Super Mario Strikers

Super Mario Strikers is all about kicking ass and taking names, Mario style!

Test Audio
There are four .dsp files in the game that were used for testing left and right audio channels. They are orchestral versions of the Super Mario Bros. and Super Mario World overworld themes, performed by the Tokyo City Philharmonic Orchestra at the Game Music Concert in 1991.

Super Mario World

(They both sound the same, so there's no point in having two of the same sound file.)

Unused Sound Effects
A number of sound effects in the game go unused, as evidenced by their entries being commented out in the file lists. (For more information, see this section.)

CHANTS_GEN_Stomp_Clap_01.idsp These seven clips were originally to be part of a random set of crowd chants.

CHANTS_GEN_Stomp_Clap_02.idsp



CHANTS_GEN_Stomp_Clap_03.idsp

The end of the file is corrupted on the right channel.

CHANTS_GEN_Stomp_Clap_04.idsp

CHANTS_GEN_Stomp_Clap_05.idsp

CHANTS_GEN_Stomp_Clap_06.idsp

CHANTS_GEN_Stomp_Clap_07.idsp

The end of this file is also corrupt. This also happens to be the only chant that fades in and out rather than looping.

TempHeckle.idsp This file isn't mentioned in any of the sound effect lists. It's a low-quality copy of the tournament loss track with a snippet of crowd booing mixed in. The file name indicates that it was a placeholder for later crowd yelling sounds.

Super Goalie Bros.
A number of files refer to "MarioGoalie", and other files also refer to "mariosidekick", "luigigoalie", and "luigigoalie". In the game, your captain can never be the goalie, and none of the other playable characters have corresponding files.

Early Stadium Names
The file Stadium.ini has a list of the stadiums in the game, but with different names. The following names are in the same order as in the file. Italicized names have been changed.

Removed Stadium
The list of stadiums also includes an eighth stadium, Peach Palace. It has the internal name Peach_Toad_Stadium and a grass field. The entry for it also contains the following note:


 * 1) eventually will not exist

It was likely removed in favor of The Palace, the last stadium to be added.

Removed Power-Up
A number of the earlier setting files in the game refer to a "tornado" or "twister" power-up. It was one of the last power-ups added, and was replaced by the Chain Chomp power-up. In fact, the file that sets the default power-up options uses "Twister" for the Chomp item. While the sound effects for it were removed, an effect for it is still defined. It would have included flashes of lightning.

Hammer Time!
According to one of the sound effect lists, Mario's Super Strike originally used a hammer. Say, wouldn't that be cheating...?

For the old S2S (Mario w/ Hammer). This shouldn't be in the game anymore.

Crowd Chants
In the list of crowd sounds, there is a section dedicated to random chants. However, there is only one valid entry. The remaining seven sounds are all commented out. According to the file names, these random chants would have involved clapping and stomping.

Developer Files
The internal files for this game are very neatly organized. In fact, almost every parameter in the game is controlled by plain-text .ini and .txt files. There are also a number of other development-related files left in, including a dozen HTML files. Nearly all of the files are heavily commented. However, much of the commenting is mundane, such as labeling sections. As such, only the unusual comments will be listed here.

Region Tagger Program
Included on the disc is a set of files for a program called tag_elf_region. The Python script is used to call the C++ program, which would then set the region code for the already-compiled disc image. The source code for the C++ program is also included.

Debug File
In the Debug directory, there is one file, named debug.glg. It appears to be compiled code, and contains no legible text. It still needs to be studied.

Print Files
The file PrintCfg.txt simply contains the word MEMORY. A similar file, flushfile.txt, only contains the word flush.

Mario Goalie Triggers
A sound effect trigger file for MarioGoalie exists at art/animation/MarioGoalie_triggers.txt. It has a different organization compared to the other trigger files, with no section header comments, indicating that it is probably an earlier file. At the top is a small info section on how to use these files. However, the first line isn't commented out, so the game would have tried to read it. animation event trigger file # # # eg: # # Other trigger files fix this little mistake, but truncate it to remove everything from the "run" line and below. Only Goalie_triggers.txt keeps the lines. Based on this, it is likely that this was an earlier version of the Goalie trigger files. If this is the case, then it indicates that the goalies originally made a lot more noise than in the final game, where they are mostly silent.
 * 1) run
 * 2) 	0 	right_footstep 		100
 * 3) 	15	left_footstep		100

This commented-out line is located in the catch_right_high event, at line 126.
 * 1) 	5	jumping_sound		100 (not high enough?)

This comment is found in the dejected_02 event at line 629, regarding the use of sound effects for footsteps. It should be noted that none of the other trigger files have any dejected events.
 * 1) could be stomp footstep

Effect Scripts
There are a number of commented-out lines in art/effects/scripts.fx that indicate changes to how certain special effects in the game would have played out. One of the lines indicates test events for performing Super Strikes, called mike_test and mike_test2.


 * Rubber, wood, and metal floors originally used dirt particles instead of dust.
 * On grass, using turbo running created divots in the ground with each footstep. (Spelled "divets" in the file.)
 * There were originally unique effects for stopping on grass and metal, the latter of which would have created divots.
 * Larger Green Shell explosions sparkled.
 * Bob-omb explosions were more intense and created mushroom clouds. Yes, really.
 * Unfreezing would have lasted a set amount, with the unfreezing animation as part of the freezing event.
 * Characters were able to catch on fire. The entirety of both events were commented out. The events are called fire and unfire.
 * Chain Chomps created grass effects when on wood and more sparks on metal. There was also a trench effect for the wood.
 * As mentioned before, effects for the cut Tornado power-up are defined.
 * Bowser pushed up a ring of material when he landed, with unique effects for each type of field.
 * Daisy originally created a flower trail when performing a special shot.
 * DK created yellow and orange flames when shooting.
 * Luigi had green flames.
 * Mario's special shot was completely redone, and originally had a trail of stars.
 * Peach had pink flames.
 * Waluigi had a trail of icy sparkles.
 * Wario had beams and rings of light. And sparkles.
 * Yoshi's shot left a blackened trail on the ground where it hit.
 * Special shots for other characters were originally flashier, with twirls and rings.
 * Catching DK's and Wario's special shot originally created a ring effect under the goalie.
 * Catching Mario's special was redone as well, to match the new effects.
 * There was originally a wind-up effect for preparing to shoot.
 * One of the effects for doing a "hyper" shot was commented-out.
 * Charging up in the sky to do a Super Strike originally created a cloud effect.
 * Captains originally had a lot more fire and smoke when preparing to do a Super Strike.
 * The effect for electrocution was toned down a lot, with the original effects including lighting bolts and electricity running through their body.
 * Sideline smoke effects were originally smokier, and had a small impact effect.
 * Confetti originally came with fireworks lighting.

File Instructions
A number of the files include a set of instructions at the top on how to properly use the template. The most complete instructions are for transition effects, found in the file art/transitions/transitions.fx.

Sound Effect Lists
There are a number of full HTML pages(!) present in the audio directory for the purpose of monitoring the status of every sound effect associated with every character. They indicate a number of sound effects that didn't make it into the game. Every sound effect comes with a description that indicates how the sound is triggered. Sounds that weren't ready at the time are highlighted in red. The files themselves were created using Microsoft Excel 2000.


 * Four of these files are for Mario/Luigi versions of Goalies/Sidekicks. They are virtually identical to each other, and lack a "How To Trigger" column. The time stamps on these files indicate that they were still being used until two months before the end of production.

Currently not used. Are we supposed to swap out jeer small for this one, Graig?
 * The file crowdsoundproperties.htm contains a comment regarding the status of three CROWDSFX_EVENT_BOO_SMALL sounds. Graig Robertson is credited for "Voice / Voice Scripting".

Not in the game. Supposed to be attached to a steaming pipe in the intro NIS for the Pipeline Central stadium, but where is it?
 * The file stadpipesoundproperties.htm only has one entry, for the steam in Pipeline Central. The comment for it is given below. Unlike the unused lists above, this one has a time stamp that matches the rest.


 * The file FEAnimAudio.txt, which controls the menu sound effects, has a total of 14 entries labeled as "todo".

Difficulty Levels
There are only four difficulty levels in the game (Rookie, Professional, Superstar, Legend), but there are seven files for difficulties. The files Difficulty0.ini, Difficulty1.ini, Difficulty2.ini, and Difficulty3.ini are the files used, while DifficultyBraindead.ini, DifficultyHuman.ini, and DifficultySuperhuman.ini are earlier files. The early files have lines for the cut Tornado power-up, and are missing lines for Goalie deke chances. Perhaps as a mistake in the process in creating the new difficulty files, the header for Difficulty3.ini says "DIFFICULTY 2 - HARD", instead of "DIFFICULTY 3 - LEGENDARY" like DifficultySuperhuman.ini does. The comments provided in the files for Charged reveal that DifficultyHuman.ini is actually used for the AI on human-controlled teams, while the other two early files were for testing purposes.

Game Tweaks
In the section for Shot Accuracy lies what is arguably the best developer comment in the game.

Mike Inglehart is the Game Director. This line actually survived on in the game files for Mario Strikers Charged.
 * 1) DO NOT TOUCH THIS NUMBER MIKE INGLEHART - ideal shot target (ball center) is this far from the inside of the post

Shell Five Chance		= 0.33		// There Can Only Ever be 1 or 3 Red and Spiny Shells.

As the comment states, players never receive five shells.

Shell Small Radius		= 0.35

A size for small shells is defined, but no percentage for how often it should show up is defined. Note that the big shells are defined as having a size of 1.0.

// Single Bananas Lick

Excuse me? This is the only other comment in the entire file that uses slashes instead of # for commenting.

Memory Settings
The file glx.ini contains settings for giving out memory. There is a line for adding extra memory on for debug purposes ("resource debug add"), and a line indicating how much memory was to be given for the E3 demo.

Goal Post Settings
The file GoalPostDimensions.ini, which defines the size of the goal in each map, contains the following comment in the sections for Forbidden Dome and The Palace.


 * 1) Note these need to be re-tuned when the goal is finalized
 * 2)  Right now it is using a temp model.  (Apr 27)

Super Team Stats
The file for the unlockable Super Team has an extra comment inserted in the line for Shooting percentage.


 * 1) only thing mattering right now

Engine Credits
The file license-bsd.txt contains credits for the engine the game uses.