Wii Play
| Wii Play |
|---|
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Also known as: Hajimete no Wii (JP)
|
To do:
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Wii Play is a collection of nine mostly mediocre minigames. Despite this, it sold incredibly well, mainly due to the game having a Wii Remote packed in.
Don't let anyone talk smack about the Tanks minigame, though.
Contents
Sub-Page
| Prerelease Info |
Unused Graphics
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The face of Reggie Fils-Aimé's Mii, seen at E3 2006 in the Wii Sports Tennis demo. This is used as a placeholder for the Mii face in the billiards game, named ball_face.bti. It is found in /Common/RPBilScene/common.carc. ball_face1.tex0 and ball_face2.tex0 (found in /Common/RPBilScene/common.carc/G3D/bad_ball_0_face_2.brres) seem to be a much lower-resolution version of it.

A leftover logo from Wii Sports. Found in /Common/RPCommon/common.carc/G3D/logo_model.brres

A test texture in the files for Pose Mii. Found in /Common/RPBomScene/common.carc/G3D/bom_panelB_model.brres, named test_tex.tex0
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A dummy texture in Billiards. Found in /Common/RPBilScene/common.carc/basic_billiards.breft, named dummy_tex

A dummy Mii picture for the Targets. Found in /Common/RPDucScene/common.carc/G3D/sht_target_c.brres, named face_dummy.tex0

Found in Common/RPTnkScene/common.carc/G3D/tnk_block.brres
A test texture for blocks in Tanks. It is named block_other_b_test.tex0

An odd picture of a pink and yellow Mii swimming. Its filename is wanted_sea.tex0, and it's stored in /Common/RPWlyScene/common.carc/wtd_field02.brres
The Mii body model in the screenshot looks just like how one would see it using a model viewer. When the game loads this model, it applies a specific color depending on the Mii's favorite color.
Unused Models
Early Mii and Cow Model
| Model Render | Video |
|---|---|
cow_tin.brres in /Common/RPCowScene/common.carc/G3D contains an early version of the cow model. This unused model also shows that, originally, a saddle was intended to be on top of the cow.
On top of it, a model of a blue Mii can be seen, with a completely round, faceless head. It looks very similar to one of the Miis seen at E3 2006 in the Wii Sports Tennis demo.
The cow has 4 animations: cow_tin_runL.chr0 and cow_tin_runR.chr0, cow_tin_waitL.chr0 and cow_tin_waitR.chr0 for running/idling while steering to the left/right respectively.
Wii Sports Menu Background
This is a leftover model from Wii Sports, where it was used in the background on the main menu. It can be found in /Common/RPCommon/common.carc
Unused Clothes
/Common/Kokeshi/common.carc/G3D/clothes.brres/Textures contains three unused clothes textures; body_tex02_a & body_tex02_b (unused Player 3 Mii clothes), body_tex03_a & body_tex03_b (unused Player 4 Mii clothes) and body_tex12_a & body_tex12_b (Tuxedo clothes texture, used in E3 2006's Orchestra demo).
/Common/Kokeshi/common.carc Contains two unused models that are Boxing leftovers from Wii Sports. ava_bodyC0.brres (male Boxing clothes) & ava_bodyC1.brres (female Boxing clothes)
avatarA2_anim.brres
Contained in avatarA2_anim.brres (alongside the unused Obstacle Course animations) is a Mii body model with oddly textured pants. Considering it contains the animations from Obstacle Course, it's possible this is the model used for the Miis in the demo.
ava_handA
Although not unused, the hand model used for Table Tennis has an unseen wrist portion that gets obstructed by the sleeve.
| Final | Unseen Portion |
|---|---|
ava_handB
A leftover hand model from Wii Sports that goes unused in this game.
Unused Animations
Pose Mii
/Common/RPBomScene/common.carc/G3D/avatarA2_anim.brres, contains 4 unused animations for Pose Mii: ira_pose_A.chr0, ira_pose_B.chr0, ira_pose_key.chr0 and ira_pose_start.chr0
All of these are leftovers from the Obstacle Course demo from E3 2006, which was the base for what later became Pose Mii in this game as well as Balance Bubble in Wii Fit.
Unused Stages
Find Mii
Find Mii's stages are stored in two binary files found in Common/RPWlyScene/common.carc: wanted_1p_leveltable.bin, which contains the stage data for single-player, and wanted_2p_leveltable.bin, which contains the stage data for multiplayer.
Unused Objectives
Find Mii has five total unused objectives, three of which are: "Find the insomniac!", "Find 2 insomniacs!" and "Find 3 insomniacs!". In these objectives, one to three Miis are awake, while all the other Miis are asleep. The goal is to find all of the Miis who are awake.
The other unused objective is: "Find this Mii!" This objective is the same as the one used in game; however, it will always use a randomized Mii, even if you have multiple Miis in your Mii Plaza.
The final unused objective has no name, but is very similar to "Find the odd one out!" However, the Miis' heads will not move at all, even if you select the correct/wrong Mii, their heads will stay in the same place.
Unused Behavior
There is one unused behavior in Find Mii; it is an alternate version of the "Find the odd Mii out!" (walking) level. Instead of the Miis walking, they are jogging.
Zooming
Find Mii's stages contain both a maximal zoom in value and a maximal zoom out value; however, in all of the stages the maximal zoom in value is equal to the maximal zoom out value, so despite being fully implemented, none of the stages use the zooming feature. This feature can be seen in the game's BMG, as implied by entry ID 614656, which says "Move the Wii Remote to zoom!".
Unused 2P Point Values
Due to the 2 player mode of Find Mii only having objectives where 3 correct Miis can be selected, the point values +1 and +7 go unused in normal gameplay.
Charge!
To do:
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This minigame features 5 unused maps, whose assets are stored in Common/RPCowScene/common.carc: cow_field01, cow_field02, cow_field03, cow_field04 and cow_knit_field. cow_field02 and cow_field04 don't have unique models/collision, only parameter data (PMP), those maps load the models/collision for cow_field01 and cow_field03 respectively.
Use the Gecko code below to load these maps. X is the index for each map.
| US Rev 0 | |
|---|---|
| 1 Player | 00280F7F 0000000X |
| 2 Players | 00280F8B 0000000X |
Enable the following Gecko code, and press 1 on the Wii Remote to have infinite time, or 1 + 2 to end the game.
| US Rev 0 | EU Rev 0 | |
|---|---|---|
| Gecko code | 28371D2A FDFF0200 C227cac4 00000003 3D6045A8 616BC000 916372D4 C02372D4 60000000 00000000 28371D2A FCFF0300 C227cac4 00000003 3D600000 616B0000 916372D4 C02372D4 60000000 00000000 E0000000 80008000 |
2837A640 FDFF0200 C227D0A4 00000003 3D6045A8 616BC000 916372D4 C02372D4 60000000 00000000 2837A640 FCFF0300 C227D0A4 00000003 3D600000 616B0000 916372D4 C02372D4 60000000 00000000 E0000000 80008000 |
cow_field01
| Index |
|---|
| 3 |
Cow_feild01 is a very early version of the final map used for Charge! It features a flat field and a dirt path that stretches to each end of the map. The placement of the scarecrows is similar to final placement with slight differences to scarecrow amounts and when they pop up to be hit.
cow_field02
| Index |
|---|
| 4 |
This map reuses the models/collision from cow_field01.
This appears to be a 2-player variant of cow_field01. There are two starting points on this map, and the maximum time is 60 seconds, just like in the final 2-players map.
cow_field03
| Index |
|---|
| 5 |
Cow_field03 is a lot similar to cow_field01. But while the map is similar the scarecrow placement is different winding across the main path and lined with fences to signify where to follow. This map does not seem to have jumping scarecrows yet.
cow_field04
| Index |
|---|
| 6 |
This map reuses the models/collision from cow_field03.
This map has 2 starting points for multiplayer, although the maximum time will be 90 seconds like in the final single player map.
cow_knit_field
| Index |
|---|
| 7 |
knit is the term used by the game for cows. This map may have been intended for multiplayer, since there are two starting points on this map, and the maximum time is 60 seconds, just like in the final 2-players map.
Unused Map Models
Also present in Common/RPCowScene/common.carc are 2 unused map models named cow_field1P.brres and cow_field2P.brres (the final models are stored inside cow_field.brres).
cow_field1P.brres
cow_field2P.brres
Unused Music
Three pieces of unused music, meant to be used in Find Mii and Charge!, are present in Sound/RPWlyScene/sound.
RP_WLY_BGM_TIME_UP.brstm
It appears to be an unused version of the results theme for Find Mii.
RP_WLY_BGM_GO.brstm
Judging by the filename, it could have been an earlier version of the fanfare that plays before each level of Find Mii starts.
RP_COW_BGM_TIMEUPRESULT.ogg
| To do: upload version with popping removed in addition to original |
A slow, emotional piano variation of the "game over" theme, meant to be used for if you ran out of time in Charge!. The audio has some weird popping sounds, and for some reason the file is contained in Find Mii's sound folder.
Unused Sounds
| To do: These sound effects (with the exception of RP_BOM_SE_COIN_BREED) come from The Sounds Resource. For some reason, BrawlCrate crashes when opening Pose Mii's .brsar file. See if we can get proper filenames for these. |
RP_BOM_SE_COIN_BREED
This is a leftover from the Obstacle Course demo at E3 2006 (what would later become Pose Mii) for when your Mii went into one of the person-shaped holes.
Explosion Sounds
Two explosion sound effects found in Pose Mii. Notably, Pose Mii is internally named "BombQuestion", so these sounds could relate to that.
Mii Sounds
Two sound effects resembling the high-pitched Mii voices heard in Shooting Range and Find Mii.
Record Scratch
A short record scratch sound.
Unused BMG Content
The /US/Message/message.carc directory of the North American version of Wii Play houses a file called party_message.bmg that stores the game's text strings. Throughout the BMG file, there are several groups of strings containing information about each of the game's nine minigames in sequential order. In these groups, however, there are always empty spaces between text for Billiards and Fishing. This empty space in this specific spot is repeated over and over again throughout the BMG.
The most likely explanation for this phenomenon is that this space is left over from the conductor minigame that was planned for Wii Play, but later scrapped and reworked into a full game, Wii Music. This matter is discussed in this Iwata Asks interview, as well as in this developer interview. If this is indeed the reason for the empty space, it would also imply that the minigame, now included in Wii Music as "Mii Maestro", would have been placed in between the Billiards and Fishing games.
Tanks!
The BMG ID 743169 contains an unused piece of text for Tanks.
Restock tanks
This may have been used after getting a bonus tank.
Removed Files and Folders
Main article: Wii Sports#Scene Metadata
| To do: Get the verbatim strings |
The code of the game references some paths for files and folders that no longer exist within the filesystem (or have been moved).
- SportsStatic/ (Wii Sports)
- HealthStatic/ (Wii Fit)
- MusicStatic/ (Wii Music)
- banner.bin
- tmp/banner.bin
Party Pack
The internal name of the game is "PARTY PACK for REVOLUTION". Revolution was the Wii's codename, meaning that it would have been in development before the console's name was finalized.
Debugging Functions
Build Date
Present in the root directory file timestamp.txt, with the date in the "YYYY/MM/DD" format and the time below.
| EU v1 | EU v2 | JP v1 | JP v2 | US v1 | US v2 | KR | TW |
|---|---|---|---|---|---|---|---|
2006/10/25 09:38 Pack Project |
2007/07/12 18:40 Pack Project |
2006/10/25 11:52 Pack Project |
2007/07/12 18:38 Pack Project |
2006/10/18 12:34 Pack Project |
2007/07/12 18:39 Pack Project |
2008/03/11 14:26 Pack Project |
2008/03/14 15:20 Pack Project |
The function at the virtual address 0x801865d0 reads timeStamp.txt and prints it to the title screen.
To enable this in the US Rev 1 release of the game, change the byte at 0x1ded3b in the DOL from 00 to 01. Alternatively, you can use the following code:
| EU v2 | |
|---|---|
| Gecko Code | 001E406B 00000001 |
On an unmodified game, entering the key combo mentioned in the Wii Fit Plus internal docs (from the 2020-09-09 Nintendo leak), "A, Up (D-Pad), 2, Down (D-Pad), B, 1, 1, B, Left (D-Pad), A and Right (D-Pad)" on a Wii Remote will show the display.
Placeholder Strap Warning Screen
Also present is an unused functionality that prints the string "ストラップ警告画面" to the screen, which simply means something along the lines of "Strap Warning Screen".
| EU v2 | |
|---|---|
| Gecko Code | 041CB49C 60000000 |
Loading Screen
There is also an unused functionality that prints the string "Now Loading" to the screen each time the game switches between scenes.
| EU v2 | |
|---|---|
| Gecko Code | C2184F50 00000002 38C00001 90DF003C 60000000 00000000 |
Performance Meter
The game's code initializes an instance of the ProcessMeter from the EGG library, used by some first party Wii games. The green bar measures the CPU sending commands to the GPU, the blue one shows the GPU rendering from said commands, and the red one displays the total frame time.
In one of the initialization functions (RPSysSystem::setup0), the game deliberately hides the performance bar from the screen (at 0x80156944 (EUR Rev 0)). To show it, use the Gecko code below:
| US Rev 0 | |
|---|---|
| Gecko Code | 04156934 38800001 |
Exception Handler
The exception handler from the EGG library is present in the Rev 0 versions of the game (i.e. the ones built prior to 2007). When the game crashes, press the following buttons (in order, from left to right) on the 1st Wii Remote (Vertical) to bring it up:
HOME, A, B, 1, 2, -, +
Use the D-Pad to scroll.
Table Tennis
To do:
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The player objects (both human and CPU) in Table Tennis have a 16-bit long field at offset 0x82 which stores flags in a bit-field. The function at the virtual address 0x802274c0 in the executable of the US Rev 1 version of the game handles some of the players' flags, including three debugging flags.
Display Collision Flag
The display collision flag's mask is 0x0001. When the flag is set, the player's active collision box will be rendered (red for P1, blue for P2).
To permanently activate the display collision flag for both of the players, replace the instruction at offset 0x2222d8 of the US Rev 1 main.dol file with 0x60000000. Alternatively, you can use the following code:
| EU v2 | |
|---|---|
| Gecko Code | 04227608 60000000 |
Display Trigger Flag
The display trigger flag's mask is 0x0002. When the flag is set, the player's trigger sphere will be rendered. The trigger sphere is a sphere where if the ball is found inside it, the player will play the hitting attempt animation.
To permanently activate the display collision flag for both of the players, replace the instruction at offset 0x222444 of the US Rev 1 main.dol file with 0x60000000. Alternatively, you can use the following code:
| EU v2 | |
|---|---|
| Gecko Code | 04227774 60000000 |
Display Text Flag
The display text flag's mask is 0x0004. When the flag is set, the player object will print to the screen the current velocity of the player's hand, and the string "SMASH" if the player's last shot was a smash shot. Both of the player objects write to the same position in the screen.
To permanently activate the display text flag for both of the players, replace the instruction at offset 0x2224f0 of the US Rev 1 main.dol file with 0x60000000. Alternatively, you can use the following code:
| EU Rev 1 | |
|---|---|
| Gecko Code | 04227820 60000000 |
Find Mii
Spheres
Each Mii object in Find Mii has a boolean byte at offset 0xdf; if the byte is different from 0 (i.e. the boolean is the true), two red spheres will be rendered - one with a position at the Mii's head, and the other with a position at the Mii's body.
The following Gecko code renders the spheres for all of the Miis:
| US Rev 1 | EU Rev 1 | |
|---|---|---|
| Gecko Code | 042769D4 60000000 |
04276AE4 60000000 |
Regional Differences
Title Screen
| Japan | International |
|---|---|
Save Banner
| Japan | International |
|---|---|
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Revisional Differences
Wii Remote Sleeves
The warning screens and all other graphics of the Wii Remote were updated to reflect the silicone jacket's release, but only for the warning screen before the game starts.
| Rev 0 | Rev 1 |
|---|---|
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 |
- Games developed by Nintendo EAD Group No. 2
- Games published by Nintendo
- Wii games
- Games released in 2006
- Games released in December
- Games released on December 2
- Games with unused areas
- Games with hidden development-related text
- Games with unused graphics
- Games with unused models
- Games with unused music
- Games with debugging functions
- Games with regional differences
- Games with revisional differences
- To do
- Wii series
Cleanup
Cleanup
Cleanup
Cleanup > To do
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 areas
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused music
Games > Games by developer > Games developed by Nintendo > Games developed by Nintendo EPD > Games developed by Nintendo EAD > Games developed by Nintendo EAD Group No. 2
Games > Games by platform > Wii games
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 2006
Games > Games by release date > Games released in December
Games > Games by release date > Games released in December > Games released on December 2
Games > Games by series > Wii series
Hidden categories > Pages missing date references
Hidden categories > Pages missing developer references
Hidden categories > Pages missing publisher references

