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 cooperative 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. Contents
Sub-PagesTournament Mode
From February to March 2010, Nintendo hosted a Coin Battle tournament in Japan (NewスーパーマリオブラザーズWii コインバトル日本一決定戦). This apparently used a special version of the game. There was also a "Coin Battle Championship" in Italy and a "National Coin Challenge" in Australia, but for the latter at least, it seems like the retail version of the game was used. Interestingly, layout files for some of the special screens used for the tournament still exist, but only in the Korean, Taiwanese, and NVIDIA Shield TV versions, which were built after the tournament. They are "MultiCourseSelect_tournament" and "MultiCourseSelect_tournamentButton". There are also code leftovers in the Korean, Taiwanese, and NVIDIA Shield TV versions. There are strings that reference layout files and actors that aren't in the other versions, "MULTI_COURSE_SELECT_TOURNAMENT" and "MULTI_COURSE_SELECT_TOURNAMENT_BUTTON". (Source: CLF78) E3 Demo LeftoversThere are a few leftovers from the E3 2009 demo (which was also used at later events that year). TextYou can play for 10 minutes. After 10 minutes, the session will automatically end. This was shown on the title screen. EVENT VERSION Shown on the level selection screen and the time up screen. Thank you for playing! You can continue your adventure in the retail version! Displayed when the session ended. SCORE COINS ENEMIES LIVES LEFT Displayed in the Free for All results. (Source: Original TCRF research) TIME_UP ActorDisplayed when the
session ended, after which the game would reboot. Renders a layout from /Layout/timeUp/timeUp.arc. cc30a6b8 fffffff0 04926010 386002be 047b35f4 989f0259 Earlier Time Up LayoutPresent in the Korean version (and all versions thereafter) is a "timeUp_trialPlay" layout, which seems to be an earlier or alternate version of the layout used by the above actor. (Source: CLF78) Unused Hint MoviesThere 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 Skill 9-8: Two unused Super Skills World 7-TowerStar Coin~ Player jumps on Bullet Bills to get 1-Ups ~ Collects the first star coin above the Banzai Bill ~ Breaks the hidden block and jumps onto the roof ~ He goes into the pipe and collects the second star coin ~ Jumps onto the moving platform and kills himself Super Skills~ Player starts with a Propeller Suit ~ The player gets hurt two times ~ Shows the secret exit Unused Behaviors
(Source: Original TCRF research) Switching LayersThe game has good support for changing Mario's active layer, letting him stand on foreground or background tiles. This is used to implement the Mini-Mario pipe secrets in 1-3, but it seems Nintendo planned to do more with it:
Unused Darkness SettingThere is an unused darkness setting which causes triangular light beams to be generated by each player. The beams face the same way as the players and each can be rotated between 0 and 180 degrees by tilting the relevant Wii Remote. (Source: Original TCRF research) Unused Camera SettingsAll settings described here are configurable in level files. ModesThe camera has eight modes, of which 2, 5 and 7 go unused. Mode 2 causes the camera to only zoom out in multiplayer mode if the players are far apart vertically, instead of in any direction. Even then, it won't zoom out the entire way unless the player who's moving away vertically is flying with a Propeller Suit or Block. Interestingly, this mode has its own unique list of zoom-level options. Mode 7 is the horizontal equivalent of Mode 2, but without the unique zoom levels. Mode 5 enables an unused feature that lets the level designer switch the camera to different settings (mode, zoom, bounds, and "ZoomChange") based on activated flag IDs. The configuration for this is actually stored in its own section of the level data, which is empty in all levels in the final game. Unfortunately, there's no transition when the settings change, making this feature jarring and unusable unless zoom sprites (206) are used to hide the change. It's also buggy: the first set of camera settings in the level data can't be the first one to activate, due to an incorrectly initialized variable, and any changes to the camera bounds are immediately reverted on the next frame. (Source: RoadrunnerWMC) Zoom LevelsThere are a few unused zoom level options, but most aren't very interesting. One fixes the camera's size at just 7 tiles tall. Another is similar, but also allows the camera to expand in multiplayer mode up to the absolute maximum of 28, which is the size used in the giant bonus area in World 9-3. (Source: RoadrunnerWMC) Flying-Only Upward ScrollingOne unused camera setting is the direct equivalent of one used in New Super Mario Bros. and New Super Mario Bros. 2. In those games, it prevents the camera from scrolling upward more than a certain, adjustable number of tiles unless Mario is climbing a vine (in the former) or flying as Raccoon Mario (in the latter), and is used for hiding secret areas. Here, it prevents the camera from scrolling upward at all unless Mario is flying using a Propeller Suit or Block. Oddly, instead of adjusting the scroll distance as in the other games, the attached numeric value adjusts the camera's size in multiplayer mode. This is actually enabled in a few areas, but only ones where the camera can't scroll at all anyway. It might be enabled just due to laziness, since value "0" enables it and "15" is needed to disable it. The feature was probably scrapped in this game because it looks glitchy and probably wouldn't work well in multiplayer. (Source: RoadrunnerWMC) Other Settings
(Source: RoadrunnerWMC) Unused Texttest1 First message in the file with obvious purpose. In the Japanese, USA Spanish text, it is the same, the meaning is the same, except there is no "1" on the end. Story Mode Seems to be a label for the main mode on the menu. VS Mode As you make progress in Story mode, you'll unlock more courses to play in VS mode. Seems to be text for an early/scrapped multiplayer mode. Select a Mode Another piece of unused text for the main menu. (Source: Original TCRF research) Unused Audio
Many, if not all, the sounds that were in New Super Mario Bros. are also present here with their original filenames. They aren't listed below. StreamsThere exists a single unused track in the game, named cheepfanfare_lr.ry.32. The BRSAR has a entry called "STRM_BGM_DEMO_OMAKE" (demo = cutscene, omake = bonus), but there is no BRSTM to go along with it. (Source: Original TCRF research) Sequence Data for AnimationsSimilar to the "bahps" in much of the game's level music, all of the world map themes contain sequence data instructing certain actors to animate at a handful of points in the song. World 9 is the only world to have no such actors, making this data unused there. Sound Effects
135 - SE_SYS_CTRL_0_CONNECTED_RC 137 - SE_SYS_CTRL_1_CONNECTED_RC 139 - SE_SYS_CTRL_2_CONNECTED_RC 141 - SE_SYS_CTRL_3_CONNECTED_RC 181 - SE_SYS_ONE_DOWN 181 - SE_SYS_STOCK_ITEM 182 - SE_SYS_STOCK_ITEM_USE 306 - SE_PLY_JUMP_CLIFF 307 - SE_PLY_SCALE_CLIFF 332 - SE_PLY_OTHER_OFF 333 - SE_PLY_BREAK_FREE 334 - SE_PLY_BREAK_FREE_PRPL 354 - SE_PLY_PNGN_WATER_SLIDE 359 - SE_OBJ_RADAR_ONPU 360
- SE_OBJ_RADAR_ONPU_1 361 - SE_OBJ_RADAR_ONPU_2 362 - SE_OBJ_RADAR_ONPU_3 363 - SE_OBJ_RADAR_ONPU_4 364 - SE_OBJ_RADAR_ONPU_5 365 - SE_OBJ_RADAR_ONPU_1_1 366 - SE_OBJ_RADAR_ONPU_2_1 367 - SE_OBJ_RADAR_ONPU_3_1 368 - SE_OBJ_RADAR_ONPU_4_1 369 - SE_OBJ_RADAR_ONPU_5_1 370
- SE_OBJ_ONPU 498 - SE_EMY_IGAKURIBO_OPEN 499 - SE_EMY_IGAKURIBO_OPEN 566 - SE_OBJ_GET_COIN_OLD 681 - SE_OBJ_RC_CANNON_READY 686 - SE_OBJ_RC_LIFTLINE_MOVE 691 - SE_OBJ_SUISHA_ROLL 752 - SE_OBJ_FREE_FALL 756 - SE_OBJ_RC_FENCE_ROLL 868 - SE_VOC_MA_THANK_YOU 1080 - SE_VOC_ITEM_KO_CRY_FAR 1080 - SE_VOC_ITEM_KO_CRY_MID 1080 - SE_VOC_ITEM_KO_CRY_NEAR 1275 - SE_VOC_BOSS_KP_CS_LAUGH 1524 - SE_MG_UH_LIFT_START 1531 - SE_MG_UH_LIFT_STOP 1633 - SE_OBJ_CS_KINOPIO_HERE 1561 - SE_PLY_FOOTNOTE_CS_YOSHI (unused sounds: Original TCRF research) Early Level ConfigurationPresent in the World Map folder on the disc is an unused configuration file for the "Collected Star Coins" screen (CollectionCoinCourseSort.arc), which indicates an early level layout. The full contents can be seen on the Notes page, but among the more notable differences:
Early FeaturesIn pre-release 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 coloring: 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. OdditiesPipe Joint
The pipe joint texture used in the World 6 Map and the World 6 Map icon depicts an earlier pipe joint. It can also be seen in the E3 2009 demo version. World 7 Cliff
The cliff model used in the World 7 Map depicts an earlier athletic tileset design. Credits BehaviorMost of the brick blocks in the credits scene have contents chosen randomly at runtime (between "empty," "one coin" and "15 coins," weighted unequally). However, two names are overridden to always have the same contents. Executive producer Satoru Iwata's name is spelled out using 15-coin bricks. More unexpectedly, though, coordinator Rina Yamauchi's bricks are always empty. Since most of the random bricks are selected to be empty anyway, it's unlikely that anyone would ever notice this without hacking. (Source: RoadrunnerWMC) Useless Zone ThemesEach zone in the game can have a "theme", which changes how things are rendered, adds effects and so on. But some levels are set to themes that are identical to the default overworld theme, rendering them useless. The following "useless" themes are used:
Empty openingTitle FolderThe directory /Layout/openingTitle, which corresponds to the title screen's layout, is empty. The archive containing the layout and its assets is actually located in the folder dedicated to resources exclusive to the disc's region instead, so someone moved the openingTitle data without deleting the folder in which it was originally located. Alternate Level SlotsThe world map supports and reserves level IDs for two warp cannons, towers, castles, and airships per world, even though there is only up to one of each in a single world. Nonexistent SubworldsWorld 3 is split up into two maps: W3a and W3b. Interestingly enough, though, the files for Worlds 2 and 6 are named as if they were also split up (W2a and W6a). This suggests they were originally meant to have multiple segments. As a consequence, the game will attempt to load route information from W2b and W6b, but it fails and moves onto loading the next world's data instead. In addition, the game will attempt to load info about W3c and WAa (and also fail), but this is simply due to how the game loops through the worlds, not an indication of there being more maps. If there's not a single map for the next world, it will try to load subworld a, and if the current world is a subworld, it will try loading the next subworld. It stops loading data if the next world doesn't exist, which is why it stops at World A (which comes after 9 in hexadecimal). (Source: Original TCRF research) Exception HandlerThe 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 Wii remote. The player will then see the processor state at the time of the crash, as well as some trace info. You can see it in action, for example, via the "Yoshi Berry Crash". (Source: Skawo) Development TextTitle Screen DateThe title screen layout contains a pane called T_E3verCheck, which is deliberately disabled by the game's code. When viewed, it displays the date of Apr 13 2009 19:01:59, which is presumably when the layout was created. This date does not change in any release, even as the title screen layout kept getting updated. You can see it in-game with the following PAL version 1 Action Replay code: cc30a6b8 fffffff0 04781ca8 38a00000 (Source: Skawo) Internal Project NameThe project's internal name is "wiimj2d" or just "mj2d" (mario journey/jump 2d?), according to multiple filenames. (Source: Original TCRF research) Build Date and NumberFour empty files exist in the main folder with filenames listing build dates and some kind of build number.
WIIMJ2DNP.strA file called WIIMJ2DNP.str is present in the root folder and lists the locations of some partially-linked code. "hayakawa" is likely Kenzo Hayakawa, listed under "System Programming" in the game's credits.
Anti-PiracyWii Physical ReleasesEvery Wii disc contains 0xBC bytes of burst cutting area (BCA) data, the majority of which is part of the standard disc authentication system, but the last 0x40 bytes are exposed to games via DVDLowReadDiskBca. Although most games do nothing with this data, New Super Mario Bros. Wii uses it to perform an anti-piracy check. Nintendo implementing this check was unprecedented at the time. On startup, the game calls a function to check the BCA. If it fails, the game either halts and presents an error message or returns to the system menu (depending on what caused it to fail). Otherwise, it checks that the BCA area starts with 0x33 zero bytes and one 1 byte. (The remaining 0x0c bytes seem to contain manufacturing information that varies with each disc.) Most other Wii games have 0x34 zero bytes in this region. The different values can actually be seen with a microscope; see the images, which compare New Super Mario Bros. Wii (red) and Wii Sports (blue). The BCA not matching has no significant consequences; it records a value of 0x0123456A in
/shared2/test2/dvderror.dat, which could possibly be seen at Nintendo's factory, but the game launches normally. The check is not performed any other time during gameplay. The comparison is also not performed if the console's model starts with This check caused issues for pirates because most modchips did not implement the read BCA command properly, resulting in a drive error that caused the check to fail. Furthermore, burned discs did not have a BCA on them. However, the check was fairly quickly patched out of the game. (Source: Pokechu22) NVIDIA Shield TVThe NVIDIA Shield TV release of the game includes a change to ensure that the game only functions properly on the "Lingcod" emulator it's intended to run on. Part of the function for generating camera matrices has been replaced with a call to Graphics for cutscenes, menus, and world maps are unaffected. A patch to undo this and restore the level graphics can be found here.
Can you play New Super Mario Bros Wii on Switch?Can the Switch Work with Wii Games? We won't hold you in suspense for too long: the short answer to this question is a simple no. Right now, the Switch can only play Switch games, for a number of reasons.
Can I play Super Mario Bros on Switch?Classics on offer include Super Mario Bros, Super Mario Bros 3, Donkey Kong and The Legend of Zelda. Switch Online members also get the chance to play a selection of SNES games, such as Super Mario World and Mario Kart. There are more than 100 games on both lists in total.
Is New Super Mario Bros Wii different?Each of the eight worlds' themes and maps stayed the same, while the levels were remade using the same themes. Another Super Mario Bros. Wii is not considered part of the Newer Super Mario Bros. series, however it is advertised as a Newer special due to the fact that a Newer Team member created the mod.
Is Newer Super Mario Bros Wii a Mod?Wii is the flagship ROM hack of New Super Mario Bros. Wii created by the Newer Team, describing itself as an unofficial sequel to said game.
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