<attrib_var index="11" id="_u3"
				hint="uv0"
				type="float2"
			>
				<vertex_symbol name="i_UV3" />
				<ui_label value="スペキュラマスク用UV" />
			</attrib_var>
		</attrib_var_array>
		<sampler_var_array length="4">
			<sampler_var index="0" id="_a0"
				hint="albedo0"
				type="sampler_2d"
				alt=""
				nostrip="false"
			>
				<vertex_symbol name="albedoTex0" />
				<fragment_symbol name="albedoTex0" />
				<ui_label value="アルベドテクスチャ0" />
				<ui_group group_name="diffuse" />
				<ui_order value="3" />
			</sampler_var>
			<sampler_var index="1" id="_a1"
				hint="albedo1"
				type="sampler_2d"
				alt=""
				nostrip="false"
			>
				<vertex_symbol name="albedoTex1" />
				<fragment_symbol name="albedoTex1" />
				<ui_label value="アルベドテクスチャ1" />
				<ui_group group_name="multi_tex" />
				<ui_order value="2" />
			</sampler_var>
			<sampler_var index="2" id="_n0"
				hint="normal0"
				type="sampler_2d"
				alt=""
				nostrip="false"
			>
				<vertex_symbol name="normalTex" />
				<fragment_symbol name="normalTex" />
				<ui_label value="法線マップ" />
				<ui_group group_name="normal_map" />
				<ui_order value="2" />
			</sampler_var>
			<sampler_var index="3" id="_s0"
				hint="specular0"
				type="sampler_2d"
				alt=""
				nostrip="false"
			>
				<vertex_symbol name="specularTex" />
				<fragment_symbol name="specularTex" />
				<ui_label value="スペキュラマスク" />
				<ui_group group_name="specular" />
				<ui_order value="4" />
			</sampler_var>
		</sampler_var_array>
		<block_var_array length="6">
			<block_var index="0" id="skel"
				type="skeleton"
			>
				<vertex_symbol name="Skeleton" />
				<fragment_symbol name="Skeleton" />
			</block_var>
			<block_var index="1" id="shape"
				type="shape"
			>
				<vertex_symbol name="Shape" />
				<fragment_symbol name="Shape" />
			</block_var>
			<block_var index="2" id="view"
				type="none"
			>
				<vertex_symbol name="View" />
				<fragment_symbol name="View" />
			</block_var>
			<block_var index="3" id="env"
				type="none"
			>
				<vertex_symbol name="Env" />
				<fragment_symbol name="Env" />
				<uniform_var_array length="4">
					<uniform_var index="0" id="sky_color"
						hint=""
						type="float3"
						default="0.7 0.7 0.9"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="skyColor" />
						<fragment_symbol name="skyColor" />
						<ui_item value="color" />
					</uniform_var>
					<uniform_var index="1" id="ground_color"
						hint=""
						type="float3"
						default="0.3 0.2 0.2"
						nostrip="false"
						converter=""
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					>
						<vertex_symbol name="groundColor" />
						<fragment_symbol name="groundColor" />
						<ui_item value="color" />
					</uniform_var>
					<uniform_var index="2" id="dir_light_dir"
						hint=""
						type="float3"
						default="-1 -1 -1"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="dirLightDir" />
						<fragment_symbol name="dirLightDir" />
					</uniform_var>
					<uniform_var index="3" id="dir_light_color"
						hint=""
						type="float3"
						default="1 1 1"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="dirLightColor" />
						<fragment_symbol name="dirLightColor" />
						<ui_item value="color" />
					</uniform_var>
				</uniform_var_array>
			</block_var>
			<block_var index="4" id="opt"
				type="option"
			>
				<vertex_symbol name="Option" />
				<fragment_symbol name="Option" />
				<uniform_var_array length="5">
					<uniform_var index="0" id="vertex_color"
						hint=""
						type="int"
						default="0"
						nostrip="false"
						converter=""
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					>
						<vertex_symbol name="useVtxColor" />
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					</uniform_var>
					<uniform_var index="1" id="multi_tex"
						hint=""
						type="int"
						default="0"
						nostrip="false"
						converter=""
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					>
						<vertex_symbol name="multiTex" />
						<fragment_symbol name="multiTex" />
					</uniform_var>
					<uniform_var index="2" id="normal_map"
						hint=""
						type="int"
						default="0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="useNormMap" />
						<fragment_symbol name="useNormMap" />
					</uniform_var>
					<uniform_var index="3" id="spec_mask"
						hint=""
						type="int"
						default="0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="useSpecMask" />
						<fragment_symbol name="useSpecMask" />
					</uniform_var>
					<uniform_var index="4" id="rim_light"
						hint=""
						type="int"
						default="0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="useRimLight" />
						<fragment_symbol name="useRimLight" />
					</uniform_var>
				</uniform_var_array>
			</block_var>
			<block_var index="5" id="mat"
				type="material"
			>
				<vertex_symbol name="Material" />
				<fragment_symbol name="Material" />
				<uniform_var_array length="10">
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						hint="albedo0"
						type="texsrt"
						default="0.0 1.0 1.0 0.0 0.0 0.0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="texsrt0" />
						<fragment_symbol name="texsrt0" />
						<ui_label value="アルベドテクスチャ0用SRT" />
						<ui_group group_name="diffuse" />
						<ui_order value="4" />
					</uniform_var>
					<uniform_var index="1" id="texsrt1"
						hint="albedo1"
						type="texsrt"
						default="0.0 1.0 1.0 0.0 0.0 0.0"
						nostrip="false"
						converter=""
						depend=""
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						<vertex_symbol name="texsrt1" />
						<fragment_symbol name="texsrt1" />
						<ui_label value="アルベドテクスチャ1用SRT" />
						<ui_group group_name="multi_tex" />
						<ui_order value="4" />
					</uniform_var>
					<uniform_var index="2" id="texsrt2"
						hint="normal0"
						type="texsrt"
						default="0.0 1.0 1.0 0.0 0.0 0.0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="texsrt2" />
						<fragment_symbol name="texsrt2" />
						<ui_label value="法線マップ用SRT" />
						<ui_group group_name="normal_map" />
						<ui_order value="3" />
					</uniform_var>
					<uniform_var index="3" id="texsrt3"
						hint="specular0"
						type="texsrt"
						default="0.0 1.0 1.0 0.0 0.0 0.0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="texsrt3" />
						<fragment_symbol name="texsrt3" />
						<ui_label value="スペキュラマスク用SRT" />
						<ui_group group_name="specular" />
						<ui_order value="5" />
					</uniform_var>
					<uniform_var index="4" id="diffuse"
						hint=""
						type="float3"
						default="1 1 1"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="diffColor" />
						<fragment_symbol name="diffColor" />
						<ui_label value="ディフューズ" />
						<ui_group group_name="diffuse" />
						<ui_order value="1" />
						<ui_item value="color" />
					</uniform_var>
					<uniform_var index="5" id="weight_tex"
						hint=""
						type="float"
						default="1.0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="weightTex" />
						<fragment_symbol name="weightTex" />
						<ui_label value="補間・加算時ウェイト" />
						<ui_group group_name="multi_tex" />
						<ui_order value="3" />
						<ui_min value="-1" />
						<ui_max value="1" />
					</uniform_var>
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						hint=""
						type="float"
						default="0.2"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="specInt" />
						<fragment_symbol name="specInt" />
						<ui_label value="スペキュラ" />
						<ui_group group_name="specular" />
						<ui_order value="1" />
						<ui_min value="0" />
						<ui_max value="1" />
					</uniform_var>
					<uniform_var index="7" id="spec_power"
						hint=""
						type="float"
						default="50"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="specPower" />
						<fragment_symbol name="specPower" />
						<ui_label value="スペキュラ絞り" />
						<ui_group group_name="specular" />
						<ui_order value="2" />
						<ui_min value="0" />
					</uniform_var>
					<uniform_var index="8" id="rim_int"
						hint=""
						type="float"
						default="0.5"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="rimInt" />
						<fragment_symbol name="rimInt" />
						<ui_label value="リムライト強度" />
						<ui_group group_name="rim" />
						<ui_order value="2" />
						<ui_min value="0" />
						<ui_max value="1" />
					</uniform_var>
					<uniform_var index="9" id="rim_power"
						hint=""
						type="float"
						default="2.5"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="rimPower" />
						<fragment_symbol name="rimPower" />
						<ui_label value="リムライト絞り" />
						<ui_group group_name="rim" />
						<ui_order value="3" />
						<ui_min value="0" />
					</uniform_var>
				</uniform_var_array>
			</block_var>
		</block_var_array>
		<render_info_slot_array length="1">
			<render_info_slot index="0" name="priority" type="int" count="1"
				choice=""
				default="0"
			>
				<ui_label value="描画優先度" />
				<ui_group group_name="ordering" />
			</render_info_slot>
		</render_info_slot_array>
		<interleave_array length="2">
			<interleave index="0" id_set="_p0 _n0 _t0 _i0 _i1 _w0 _w1 _c0 _u0 _u1 _u2 _u3" binarize="true" />
			<interleave index="1" id_set="" binarize="true" />
		</interleave_array>
		<group_array length="6">
			<group index="0" name="diffuse" page_name="" condition="">
				<ui_label value="ディフューズ" />
				<ui_order value="0" />
			</group>
			<group index="1" name="multi_tex" page_name="" condition="$multi_tex != 0">
				<ui_label value="マルチテクスチャ" />
				<ui_order value="1" />
			</group>
			<group index="2" name="specular" page_name="" condition="">
				<ui_label value="スペキュラ" />
				<ui_order value="3" />
			</group>
			<group index="3" name="rim" page_name="" condition="$rim_light">
				<ui_label value="リムライト" />
				<ui_order value="4" />
			</group>
			<group index="4" name="normal_map" page_name="" condition="$normal_map">
				<ui_label value="法線マップ" />
				<ui_order value="5" />
			</group>
			<group index="5" name="ordering" page_name="" condition="">
				<ui_label value="描画順" />
				<ui_order value="6" />
			</group>
		</group_array>
	</shading_model>
	<shading_model index="1" name="legacy" revision="0">
		<vertex_stage src_index="8" />
		<fragment_stage src_index="8" />
		<option_var_array length="8">
			<option_var index="0" id="vertex_color"
				type="static"
				choice="bool"
				default="0"
				branch="true"
			>
				<vertex_symbol name="USE_VERTEX_COLOR" />
				<fragment_symbol name="USE_VERTEX_COLOR" />
				<ui_label value="頂点カラー" />
				<ui_group group_name="diffuse" />
				<ui_order value="2" />
			</option_var>
			<option_var index="1" id="multi_tex"
				type="static"
				choice="0:無し, 1:補間, 2:乗算, 3:加算"
				default="0"
				branch="true"
			>
				<vertex_symbol name="MULTI_TEX" />
				<fragment_symbol name="MULTI_TEX" />
				<ui_label value="マルチテクスチャ" />
				<ui_group group_name="multi_tex" />
				<ui_order value="1" />
			</option_var>
			<option_var index="2" id="normal_map"
				type="static"
				choice="bool"
				default="0"
				branch="true"
			>
				<vertex_symbol name="USE_NORMAL_MAP" />
				<fragment_symbol name="USE_NORMAL_MAP" />
				<ui_label value="法線マップ" />
				<ui_group group_name="normal_map" />
				<ui_order value="1" />
			</option_var>
			<option_var index="3" id="refl_map"
				type="static"
				choice="bool"
				default="0"
				branch="true"
			>
				<vertex_symbol name="USE_REFLECTION_MAP" />
				<fragment_symbol name="USE_REFLECTION_MAP" />
				<ui_label value="反射マップ" />
				<ui_group group_name="refl_map" />
				<ui_order value="1" />
			</option_var>
			<option_var index="4" id="env_map"
				type="static"
				choice="bool"
				default="0"
				branch="true"
			>
				<vertex_symbol name="USE_ENVIRONMENT_MAP" />
				<fragment_symbol name="USE_ENVIRONMENT_MAP" />
				<ui_label value="環境マップ" />
				<ui_group group_name="env_map" />
				<ui_order value="1" />
			</option_var>
			<option_var index="5" id="proj_map"
				type="static"
				choice="bool"
				default="0"
				branch="true"
			>
				<vertex_symbol name="USE_PROJECTION_MAP" />
				<fragment_symbol name="USE_PROJECTION_MAP" />
				<ui_label value="投影マップ" />
				<ui_group group_name="proj_map" />
				<ui_order value="1" />
			</option_var>
			<option_var index="6" id="skinning"
				type="dynamic"
				choice="[0, 5]"
				default="0"
				branch="false"
			>
				<vertex_symbol name="SKINNING" />
				<fragment_symbol name="SKINNING" />
			</option_var>
			<option_var index="7" id="coord"
				type="dynamic"
				choice="c_Local, c_World"
				default="c_Local"
				branch="false"
			>
				<vertex_symbol name="COORDINATE" />
				<fragment_symbol name="COORDINATE" />
			</option_var>
		</option_var_array>
		<attrib_var_array length="11">
			<attrib_var index="0" id="_p0"
				hint="position0"
				type="float4"
			>
				<vertex_symbol name="i_Position" />
				<ui_label value="位置座標" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="1" id="_n0"
				hint="normal0"
				type="float3"
			>
				<vertex_symbol name="i_Normal" />
				<ui_label value="法線" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="2" id="_t0"
				hint="tangent0"
				type="float4"
			>
				<vertex_symbol name="i_Tangent" />
				<ui_label value="接線" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="3" id="_i0"
				hint="blendindex0"
				type="int4"
			>
				<vertex_symbol name="i_Index0" />
				<ui_label value="ブレンドインデックス1-4" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="4" id="_i1"
				hint="blendindex1"
				type="int4"
			>
				<vertex_symbol name="i_Index1" />
				<ui_label value="ブレンドインデックス5-8" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="5" id="_w0"
				hint="blendweight0"
				type="float4"
			>
				<vertex_symbol name="i_Weight0" />
				<ui_label value="ブレンドウェイト1-4" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="6" id="_w1"
				hint="blendweight1"
				type="float4"
			>
				<vertex_symbol name="i_Weight1" />
				<ui_label value="ブレンドウェイト5-8" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="7" id="_c0"
				hint="color0"
				type="float4"
			>
				<vertex_symbol name="i_Color" />
				<ui_label value="ディフューズカラー" />
			</attrib_var>
			<attrib_var index="8" id="_u0"
				hint="uv0"
				type="float2"
			>
				<vertex_symbol name="i_UV0" />
				<ui_label value="アルベドテクスチャ0用UV" />
			</attrib_var>
			<attrib_var index="9" id="_u1"
				hint="uv0"
				type="float2"
			>
				<vertex_symbol name="i_UV1" />
				<ui_label value="アルベドテクスチャ1用UV" />
			</attrib_var>
			<attrib_var index="10" id="_u2"
				hint="uv0"
				type="float2"
			>
				<vertex_symbol name="i_UV2" />
				<ui_label value="法線マップ用UV" />
			</attrib_var>
		</attrib_var_array>
		<sampler_var_array length="6">
			<sampler_var index="0" id="_a0"
				hint="albedo0"
				type="sampler_2d"
				alt=""
				nostrip="false"
			>
				<vertex_symbol name="albedoTex0" />
				<fragment_symbol name="albedoTex0" />
				<ui_label value="アルベドテクスチャ0" />
				<ui_group group_name="diffuse" />
				<ui_order value="3" />
			</sampler_var>
			<sampler_var index="1" id="_a1"
				hint="albedo1"
				type="sampler_2d"
				alt=""
				nostrip="false"
			>
				<vertex_symbol name="albedoTex1" />
				<fragment_symbol name="albedoTex1" />
				<ui_label value="アルベドテクスチャ1" />
				<ui_group group_name="multi_tex" />
				<ui_order value="2" />
			</sampler_var>
			<sampler_var index="2" id="_n0"
				hint="normal0"
				type="sampler_2d"
				alt=""
				nostrip="false"
			>
				<vertex_symbol name="normalTex" />
				<fragment_symbol name="normalTex" />
				<ui_label value="法線マップ" />
				<ui_group group_name="normal_map" />
				<ui_order value="2" />
			</sampler_var>
			<sampler_var index="3" id="_r0"
				hint="reflection0"
				type="sampler_cube"
				alt=""
				nostrip="false"
			>
				<vertex_symbol name="reflTex" />
				<fragment_symbol name="reflTex" />
				<ui_label value="反射マップ(キューブ)" />
				<ui_group group_name="refl_map" />
				<ui_order value="2" />
			</sampler_var>
			<sampler_var index="4" id="env"
				hint=""
				type="sampler_2d"
				alt=""
				nostrip="false"
			>
				<vertex_symbol name="envTex" />
				<fragment_symbol name="envTex" />
				<ui_label value="環境マップ(スフィア)" />
				<ui_group group_name="env_map" />
				<ui_order value="2" />
			</sampler_var>
			<sampler_var index="5" id="proj"
				hint=""
				type="sampler_2d"
				alt=""
				nostrip="false"
			>
				<vertex_symbol name="projTex" />
				<fragment_symbol name="projTex" />
				<ui_label value="投影マップ" />
				<ui_group group_name="proj_map" />
				<ui_order value="2" />
			</sampler_var>
		</sampler_var_array>
		<block_var_array length="5">
			<block_var index="0" id="skel"
				type="skeleton"
			>
				<vertex_symbol name="Skeleton" />
				<fragment_symbol name="Skeleton" />
			</block_var>
			<block_var index="1" id="shape"
				type="shape"
			>
				<vertex_symbol name="Shape" />
				<fragment_symbol name="Shape" />
			</block_var>
			<block_var index="2" id="view"
				type="none"
			>
				<vertex_symbol name="View" />
				<fragment_symbol name="View" />
			</block_var>
			<block_var index="3" id="opt"
				type="option"
			>
				<vertex_symbol name="Option" />
				<fragment_symbol name="Option" />
				<uniform_var_array length="6">
					<uniform_var index="0" id="vertex_color"
						hint=""
						type="int"
						default="0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="useVtxColor" />
						<fragment_symbol name="useVtxColor" />
					</uniform_var>
					<uniform_var index="1" id="multi_tex"
						hint=""
						type="int"
						default="0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="multiTex" />
						<fragment_symbol name="multiTex" />
					</uniform_var>
					<uniform_var index="2" id="normal_map"
						hint=""
						type="int"
						default="0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="useNormMap" />
						<fragment_symbol name="useNormMap" />
					</uniform_var>
					<uniform_var index="3" id="refl_map"
						hint=""
						type="int"
						default="0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="useReflMap" />
						<fragment_symbol name="useReflMap" />
					</uniform_var>
					<uniform_var index="4" id="env_map"
						hint=""
						type="int"
						default="0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="useEnvMap" />
						<fragment_symbol name="useEnvMap" />
					</uniform_var>
					<uniform_var index="5" id="proj_map"
						hint=""
						type="int"
						default="0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="useProjMap" />
						<fragment_symbol name="useProjMap" />
					</uniform_var>
				</uniform_var_array>
			</block_var>
			<block_var index="4" id="mat"
				type="material"
			>
				<vertex_symbol name="Material" />
				<fragment_symbol name="Material" />
				<uniform_var_array length="9">
					<uniform_var index="0" id="texsrt0"
						hint="albedo0"
						type="texsrt"
						default="0.0 1.0 1.0 0.0 0.0 0.0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="texsrt0" />
						<fragment_symbol name="texsrt0" />
						<ui_label value="アルベドテクスチャ0用SRT" />
						<ui_group group_name="diffuse" />
						<ui_order value="4" />
					</uniform_var>
					<uniform_var index="1" id="texsrt1"
						hint="albedo1"
						type="texsrt"
						default="0.0 1.0 1.0 0.0 0.0 0.0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="texsrt1" />
						<fragment_symbol name="texsrt1" />
						<ui_label value="アルベドテクスチャ1用SRT" />
						<ui_group group_name="multi_tex" />
						<ui_order value="4" />
					</uniform_var>
					<uniform_var index="2" id="texsrt2"
						hint="normal0"
						type="texsrt"
						default="0.0 1.0 1.0 0.0 0.0 0.0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="texsrt2" />
						<fragment_symbol name="texsrt2" />
						<ui_label value="法線マップ用SRT" />
						<ui_group group_name="normal_map" />
						<ui_order value="3" />
					</uniform_var>
					<uniform_var index="3" id="texsrt_env"
						hint=""
						type="texsrt"
						default="0.0 1.0 1.0 0.0 0.0 0.0"
						nostrip="false"
						converter="texsrt_ex"
						depend="texsrt_env"
					>
						<vertex_symbol name="texsrtEnv" />
						<fragment_symbol name="texsrtEnv" />
						<ui_label value="環境マップ用SRT" />
						<ui_group group_name="env_map" />
						<ui_order value="3" />
					</uniform_var>
					<uniform_var index="4" id="texsrt_proj"
						hint=""
						type="texsrt"
						default="0.0 1.0 1.0 0.0 0.0 0.0"
						nostrip="false"
						converter="texsrt_ex"
						depend="texsrt_proj"
					>
						<vertex_symbol name="texsrtProj" />
						<fragment_symbol name="texsrtProj" />
						<ui_label value="投影マップ用SRT" />
						<ui_group group_name="proj_map" />
						<ui_order value="3" />
					</uniform_var>
					<uniform_var index="5" id="diffuse"
						hint=""
						type="float4"
						default="1 1 1 1"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="diffColor" />
						<fragment_symbol name="diffColor" />
						<ui_label value="ディフューズ" />
						<ui_group group_name="diffuse" />
						<ui_order value="1" />
						<ui_item value="color" />
					</uniform_var>
					<uniform_var index="6" id="spec_power"
						hint=""
						type="float"
						default="50"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="specPower" />
						<fragment_symbol name="specPower" />
						<ui_label value="スペキュラ絞り" />
						<ui_group group_name="specular" />
						<ui_order value="2" />
						<ui_min value="0" />
					</uniform_var>
					<uniform_var index="7" id="spec_int"
						hint=""
						type="float"
						default="0.2"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="specInt" />
						<fragment_symbol name="specInt" />
						<ui_label value="スペキュラ" />
						<ui_group group_name="specular" />
						<ui_order value="1" />
						<ui_min value="0" />
						<ui_max value="1" />
					</uniform_var>
					<uniform_var index="8" id="weight_tex"
						hint=""
						type="float"
						default="1.0"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="weightTex" />
						<fragment_symbol name="weightTex" />
						<ui_label value="補間・加算時ウェイト" />
						<ui_group group_name="multi_tex" />
						<ui_order value="3" />
						<ui_min value="-1" />
						<ui_max value="1" />
					</uniform_var>
				</uniform_var_array>
			</block_var>
		</block_var_array>
		<interleave_array length="2">
			<interleave index="0" id_set="_p0 _n0 _t0 _i0 _i1 _w0 _w1 _c0 _u0 _u1 _u2" binarize="true" />
			<interleave index="1" id_set="" binarize="false" />
		</interleave_array>
		<group_array length="7">
			<group index="0" name="diffuse" page_name="" condition="">
				<ui_label value="ディフューズ" />
				<ui_order value="0" />
			</group>
			<group index="1" name="multi_tex" page_name="" condition="$multi_tex != 0">
				<ui_label value="マルチテクスチャ" />
				<ui_order value="1" />
			</group>
			<group index="2" name="proj_map" page_name="" condition="$proj_map">
				<ui_label value="投影マップ" />
				<ui_order value="2" />
			</group>
			<group index="3" name="specular" page_name="" condition="">
				<ui_label value="スペキュラ" />
				<ui_order value="3" />
			</group>
			<group index="4" name="normal_map" page_name="" condition="$normal_map">
				<ui_label value="法線マップ" />
				<ui_order value="4" />
			</group>
			<group index="5" name="env_map" page_name="" condition="$env_map">
				<ui_label value="環境マップ" />
				<ui_order value="5" />
			</group>
			<group index="6" name="refl_map" page_name="" condition="$refl_map">
				<ui_label value="反射マップ" />
				<ui_order value="6" />
			</group>
		</group_array>
	</shading_model>
	<shading_model index="2" name="env" revision="0">
		<vertex_stage src_index="7" />
		<fragment_stage src_index="7" />
		<attrib_var_array length="2">
			<attrib_var index="0" id="_p0"
				hint="position0"
				type="float4"
			>
				<vertex_symbol name="i_Position" />
				<ui_label value="位置座標" />
				<ui_editable value="false" />
			</attrib_var>
			<attrib_var index="1" id="_n0"
				hint="normal0"
				type="float3"
			>
				<vertex_symbol name="i_Normal" />
				<ui_label value="法線" />
				<ui_editable value="false" />
			</attrib_var>
		</attrib_var_array>
		<block_var_array length="3">
			<block_var index="0" id="shape"
				type="shape"
			>
				<vertex_symbol name="Shape" />
				<fragment_symbol name="Shape" />
			</block_var>
			<block_var index="1" id="view"
				type="none"
			>
				<vertex_symbol name="View" />
				<fragment_symbol name="View" />
			</block_var>
			<block_var index="2" id="env"
				type="material"
			>
				<vertex_symbol name="Env" />
				<fragment_symbol name="Env" />
				<uniform_var_array length="4">
					<uniform_var index="0" id="sky_color"
						hint=""
						type="float3"
						default="0.7 0.7 0.9"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="skyColor" />
						<fragment_symbol name="skyColor" />
						<ui_label value="スカイカラー" />
						<ui_group group_name="hemisphere" />
						<ui_order value="1" />
						<ui_item value="color" />
					</uniform_var>
					<uniform_var index="1" id="ground_color"
						hint=""
						type="float3"
						default="0.3 0.2 0.2"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="groundColor" />
						<fragment_symbol name="groundColor" />
						<ui_label value="グラウンドカラー" />
						<ui_group group_name="hemisphere" />
						<ui_order value="2" />
						<ui_item value="color" />
					</uniform_var>
					<uniform_var index="2" id="dir_light_dir"
						hint=""
						type="float3"
						default="-1 -1 -1"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="dirLightDir" />
						<fragment_symbol name="dirLightDir" />
						<ui_label value="ライト方向" />
						<ui_group group_name="directional" />
						<ui_order value="1" />
					</uniform_var>
					<uniform_var index="3" id="dir_light_color"
						hint=""
						type="float3"
						default="1 1 1"
						nostrip="false"
						converter=""
						depend=""
					>
						<vertex_symbol name="dirLightColor" />
						<fragment_symbol name="dirLightColor" />
						<ui_label value="ライトカラー" />
						<ui_group group_name="directional" />
						<ui_order value="2" />
						<ui_item value="color" />
					</uniform_var>
				</uniform_var_array>
			</block_var>
		</block_var_array>
		<interleave_array length="2">
			<interleave index="0" id_set="_p0 _n0" binarize="true" />
			<interleave index="1" id_set="" binarize="false" />
		</interleave_array>
		<group_array length="2">
			<group index="0" name="hemisphere" page_name="" condition="">
				<ui_label value="半球ライト" />
				<ui_order value="0" />
			</group>
			<group index="1" name="directional" page_name="" condition="">
				<ui_label value="ディレクショナルライト" />
				<ui_order value="1" />
			</group>
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	</shading_model>
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		stream_index="8"
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</shader_src_array>
</shader_definition>
</nw4f_3dif>

Text Differences

Hmmm...
To do:
Other regions.

The game uses the US directory for localized text in English releases but a directory called EN exists and has different text that went unused.

Main

Hmmm...
To do:
Fix encoding for "Miiverse Posts:".
English (no region/dev/temp[?]) English (US)
The Wii MotionPlus accessory is not
connected to %s's Wii Remote.
Please reconnect it.
%s's Wii MotionPlus accessory
has become disconnected.

Please reconnect it.
Smash Shot Slammer
Smash Shooter
Fairway to Go!

To add this stamp to your collection, get the ball
in every hole of any course without straying from
the fairway (the striped lawn areas of the course).

It might sound easy, but be warned: one slip
of your concentration, and it's back to the
drawing board. Watch out for those hazards!
Fairway or Bust

To add this stamp to your collection, get the
ball in the cup for each hole in an entire course
without straying off the fairway, fringe, or green.

That means avoid the bunkers, water hazards,
and rough at all cost. You won't be able to earn
this stamp without the utmost concentration!
Closely Guarded

Block 20 of your opponent's
punches in a single match.

Playing defensively is a good way to make
your opponent drop their guard and go on
the attack, leaving them open to counters.
Guard Master

Earn this stamp by blocking 20 punches in
a single match.

Effective guarding keeps you safe while also
opening your opponent up for some really hard
counterpunches, so keep your guard up!
Skill Shaper: Skittle Skills
Training: Tricky Pins
Hard Club
Toughest Rival Club
To members about to tee off
For members about to tee off
The key to getting a high score is
practising until you can use the
same technique to throw the ball
along the same path every time.
The key to getting a high score is
practicing until you can use the
same technique to throw the ball
along the same path every time.
 Points
 pt.
yd
 yd.
Skill Shaper: Triple Whammy
Training: 100-Pin Pro
Golf: Putter Madness
Golf: Pro Putter
Ooh, sliced it!
Aim for the bunker!
To members who got a "nice on"
For members who've made a shot on a hole
Stick at it! Keep on bowling until you've
got a high score you can be proud of.
Keep on bowling until you
throw that perfect game!
yds
 yd.
Throw the ball and knock down
as many pins as you can.
Using the correct bowling technique will
get you in the fast lane to high scores!
Throw the ball, and try to knock
down as many pins as you can.
Good form is the key to getting
a high score!
Hit home runs, and try to rack up
the highest total distance you can!
The game will end after five failures,
									
so bring your "A" game!
Hit as many home runs as you can
								   
manage. The game will end after five
missed home runs, so be careful with
your swings!
Golf: Bingo Clubber
Golf: Chip-In Bingo
Select the opponent whose play records you want to view.
Select the opponent whose play data you want to view.
Stick to the fairway!
Here come the divots!
To members who just missed the hole
For members who've just missed the cup
To adjust your throwing direction, press 
then use  to turn to the left or right.
To adjust your throwing angle, press 
and then use  to turn to the left or right.
Tennis - To members who hit smashes
Tennis - To members who hit smash shots
There are no Mii characters in Mii Maker.
 

Select Mii Maker from the
Wii U Menu to create a Mii.
There are no Mii characters currently registered
as favorites in your Mii Maker.


Select Mii Maker from the Wii U Menu, and
register a Mii as a favorite.
You got a stamp!
Beat the Best
You earned the Dethroner
of Champions stamp!
There are a whopping 100 pins
in each frame, meaning the highest
possible score is 3,000!
It's bowling with a Wii Sports Club twist!
A classic Wii Sports twist on bowling!
The number of pins per frame is 100.
Are you skilled enough to throw a
perfect score of 3,000 points?
Break down the walls to get points.
The time limit will be extended if
you surpass certain scores.
Time to get smashing!
You have 90 seconds to smash down
as many walls as you can manage.
You'll add 10 extra seconds to the
timer every 100 points, so don't stop
breaking down those walls!
An internet connection could not be established.


Some features cannot be used.
Some features will be unavailable because an
Internet connection has not been established.
Golf: Target Shooter
Golf: Driver Challenge
All-time
All Time
To members who landed in a bunker
For members who've landed in a bunker
Post your thoughts about breaking a record
You broke a record! Why not share your thoughts?
You can change the path of the ball by
rotating the Wii Remote Plus as you throw.
Timing is the key to getting this right!
You can give your ball some spin by
rotating the Wii Remote Plus during
your throw. It takes some practice to
get the timing just right, though!
10-Pin Game - Got 180 points without moving
10-Pin Game - Scored 180 points without moving
Throw the ball, avoiding the
barriers set up on the lane.
The position of the barriers will
change according to your score.
Get lobbing those pin-seeking missiles!
Time to show your bowling skills!
Throw the ball while avoiding the
barriers that pop up on the lane.
The difficulty changes depending
on how well you're bowling.
Hit the boxes with the ball, then catch
whatever flies out of them in order to
score points. High-speed pitches earn
double points, so work on that fastball! 
Hit the boxes with a pitch, and then
catch whatever flies out in order to
score points. High-speed pitches will
earn you double points, so keep your
pitches fast and your reflexes faster!
Edit Custom Callouts
Edit Online Banter
Get in!
Loose grip?
To members who hit a water hazard
For members who've hit a water hazard
Post your thoughts about getting Bronze
You got Bronze! Why not share your thoughts?
A spin ball can really send those pins flying!
Putting spin on your ball can really help
get those pins flying into one another!
A new sport is now available
in Wii Sports Club.
For a limited time, you can try
out all available sports for free!
New sports are now available in Wii Sports Club.
For a limited time, you can
try out Wii Sports Club
at no additional charge!
You got a stamp!
Standstill Shooter
You've earned the
Straight Shooter stamp!
You got a stamp!
Hole-in-One
You've earned the
Hole in One stamp!
Home Run

Hit a home run to earn this stamp. You just
have to hit the ball so far that you can make
it all the way back to home plate in one play.

Try and smack that ball into outer space!
Home Runner

All you have to do to earn this stamp is slam
a ball so far you get a home run.
							  
Simple, right?
Point the Wii Remote Plus at
your Mii icon and press  or .
Point the Wii Remote Plus at
your Mii, and press  or .
Lakeside Nine
9 Holes - Lakeside
Post about getting a strike in every frame
Post about bowling a perfect game
To members who got a birdie
For members who've got a birdie
Share your thoughts about winning a close game
Post about winning a close bout
Home Run Hero
Homer Hero
A three-round boxing match. To play,
you will need two Wii Remote Plus
controllers - one for each hand.
Your opponent will be someone who
has also selected two-handed mode.
A three-round boxing match. You will
need two Wii Remote Plus controllers					
to participate. Your opponent will be
someone who has also selected to
play in Two-Handed mode.
A Wii Remote Plus (or Wii Remote
with Wii MotionPlus accessory) is not
correctly connected. Please go to the
 HOME Menu and connect your
Wii Remote Plus controllers correctly.
A Wii Remote Plus controller has not been
correctly connected to the Wii U console.
Go to the HOME Menu, and correctly pair
a Wii Remote Plus or a Wii Remote with a
Wii MotionPlus accessory attached.
Classic Nine
9 Holes - Classic
To members who scored points
For members who've scored points
To members who didn't make par
For members who didn't make par
Post your thoughts about getting Gold
You got Gold! Why not share your thoughts?
Lightning Round

Beat your opponent with a KO
before the end of the first round!

Find a way to slip past their guard and do
as much damage as you can in a short time.
Fast-Fists KO

Beat your opponent with a KO before the end of
the first round!

The trick is to exploit your opponent's openings
and inflict as much damage as possible, as fast
as possible!
Smash Hitter
Wall Breaker
A three-round, one-handed
boxing match. Your opponent
will be someone who has also
selected one-handed mode.
A three-round, one-handed
boxing match. Your opponent
will be someone who has also
selected to play in One-Handed
mode.
Skill Shaper
Training
A Wii Remote Plus (or Wii Remote with Wii
MotionPlus accessory) is required to play.

Please make sure your Wii Remote Plus
controllers are correctly connected.
A Wii Remote Plus (or Wii Remote with Wii
MotionPlus accessory) is required to play.

Please ensure your Wii Remote Plus
controllers are correctly connected.
Resort Nine
9 Holes - Resort
Item
Stat
To members who lost points
For members you've scored points against
Post your thoughts about getting Platinum
You got Platinum! Why not share your thoughts?
Post about winning with a KO in round one
Post about winning with a KO in the first round
Give Skill Shaper a go!
You can try your hand at all sorts
of different throwing techniques.
Practicing with the various training
modes can really give you an edge
when you encounter some tricky
situations during actual games.
Tennis - Earned a point with a smash shot
Tennis - Earned points with a smash shot
Putter Madness - Got Platinum
Pro Putter - Got Platinum!
Kazuhiko
Kazuhiro
In Wii Sports Club, you can view
the Miiverse posts of other players.
 

Do you want to display other players' posts?
In Wii Sports Club, you can view the Miiverse
posts of other players, including their custom,
handwritten posts.


Do you want to display other players' posts?
The Bare Minimum

Knock down at least one pin in every
frame during a game of Spin Control.

That means every frame! Fail to hit any pins in
even one frame, and you won't get this stamp!
The Bare Minimum

Knock down at least one pin in every frame
during a game of Spin Control.

That means every frame! If you fail to hit any pins
in a single frame, you won't get this stamp!
Pitch for Prizes
Pitch Perfect
A Wii Remote Plus or Wii Remote
with Wii MotionPlus accessory
is not connected correctly.
Not enough Wii Remote Plus controllers or
Wii Remote controllers with Wii MotionPlus
accessories attached are connected.
Guests
Guest
■ Post to Club

Pulled off an amazing play that you've just
got to share? Then use Post to Club to brag
about it to other club members on Miiverse!
■Post to Club

Pulled off an amazing play?
Miiverse is the perfect place to
brag about it to other club members!
Lakeside/Classic 18 Holes
18 Holes - Lakeside/Classic
The ancient art of bowling has its origins
in ancient Egypt and the Roman Empire!
The origins of bowling can be traced back
to ancient Egypt and the Roman Empire.
Bet you didn't know that!
100-Pin Game - Got the Secret Strike
100-Pin Game - Got a secret strike
Bingo Clubber - New Record
Chip-In Bingo - New record!
There are no tutorials for online games.

To get some basic pointers and learn
how the GamePad is used to play this
sport, try playing a local game.
There are no tutorials for online games.

If you'd like to learn some basic pointers
and how to use the GamePad for playing
this sport, play a local game first!
All available sports can be played.
Any sport can be played.
Centurion
Centurion Hero
Totally Hooked

Land at least ten high-power hooks in one match.

Watch out! Hooks can surprise your opponent
but they can also leave you open to a counter!
Stone Fists

Earn this stamp by landing at least 10 powerful
hooks in one match.

Watch out! Hooks can surprise your opponent,
but they can also leave you defenseless!
One or more Wii Remotes without
Wii MotionPlus accessories detected.
One or more Wii Remote controllers
without Wii MotionPlus accessories
have been detected.
Hooray!
Way to go!
Resort/Lakeside 18 Holes
18 Holes - Resort/Lakeside
To members who made it to match point
For members who've made it to match point
Share your thoughts about beating the champion
Post about beating the champ
Playing with ten pins laid out in a
triangle formation is actually quite
a recent development in bowling.
Playing with 10 pins laid out in a
triangular formation is actually a
more recent development in bowling
than you may suspect!
Bingo Clubber - Got Bronze
Chip-In Bingo - Got Bronze!
Successfully changed Mii.

The records of the previous Mii
will be transferred to %s
Changed registered Mii to %s.

All data will be transferred to the new Mii.
You got a stamp!
30-Shot Rally
You've earned the
30-Shot Rally stamp!
You got a stamp!
Shutout Game
You've earned the
Shutout King stamp!
Change Team
Change Teams
Crikey!
That's the stuff!
Classic/Resort 18 Holes
18 Holes - Classic/Resort
Resort/Lakeside Eighteen
High Score
18 Holes - Resort/Lakeside
High Score
To members who won a match
For members who've won a tennis match
Bingo Clubber - Got Silver
Chip-In Bingo - Got Silver!
The internet connection was lost.

Cancelling session.
The connection with your opponent was lost.

You will now be returned to the online game
menu.
Ace of Clubs
Birdie of Prey
A Straight Fight
Straight Fight
You're on fire!
Bringing your A game!
Classic/Resort Eighteen
High Score
18 Holes - Classic/Resort
High Score
To members who lost a match
For members who've lost a tennis match
 Win
 win
Bingo Clubber - Got Gold
Chip-In Bingo - Got Gold!
Successfully added %s
to the player list.
%s's Mii
will be registered after this
game has been completed.
You got a stamp!
Gobble Gobble
You've earned the
Turkey Wrangler stamp!
You got a stamp!
Long-Range Putter
You've earned the
Power Putter stamp!
1 Hole - Friendly
Single Hole - Practice
Throw the ball and knock down
as many pins as you can.
Using the correct bowling technique will
get you in the fast lane to high scores!
Throw the ball, and try to knock
down as many pins as you can.
Good form is the key to getting
a high score!
Miiverse Posts: ON
Miiverse Posts: ON
Putter Madness High Score
Pro Putter High Score
Post your thoughts about breaking a record
You broke a record! Why not share your thoughts?
 Wins
 wins
Bingo Clubber - Got Platinum
Chip-In Bingo - Got Platinum!
Run Them Ragged

To earn this stamp, make the opposition
run 3,000 metres or more during a match!

In professional tennis, some players run
more than 18km in a three-set match.
That's nearly a half marathon!
3K Runner

Make the opposing player run three kilometers or
more during a single game to earn this stamp.

In professional tennis, some players end up
running more than three times that. It's all
about sending your opponent after the ball!
Giant Slayer

Stories tell of an all-powerful team led by
a legendary ace pitcher. The hopes and dreams
of many a promising young slugger have been
crushed by this unstoppable baseball behemoth!

Do you have what it takes to stand your ground
against the onslaught of wicked left-hand pitches
and triumph against these titans?
King of Swing

Earn this stamp by defeating a team led by

a nearly unstoppable baseball juggernaut.

Do you have what it takes to outslug and
outpitch the cream of the baseball crop?
Refresh
Update List
Miiverse Posts: OFF
Miiverse Posts: Off
Bingo Clubber High Score
Chip-In Bingo High Score
There's a lot of fun to be had teaming up
with another player in a doubles match!
Teaming up with another player in a
doubles match can be a lot of fun!

Bowling

English (no region/dev/temp[?]) English (US)
7
8
9
10
10
-
G
Try swinging the ball a little slower.
Try swinging the ball a little slower!
Position
Move
Direction
Turn
Make sure you don't release
 in the middle of the throw.
Keep it held down throughout
the throwing motion.
Be careful not to release 
in the middle of the throw.
Keep it held down until the
ball has been released.
Make sure you don't
release  until the end
of the throw, 
Don't release  until the end
of your throw, 
Remember,
Hold down  during your
swing, then release  as
you roll the ball.
Remember,
Hold down  during your
swing, and then release 
to roll the ball.
Fourth
Four in a Row
Fifth
Five in a Row
Six-path
Six in a Row
Sever-pack
Seven in a Row
Eight in a row
Eight in a Row
Nine in a row
Nine in a Row
Ten in a row
Ten in a Row
Eleven in a row
Eleven in a Row
 Adjust your position or the direction of your throw
 Switch between adjusting position and direction
 Adjust position or direction of your throw
 Switch between adjusting position/direction
Hold down  in front of your chest and then
swing, releasing it at the end of the throw.
Press and hold  before you start your swing,
and then release  to let go of the ball.
1
2
3
4
5
6

Baseball

English (no region/dev/temp[?]) English (US)
Hold the Wii U GamePad in
front of you and press +.
Hold the Wii U GamePad with the
screen facing you, and press  + .
Press  to pitch a fastball,  for a curveball,
 for a screwball and  for a splitter.
Press  to pitch a fastball,  for a curveball,
 for a screwball, and  for a splitter.
Hold down the button to charge up the power
meter, allowing you to throw faster pitches.
Hold down a pitch button to charge up the power
meter, allowing you to throw faster pitches.
Release the button just as the meter reaches
its fullest to pull off a high-speed pitch!
Release the pitch button just as the power meter
is filled in order to pull off a high-speed pitch!
If the batter hits a high \"fly ball\", point the
Wii U GamePad at it in order to catch it.
When the batter hits a fly ball,
aim the Wii U GamePad at the ball.
Line up the two rings on the GamePad screen.
Keep them lined up until you catch the ball!
Line up the two rings for as long as
possible to perform a perfect catch.
1st Inning
1st
2nd Inning
2nd
3rd Inning
3rd
Chain: 
 Consecutive Home Runs
That's the end of the tutorial.
Now let's play ball!
That's all you need to know,
so let's play ball!
OK! Let's see if you're ready to try pitching!
OK, that's enough instruction. Let's see
if you're ready for some real pitching!
Next, let's practise catching fly balls.
Next, let's learn about catching fly balls.
OK! Time to practise catching some fly balls!
OK! Time to catch some fly balls for real!
Point the Wii Remote Plus at your Mii
icon and press  or . Make sure you
are wearing the Wii Remote wrist strap.
Point the Wii Remote Plus at the TV,
and press  or . Make sure you are
wearing the Wii Remote wrist strap.
 Catch Chain Bonus
 Catch-String Bonus
Press + on the Wii U GamePad.
Press  +  on the Wii U GamePad.
Point the Wii Remote Plus at your Mii icon
and press  or , . Make sure
you are wearing the Wii Remote wrist strap.
Point your Wii Remote Plus at the TV, and
press  or , . Make sure you
are wearing the Wii Remote wrist strap.
Please use a Wii Remote Plus controller.
Make sure you are wearing the wrist strap.
Use a Wii Remote Plus controller.
Remember to wear the wrist strap!
Nice catch!
Nice Catch!
High Speed
Bonus
Speed Bonus
Failures.
Misses.
Swung a tad early!
Swung a bit early!
Swung a tad late!
Swung a bit late!
Time Bonus!
Time Bonus
Set Stance
Reset Stance
Grip the Wii Remote Plus so that the
side with the  button is facing you.
Hold the Wii Remote Plus so that  is facing you.
Stand holding the Wii Remote Plus as if you were
holding a bat. Now try taking a few practice swings!
Hold the Wii Remote Plus vertically as if you were
holding a bat. Now try taking a few practice swings!
Grade: 
Skill:
Champions
Champion

Boxing

English (no region/dev/temp[?]) English (US)
Finally, if you feel like your punches are a little
off, hold the Wii Remote Plus diagonally in front
of you and press  to recalibrate it.
If you feel like your punches are off, hold the Wii Remote
Plus controller vertically, and then tilt it about 45 degrees
toward your other hand. Press  to calibrate the position.
Face Punch
Face: Attacking
That's all!
Are you ready to go a few rounds?
That's the end of the tutorial.
Time to take it to the ring!
Guard Body
Torso: Guarding
Glove Position (front)
Glove Position (Front)
Glove Position (high)
Glove Position (High)
Glove Position (low)
Glove Position (Low)
Let's get ready for some boxing!
The boxing tutorial will now begin.
Next, hold the Wii Remote Plus controllers
in an inverted V shape and press  to
calibrate the position of your boxing gloves.
In order to calibrate glove positions, hold the controllers in
an inverted V shape with  facing you on both controllers
and press  on each controller.
Press  and  together, first on
the left-hand Wii Remote Plus
and then on the right-hand one.
Press  and  together, first on the left
controller and then on the right.
Guard Face
Face: Guarding
Move your body around while in this stance,
and your Mii will copy your movements.
If you move your body back and forth or side to side while
holding the Wii Remote Plus controllers, your Mii character
will follow your movements.
Face Punch
Face: Attacking
Throw a cross by thrusting your dominant
arm forward while in a fighting stance.
Throw a straight punch by thrusting your
dominant hand forward while in a fighting stance.
Body Blow
Torso: Attacking.
To throw a hook, swing your Wii Remote Plus in a horizontal
arc from the side. No need to swing too fast, though!
A hook is a slow, heavy punch delivered to an opponent's
side. To throw a hook, swing the Wii Remote Plus
controller in a horizontal arc.
No input was received.
Wii Remote Plus controllers have
been assigned as shown above.
Input was not received in time.
Wii Remote Plus controllers have
been assigned as shown above.
To do an uppercut, first lower your
hand, then swing it upwards.
For an uppercut, drop your hand and then thrust it up under
your opponent's chin.
The trick is to focus on form, rather than power.
Each punch has its own strengths and weaknesses,
so try them all out and learn how to use them effectively!
The key is not straining too much when you punch.
Each punch has its own strengths and weaknesses,
so learn when to use each one!
Now, let's look at positioning your
guard and aiming your punches!
Next, let's look at positioning your gloves
and aiming your punches.
Reset Stance
Adjusting Your Stance
Fighting Stance (Right Hand)
How to Hold - RH
Fighting Stance (Left Hand)
How to Hold - LH
Cross
Straight
Let's get ready for some boxing!
The boxing tutorial will now begin.
First, grip the Wii Remote Plus so that
the side with the  button is facing you.
Hold the Wii Remote Plus controller so that  is facing you.
Next, tilt the Wii Remote Plus diagonally (try holding
up both your fists in a fighting stance), and press 
to calibrate the position of your boxing gloves.
Hold the Wii Remote Plus controller vertically, and then
tilt it about 45 degrees toward your other hand.
Press  to calibrate the position of the controller.
Move your body around while in this stance,
and your Mii will copy your movements.
If you move your body back and forth or side to side while
holding the Wii Remote Plus controller, your Mii character
will follow your movements.
From this basic stance you can throw a
cross by thrusting your arm forward.
Throw a straight punch by thrusting your
arm forward while in a fighting stance.
When playing one-handed, hold down 
to lock your Mii character's stance.
This will make it easier to aim your punches!
When playing one-handed, hold  to lock your
Mii character's stance and make it easier to aim
your punches.
Grade: 
Skill:
Reset Stance (Right Hand)
Adjusting Stance (RH)
Take stance and press 
Take Stance 
Reset Stance (Left Hand)
Adjusting Stance (LH)
Time remaining: 
Time Remaining
Move the Wii Remote Plus controllers as
shown to change the position of your gloves.
Moving the Wii Remote Plus controllers makes the position
of the Mii character's gloves move accordingly.
sec
Seconds
Use this technique to block your opponent's
blows and to aim your own punches!
In this way, you can block your opponent's punches and
aim your own punches with greater ease.
Finally, if you feel like your punches are a little off,
hold the Wii Remote Plus controllers in an inverted
V shape and press  to recalibrate them.
And finally, if you feel like your punches are off, try holding
the Wii Remote Plus controllers in an inverted V shape and
pressing  to recalibrate them.
You can throw a jab by thrusting your other
arm forward while in a fighting stance.
Throw a jab by thrusting your nondominant hand forward.
Throw a cross by thrusting your dominant
arm forward while in a fighting stance.
Throw a straight punch by thrusting your
dominant hand forward from a fighting stance.
Tutorial
Watch Tutorial
Glove Position (front)
Glove Position (Front)
Glove Position (high)
Glove Position (High)
Glove Position (low)
Glove Position (Low)
Move the Wii Remote Plus as shown
to change the position of your gloves.
Moving the Wii Remote Plus controller makes the position
of the Mii character's gloves move accordingly.
sec
secs. left

Golf

Hmmm...
To do:
One of the lines has its formatting adjusted.
English (no region/dev/temp[?]) English (US)
Place the Wii U GamePad on the floor.

Important: Be careful not to step on the GamePad, and
make sure you put it away when you've finished playing.
Important: Be careful not to step on
the GamePad, and make sure you put
it away when you've finished playing.
Hole-in-One
Hole in One
Grade:
Skill:
Change position using the cursor and .
Change position with the pointer or , and set it with .
Spoon
3 Wood
3-iron
3 Iron
5-iron
5 Iron
7-iron
7 Iron
9-iron
9 Iron
First, you need to set up for teeing off.
First you need to set up for teeing off.
Place the Wii U GamePad on the floor, making
sure it is at least a metre away from the TV.
Place the Wii U GamePad on the floor,
at least three feet away from the TV.
Important: Be careful not to step on
the GamePad, and make sure you put it
away when you have finished playing.
Important: Be careful not to step on
the GamePad, and make sure you put it
away when you have finished playing!
Next, stand facing the Wii U GamePad,
as the diagram shows.
Next, stand facing the Wii U GamePad,
as shown in the picture.
Aim the Wii Remote Plus at the
Wii U GamePad and press  to
reset the angle of your club.
Aim the Wii Remote Plus at the
Wii U GamePad. Press  to reset
the angle of your clubhead if necessary.
To hit the ball, hold down  and take your shot!
To hit the ball, hold down  and swing!
Try it now: hold down  and swing!
Hold down  and swing!
Chip In
Chip-In
Nearly there!
Almost there!
Did you hit a zinger?
Did you hit a nice shot?
So, to recap:
Press  to reposition your club, then
hold down  and take your swing.
Press  to reposition your club.
Hold down  and take your swing.
Out of Tries
Give Up

Tennis

English (no region/dev/temp[?]) English (US)
Grade:
Skill:
Change position using the cursor and .
Change position with the pointer or , and set it with .
Single Game
Single-Game Match
Best of 3
Two-Game Match
Best of 5
Three-Game Match

Interestingly, a best of 5 string was present in the old message file where the latest file does not mention any.

Unused Text

MS Test
To be deleted later.
How Message Studio text is divided up→

Tests from the translation team.

First Serve
Second Serve

Unused text suggesting faults were originally going to be used for serving in Tennis. This text also exists in the unused EN text directory, though using "Service" instead of "Serve".

Build Dates

Hmmm...
To do:
Check the retail disc versions.

Mentioned in the executable at offset A0 are build dates.

US/EU/JP (v1.2.0) JP (Trial) US/EU/JP (v2.0.0) US/EU/JP (v3.0.0) US/EU/JP (Update 4/US Retail Disc) US/EU/JP (v4.1.0)
Oct 29 2013 20:57:23
Dec 12 2013 12:54:26
Jan 22 2014 12:41:08
Feb 10 2014 20:08:02
May 20 2014 12:23:49
Jul  3 2014 16:54:46