Mario & Sonic at the Olympic Games (Wii)
Mario & Sonic at the Olympic Games |
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Also known as: Mario & Sonic at Beijing Olympics (JP), Mario & Sonic aux Jeux Olympiques (FR) This game has unused areas. |
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. |
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
Unused Events Who knew all those Dream Events would be such a Nightmare to finish on time? |
Unused Characters
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 |
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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 |
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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 |
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 |
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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 |
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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 |
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Instructions Page Placeholder
The instructions page for Dream Platform contains a placeholder graphic.
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.
The Olympics series
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Summer Olympics | |
Arcade | Mario & Sonic at the Rio 2016 Olympic Games |
Game Boy | Olympic Summer Games |
SNES | Izzy's Quest for the Olympic Rings |
Genesis | Olympic Gold • Izzy's Quest for the Olympic Rings |
Game Gear | Olympic Gold |
Wii | Mario & Sonic at the Olympic Games • Mario & Sonic at the London 2012 Olympic Games |
Wii U | Mario & Sonic at the Rio 2016 Olympic Games |
Nintendo DS | Mario & Sonic at the Olympic Games |
Nintendo 3DS | Mario & Sonic at the London 2012 Olympic Games |
J2ME | Sonic at the Olympic Games |
Winter Olympics | |
SNES | Winter Olympic Games |
Nintendo 64 | Nagano Winter Olympics '98 • Olympic Hockey Nagano '98 |
Wii | Mario & Sonic at the Olympic Winter Games |
Game Boy Advance | Salt Lake 2002 |
Nintendo DS | Mario & Sonic at the Olympic Winter Games |
PlayStation | Nagano Winter Olympics '98 |
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