Nintendo Wii Games

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Wii would like to play. This was the slogan  Nintendo chose to hype up their latest form of   control, the Wii Motion Controller, or Wiimote,  a peripheral as intuitive to use as… well,   a remote control. The ability for players to  control a game by making simple gestures meant   the system was more accessible than any other  - reaching people who would usually consider   themselves a non-gamer. The system’s software  also ranged dramatically from the casual to   the hardcore - New Super Mario Bros. Wii,  WarioWare: Smooth Moves and Fortune Street   were great for a light experience, while games  like Resident Evil 4: Wii Edition and Zelda:   Twilight Princess were there for those looking  for something a bit deeper. And of course,   we’ll be talking about these great  games and more in today’s video. Let’s start off with one of Nintendo’s more light  hearted releases, New Super Mario Bros. Wii,   which had a surprising amount of unused content.  Exploring the game’s data reveals evidence that   suggests the game’s entire level structure  was once exceptionally different. Some of the   levels featured in the final game are absent from  these early plans, but several other levels are   referenced which never show up at all. The data  indicates that World 1 didn’t originally have a   6th level, and nor did World 2 - though World  2 did have a Ghost House in this early stage,   which doesn’t exist in the final game. World 3  would have had two Ghost Houses, which is curious,   as in the final game, World 3 is split up into  two sections, with the original ideas perhaps   being to include a Ghost House in both sections.  The early version of World 4 had a 7th level,   but no Ghost House or Airship. World 5  and 6 also included a 7th level each, but   had world 6 lacking an Airship. World 7, again,  would have had a 7th level, but no Ghost House,   and it may have had a cannon. World 8 had a  second tower, but this early version also had   a complete lack of a World 9. As you can  see, this is quite a different structure   to what we ultimately got, and many other  Wii titles have curiosities in their data. Unused data is always a treat to discover on  the disc of your favorite games, and sometimes   it isn’t really what you’d expect to find. Fortune  Street was a curious release on the Wii, a board   game featuring Mario characters that is distinctly  not Mario Party. Developed by Square Enix,   this game wasn’t a Nintendo first party title,  though the big N did publish it. It’s important   to establish these details, as an image for a Club  Penguin screen can be found on the game’s disc.   This is baffling for two reasons; Fortune Street  has nothing to do with either Artoon or Disney,   who developed and published the Club Penguin  game on the Wii respectively. And the image in   question didn’t even end up being used in Club  Penguin: Game Day! on the Wii. It does, however,   appear in the data of Club Penguin: Game Day!  but goes unused; and was likely used as an early   placeholder title screen. The reason for the image  appearing on the disc of Fortune Street however,   could possibly be a result of the  developers attempting to reuse the   “Put on and tighten the wrist strap”  splash screen graphic from the game,   but why they did this with a copy  of Club Penguin, we’ll never know…. WarioWare: Smooth Moves is another Wii title  with secrets within its data, but curiously,   the asset in question doesn’t exactly go entirely  unused. WarioWare utilizes a lot of 2D elements in   its gameplay, so to save on resources, sometimes  a micro-game’s graphics are all stored in a single   image - a sprite sheet - and then the game  masks out portions it doesn’t want to show.   One of the game’s micro-games is a recreation of  Punch-Out!! for the NES, but the main background   image for this micro-game isn’t simply the  background from Punch-Out!!. If we take a look   at the sprite sheet, just outside the confines  of the TV screen is a PC window of what appears   to be an NES emulator — the devs seemingly took  a screenshot of Punch-Out being emulated rather   than using Art from Nintendo’s own archives. Not  only that, but we can even see part of the desktop   background behind this emulator window - and that  the emulator used to take this screenshot was   VirtuaNES. An interesting revelation considering  Nintendo’s historically staunch disapproval of   emulation… But more graphics go unseen in the  game, once again when it comes to an NES classic.   In the US and PAL versions of Smooth Moves, the  “Super Nostalgic Entertainment System” micro-game   involves the player having to successfully  insert a SNES cartridge into the system.   In the Japanese version of Smooth Moves however,  the system is from the previous generation,   taking on the appearance of the Famicom, Japan’s  equivalent of an NES. In this Japanese version,   the game cartridges that the player may have  to insert can be Super Mario Bros., Duck Hunt,   Clu Clu Land, Devil World, Urban Champion,  or Tennis - and it is Tennis that leads to   an interesting part of the micro-game’s textures.  In the micro-game’s graphics files is a background   and set of sprites taken from Tennis for  the NES, suggesting that this micro-game   would have shown the game booting up in  some way after the cartridge is successfully   inserted - it’s possible that the developers  originally planned for the games to boot up   after the player completes the stage, but may  have refrained after realizing the variety of   games that needs to be animated for all of the  different cartridges shown in the final release. Games obviously go through a lot of  changes in the course of their creation,   and Pokémon Battle Revolution is no exception. The  game was first demonstrated by Nintendo’s Satoru   Iwata at a Nintendo marketing event in Japan in  2006. Here, a battle was showcased between Red   and Leaf on the stage that would wind up becoming  the Neo Colosseum. The final game wound up looking   substantially different from this demonstration,  with the game’s camera behaving in a very   different fashion in the final release. In this  early version, the camera appeared smoother and   more dynamic, panning from the first Pokemon to  the second after an attack was selected, then   shifting to the trainer as they made the commands.  One other major difference is in an attack shown   in this demonstration - Groudon performs a Hyper  Beam attack on Deoxys, rendering the Pokémon   unconscious, while also leaving a huge imprint  in the ground where the attack was unleashed,   as well as penetrating through the wall behind the  defeated Pokémon. Whether or not it was intended   for these environmental effects to remain on the  stadium after the attack animation was completed   is unknown, as no environmental damage occurs  with any of the moves in the final game’s release.   This early version definitely showed a  lot more attention to the game’s visuals,   and it’s likely these elements were removed as  a result of the massive workload that would have   been necessary to add environmental damage for  each Pokémon & their attacks in the final game.   The final release also has differences  between the various regional versions of   the games - mostly in small elements to its  depiction of women. In the Japanese game,   Rosie has white skin, but this was altered  and darkened when localized into English,   along with Master Sashay. Master Sashay  also had some changes made to her clothing   in the English release, giving her a pair  of purple shorts under her white miniskirt. And this isn’t the only game that went through a  lot of changes. The Wii version of Resident Evil   4 was considered the best version of the game by  many. But this game only achieved greatness by   going through many different iterations during its  development. One early build, The "Hallucination"   build of RE4, and to a lesser extent the character  of the Hook Man who was featured prominently in   this version, was derived from a scene from  the 2000 American horror film Lost Souls.   Specifically, the build references a scene where  the main character Maya Larkin washes her hands   in a bathroom, then begins to hallucinate that  she’s in a derelict building being pursued by   a crazed killer. Quite an obscure reference, but  the final version of the game arguably tops this.   On a bulletin board in the room with security  monitors that's shut off when Leon sees Ashley,   there's an image of a hamster-like monster. This  is actually taken from the cover art of Bloodwych,   a 1989 RPG dungeon crawler, originally developed  for the Commodore 64 and eventually released on   half a dozen 8-bit home computer systems. We have  no idea why this is referenced, and there’s no   obvious connection. Maybe an artist at Capcom  liked Bloowych? Maybe one day we’ll find out. Mario Kart Wii is another game that has  some interesting secrets within its data.   A fairly interesting yet simple bit of texture  can be seen within the game that demonstrates good   resource management. The poles that appear around  the finish line of the N64 Sherbet Land track   appear to have a gradient to their coloring, and  you’d assume this was its own original texture,   but you'd be wrong. It’s actually an inventive  case of asset reuse, with the poles instead taking   their texture from the letter "I" in the Mario  Kart banner which is mapped onto them, producing   the gradient effect. Another texture in the  game is also something reused, but it’s unlikely   many people would work this out, nor would they  even have seen it in the game in the first place.   Funky Stadium appears as a battle course in the  game, a massive arena with an audience surrounding   the track, inside a giant closed stadium. Because  this stadium is closed off, the player never sees   the map outside of this building - but this  stage actually has a skybox which can’t be   seen without the use of hacking utilities. This  unseen skybox shows a blue sky with a few clouds,   with the majority of it originating from a texture  library, called Sozaijiten's SE048. Nintendo have   often used the Sozaijiten texture collection in  their games, with clouds from SE037 being used in   the background the Mario Party 8’s title screen,  though with the gradient removed and replaced   with a flat color - and if you have the eyes of  a hawk who’s just finished their twelfth coffee,   you may well have even noticed that this exact  same texture also appeared 6 years prior in the   Chao Lobby of Sonic Adventure 2. But you probably  didn’t. And nobody can really blame you for that. Now let’s take things in a different direction  -- a far more “The Legend of Zelda'' direction.   In The Legend of Zelda: Skyward Sword, the  Kikwi race are clearly based on that of the   New Zealand Kiwi, perhaps most obviously  in the similarities of their names.   However each Kikwi has a unique name too - with  these names also having an interesting origin,   with each one of the furry creatures being named  after a different strain of tea. Erla is named   after Earl Grey tea. Lopsa gets their name  from the Chinese black tea Lapsang souchong.   Machi is named after the green tea derived matcha  tea. Oolo's name comes from oolong tea. Yerbal is   named after the herbal yerba mate tea. And Bucha's  name comes from kombucha, which is technically   a fermented tea. Bucha's name may also be  a play on Buchou, a Japanese word which   generally translates to "Chief" or "Director"  - the role which he takes on in the group. And   let’s continue this Zelda direction with a far  more beloved Zelda game, Twilight Princess. This launch title for the system wasn’t  originally developed with the Wii in mind,   but with the Wii on the horizon, it just made  sense to release it for both GameCube and the   Wii… And to accommodate right-handed players,  Nintendo just simply mirrored the entire game so   that Link would wield his sword in his right hand  -- but you already knew that. Today we’re talking   about a few other, and far less known facts. After  the player frees the cuccos in Kakariko Village,   if Link talks to the white cucco while in his wolf  form, it will imply that its previous master had   mistreated it, so it ran away to Kakariko to  escape. And if Link then takes the gray cucco   to where the Goron is keeping watch, and talks to  it as a wolf, it will state that the other cuccos   flew in from Lake Hylia. This seems to imply  that Fyer and Falbi were the previous owners who   mistreated their cuccos, possibly by forcing the  cuccos to partake in the Flight-by-Fowl mini-game,   the main attraction of their Watertop Land of  Fantastication. Speaking of Falbi and Fyer,   the two of them were originally planned  to have a much closer relationship,   with the original intention to be that Falbi was  a woman - either taking the role of Fyer’s wife,   or at the least, his lover. Another one of  Twilight Princess’s unique characters was Zant,   whose helmet was originally modeled after a  bamboo shoot. While the character initially   seems rather dark in nature, he shows a different  side to his personality directly before the very   moment in which the player has to battle him.  According to developer commentary on the game,   this change was to make the character seem  more rounded, rather than just coming across   as generically dark and evil, but also to add a  more humorous aspect to the boss fight against   him - Zelda is a Nintendo game after all, and  they gotta keep it at least a little bit light. I should also mention that our 10-year  anniversary live stream is coming up   this saturday which is the 28th of May. We will  have a number of special guests -- some pretty,   some really special guests actually -- there  will be a number of prize giveaways including a   very nice gaming pc all of the proceeds  from the stream will go to charity,   so be sure to tune in at 4pm BST that's  11am EST, and you're gonna have to Google   it if you live in a different time zone  from that because yeah on the 28th of may   2022 this saturday come and check it out it's  gonna be a good time. It'll be me, Dazz, Shane   hanging out playing some video games, special  guests... I don't know what else to say. Should   have written it down. Come check it out over on  twitch -- twitch.tv slash did you know gaming. Did you also know that there's hidden  data within Ocarina of time that says   'i love you'? Or that Rare have outright  stated that one of Diddy Kong Racing's playable   characters is a convicted criminal? For tons more  N64 game facts, check out the video on screen.
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Channel: DidYouKnowGaming
Views: 148,039
Rating: undefined out of 5
Keywords: wii, nintendo wii, nintendo, nintendo wii games, wii games, mario kart wii, mario kart, the legend of zelda, zelda, twilight princess, skyward sword, pokemon, pokemon battle revolution, fortune street, warioware, wario ware, smooth moves, new super mario bros, new super mario bros wii, nsmb wii, resident evil 4, did you know gaming, didyouknowgaming, dykgaming, dykg, gaming, wario, pokemon wii, mario, super mario
Id: xYzGSy6TPps
Channel Id: undefined
Length: 13min 50sec (830 seconds)
Published: Thu May 26 2022
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