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New Super Mario Bros. Wii
| New Super Mario Bros. Wii |
|---|
|
Developer:
Nintendo
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New Super Mario Bros. Wii takes the revamped 2D side-scrolling action from the DS title and kicks it up a notch by what many fans would consider a dream-come-true: simultaneous cooperate multiplayer in the main game. It also marks the return of Yoshi, the Koopalings, and Kamek, and pretty much set the standard for the Mario universe in the years that followed.
| This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
To do:
|
Contents
- 1 Subpages
- 2 Unused Graphics
- 3 Unused Hint Movies
- 4 Unused Animations
- 5 Unused Text
- 6 Unused Jingle
- 7 Early Features
- 8 Exception Handler
- 9 Build Date
- 10 Developer Text
- 11 Revisional Differences
- 12 Regional Differences
Subpages
| Unused Objects New hits and old favorites. |
| Unused Level Features Things that just don't come into play. |
Unused Graphics
Japanese Text
Sometimes, there's stuff drawn or written on the alpha channel in the tileset files. These scribbles indicate what kind of tile it is, and could have been used in Nintendo's level editor.
Desert Tileset
Desert tileset (Pa1_sabaku.arc) has a simple collision-less palm object that goes unused in the game. It's replaced by 3D sprite palms, which you can stand on.
Pa1_sabaku.arc's also has upside down slopes, but none of the tiles are even assigned to an object in the tileset.
Tower Tileset
Pa1_toride.arc's first tile is a pink block. It's assigned to a lot of objects, but none of them are used. The block itself bears a resemblance to ones that appeared in E3 2009 screenshots, but most likely was 'dummied out' by the ways of recoloring.
Snow Tileset
As seen in the prerelease screenshots, snow levels were meant to use a gray variation of the basic block tileset. They went unused in the final game, however, but the file is still present in the game (Pa0_jyotyu_setsugen).
Credits Tileset
| Standard | Staff Roll |
|---|---|
![]() |
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The only tiles used in the credits sequence are invisible solid blocks, so the rest of them go unused. Note that the tileset is a modified version of the standard tileset.
New Super Mario Bros. Leftovers
Early Block Roulette
obj_block.arc contains an early design for the block roulette, similar to the one in New Super Mario Bros.. It also includes early icons for the powerups. Note the change of Mini Mushroom to a 1UP in the final, and lack of Ice Flower in the early design.
| Early | Final |
|---|---|
Early Winged Block
obj_block.arc also contains a placeholder winged block, which uses the block texture from New Super Mario Bros.. The final game uses block_pata.arc.
Early Coin
There's an early coin file (coin.arc), which contains a flat model and texture from the coin from New Super Mario Bros..
Early World Map Path
While this texture from New Super Mario Bros. is used to mark the path spots on the world map models, it's invisible in game.
Broken Pipes
obj_dokan.arc contains broken pipe models that would be used by the unused Mega-Mario flying pipe actors. As you can see, they're a bit lacking in texture, though.
Unused Backgrounds
Seen in E3 2009 footage, this cheapy static 2D background was replaced by better looking ones.
Called boss_hikousen_bg (boss_airship_background). Doesn't look anything like an airship though.
Early Graphics
W 1-Tower Icon
The file that contains textures for the stage icons in the Coin Battle and Free-for-all Multiplayer modes, has an icon of Larry being battled by Mario, named im_W1_toride_00.tpl. It's never displayed by the game, as it uses im_W1_toride.tpl for the W1 tower icon. What's more interesting, is that it shows how the early Larry boss platform looked, and what makes it even more unique, is that it has Mario on it, which doesn't happen on any other Coin Battle icon.
Note
A note, which appeared in the pre-release screenshots, is still present in the game files (note.arc).
Spring Block
The checkered spring block file (block_jump.arc) still contains the old texture shown in the E3 2009 screenshots.
Wind Effects
The file env_wind contain some cloudy textures similar to those used for the usual cloud/mist effects. These textures, however, have writing all over them. According to the text, the first three are meant for regular stages, while the last three are meant for desert stages. Since the textures are almost entirely white with transparency, the above image shows the files on a black background. The original files can be found below.
The final game only uses one type of wind effect, and its textures are stored as wmy_bgsnow.3 (and 4, 5) inside Env_snow.arc. It's also handled by the same object and most of the same code is used for the falling snowflakes effect.
Prickly Goomba
The Prickly Goomba enemy from 9-7 has an early model under the name iga_kuribo.arc. Two things to note are that this model lacks the frames for the Goomba's eyes and it has different animations.
Search Lights
Found in light_search.arc is light_double and...
light_search. light_single is used.
Question Mark Bubble
May have released items or acted as a switch when popped.
Green Coins
The coin object file (obj_coin.arc) contains a model and texture for a green coin, but it never shows up in-game. It was originally going to be used as the "collect 8" object in the Enemy Courses, but it was later replaced by Toad Balloons. The Toad Balloon object is still named EN_GREENCOIN by the game. Green Coins are used in the sequel New Super Mario Bros. U, with the same appearance but a different functionality.
Green Train
There are two files for a normal, non-icy block train; block_snake.arc and snake_block.arc. They both contain a texture similar to the one used in New Super Mario Bros.; for some reason, snake_block.arc 's texture is higher res.
Duplicates
For some reason, dossun.arc, which is the file containing Thwomp models, has duplicate Giant Thwomps. They are named: big_dossun and dossun_big, and are identical.
The sledge hammer (lift_zen_hammer.mdl0) that appears in World 8-6 has a duplicate inside the Tower Boss Door archive (obj_door_torideboss.arc).
Dummy Cube
A black unused cube is found in BGM_Anim_Dummy.arc in the Object folder. This model is used to implement the coins and question/brick blocks in some levels (particularly in World 7) which hop back and forth in time with the music. The hopping/dancing movement is an animation on the model, and the in-game object changes position along with the cube. The cube itself is normally invisible, but it can be made visible by setting a specific global variable to a non-zero value. (In the European/PAL version, set the byte at RAM address 0x80935D80 to anything but 0 to show it.)
World 3 Palms
The model CS_W3_Palm is an arrangement of palm trees meant for the island-themed world. This indicates that the island-themed world was originally going to be World 3, just like in New Super Mario Bros., instead of being World 4. To further support this, the name of the tree texture in both models is W3_YashiA. The texture used by the World 3 version is twice as wide as the final version, adding more ridges to the tree leaves. The tree arrangement barely matches with the terrain of World 4 at all, with two of the trees being higher up than the ground and none of them being at beach height. It also only has 8 trees, all the same size, rather than the 18 trees and two sizes in the final version.
World Map Grid
In cobGrid.arc found in the WorldMap folder, is a simple grid, most likely used by the mappers to create World Maps.
Unused Hint Movies
There are a total of 82 hint movies. While 62 of them are used, the rest of them go unused. They mostly contain Super Skills, and are broken due to the level layout being different from when the inputs were recorded.
1-3: Four unused Super Skills 2-2: Four unused Super Skills 2-5: Three unused Super Skills 3-2: One unused Infnite 1-Ups 3-5: Three unused Super Skills 6-Castle: One unused Super Skills 7-Tower: One unused Star Coin & one Super Skills 9-8: Two unused Super Skills
World 7-Tower
Star Coin
~ Player jumps on Bullet Bills to get 1-Ups ~ Collects the first star coin above Banzai Bill ~ Breaks the hidden block and jumps onto the roof ~ He goes into the pipe an collects the second star coin ~ Jumps onto the moving platform and kills himself
Super Skills
~ Player starts with Helicopter Suit ~ The player gets hurt two times ~ Shows the secret exit
Unused Animations
Midway Flag
- swing_L
- swing_R
These both were likely used with early versions of the model, because they do not fit the current bone structure of the model and look wrong when these animations are used through hacking.
Unused Text
There are a few unused messages left in the game.
test1
First message in the file with obvious purpose.
You can play for 10 minutes. After 10 minutes, the session will automatically end.
From the E3 2009 demo. It was shown on the title screen.
EVENT VERSION
Same as above.
Thank you for playing! You can continue your adventure in the retail version!
Also from the E3 2009 demo, obviously displayed when the session ended.
Unused Jingle
There exists a single unused track in the game, named cheepfanfare_lr.ry.32
Early Features
In prerelease screenshots, we see that the game originally had a Red and a Blue Yoshi. They were changed to Pink and Light Blue in the final version. The filenames for the Yoshi models, though, still follow the old colouring: Y_tex_red.arc, Y_tex_blue.arc.
The game was originally going to have Mega Mario, but it seems to have been canned very early on - EN_ITEM (the actor which manages the various powerup items) has an empty value which loads a mushroom model from I_big_kinoko.arc, but it crashes the game when used, and it does not have any other code which uses the value. There is no way to enable it without ASM hacking.
The file I_big_kinoko.arc does not exist, and it is not referenced by the game otherwise. Also, as other evidence of Mega Mario having been planned, the "flying pipe" objects were ported over from New Super Mario Bros. but are not used in the final game.
Exception Handler
The exception handler is still in the game's code, but can't be seen normally without hacking or causing an exceptionally heinous glitch. When it does crash, press HOME, -, +, -, +, 1, 2, 1, 2, A on Player 1's WiiMote. The player will then see the processor state at the time of the crash, as well as some trace info.
Build Date
| To do: Find the other versions and get the filenames from them. Previously on the page: "V2 US: Built on January 5th, 2010. Revision 37821. Disc is marked as "version 2"." |
An empty file exists in the main folder with its filename, shows what revision the copy of the game is and when it was compiled.
| JPN v1.0 | KR v1.0 | PAL v1.0 |
|---|---|---|
REV_INFO_r37675 COPYDATE_CODE_2009-10-03_231655 COPYDATE_DATA_2009-10-03_231209 COPYDATE_LAST_2009-10-03_231655 |
REV_INFO_r38018 COPYDATE_CODE_2010-03-12_153510 COPYDATE_DATA_2010-03-12_153506 COPYDATE_LAST_2010-03-12_153510 |
REV_INFO_r37675 COPYDATE_CODE_2009-10-03_232911 COPYDATE_DATA_2009-10-03_232433 COPYDATE_LAST_2009-10-03_232911 |
| TW v1.0 | US v1.0 | |
REV_INFO_r38019 COPYDATE_CODE_2010-03-15_160349 COPYDATE_DATA_2010-03-15_160345 COPYDATE_LAST_2010-03-15_160349 |
REV_INFO_r37675 COPYDATE_CODE_2009-10-03_232303 COPYDATE_DATE_2009-10-03_231822 COPYDATE_LAST_2009-10-03_232303 |
Developer Text
A file called WIIMJ2DNP.str is present in the main folder lists the directory to uncompiled code:
| US | Europe |
|---|---|
d:\home\Project\WIIMJ2D\US\PRD\RVL\bin\d_profileNP.plf d:\home\Project\WIIMJ2D\US\PRD\RVL\bin\d_basesNP.plf d:\home\Project\WIIMJ2D\US\PRD\RVL\bin\d_enemiesNP.plf d:\home\Project\WIIMJ2D\US\PRD\RVL\bin\d_en_bossNP.plf |
d:\home\Project\WIIMJ2D\EU\PRD\RVL\bin\d_profileNP.plf d:\home\Project\WIIMJ2D\EU\PRD\RVL\bin\d_basesNP.plf d:\home\Project\WIIMJ2D\EU\PRD\RVL\bin\d_enemiesNP.plf d:\home\Project\WIIMJ2D\EU\PRD\RVL\bin\d_en_bossNP.plf |
| Japan | Korea |
d:\home\Project\WIIMJ2D\JP\PRD\RVL\bin\d_profileNP.plf d:\home\Project\WIIMJ2D\JP\PRD\RVL\bin\d_basesNP.plf d:\home\Project\WIIMJ2D\JP\PRD\RVL\bin\d_enemiesNP.plf d:\home\Project\WIIMJ2D\JP\PRD\RVL\bin\d_en_bossNP.plf |
d:\Project\wii-mj2d\KR\PRD\RVL\bin\d_profileNP.plf d:\Project\wii-mj2d\KR\PRD\RVL\bin\d_basesNP.plf d:\Project\wii-mj2d\KR\PRD\RVL\bin\d_enemiesNP.plf d:\Project\wii-mj2d\KR\PRD\RVL\bin\d_en_bossNP.plf |
| Taiwan | |
d:\Project\wii-mj2d\TW\PRD\RVL\bin\d_profileNP.plf d:\Project\wii-mj2d\TW\PRD\RVL\bin\d_basesNP.plf d:\Project\wii-mj2d\TW\PRD\RVL\bin\d_enemiesNP.plf d:\Project\wii-mj2d\TW\PRD\RVL\bin\d_en_bossNP.plf |
Revisional Differences
Version 2 slightly updates the code for reading/writing the save file. It also updates the tileset used in World 7-Tower's boss arena so that the blank/empty tiles below the boss platform are solid.
Regional Differences
The Taiwan release includes the fixes from Version 2 (and maybe others) and also extends an object in World 4-1 so that you can't swim below the level terrain and glitch up.
Title Screen
| International | Japan |
|---|---|
The Japanese version's title screen logo for the most part is unchanged, but has the name spelled out in Japanese under it. In addition, the unregistered trademark symbol was changed into a registered trademark symbol. Also, the Japanese version's title screen says "Press 2 Start" instead of "Press 2 to start".
Text
| Europe | US |
|---|---|
| I found this rare item
for you! Did I do good? I hope it helps! |
Here's a rare item!
I'm sure it'll come in handy... |
A slight difference in the text that appears in the Star Toad Houses. The US version seems to be worded a little bit better.
| Europe | US |
|---|---|
| Hit the block to see
Hint Movies! Head left when you want to leave. |
Hit the block to see
hint movies! Go left if you're heading out. |
Another small difference. This text appears in Peach's Castle. It's weird Nintendo even bothered to change this.
| Europe | US |
|---|---|
| Thanks for rescuing me
earlier! Go through the door for a chance to win! |
Thanks! Here's a gift for
you. Just head through the door! |
This message appears in red and green Toad Houses that appear through rescuing a toad. The US version is a bit imprecise, since you still have to play a game to get the gift.
| Europe | US |
|---|---|
| Thanks for rescuing me
earlier! Here's a present for you! |
Thanks! Here's a present
for you! Head left if you want to go out. |
This appears in star Toad Houses that appear when you rescue a Toad. There's no reason to leave the Toad Houses, so the text in the US version is strange.
| Europe | US |
|---|---|
| Feeling lucky? Go through
the door to try and win some items! |
Feeling lucky? Step right
through the door to win some items! |
Appears in green and red Toad Houses. The US version is, again, slightly inaccurate, since there is a chance you won't win anything after going through the door.
| Europe | US |
|---|---|
| You've completed everything in New SUPER MARIO BROS. Wii! | You've completed everything in New Super Mario Bros. Wii! |
Europe is more enthusiastic. This difference appears every time the game is mentioned by its name.
- Games developed by Nintendo
- Games published by Nintendo
- Wii games
- Games released in 2009
- Games with unused areas
- Games with hidden development-related text
- Games with unused enemies
- Games with unused graphics
- Games with unused models
- Games with unused cinematics
- Games with unused items
- Games with unused music
- Games with unused text
- Games with debugging functions
- Games with regional differences
- Games with revisional differences
- Works In Progress
- To do
- Mario series
Cleanup > To do
Games > Games by content > Games with anti-piracy methods
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 animations
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused cinematics
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