Wii Sports Club
Wii Sports Club |
---|
Developers: Nintendo EAD,
Bandai Namco Studios This game has hidden development-related text. This game has a prerelease article |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
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. |
To do: Model files, textures, executable strings, bin files, revisional and text differences.
|
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.
Contents
Sub-Pages
Prerelease Info |
Base Game The base game with nothing related to the game. |
Unused Graphics
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.
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.
In the layout files, there is several textures for an unused strap screen.
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="" depend="" > <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="" 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="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"> <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="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> <uniform_var index="6" 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="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> </group_array> </shading_model> <shading_model index="3" name="debug" revision="0"> <vertex_stage src_index="6" /> <fragment_stage src_index="6" /> <option_var_array length="1"> <option_var index="0" id="output" type="dynamic" choice="c_Pos_p, c_Nrm_l, c_Nrm_w, c_Nrm_v, c_Tan_l, c_Binrm_l, c_TanSpace, c_SkinCnt, c_Influence, c_Color, c_UV, c_Albedo, c_NrmMap" default="c_Pos_p" branch="false" > <vertex_symbol name="OUTPUT" /> <fragment_symbol name="OUTPUT" /> </option_var> </option_var_array> <attrib_var_array length="10"> <attrib_var index="0" id="_p0" hint="position0" type="float4" > <vertex_symbol name="i_Position" /> </attrib_var> <attrib_var index="1" id="_n0" hint="normal0" type="float3" > <vertex_symbol name="i_Normal" /> </attrib_var> <attrib_var index="2" id="_t0" hint="tangent0" type="float4" > <vertex_symbol name="i_Tangent" /> </attrib_var> <attrib_var index="3" id="_b0" hint="binormal0" type="float4" > <vertex_symbol name="i_Binormal" /> </attrib_var> <attrib_var index="4" id="_i0" hint="blendindex0" type="int4" > <vertex_symbol name="i_Index0" /> </attrib_var> <attrib_var index="5" id="_i1" hint="blendindex1" type="int4" > <vertex_symbol name="i_Index1" /> </attrib_var> <attrib_var index="6" id="_w0" hint="blendweight0" type="float4" > <vertex_symbol name="i_Weight0" /> </attrib_var> <attrib_var index="7" id="_w1" hint="blendweight1" type="float4" > <vertex_symbol name="i_Weight1" /> </attrib_var> <attrib_var index="8" id="_c0" hint="color0" type="float4" > <vertex_symbol name="i_Color" /> </attrib_var> <attrib_var index="9" id="_u0" hint="uv0" type="float4" > <vertex_symbol name="i_UV" /> </attrib_var> </attrib_var_array> <sampler_var_array length="2"> <sampler_var index="0" id="_a0" hint="albedo0" type="sampler_2d" alt="" nostrip="false" > <vertex_symbol name="s_AlbedoTex" /> <fragment_symbol name="s_AlbedoTex" /> </sampler_var> <sampler_var index="1" id="_n0" hint="normal0" type="sampler_2d" alt="" nostrip="false" > <vertex_symbol name="s_NormalTex" /> <fragment_symbol name="s_NormalTex" /> </sampler_var> </sampler_var_array> <block_var_array length="3"> <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_array> <interleave_array length="1"> <interleave index="0" id_set="" binarize="true" /> </interleave_array> </shading_model> </shading_model_array> <shader_src_array length="9"> <shader_src src_index="0" include_path="include" path="common.glsl" stream_index="0" /> <shader_src src_index="1" include_path="include" path="env_block.glsl" stream_index="1" /> <shader_src src_index="2" include_path="include" path="shape_block.glsl" stream_index="2" /> <shader_src src_index="3" include_path="include" path="skeleton_block.glsl" stream_index="3" /> <shader_src src_index="4" include_path="include" path="view_block.glsl" stream_index="4" /> <shader_src src_index="5" include_path="src" path="basic.glsl" stream_index="5" /> <shader_src src_index="6" include_path="src" path="debug.glsl" stream_index="6" /> <shader_src src_index="7" include_path="src" path="env.glsl" stream_index="7" /> <shader_src src_index="8" include_path="src" path="legacy.glsl" stream_index="8" /> </shader_src_array> </shader_definition> </nw4f_3dif>
Text Differences
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
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 |
7 |
8 |
8 |
9 |
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 |
1 |
2 |
2 |
3 |
3 |
4 |
4 |
5 |
5 |
6 |
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
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
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 |
The Wii series
| |
---|---|
Wii Sports | Wii Sports • Wii Sports Resort • Wii Sports Club • Nintendo Switch Sports (Demo) |
Wii Play | Wii Play • Wii Play: Motion |
Wii Fit | Wii Fit (Wii Fit Channel) • Wii Fit Plus (Wii Fit Plus Channel) • Wii Fit U |
Wii Party | Wii Party • Wii Party U |
Other | Wii Chess • Wii Music |
- Pages missing developer references
- Games developed by Nintendo EAD
- Games developed by Bandai Namco Studios
- Pages missing publisher references
- Games published by Nintendo
- Wii U games
- Pages missing date references
- Games released in 2013
- Games released in October
- Games released on October 30
- Games released in November
- Games released on November 7
- Games with hidden development-related text
- Games with unused graphics
- Games with unused models
- Games with unused text
- Games with debugging functions
- Games with regional differences
- Games with revisional differences
- Stubs
- Defunct online content
- To do
- Wii series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > Stubs
Cleanup > To do
Games > Defunct online content
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Bandai Namco > Games developed by Bandai Namco Studios
Games > Games by developer > Games developed by Nintendo > Games developed by Nintendo EPD > Games developed by Nintendo EAD
Games > Games by platform > Wii U games
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 2013
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 7
Games > Games by release date > Games released in October
Games > Games by release date > Games released in October > Games released on October 30
Games > Games by series > Wii series