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Mario & Sonic at the Olympic Games (Wii)

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Title Screen

Mario & Sonic at the Olympic Games

Also known as: Mario & Sonic at Beijing Olympics (JP), Mario & Sonic aux Jeux Olympiques (FR)
Developers: Sega, Racjin
Publishers: Nintendo (JP/KR), Sega (US/EU/AU)
Platform: Wii
Released in JP: November 22, 2007
Released in US: November 6, 2007
Released in EU: November 23, 2007
Released in AU: November 22, 2007
Released in KR: May 29, 2008


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
MinigameIcon.png This game has unused modes / minigames.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.


See, this is why server preservation is important.
This game's online features are no longer supported.
While this game's online features were once accessible, they are (as of May 20, 2014) no longer officially supported and online-exclusive features may be documented as now-unseen content.
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Mario & Sonic at the Olympic Games is Sega's first in-house Olympic video game based on the Games of the XXIX Olympiad Beijing 2008 (the other one was an actual Beijing 2008 video game for HD consoles), developed in cooperation with Nintendo and featuring both companies' mascots, Mario and Sonic who wind up in a game together that isn't about beating each other up. It isn't the last.

Sub-Pages

MAS2008 DreamHammer4.png
Unused Events
Who knew all those Dream Events would be such a Nightmare to finish on time?

Unused Characters

Hmmm...
To do:
Pictures.

Silver, Jet, Cream, Big the Cat, Espio, Charmy, Rouge, Donkey Kong, Birdo, Shy Guy, Boo, Bullet Bill, Lakitu, Goomba, Kiki the Monkey Badnik as well as 2 other robots from the Sonic series all have data to be playable characters, but are only accessible through hacking. Some characters load better than others. For example, some will prep for the 100m dash, while some will just T-pose. Furthermore, only select games are actually playable with a few of the non original 16 characters, while others result in the game softlocking.

These unused characters can be loaded by using the Gecko codes below. ONLY ONE override code is to be used.

Player Override CPU Override Player List
041CD914 60000000
0041CDE70 60000000
06553454 00000040
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX


The game can handle up to 16 different (or the same) characters. Here, "XXXXXXXX" is to be replaced by whichever character you wish to take that slot. These go in sequential order. For example, first XXXXXXXX is player 1, second is player 2 etc.


Character Code
Mario 00000000
Luigi 00000001
Peach 00000002
Daisy 00000003
Yoshi 00000004
Birdo 00000005
Bowser 00000006
Donkey Kong 00000007
Wario 00000008
Waluigi 00000009
Sonic 0000000A
Tails 0000000B
Knuckles 0000000C
Amy 0000000D
Shadow 0000000E
Eggman 0000000F
Silver 00000010
Vector 00000011
Jet 00000012
Blaze 00000013
Shy Guy 00000014
Toad 00000015
Lakitu 00000016
Charmy 00000017
Espio 00000018
Cream 00000019
Boo 0000001A
Bullet Bill 0000001B
Goomba 0000001C
Eggman Robot 1 0000001D
Eggman Robot 2 0000001E
Kiki (SA1 Monkey Badnik) 0000001F
Big the Cat 00000020
Mii 1 00000021
Mii 2 00000022
Mii 3 00000023
Mii 4 00000024


(Source: final kaoss)


Cream appears in the final version of the game as a referee. Donkey Kong and Silver are playable in Mario & Sonic at the Olympic Winter Games (in which Goomba gets a cameo) and Mario & Sonic at the London 2012 Olympic Games . Jet, Rouge, Birdo, Cream and Espio only became guest playable characters in Mario & Sonic at the Rio 2016 Olympic Games. Cream and Birdo are exclusive to the 3DS version.

Unused Graphics

Early Hammer Throw

An unused graphic for the instructions page for Hammer Throw shows an earlier version of the game. Upon throwing the hammer, the camera appears to zoom in on the character. This is unlike the final version, where upon throwing the hammer, the camera focuses on the hammer rather than the player.

Additionally, the text used for "WR" and "OR" lack an outline in the earlier version. "WR" is also colored black in the earlier version, whereas in the final, it is colored white.

Early Final
MAS2008 Hammer Early.png MAS2008 Hammer Final.png

Early Dream Fencing

Similarly, another unused graphic for the instructions page for Dream Fencing shows that the aim of the game was originally to reach a certain number of points, rather than depleting your opponent's health. Everything else remained the same.

Early Final
MAS2008 DreamEP Early.png MAS2008 DreamEP Final.png

Early Dream Table Tennis

Yet again, an unused graphic for the instructions page for Dream Table Tennis shows an earlier version of the arena, with smaller banners, and incomplete lighting and reflections.

Early Final
MAS2008 DreamTT Early.png MAS2008 DreamTT Final.png

Instructions Page Placeholder

The instructions page for Dream Platform contains a placeholder graphic.

MAS2008 DreamAQ Placeholder.png

Unused Music

Dream Canoe Music

A high-quality version of the Dream Canoe event from the Nintendo DS version of Mario & Sonic at the Olympic Games exists in the files of the Wii version but was left unused. It would have presumably been used in either Dream Rowing or Quadruple Sculls.

Rank 2nd

There is an unused song for completing an event in 2nd place.

Rank 3rd

There is also an unused song for 3rd place. The final game replaces both this and the 2nd place theme with the 1st place theme.

Gallery: Replay Mini Game

This song was possibly going to be used in the Voice Memory mini game. A similar song was used in the DS version for the "Replay" mini game, a game that is very similar to the "Repeat After the Character" mini game.

Unused Track 1

A very tropical mambo. This could have been meant for either Dream Rowing, Quadruple Sculls, or neither.

Unused Track 2

The intro of this song suggests that it may have had something to do with space. It may have been used for Dream Basketball.

Unused Track 3

An intense-sounding track. It is unknown what this could've been used for, though it may be for one of the remaining unused Dream Events.

Oddities

Unusual Music Length

While almost every other Wii game with BRSTMs for its music uses looping points in order to loop its audio, this game instead makes most of its music repeat in the audio stream several times. This causes the length of what would normally be a typical one-minute track anywhere from five minutes all the way up to nearly thirteen minutes before fading out. While the fade out usually can't be heard if the game is played normally, if one were to hang on the pause screen (the music still plays in the pause screen), an event, or a menu, eventually the audio will slowly fade out, before the whole song loops back again from the very beginning.

This also leads to the music of the game having an overwhelming large size for a Wii game, taking up more combined space than the actual game itself. Neither of its 2010 or 2012 sequels on the Wii does this, making this game an anomaly when it comes to audio.