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Wii Play: Motion

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Unused Models#

There are two leftover models from Wii Party found in common/ch_top/player.brres.lz, named pl011 & pl012 respectively.

WPM_pl011.png WPM_pl012.png

There are numerous ghosts found in common/mg100/ghost.brres.lz that never appear in any stage.

g02_enm02a

g02_enm02c

g02_enm02d

g02_enm02f

g02_enm04c

g02_enm06a

Unused Graphics#

WiiPlayMotion-MiiFaceDummy.png
An unused graphic with someone's Mii on it.
This unused graphic can be found in common/mg121.brres.lz under the name mii_face_dummy.tpl.

WiiParty-MiiFace.png
Another unused graphic with someone else's Mii on it.
This unused graphic can be found in common/mg150/map_obj.brres.lz under the name mii_face.tpl.

WiiPlayMotion-MiiBodyGr.png WiiParty-MiiBodyGray.png WiiPlayMotion-MiiBodyPpl.png WiiPlayMotion-MiiBodyRd.png WiiPlayMotion-MiiBodyWh.png WiiPlayMotion-MiiBodyYe.png
In the same file as the second unused Mii face above, there are some unused Mii bodies as well.

These assets were likely used as placeholders for the Mii crowds in Wind Runner, but the same Mii face is included as an unused model in Flower Town from StreetPass Mii Plaza, and can also be seen in an early screenshot of Yoshi's Woolly World, funnily enough.

WiiPlayMotion-Mii_face_00.png WiiPlayMotion-Mii_face_01.png WiiPlayMotion-Mii_face_02.png WiiPlayMotion-Mii_face_03.png WiiPlayMotion-Mii_face_04.png WiiPlayMotion-Mii_face_05.png WiiPlayMotion-Mii_face_06.png WiiPlayMotion-Mii_face_07.png WiiPlayMotion-Mii_face_08.png WiiPlayMotion-Mii_face_09.png

WiiPlayMotion-Mii_face_11.png WiiPlayMotion-Mii_face_12.png WiiPlayMotion-Mii_face_13.png WiiPlayMotion-Mii_face_14.png WiiPlayMotion-Mii_face_15.png WiiPlayMotion-Mii_face_16.png WiiPlayMotion-Mii_face_17.png WiiPlayMotion-Mii_face_18.png WiiPlayMotion-Mii_face_19.png WiiPlayMotion-Mii_face_20.png

WiiPlayMotion-Mii_face_21.png WiiPlayMotion-Mii_face_22.png WiiPlayMotion-Mii_face_23.png WiiPlayMotion-Mii_face_24.png WiiPlayMotion-Mii_face_25.png WiiPlayMotion-Mii_face_26.png WiiPlayMotion-Mii_face_27.png WiiPlayMotion-Mii_face_28.png WiiPlayMotion-Mii_face_29.png WiiPlayMotion-Mii_face_30.png

WiiPlayMotion-Mii_face_31.png WiiPlayMotion-Mii_face_32.png WiiPlayMotion-Mii_face_33.png WiiPlayMotion-Mii_face_34.png WiiPlayMotion-Mii_face_35.png WiiPlayMotion-Mii_face_36.png WiiPlayMotion-Mii_face_37.png WiiPlayMotion-Mii_face_38.png WiiPlayMotion-Mii_face_39.png WiiPlayMotion-Mii_face_40.png

WiiPlayMotion-Mii_face_41.png WiiPlayMotion-Mii_face_42.png WiiPlayMotion-Mii_face_43.png WiiPlayMotion-Mii_face_44.png WiiPlayMotion-Mii_face_45.png WiiPlayMotion-Mii_face_46.png WiiPlayMotion-Mii_face_47.png WiiPlayMotion-Mii_face_48.png WiiPlayMotion-Mii_face_49.png WiiPlayMotion=Mii_face_50.png

WiiPlayMotion-Mii_face_51.png WiiPlayMotion-Mii_face_52.png WiiPlayMotion-Mii_face_53.png WiiPlayMotion-Mii_face_54.png WiiPlayMotion-Mii_face_55.png WiiPlayMotion-Mii_face_56.png WiiPlayMotion-Mii_face_57.png WiiPlayMotion-Mii_face_58.png WiiPlayMotion-Mii_face_59.png WiiPlayMotion-Mii_face_60.png

WiiPlayMotion-Mii_face_61.png WiiPlayMotion-Mii_face_62.png WiiPlayMotion-Mii_face_63.png
A ton of very small unused graphics with numbers on them.
These unused graphics can be found in common/mg170/ex_obj.brres.lz.

WPM-title_cap_03.png
A very early title screen that resembles the Japanese version of Wii Play, (Your First Steps to Wii), and is titled "Chanpon: Your first step to Nagasaki". Chanpon is a noodle dish which originated in Nagasaki, Japan, and is the codename of the Wii Play Motion. The background lacks details and the copyright date is 2010. The graphic can be found in common/title/add/gf/model.brres.lz

This game has some early graphics for the menu, depicting early versions of various minigames. Some appear to be more complete than others, like for example, Jump Park and Spooky Search look more complete than Cone Zone, which matches up with the development timelines mentioned in Iwata Asks.

Spooky Search

Early

Final

Cone Zone

Early

Final

Jump Park

Early

Final

Star Shuttle

Early

Final

Treasure Twirl

Early

Final

Teeter Targets

Early

Final

Trigger Twist

Early

Final

WiiPlayMotion-bg_ss_02b.png WiiPlayMotion-bg_ss_03b.png

Two background graphics located in common/menu/layout.arc that go unused when selecting the number of players for Cone Zone and Jump Park. This suggests that the 2P mode for both of these games would’ve been its own separate submode instead of being based on the number of players chosen.

Unused Textures#

WiiPlayMotion-Ex_goal_1.png
An unused goal texture for Skip Skimmer's Score Mode.
This unused texture can be found in common/mg170/ex_obj.brres.lz under the name ex_goal_1.tpl.

Unused Objects#

Spooky Search#

Spooky Search has an unused powerup, which resembles a capsule. The powerup, when dragged into the vacuum, will automatically suck in the next 3 ghosts. Watch on YouTube

(Source: Fxreboys)

Jump Park#

Watch on YouTubeJump Park has two unused objects: a balloon and a star ring. The balloon, which contains 8 gems, pops when a Mii collides with it; the popped balloons will respawn whenever a Mii passes through a star ring.

(Source: xUniverse1)

Teeter Targets#

Teeter Targets has an unused background for its stages located in common/mg160/stage/(stage_name).bbl.lz, by setting BG_TYPE to 5 in the level setting file, you can load it in-game. Note: Loading this in-game will result in a crash.

Skip Skimmer#

Skip Skimmer has an unused rock model which has a drawing of Mario on it.

WiiPlayMotionUnusedMarioRock.png
WPM-Stone_33.png

Unused Sounds#

Puppet Mii Show#

Two sound effects located in ChanponSound.brsar are leftovers from Wii Party and would've been used for mg122 (Puppet Mii Show).

Unused Music#

There are two music files for the unused "Loony Cycle" mini-game.

MI1_BGM_INTRO.brstm The intro at the start of a level.

MI1_BGM_RESULT.brstm The results for a level.

(music dumps: u/M3KAI5ER44)

There are also extra 2 unused music files for a game that would've been developed by Nintendo, judging from the "NI" in the file names.

NI_BGM_JIN_FANFALE_2ND.brstm Unknown fanfare.

NI_BGM_TOTAL.brstm Unknown results music.

(music dumps: Fxreboys)

indi.brstm Located in a separate "stream" folder from the main one in common\mg122\ (Folder containing assets for Puppet Mii Show) is...the Indiana Jones theme? Likely used as a placeholder.

(music dump: Harr-e)

Unused Boss/Enemy#

To do:
There is some models associated with these textures at files/locale_us/common/mg180/enemy_ninja2.brres.lz

Try and document them.

WiiPlayMotion_Robo_color.png WiiPlayMotion_Robo_giniro.png
These two look to be body textures.

WiiPlayMotion_Robo_me2.png
This one looks like it would be mirrored to make up the eyes.

These textures are stored along with the other files for the ninja stage of Trigger Twist and the file, locale_us/common/mg180. This looks to be an unused final boss that would either replace the ninja's final boss or be its own stage.
A wireframe of this is also in the game with the file name, pr1_en10mdx1xx.

Unused Minigames#

Below is a table of minigames and their internal IDs. The second digit of the ID represents the minigame's developer.

100

Arzest Corporation

Spooky Search

101

Cone Zone

102

Jump Park

110

Chunsoft

Star Shuttle

111

Dolphin Park

unused

120

Mitchell Corporation

Loony Cycle

unused

121

Treasure Twirl

122

untitled rhythm game

unused

130

likely Nd Cube

?

unused

140

Skip Ltd.

Flutter Fly

141

Pose Mii Plus

150

Vanpool, Inc.

Wind Runner

160

Nintendo

Teeter Targets

161

?

unused

170

Good-Feel

Skip Skimmer

171

Veggie Guardin'

180

Prope, Ltd.

Trigger Twist

(Source: RoadrunnerWMC)

mg111 (Dolphin)#

Watch on YouTubeOne of the unused minigames, internally named mg111, is an action game set in an ocean. The object seems to be to swim through as many gold rings as possible within the time limit. The Wii Remote steers the dolphin, and the player can press A to swim slower and B to swim faster. The HUD (which is mostly non-functional) includes an overhead map, and a point meter that uses the Cone Zone "Points" icon. Miis in boats hold even more gold rings over the water, which you can reach by jumping at high speed.

(Source: RoadrunnerWMC and Wipeoutjack7)

mg120 (Unicycle)#

Watch on YouTubeOne of the unused minigames, internally named mg120, is a cycling minigame. You maneuver through an obstacle course floating in the sky over a valley. You hold your Wiimote like bicycle handlebars and "pedal" it, avoiding hazards and collecting balloons. There are a variety of levels. You can choose the first few through the level-select menu, and you can play the others by renaming files in the "common/mg120/map" folder. There's even a functional multiplayer mode! You can crash into opponents, and there are now bombs to avoid. All balloons are gone in this mode.

(Source: RoadrunnerWMC and LuFer)

The story of Unicycle's incomplete development and partial inclusion as a title screen demo is explained in the game's Iwata Asks interview:

Hirosato Funaki: "And we made Unicycle for the final game, but unfortunately it didn't make it in as a minigame. But the person in charge at Nintendo stuck with it and left it in as a hidden surprise."

Shinya Takahashi: "It was about time to create the master ROM, and finishing up two at the same time was difficult, so I asked them to focus on Treasure Twirl."

Toyokazu Nonaka: "We kept it secret from Takahashi-san, but even as Mitchell concentrated on Treasure Twirl, they continued making Unicycle behind the scenes. It came together in a nice compact way, so we decided to include it as a hidden element."

(Source: Iwata Asks - Wii Play: Motion)

mg122#

Watch on YouTubeOne of the unused minigames, internally named mg122, is a rhythm game set in a circus. The Wii Remote is held sideways, and the player can march by tilting the Wii Remote left and right, marching while tilting forward or backward will have the player move accordingly and jump by pressing 2. Additionally, the player can change the camera angle by pressing 1 and reset the game by pressing +.

(Source: RoadrunnerWMC and xUniverse1)

Though this minigame was not officially acknowledged, Mitchell developer Hirosato Funaki hinted at its existence during the same interview:

Hirosato Funaki:"We thought of a game in which you would crush cans as you walked,and rhythm games [emphasis added], but our opinions differed, so we thought of Unicycle as something developing that walking movement and made a prototype."

(Source: Iwata Asks - Wii Play: Motion)

mg161#

Not much is known about this minigame, as the only reference to it in the files is in common/mg_common/def_setting.bbl. However, the only information we do know is that it would've supported up to four players, have 50 stages, and use the Wii Remote in a vertical position.

(Source: Fxreboys)

td002#

Watch on YouTubeThe only title screen demo that goes unused is internally named td002. This demo allows you to look around a small environment using the Wii Remote to control your field of view. You can see Miis and other objects all relating to the minigames within Wii Play: Motion.

(Source: Wipeoutjack7)

Unused Stages#

Flutter Fly#

Watch on YouTubeThere are 4 unused stages in Flutter Fly located in common/mg140, stage01.bin, stage02.bin, stage03.bin, & stage05.bin. One interesting thing to note is that some of these stages use the green-fan obstacle as background and foreground elements.

(Source: Fxreboys)

Unused Text#

There are three unused text strings in common/mess/bin/USEnglish/glossary.msbt that may be debug text or text used for a message editing program.

Explanation of this file
Editing rules for this file
Labeling Rules

common/mess/bin/USEnglish/td000ms.msbt contains an unused line of text for td002.

Move the Wii Remote to look around!

Empty Messages#

The message IDs displayed do not have text, and could've suggested that more textboxes were used in game.

Skip Skimmer and Veggie Guardin' are the few games to have their text strings labeled.

Skip Skimmer#

GO01_ADVICE_HORI_03
GO01_COMMON_INFO_00
GO01_COMMON_INFO_01
GO01_COMMON_INFO_02
GO01_COMMON_INFO_03
GO01_COMMON_INFO_04
GO01_ETC_INFO_00
GO01_GAME_RULE_00
GO01_GAME_RULE_01
GO01_GAME_START_WARNING_00
GO01_GAME_START_WARNING_01
GO01_INS_INFO_1_00
GO01_INS_INFO_1_01
GO01_INS_INFO_1_02
GO01_INS_INFO_3_00
GO01_INS_INFO_3_01
GO01_INS_INFO_3_02
GO01_INS_INFO_3_03
GO01_MULTI_INFO_00
GO01_MULTI_INFO_01
GO01_MULTI_MINI_HELP_00
GO01_NULL
GO01_OBJECT_INFO_00
GO01_OBJECT_INFO_01
GO01_OBJECT_INFO_10
GO01_OBJECT_INFO_20
GO01_OBJECT_INFO_30
GO01_RESULT_BOUND_00
GO01_RESULT_BOUND_01
GO01_RESULT_SCORE_00
GO01_RESULT_SCORE_UNIT_00
GO01_RESULT_TITLE_00
GO01_RESULT_TITLE_01
GO01_RESULT_TITLE_02
GO01_RESULT_TITLE_02_2
GO01_RESULT_TITLE_03
GO01_RESULT_TITLE_03_2
GO01_SKIP_NUM
GO01_SKIP_NUM_EFF_00
GO01_SKIP_NUM_EFF_01
GO01_SUB_GAME_RULE_03
GO01_SUB_GAME_RULE_04
GO01_SUB_GAME_START_WARNING_00
GO01_SUB_GAME_START_WARNING_01
GO01_SUB_GAME_START_WARNING_02
GO01_THROW_INFO_00
GO01_THROW_INFO_01
GO01_THROW_INFO_02
GO01_THROW_WARNING_00
GO01_TOTORIAL_SKIP_01
GO01_TOTORIAL_SKIP_02
GO01_TUTORIAL_END
GO01_TUTORIAL1_01
GO01_TUTORIAL1_02
GO01_TUTORIAL1_03
GO01_TUTORIAL2_01

Veggie Guardin'#

GO02_ETC_INFO_00
GO02_SCORE_02
GO02_SCORE_03
GO02_SUBGAME_INFO_01
GO02_SUBGAME_INFO_02
GO02_SUB_GAME_TELOP_03
GO02_SUB_GAME_TELOP_04
GO02_TOTORIAL_SKIP_01
GO02_TOTORIAL_SKIP_02
GO02_TUTORIAL1_04
GO02_TUTORIAL1_INFO_00
GO02_TUTORIAL1_INFO_01
GO02_TUTORIAL2_00
GO02_TUTORIAL2_INFO_00
GO02_TUTORIAL2_INFO_01
GO02_TUTORIAL2_INFO_02
GO02_TUTORIAL2_INFO_03
GO02_TUTORIAL2_INFO_04
GO02_TUTORIAL3_INFO_01
GO02_TUTORIAL3_OTHER_01
GO02_TUTORIAL3_OTHER_02
GO02_WII_PAD_INFO_00
GO02_WII_PAD_INFO_01

Sample#

m000_000
m000_001
m000_002
m000_003
m000_004
m000_005
ms_test00
ms_test01
ms_test02
mss_basic00
mss_button00
mss_button01
mss_button02
mss_button03
mss_button04
mss_c_guide01
mss_cav_data
mss_common_telop01
mss_common_telop02
mss_head_guide
mss_head_name_rule00
mss_mg_level
mss_mii_name01
mss_mii_name02
mss_mii_name03
mss_ms_box00
mss_ms_box01
mss_ms_box02
mss_ms_box10
mss_ms_box11
mss_ms_box12
mss_mt_playpasn
mss_rule_text
mss_sc000
mss_sc001
mss_sc002
mss_sc003
mss_sc004
mss_sc005
mss_telop01
mss_telop02
mss_telop03
mss_top_mgname00
mss_top_mgpas
mss_txt_00
mss_txt_01
mss_txt_02

Unused Features#

Spooky Search#

In common/mg100/csv/ghost_ini.csv, there is a parameter for each counter level called BONUS_TIME that can be set to add a specified amount of seconds to your current time if you counter a ghost. In the final game, this feature is disabled on all counter levels.

WPM time add ghost counter.png

Wind Runner#

In common/mg150/course_txt/(course_name)/mii_parameter.txt, there is a parameter called kasa_debug_start which disables collision for the starting gate when set to 1.

Skip Skimmer#

In Score Mode, there are numerous triggers for hitting different objects that can be set to add a specified amount of points to your score in common/mg170/script/gmk_score.bbl.

green_fence
red_fence
jump_ride
jump_side
dash_jump_ride
dash_jump_side
pipe_ride
pipe_side

Watch on YouTube

(Source: Fxreboys)

Loony Cycle#

Loony Cycle is the only game out of all of the unused minigames to have medal/unlock conditions defined in common/ranking/script/mg120.bbl. "ユニサイクル" translates to "Unicycle."

# mg120 ユニサイクル

if SUBGAME_IDX == 1 then
    if (LEVEL_NO == 2) then MEDAL = M_COPPER
    if (LEVEL_NO == 4) then MEDAL = M_SILVER
    if (LEVEL_NO == 6) then
        if (SCORE_1P >= 100) then MEDAL = M_PLATINUM else MEDAL = M_GOLD
    end if
    
    if (LEVEL_NO == 1) then UNLOCK |= F_ATHLETIC_STAGE_2 | F_ATHLETIC_VS_STAGE_2
    if (LEVEL_NO == 2) then UNLOCK |= F_ATHLETIC_STAGE_3 | F_ATHLETIC_VS_STAGE_3
    if (LEVEL_NO == 3) then UNLOCK |= F_ATHLETIC_STAGE_4 | F_ATHLETIC_VS_STAGE_4
    if (LEVEL_NO == 4) then UNLOCK |= F_ATHLETIC_STAGE_5 | F_ATHLETIC_VS_STAGE_5
    if (LEVEL_NO == 5) then UNLOCK |= F_ATHLETIC_STAGE_6 | F_ATHLETIC_VS_STAGE_6
end if

Regional Differences#

North America

Japan

Europe

Korea

The title screen is different between regions.

English (US)

Spanish (US)

Japan

Japan (Translated)

Cone Zone

Helado apilado

アイスクリームチャレンジ

Ice Cream Challenge

Veggie Guardin'

Guardahuertos

モグラたたき

Whack-a-Mole

Skip Skimmer

A ras del agua

石投げ水切り

Stone Throwing

Trigger Twist

Campo de tiro

360°シューティング

360° Shooting

Jump Park

Brincolandia

ジャンピングランド

Jumping Land

Teeter Targets

Bolancín

ボールとシーソー

Ball and Seesaw

Spooky Search

Mansión fantasmal

ゴーストマンション

Ghost Mansion

Wind Runner

Vuelo paragüero

傘ライダー

Umbrella Rider

Treasure Twirl

Tesoro submarino

まきあげろ!海底のお宝

Roll It Up! Undersea Treasure

Flutter Fly

Globos al aire

ふわっとバルーン

Fluffy Balloon

Star Shuttle

Ensamblaje espacial

ドッキングステーション

Docking Station

Loony Cycle

Monociclo

一輪車

Unicycle

Dolphin Park

Delfinario

イルカ

Dolphin

The minigames' names are different between versions.

Text Sample File#

The binary text file named sample in the directory common/mess/bin/*languagedependent* after decompression only has 8 lines of empty text.

Internal Minigame Names#

Each minigame has an internal name in modules/menu.rel.

mg100: GHOST HOUSE
mg101: ICE-CREAM CHALLENGE
mg102: JUMPING LAND
mg110: SPACE STATION
mg121: OCTOPUS
mg140: BALOON
mg141: POSE MII +
mg150: UMBRELLA RUNNER
mg160: BALL AND SEESAW
mg170: MIZUKIRI
mg171: MOGURA
mg180: NINJA SHOOTING

Internal Name#

The game's internal name is "Chanpon" as shown by the early title screen and sound effects file, titled ChanponSound.brsar.