the cutting room mirror

Mario & Sonic at the Olympic Games (Wii)

Unused Characters#

To do:
Pictures.

Silver, Jet, Donkey Kong, and Birdo all exist in the game's filesystem as playable characters but are left unused. A lot of their animations are unfinished to varying degrees, the most severe being Birdo, almost having no animations. Additionally, non-playable characters such as Charmy, Lakitu, Espio, and others, all have IDs as playable characters, but are likely not intended to become playable, as they only have referee or other miscellaneous animations for their purpose.

These unused characters can be loaded by using the Gecko codes below. ONLY ONE override code is to be used.

Player Override

CPU Override

Player List

041CD914 60000000
0041CDE70 60000000
06553454 00000040
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX

The game can handle up to 16 different (or the same) characters. Here, "XXXXXXXX" is to be replaced by whichever character you wish to take that slot. These go in sequential order. For example, first XXXXXXXX is player 1, second is player 2 etc.

Character ID (Decimal)

Character ID (Hex)

Character Name

Used?

0

00000000

Mario

Yes

1

00000001

Luigi

Yes

2

00000002

Peach

Yes

3

00000003

Daisy

Yes

4

00000004

Yoshi

Yes

5

00000005

Birdo

No

6

00000006

Bowser

Yes

7

00000007

Donkey Kong

No

8

00000008

Wario

Yes

9

00000009

Waluigi

Yes

10

0000000A

Sonic

Yes

11

0000000B

Tails

Yes

12

0000000C

Knuckles

Yes

13

0000000D

Amy

Yes

14

0000000E

Shadow

Yes

15

0000000F

Dr. Eggman

Yes

16

00000010

Silver

No

17

00000011

Vector

Yes

18

00000012

Jet

No

19

00000013

Blaze

Yes

20

00000014

Shy Guy

NPC

21

00000015

Toad

NPC

22

00000016

Lakitu

NPC

23

00000017

Charmy

NPC

24

00000018

Espio

NPC

25

00000019

Cream

NPC

26

0000001A

Boo

NPC

27

0000001B

Bullet Bill

NPC

28

0000001C

Goomba

NPC

29

0000001D

Eggman Robot 1

NPC

30

0000001E

Eggman Robot 2

NPC

31

0000001F

Kiki

NPC

32

00000020

Big the Cat

NPC

33

00000021

Mii 1

Yes

34

00000022

Mii 2

Yes

35

00000023

Mii 3

Yes

36

00000024

Mii 4

Yes

(Source: final kaoss)

Donkey Kong and Silver are playable in Mario & Sonic at the Olympic Winter Games and Mario & Sonic at the London 2012 Olympic Games. Jet and Birdo only became guest playable characters in Mario & Sonic at the Rio 2016 Olympic Games. Birdo is exclusive to the 3DS version.

One thing of note is that they all have the same voice as Mario, and use some of the other playable character's icons in some of the events they can be played in with the expection of Birdo (who doesn't use one due to being the most unfinished out of the other three cut characters) as Silver uses Blaze as his icon, Jet uses Vector as his icon and Donkey Kong uses Waluigi as his icon. However, their names do appear on the placing list and the results texture as it means that they were originally planned as playable at first but got cut at further notice.

Another thing worth noting is that the models for both Donkey Kong and Silver are completely different from later instalments, as shown with their animations and character poses, whereas the sequels featured more refined and smoother animations for them and both of them were positioned differently when compared to the first game, most notably Donkey Kong where in this title, his animations were more fluid and he mostly stood on his hind legs with winning animations and standing still at the beginning of each event, whereas later entries had him on all fours like every other Mario spin-off title. The only expection is with running animations where he remains on all fours.

Unused Graphics#

Nintendo DS Connectivity#

A scrapped connectivity feature between the Wii and Nintendo DS versions of Mario & Sonic at the Olympic Games was planned for the game but scrapped for unknown reasons. Remnants of this feature still exists in the game's data. In the main menu, these graphics would appear for when the Nintendo DS Connectivity option is selected in the Main Menu.

Early Hammer Throw#

An unused graphic for the instructions page for Hammer Throw shows an earlier version of the game. While it may look like the camera behaves differently, this is actually a feature where upon releasing the hammer, immediately pressing "A" results in the character shouting, giving the hammer extra power. This is only ever referred to in Mission Mode. 1 2

Additionally, the text used for "WR" and "OR" lack an outline in the earlier version. "WR" is also colored black in the earlier version, whereas in the final, it is colored white.

Early

Final

Early Dream Fencing#

Similarly, another unused graphic for the instructions page for Dream Fencing shows that the aim of the game was originally to reach a certain number of points, rather than depleting your opponent's health. Everything else remained the same.

Early

Final

Early Dream Table Tennis#

Yet again, an unused graphic for the instructions page for Dream Table Tennis shows an earlier version of the arena, with smaller banners, and incomplete lighting and reflections.

Early

Final

Instructions Page Placeholder#

The instructions page for Dream Platform contains a placeholder graphic.

Banana Peel Item#

A graphic for a Banana Peel exists in the game's files but is not used in any of the Dream Events. It was likely intended for Dream Race due to the event being very similar to the Mario Kart series, which could've been that the Banana Peel was going to be an actual item in the event itself before being scrapped entirely.

Early Player Indicator#

Unused player indicators depicting a different font and type style is found in the files of the Circuit Challenge prompt.

Early Place Graphics#

Left in the game's files are early versions of the ranking place graphics, which were also used in early demo builds of the game and got revamped in the final release.

Unused Audio#

Test Tone#

A one second test tone is found at STRM_03, STRM_04, and STRM_38.

Rank 2nd & 3rd#

STRM_11 and STRM_12 are unused tracks for completing an event in 2nd and 3rd place. The final game uses the 1st place theme for both rankings. These themes however are still used in the DS version though.

Unused Events#

While the various unused events in the game cannot actually be played, as their code has been deleted, brute-forcing your way into the events by using code from existing events will play each of their respective tracks. Some of the unused events use unique songs that were also left unused in the game's files.

Dream Hammer Throw#

STRM_30 is similar to a tropical mambo. It would have been used for Dream Hammer Throw, which takes place in a setting that is anything but tropical since it takes place in a post-apocalyptic desert, which actually clashes with the track's tropical feel.

Dream Shooting#

STRM_33 has a space/futuristic feel. It would have been used for Dream Shooting, considering that the aforementioned event was space-themed as seen with its textures, fitting well with its theme overall.

Dream Rowing#

STRM_35 is an intense-sounding track. It would have been used for Dream Rowing, likely meaning that the event was going to be boss battle focused as oppose to the other scrapped events given the track has a boss battle feel to it.

Dream Basketball (Rendition of Dream Canoe from the DS Version)#

STRM_37 is another unused event theme. However, it's actually a remixed version of Dream Canoe from the Nintendo DS version of Mario & Sonic at the Olympic Games. Strangely, this was not used for either of the unused aquatic boat sports (Quadruple Sculls or Dream Rowing), but Dream Basketball, of all events. It should be worth noting that the DS version has a different theme for Dream Basketball entirely while this theme would be used for Dream Canoe as mentioned above.

Test Loop#

This song is titled TEST_LOOP. It is the only music file to not follow the format of STRM_##. While it sounds similar to the "Replay" mini game track from the DS version, it was more likely just a placeholder.

Voice Clips#

To do:
The game seems to have tons of unused voice clips in it's files, possibly even more in the Japanese version. Check what is used and what is not and add the corresponding audios to this page. Create a sub-page if necessary and add the other languages within the game's files in each version.

Mii Unlock#

It seems that Miis were planned to be unlockable characters instead of being available from the start.

New Circuit Class#

When unlocking a new Circuit Class, the game doesn't warn you, it just says that you unlocked a new Circuit.

Boss Mission#

Apparently, there were going to be boss missions in this game where it could've been likely that the player had to face off against NPCs from both the Super Mario and Sonic the Hedgehog franchises, or this could be a placeholder for the beat your rival missions.

Mission Complete#

What was supposed to be meant for when the player completed a mission, this voice clips seemed to be cut for unknown reasons.

Mission Failed#

Same thing with the previous voice clip, this was supposed to be for when the player failed a mission.

Gold Medal#

This was likely intended for the Awards Ceremony instead of the "Medal Rewarded" voice clip in the final version.

Silver Medal#

Same thing with the Gold Medal voice clip though this time for 2nd place.

Bronze Medal#

Once again, just like the last two medal voice clips though this time, it's for 3rd place.

Unused Text#

DS Connectivity#

Some unused text strings relating to the scrapped DS Connectivity exists in the game's files. They both say 'DS Connectivity' with varying degrees of capitalization.

Text

DS CONNECTIVITY

DS connectivity

Oddities#

Unusual Music Length#

While almost every other Wii game with BRSTMs for its music uses looping points in order to loop its audio, this game instead makes most of its music repeat in the audio stream several times. This causes the length of what would normally be a typical one-minute track anywhere from five minutes all the way up to nearly thirteen minutes before fading out. While the fade out usually can't be heard if the game is played normally, if one were to hang on the pause screen (the music still plays in the pause screen), an event, or a menu, eventually the audio will slowly fade out, before the whole song loops back again from the very beginning.

This also leads to the music of the game having an overwhelming large size for a Wii game, taking up more combined space than the actual game itself. Neither of its 2010 or 2012 sequels on the Wii does this, making this game an anomaly when it comes to audio.

Unseen Texture#

In the Skeet event, there exists unseen geometry inside the gun, which is likely a leftover from the scrapped Double Trap and Dream Shooting events where the characters would need to reload the guns when running out of ammo. There is a load-in texture where it could've been that the guns would've required extra bullets.

(Source: Shesez)

Regional Differences#

Title Screen#

The pronouncation of the main title is completely different in both versions, as the Japanese version pronounces it as "Mario & Sonic at Beijing Olympic" whereas the international version just pronounces the title of the game and that's it.

Japan

International

Mario_Sonic_at_Beijing_Olympics_Title_Screen.png

Mario_&_Sonic_at_the_Olympic_Games_(Wii)-title.png

Save Banner#

Japan

International

Internal Project Name#

According to some strings in the .dol file, the games internal project name is MSolympicwii.

References#


  1. https://gamefaqs.gamespot.com/ds/938799-mario-and-sonic-at-the-olympic-games↩︎
  2. https://www.mobygames.com/game/65941/mario-sonic-at-the-london-2012-olympic-games/releases/wii/↩︎