Super Mario Bros. Wonder is the new (yet not "New") game 2D Mario fans have been waiting for, boasting three new power-ups (including the now-famous Elephant Fruit), a badge system, online play, Princess Daisy's first non-spinoff and/or mobile game appearance since her debut, and flowers in both the "Wonder" and "Talking" varieties. "Wowie zowie" indeed.
This game marks the departure of Charles Martinet as the voice of Mario and Luigi, with Kevin Afghani now voicing both characters. Thus, Wonder is the first game since Hotel Mario to have someone other than Martinet voicing Mario, and the first for Luigi since Mario Kart: Super Circuit.
A Nintendo Switch 2 port with new multiplayer features was released on March 26, 2026.
Uncompiled AGL Shader Archive#
Download Uncompiled AGL Shaders File: SuperMarioBrosWonder_UncompiledAGLShaders.zip (39 KB) (info) |
Shaders/Secred.Nin_NX_NVN.release.sarc includes a file called GameAglShader.sharc, which has the original uncompiled source shaders from the used binary version used by the game's AGL library.
Unused Models#
Early Bubble Flower#
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Early |
Final |
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Model/ItemFireFlowerAnm.bfres.zs
The Fire Flower model archive contains an early Bubble Flower model with a slightly duller color for the middle ring.
(Source: Explos)
Unused Model Parts#
Dark Koopa Troopa#
The Dark Koopa Troopa model (Model/EnemyNokonokoDark.bfres.zs, used during the Wonder Effect of Beware of the Rifts) has unused sunglasses.
(Source: Original TCRF research)
Koopa Clown Car#
The Koopa Clown Car model (Model/EnemyKoopaClown.bfres.zs) contains a cannon, resembling the one it has in the World 8-Airship boss fight in New Super Mario Bros. Wii. This is not just a simple rip of the model either; the model has been remade with a higher level of detail.
(Source: Rimea)
Junior Clown Car#
Same as above, but with the Junior Clown Car (Model/EnemyKoopaClown.bfres.zs)'s boxing gloves used during the Boarding the Airship boss fight in New Super Mario Bros. U.
(Source: Rimea)
Unused Animations#
Switch#
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To do: |
The model for the ?/!/P-Switch has an animation called "Pop". Animations named "Pop" are used for items when they appear out of blocks. Previous 2D Mario games featured switches hidden in blocks, a feature that was likely planned to return in Wonder, but ultimately scrapped for reasons unknown.
(Source: Original TCRF research)
Unused Enemies#
"Scared" Hoppycat#
Watch on YouTubeAn unused version of Hoppycat that is colored orange similar to Wonder Hoppycats from "The Midway Trial: Hop to It". It acts like a normal green Hoppycat, but jumps away from the player. Interestingly, its filename is "EnemyJumpUni", while the used enemy is called "EnemyJumpUniPurple" (in spite of being green), which suggests that the unused version originally was the default type of Hoppycat.
(Source: Getlucky)
Unused Text#
Gimmick Names#
Name |
Text |
|---|---|
ItemKinoko |
Super Mushroom |
ItemStar |
Super Star |
ItemOneUpKinoko |
1-Up Mushroom |
ItemWonderHole |
Wonder Flower |
ItemWonderChip |
Wonder Token |
ItemOffering |
Wonder Seed |
WorldMapDemoMotherWonderSeed |
Royal Seed |
ObjectCoinYellow |
Coin |
ObjectCoinRandom |
Flower Coin |
ObjectBigTenLuckyCoin |
10-Flower Coin |
ObjectTreasureChest |
treasure chest |
ItemBalloon |
Item Balloon |
ObjectGoalPole |
Goal Pole |
BlockRenga |
block |
BlockHatena |
? Block |
ObjectBlockHardBreakable |
hard block |
ObjectBlockEndurance |
jewel block |
ObjectDashFloor |
Zip Track |
ObjectBlockPole |
Pole Block |
ObjectBlockSurpriseYellow |
! Block |
ObjectBlockRaceStart |
Race Block |
ObjectSoundBlinkBlock |
Rhythm Block |
ObjectTimerSwitchBlockSync |
timer switch |
ObjectSinkBlock |
Puffy Lift |
ObjectAshibaDisappearStep |
Dropdown Countdown Lift |
ObjectBlockLift |
Linking Lift |
ObjectDokan |
pipe |
ObjectXylophoneBridge |
Marimba Block |
AreaGelField |
goo |
ObjectPropellerFlowerForCourse |
Propeller Flower |
ObjectBlockHotStone |
Hot-Hot Rock |
ObjectGoQKun |
Downpour Cloud |
Names of a few objects from the game. Not clear if all or any of it is used. Located in Mals/[*].Product.100.sarc.zs/GameMsg/Name_Gimmick.msbt.
(Source: Original TCRF research)
Oddities#
Internal Names#
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To do: |
Objects#
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To do: |
Internal Name |
Object |
Notes |
|---|---|---|
ItemWonderHole |
Wonder Flower |
May be a remnant of when the Wonder Flower simply warped the player to another location, as described in Part 1 of the game's "Ask the Developer" interview. |
PowerJewel, ItemWonderFlower, WonderFlower |
Wonder Seed |
From "PowerJewelNum" property in WorldMapInfo for the first, and icon names in UI/Tex/Icon for the second and third. An early screenshot or mockup shown at GDC 2024 seems to show a purple jewel icon in the HUD, apparently in place of the Wonder Seed. |
ObjectCoinRandom |
Flower Coin |
"Random" may be an early internal name for the Wonder Effect, or how these coins are scattered throughout levels less uniformly than normal coins. But maybe there was a randomized element to them that was scrapped. It's referred to as "WonderCoin" in some param files and as "MiniLuckyCoin" in the sound effects. |
ObjectBigTenLuckyCoin |
10-flower coin |
Doesn't use the same terminology as the normal Flower Coin, either referring to them as "LuckyCoin" or just using that terminology to refer to itself. However, the model archive is called "ObjectCoinRandom10" and the label in Pack/Bootup[...]/ChildActorTable is "10カウントワンダーコイン" (10 count wonder coin). |
AreaEnemyNokonokoRaceJump |
Wiggler Race jump trigger |
This is the object that is used at certain points in Wiggler Race levels to make Wiggler jump. Its name suggests that a Koopa Troopa(s) (Nokonoko) was once the opponent instead, maybe related to the skating Koopas from the Rolla Koopa Derby level, and/or maybe something like Koopa the Quick from Super Mario 64. Rolla Koopas' internal name is EnemyNokonokoSkate, so its not a definite reference to them, but it doesn't rule them out. |
EnemyJumpUniPurple |
Hoppycat |
Called purple in the files despite being green, so it probably was purple-colored earlier in development. Also, the aforementioned unused "scared" orange version of Hoppycat is called just "EnemyJumpUni", which suggests that it originally was the actual default type of Hoppycats with the used enemy being just a variant of it. |
(Source: Original TCRF research)
(AreaEnemyNokonokoRaceJump: Rimea)
(EnemyJumpUniPurple: Getlucky)
Badges#
"ExAct" is probably short for "extra action".
Internal Name |
Badge |
Notes |
|---|---|---|
ExActDottedLineBlock_DokanRock |
Add ! Blocks |
DokanRock is the internal name for Pipe Rock Plateau - not clear why it's part of the badge name. Might be referring to the extra bonus room (albeit not a very exciting one) that is accessible in the first level of that world, Welcome to the Flower Kingdom, when using this badge. In some places, this badge is just referred to "ExActDottedLineBlock". |
ExActWireCap |
Grappling Vine |
Presumably this badge used to add a grappling wire to the player's cap. |
HoverBoots |
Jet Run |
Doesn't have the usual "ExAct" prefix internal badge names have, and doesn't seem to refer to the speed increase. |
Luigi |
Floating High Jump |
No prefix again, and directly references the fact it's based on Luigi's floating jump from Super Mario Bros. 2 and later games. |
(Source: Original TCRF research)
Textures#
Internal Name |
Texture |
Notes |
|---|---|---|
KeyColor0[*], |KeyColor4[*] |
Red Key, Blue Key |
The numbering suggests there were other key colors at some point. |
Levels#
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To do:
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Internal Name |
Order in Menu |
Order Encountered on Map |
Level |
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Course004 |
3 |
3 |
Scram, Skedaddlers! |
Course003 |
5 |
4/5 |
Here Come the Hoppos |
These two levels appear to have changed places at some point in development. In fact, in the announcement trailer, you can see that the level themes (grassland and savannah) were swapped, matching the grassland and savannah sections of the first world that the levels were apparently swapped between.
(discovery: Rimea)
(additional research: Original TCRF research)
Demo Leftovers#
System/AddressTable and System/RomConfig reference EventProduct (i.e. event kiosk demo) and RID (i.e. Retail Interactive Display/store kiosk demo) versions of the game. The former also references files for those versions that don't exist in the release version.
(Source: Original TCRF research)
Revisional Differences#
Version 1.0.1#
Released on November 20, 2023.4
- Fixed an issue where selecting "Restart" or "Exit Course" would not revert heart points to what they were before entering the course.
- Revised some developer names in the ending credits.
- Addressed several other issues.
Version 1.0.2#
Released on June 5, 2025.
- Made adjustments to the game when playing on Nintendo Switch 2.
Version 1.1.0#
Released on March 18, 2026.
- Added support for Amiibo.
- Added support for the Nintendo Switch 2 Edition and its upgrade pack. Additionally, when starting the Nintendo Switch version on a Switch 2, an option to purchase the upgrade pack will be displayed on the title screen.
- The user selection screen will now be displayed in the Home menu when starting the game.
- Added Polish text support.
- Addressed several other issues.
Version 1.2.0#
Released on March 25, 2026.
- In Bellabel Park, the decorative flowers have been made easier to collect if you have a small number of them (Nintendo Switch 2 Edition only).
- Added Thai text support.
- Addressed several other issues.
- Addressed an issue where Japanese text appeared in the control screen when the language is set to Polish.
References#
- https://giantbomb.com/wiki/Games/Super_Mario_Bros_Wonder↩︎
- https://gamefaqs.gamespot.com/switch/411201-super-mario-bros-wonder↩︎
- https://www.nintendo.com/us/store/products/super-mario-bros-wonder-nintendo-switch-2-edition-plus-meetup-in-bellabel-park-upgrade-pack-switch-2/↩︎
- Nintendo.com - How to Update Super Mario Bros. Wonder↩︎