Wii Sports Resort is the sequel to Wii Sports and contains several new activities (with bowling and golf returning from the first game). It is also notable for being one of the first Wii games (and the first Nintendo-developed title) to utilize the Wii MotionPlus accessory for more accurate motion controls.
Unused Music#
Arc_stage_normal.ry.32#
In the Archery sport, different jingles will play at the beginning of each stage, except for the first stage, where the standard archery theme will play instead. However, a jingle for the first stage does exist in the files for this game, despite never being used.
Fld_jsk_result_win.ry.32.brstm#
Based on the "Fld" and "jsk" in the filename, this file seems to be associated with the Frisbee Dog and Power Cruising sports, or alternatively just for the Frisbee Dog sport, but based on the victory theme from Power Cruising. Regardless, it is never used and is not referenced in the BRSAR sound archive for the game.
Deleted Tracks#
TrackFade.dat, the file which controls fading between separate multi-stream tracks, mention STM_TEST_MULTI_TRACK_01.brstm and STRM_WATER_NORMAL.brstm, which have been deleted from the disc, so it's unknown what they were for. Interestingly, STRM_WATER_NORMAL.brstm is listed 18 times.
Unused Sounds#
A handful of sounds leftover from Wii Sports are present in the files for Golf.
START_SE_TR_Common_Sports_Training_GoodLongSoft#
RP_COMMON_SE_LV_GraphUp#
START_SE_TR_Common_Sports_Cursol#
Build Date#
JP Rev 1 |
EU/US Rev 0 |
KR |
TW |
US (Sports + Resort) |
EU (Sports + Resort) |
JP Rev 2/3 |
EU/US Rev 1 |
KR (Sports + Resort) |
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Present in timestamp.txt, complete with its internal name. You can also trigger it by pressing A, B, Down, 1, 2, Up, Minus, Plus, Minus, Plus.
Unused Areas#
Archery#
Common/ArcScene/common.carc contains a file called WS2_arc_island.pmp, which stores all of the positions of the player and targets for all the stages. In this file, there are 27 total unused stages, more than 2x the amount of stages in the final game. Some, however, are incomplete, and for a few others it is impossible to hit the target, because the player is positioned inside the ground, making it impossible to see the target, so the arrows would end up hitting collision instead (ID 18, 25), making them unplayable.
(Source: Fxreboys)
Cycling Test Course 1#
Stage/BicScene/TestCourse.carc has a testing stage for the bicycle activity, featuring different ramps, distances and heights.
Cycling Test Course 2#
Stage/BicScene/BicMap.carc contains an "empty" file called test_course_01.pmp, the fileTestCourse' in the same directory also has the same file but including the kcl file.
Wakeboarding#
Stage/JskScene/WkbWakeboard.carc contains a file called WS2_wkb_island.pmp, which stores the routes of the motorboat. It contains the routes wakeboard_4, wakeboard_5 and wakeboard_8, which are unused in the final game. wakeboarding_8 is the only unused route to have obstacle positions.
(Source: Fxreboys)
Unknown Island Test Courses#
Stage/JskScene/Test.carc has testing stages files named WS2_jsk_island_Test_0x.pmp for the island, TestCourse.carc in the same directory has the exact same data aside from the depth particles and depth of field files.
Unused Objects#
Wakeboarding#
In Wakeboarding, there is unused object positions for obstacles in the Beginner difficulty located in Stage\JskScene\WkbWakeboard.carc\WS2_wkb_island.pmp. It even has the unused blue variant of the tall obstacles!
Island Flyover#
In Island Flyover, there is one unused location for the Big Balloons around the island located in Stage\PlnScene\PlnSub.carc\WS2_pln_island_F0.pmp. However, since the bitmask is set to 0x0 in its object data, it never appears in game due to another Big Balloon object having the same value.
Unused Object Settings#
Swordplay#
In Swordplay Showdown, located in Stage/SwfScene/Kumite.carc/Cpu/Sp2SwfKumiteData.bin, there is an unused enemy variant (byte value 0x4) that is a smaller version of the Gold armor.
Wakeboarding#
In Wakeboarding, located in Stage/JskScene/WkbWakeboard.carc, there is an unused blue color variant for the large obstacles. By changing byte 0x3 in its object data in WS2_wkb_island.pmp to 01, you can see it in game for yourself. In the final game, only the Orange (00) and Green (02) variants are used.
Archery#
In Archery, the obstacle stand objects use a bitmask to determine where to place wooden boards. However, since the bitmask is always set to 0x3, the two lowest boards are always placed. By changing byte 0x3 in its object data in WS2_arc_island.pmp to 01, you can prevent the second lowest board from being placed.
Unused Graphics#
Various files in the game have a picture of this Mii in a file named os_common_miiFace_yellow.tpl. This can also be found in Wii Music.
Various files in the game have a picture of this Mii in a file named oy_common_miiFaceDammy.tpl. There is no face on it, but instead says "仮" (Temporary) on it.
Stage/SwfScene/Match.carc/G3D/WS2_swf_stadiumMii.brres has a texture named box_avatar_dummy01.png, which has 80 dummy Miis.
Common/GlfScene/common.carc/G3D/glf_fukidasi.brres and Common/DglScene/common.carc/G3D/glf_fukidasi.brres have these 4 dummy images in FaceDummy1.bti, FaceDummy2.bti, FaceDummy3.bti, and FaceDummy4.bti.
Common/FldScene/common.carc/G3D/WS2_fld_mii_balloon.brres has two dummy textures (which are identical) - dummy01.tpl and dummy02.tpl.
Stage/JskScene/Test.carc/G3D/test.brres has a texture named effect_test, which has 16 palettes on 1 image.
The texture for the Ping Pong racket has an image of a Wii Remote that is not mapped in the model.
The lane texture used originally in Wii Sports returns, this time unused, since the lane textures now have the Wii Sports Resort logo.
Since Archery uses unique markers to signify the player's position from a target, this marker texture goes unused.
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Early |
Final |
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An early A button graphic can be found in a few files, such as /LayoutCommon/SeqScene3/common.carc/WS2_team_setting.arc/timg, named st_IconAbtn_00.tpl (the final version is named "os_Abtn_00.tpl"). It appeared in the E3 2008 build of the game.
Swordplay |
Power Cruising |
Archery |
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Three early screenshots of the Swordplay, Archery, and Power Cruising games can be found in a few files, such as /LayoutCommon/SeqScene3/common.carc/WS2_team_setting.arc/timg, named tt_chanbara2_mini.tpl, tt_archery_mini2.tpl , and tt_marin_bike_mini.tpl respectively. They may have been placeholders for the sport icons that sometimes appear in the HUD, such as in the screen that appears after selecting a sport from the main menu, given how all graphics are referenced by the layout files that handle those screens.
The Swordplay screenshot in particular likely originates from a build similar to the E3 2008 one, given how both Miis are lacking headgear and how there is no bottom HUD (aside of the A button).
Two leftover graphics from Wii Sports can be found in /LayoutCommon/JskScene/common.carc, named oy_jsk_Exp_01.tpl and oy_jsk_Exp_02.tpl. Which could have been used for explaining the controls for Power Cruising. The first graphic can be seen in a development screenshot of Swordplay.
An unused graphic in /LayoutCommon/JskScene/common.carc, named os_wkb_Explain_cameraMan_00.tpl shows a Mii holding a camera on the Wakeboarding boat. This could suggest that Wakeboarding was originally meant as a movie stunt, rather than just doing it for a contest. For some reason, the Miis near the cameraman are T-posing.
An unused graphic in /LayoutCommon/Static/common.carc, named tt_window_bg_diskglf_00.tpl shows a Disk Golf basket. This could suggest that Frisbee Golf could've had traditional Disk Golf baskets.
Unused Layouts#
Wakeboarding#
wkb_result_score#
In /LayoutCommon/JskScene/common.carc, there is an unused layout for Wakeboarding that would've been used for the results screen. It also suggests that the scoring would've been more complex in the final game.
The purpose of the star is unknown; the second symbol would've shown points for the amount of jumps you did; the third symbol would've shown points for the amount of turns you did, but this is all speculation judging from the graphics' filenames.
wkb_jump_slalom_point#
There is also an unused point HUD layout that also would've been used during gameplay.
wkb_speedMeter_point#
Also, there is an unused speedometer for the HUD that would've been used for Wakeboarding.
Cycling#
bic_physicalMeter#
In /LayoutCommon/BicScene/common.carc, there is an unused HUD layout for a scrapped 'Physical Meter' in Cycling.
The purpose or function of this meter is unknown.
Unused Models#
Unused Wakeboarding Props#
Two unused Wakeboarding props found in /Stage/JskScene/WkbSub.carc suggest that Wakeboarding may have been a film stunt rather than for sport.

The Clapper has 4 unused animations associated with it.
wkb_clapper_clapp
wkb_clapper_in
wkb_clapper_out
wkb_clapper_wait
Unused Bike#
An unused bike found in /Stage/BicScene/Party.carc is one seen in development screenshots of Cycling. There also exists a tandem version.

Unused Transitions#

Unused transitions for replays that use dummy textures. These were probably used in the Swordplay game.
Unused Lighting#
Wakeboarding#
Because Power Cruising and Wakeboarding are stored in the same folder, /Stage/JskScene/WkbWakeboarding.carc also contains lighting for a nighttime setting, which was a leftover from Power Cruising's Free Mode. In the final game, Wakeboarding only uses the Daytime and Evening setting.
Unused Text#
Cycling#
Unused text in /US/Message/sports2.bmg at entry ID 16947251-16947765 referring to different states of the player Mii; perhaps this would've been used with the unused physical meter HUD?
Full Power
Sprint
Energy Low
Out of Breath
Rest Stop
Hidden Morse Code Messages#
If you play on Island Flyover, you can hear some Morse code coming from the lighthouse called "The Candle". The three messages translate to:
Morse code takes forever.
It sure does.
Does anyone out there know Morse code?
Sorry. Use your radio.
Why does anyone use Morse code anymore?
Good question.
Scene/Game Mode Comments#
In the game's main executable, there are messages which seem to identify which code name belongs to which mode. These messages are in no way referenced by the game's code, and are in Japanese.
The messages are:
Swf(ちゃんばら)
Jsk(ジェットスキー)
Arc(アーチェリー)
Fld(フリスビー)
Bsk(バスケ)
Bwl(ボウリング)
Can(カヌー)
Png(ピンポン)
Wkb(ウェイクボード)
Pln(ひこうき)
Glf(ゴルフ)
Dgl(ディスクゴルフ)
Bic(じてんしゃ)
Omk(おまけ)
Regional Differences#
Logo#
Compared to versions in the rest of the world, the Korean version's logo has a different layout.
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International |
Korean |
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The change also applies to the title screen.
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International |
Korean |
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...and the banner that shows up in Data Management.
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International |
Korean |
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Frisbee Dog#
There are different sign icons for the North American/European and Japanese/Korean/Taiwan versions.
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Japan/Korea/Taiwan |
North America/Europe |
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There are also different signs for when you miss the target.
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Japan/Korea/Taiwan |
North America/Europe |
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Sport Names#
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To do: |
Some of the names of sports were altered when translating and localising.
Europe |
Japan |
Japan (Translated) |
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Swordplay |
チャンバラ |
Sword Fight |
Power Cruising |
マリンバイク |
Marine Bike |
Air Sports |
スカイレシャー |
Sky Leisure |
Table Tennis |
ピンポン |
Ping Pong |
Table Tennis#
Some of the text in the Table Tennis game was changed when translating.
North America |
Europe |
Japan |
Japan (Translated) |
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Out |
Out |
オーバー |
Over |
2 bounces |
Two Bounces |
2バウンド |
2-Bound |
No bounce |
No Bounces |
ノーバウンド |
No-Bound |
Debugging functions#
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To do: |
In the game executable, mentions for debugging functions exist, including RPSysDbgScenePatroler, RPSysScene::GetDbgNWC24Error() and RPSysScene::GetDbgNANDError(). There's also a mention for a Debug Menu.
Build display#
Oddly not stubbed out in release builds of the game is a hidden display for the product build date, similar to the one in Wii Sports, however the button combo is much shorter going by "A, B, Down (D-Pad) 1, 2, Up (D-Pad), -, +, - and +" on a Wii Remote at the title screen to show the display in the bottom right corner in red for the region and product build type (found in the executable) and also print out the data in timeStamp.txt for 10 seconds, or when the scene is exited and there is no sound cue.
Debug Menus#
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To do: |
Airplane (Air Sports excluding Skydiving), Power Cruising and Wakeboarding have debug menus which refer to the sports as AirPlane, JetSki and WakeBoard, respectively.
Menu |
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Airplane |
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Power Cruising |
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Wakeboarding |
The following Gecko codes enable the debug menus:
JP Rev 1 |
US Rev 1 |
EU Rev 0 |
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(Source: xUniverse1/GibHaltmannKill)
Options#
Air Sports
- フリーモード: Starts the game.
- フリーモード(時間無制限): Starts the game but with the timer locked to 5 minutes, basically infinite time.
- ハンドルテスト: Unknown, most likely a camera test.
Power Cruising
- リングアタック: Starts the game.
- チュートリアル: Starts the tutorial.
- コーステスト: Loads a test course.
- 海テスト: Loads a test course relating to water, having no goalposts as well as green and red squares under the water.
- 島テスト: Unknown, most likely a camera test.
- 海と島のテスト: Loads a test course relating to islands in water reflections.
- 剛体テスト: Unknown, most likely a camera test.
- 人間ダイナミクステスト: Unknown, most likely a camera test.
- 高速エフェクトテスト: Unknown, most likely a camera test.
- ハンドルテスト: Unknown, most likely a camera test.
- 観客テスト: Unknown, most likely a camera test.
- ウェイクボードテスト: Unknown, most likely a camera test.
Wakeboarding
- 通常: Starts the game.
- フリーライド: Despite the name, this does the exact same thing as the previous.
- コーステスト: Loads a test course.
- 海テスト: Unknown, most likely a camera test for water.
- 島テスト: Unknown, most likely a camera test for the island.
- 海と島のテスト: Unknown, most likely a camera test for the island and sea but mainly sea.
- 剛体テスト: Unknown, most likely a camera test.
- 人間ダイナミクステスト: Unknown, most likely a camera test.
- 高速エフェクトテスト: Unknown, most likely a camera test.
- ハンドルテスト: Unknown, most likely a camera test.
- 観客テスト: Unknown, most likely a camera test.
- ウェイクボードテスト: Unknown, most likely a camera test.
Bowling#
NPC Data Display#
The NPC Data Display debug functionality from Wii Sports was ported over. It can be enabled by using the following Gecko code:
EUR (Rev 0) |
US (Rev 0 and Rev 1) |
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Try Again Placeholder#
The Try Again debug text from Wii Sports was ported over. It can be enabled by using the following Gecko code:
Region Free |
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Level and Frame Display#
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To do: |
The game has functionality left over from development builds that displays two numerical variables, Level and Frame, on screen during a bowling game. These values are only properly used in the Spin Control mode: Level is set to the current difficulty (which changes during the game itself), while Frame indicates the pattern of obstacles being used at the moment. If either value is set to zero, the word "Default" is displayed in their place.
EUR (Rev 0) |
JPN (Rev 0) |
US (Rev 0 and Rev 1) |
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Frisbee Dog#
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To do: |
AreaQuestion and BalloonLevel Display#
European Version |
Japanese Version |
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This debugging function displays two variables, AreaQuestion and BalloonLevel. While it is present in all localisations of the game, the text is only legible in the Japanese version. The Japanese text at the bottom reads BalloonLevel[強制しない] which means BalloonLevel[Not forced], however throughout the game (including the balloon level) the none of the text changes. The debug function can be enabled by using the following Gecko code:
EUR (Rev 0) |
JPN (Rev 0) |
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Throwing Style Display#
Auto mode (オートモード) |
Manual mode (マニュアルモード) |
Incorrect display |
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This debugging function displays the player's throwing style. Since the text is in Japanese, it only displays properly in the Japanese release of the game. The debug function can be enabled by using the following Gecko code:
EUR (Rev 0) |
JPN (Rev 0) |
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Exception Handler#
The NintendoWare exception handler is present in the game's code. 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.
Revisional Differences#
The USA, Europe, Japan, and Korea versions of this game have revisions of the game that modify the update partition of the disc containing WADs of system titles to install to the Wii. The Wii MotionPlus Instructional Video program was also updated. Japan got an additional revision to change the Shortcut Channels that are installed. Shortcut Channels are placeholder Channels that give information about Channels for you to download them on the Wii Shop Channel.
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The Wii series | |
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Wii Sports |
Wii Sports • Wii Sports Resort • Wii Sports + Wii Sports Resort • Wii Sports Club • Nintendo Switch Sports (Demo) |
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Wii Play |
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Wii Fit |
Wii Fit (Wii Fit Channel) • Wii Fit Plus (Wii Fit Plus Channel) • Wii Fit U |
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Wii Party |
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Other |
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