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Super Mario Bros. Wonder

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Title Screen

Super Mario Bros. Wonder

Developer: Nintendo EPD
Publisher: Nintendo
Platform: Nintendo Switch
Released internationally: October 20, 2023


AnimationsIcon.png This game has unused animations.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
TextIcon.png This game has unused text.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

With three new power-ups (including the now-infamous Elephant Fruit), a badge system, online play, Princess Daisy making her first non-spinoff and/or mobile game appearance since her debut, and flowers in both the "Wonder" and "Talking" varieties, Super Mario Bros. Wonder is essentially the new (yet not "New") game 2D Mario fans have been waiting for. "Wowie zowie" indeed.

This game also marks the departure of Charles Martinet as the voice of Mario and Luigi, with Kevin Afghani now playing both characters. This makes Wonder the first game since Hotel Mario to feature someone other than Martinet playing Mario, and the first for Luigi since Mario Kart: Super Circuit.

Hmmm...
To do:
  • Prerelease materials.
  • Document the unused(?) CourseTimer stage parameter found in Stage/CourseInfo/Course001_Course.game__stage__CourseInfo.bgyml.
  • Get better model renders/animation rips.
  • A small amount of leftover Pilot (early version) sound parameter files.
slink2.Pilot.100.bslnk
Attenuation.Pilot.100.baatarc
GroupSetting.Pilot.100.bagst
BarslistPack.Pilot.100.byml

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Unused Models

Early Bubble Flower

Early Final
Super Mario Bros. Wonder-Bubble Flower-early.png Super Mario Bros. Wonder-Bubble Flower-final.png

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

Super Mario Bros. Wonder-EnemyNokonokoDark-unused model parts.png

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

Super Mario Bros. Wonder-EnemyKoopaClown-unused model parts.png

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 leftover; the model has been remade in higher resolution.

(Source: Rimea)

Junior Clown Car

Super Mario Bros. Wonder-EnemyKoopaJrClown-unused model parts.png

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

Hmmm...
To do:
Is there an object setting for this?

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 have featured switches hidden in blocks, something missing from Wonder.

(Source: Original TCRF research)

Unused Enemies

"Scared" Hoppycat

An 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, it's 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

Hmmm...
To do:
Stage/WorldMapInfo has "WorldNo_" entries for the worlds: Savanna, Naka, Yama, Wa, Sabaku, Kin, Nettai, Castle, Himitu. Do these match the final world themes?

Objects

Hmmm...
To do:
Is "ItemWonderHole" also used internally to refer to the wavy circle that envelopes the player after collecting a Wonder Flower?
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 througout 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 accessable 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
KeyColor4[*] Red Key, Blue Key The numbering suggests there were other key colors at some point.

Levels

Hmmm...
To do:
  • Compare all the course numbering.
  • Export all the internal Japanese names for all the stage in Stage/StageParam, and add notes to particually noteworthy ones/compare with in-game names.
Internal Name Order in Menu Order Encountered on Map Level
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)