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Mario Golf: Toadstool Tour

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Title Screen

Mario Golf: Toadstool Tour

Also known as: Mario Golf: Family Tour (JP)
Developer: Camelot Software Planning
Publisher: Nintendo
Platform: GameCube
Released in JP: September 5, 2003
Released in US: July 28, 2003
Released in EU: June 18, 2004
Released in AU: February 11, 2004


MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Hmmm...
To do:
Search for a debug menu. Wouldn't be out of place for a Camelot game. There are lots of what seem to be debugging-related strings loaded into memory during gameplay.

Unused Music

Hmmm...
To do:
AR codes.

Song ID 02 is an arrangement of the Marion Club theme from Mario Golf: Advance Tour.

Song ID 03 is an unknown track.

Song ID 23 is another unknown track.

Song ID 25 is an uptempo, subtly more percussive version of the first phrase of the title screen music. Given that it is one of the two tracks in the game that don't loop - with the other one being the ending theme - it might have been intended to be used in an alternative ending of some sort.

Congo Canopy in Ring Attack

MGTT Congo in Ring Attack menu.png

Forcing the Ring Attack hole selection menu out of bounds past Bowser Badlands makes it present Congo Canopy like any other course, with an icon and holes of its own. However, no ring location data or unique strings seem to be left, as previewing the first hole merely loads data (sans the name of the hole, which is always shown as ?) from the previous hole previewed in the menu and scrolling to another softlocks the game. When the placeholder hole is selected, the player as well as the cup are often spawned out of bounds. The game does seem to load some of the Congo-specific data correctly, as its flag graphic is displayed where it usually would (in the top left corner of the screen, for example). Curiously enough, the course's own music as heard in other gamemodes is played instead of the Ring Attack-specific track that plays on all other courses. Should the player manage to complete the glitched hole selected, the game will hang after the character's celebration animation.

As 24 "?" strings are present in the RAM right after the hole names for Bowser Badlands, it is likely that at least some and at most 18 of these are dummied-out names for the holes on Congo Canopy.

Unused Ground Types

Hmmm...
To do:
  • Find out if any of these have graphics and functionality left.
  • Add the Japanese, French, German, Italian, and Spanish strings.
Cart Path
Leaf
Bare Ground
Stone Bridge
Wooden Bridge
Path
Pavement

Both kinds of bridges do appear in the final game, but their lies are simply indicated as "Rock" and "Wood" respectively.

Mushroom

This one is technically not unused, but to see it under normal conditions the ball has to lie right against the stem of a mushroom.

Regional Differences

Hmmm...
To do:
Upload images and sounds.

As the game was first in North America, its versions in other regions of the world were subjected to further refinements, primarily in gameplay and graphics.

  • In Japan, the game is known as Mario Golf: Family Tour (マリオゴルフ ファミリーツアー Mario Gorufu Famirī Tsuā). This is reflected in the opening and ending cutscenes, as well as the title screen.
  • As with most other Nintendo games in the region, the PAL version has additional language options in French, German, Italian, and Spanish.
  • Ball in-flight trails were made much shorter in length. Most full-power shot particle effects were toned down as well, excluding those of Mario, Bowser, Shadow Mario, and Bowser Jr.
  • The Japanese and European versions measure putting distances and wind speed in meters and meters per second instead of feet and miles per hour, respectively.
  • In the American release, hole-in-ones on par 4 and par 5 holes are announced as albatrosses. This was fixed in the later two versions.
  • Various fonts were changed, including the ones used for the "PAR" indicator at the upper left corner of the screen in gameplay and the post-shot distance/lie description.
  • The text colors for messages like "Nice shot!", "Excellent!", and so on were revised.
  • Various menu transitions were made much quicker, most notably when opening the pause menu and moving on to the scoreboard from the character celebration animation.
  • Spin fire and the ball skipping over the hole were given new sounds.
  • Computer-controlled characters are much quicker to calculate their shots and cycle through clubs faster.
  • In the PAL version, Shadow Mario has proper taunts instead of repeated full stops.
  • The unlock method for the Ace computer player difficulty (or MAX, as it is known in Japan) is different in each region:
    • In the American version, beat every Star Tournament once with every non-Star character. This makes for a total of 102 Star Tournaments to be won! No wonder this was toned down in future versions.
    • In the Japanese version, beat Bowser in his Character Match.
    • In the PAL version, win the Bowser Star Championship.

Debugging Text

Hmmm...
To do:
Still a lot of strings to yet to be added...
voiceFXcall called with non-loaded chara %d
voiceFXcall %d
voiceFX out of range? %d
weather called with 0x%x
Wind volume of %d
% 08.3f,% 08.3f,% 08.3f song pause
song resume
JVoiceLoad1 called with %d
voiceUnload called when no voices were loaded!
Unloading voice %d
Adding envSFX %d
courseConstSFXInit called without freeing last one!
holeid not found.
Overrun of constSFXhandles
%d
Adding %d at %f,%f,%f
Adding omnisound %d
Already have an omnisound? Ignoring %d
Clearing envSFX
Setting stereo sound
Setting ProLogic2 sound
Setting mono sound
no taiki yet for chara
playSong called with invalid songnumber.
crossfade called with invalid songnumber.
Crossfade called when no song playing...
Invalid jingle number!
Invalid narration number called.
Narration called while narration in progress, aborting old...
Sound for GAMECUBE TEST %d

These sound-related strings are among the first ones loaded.

AABBDisp%d
mesh%d
LG:%d
LB:%d
AR:%d
AG:%d
AB:%d
COURSEHEAP
ENVEFF
SUN
SUNCAPTURE
JUGEM
mur_0101_tee
mur_0201_tee
mur_0301_tee
mur_0402_tee
mur_0501_tee
mur_0601_tee
mur_0701_tee
INTERTEX
RAIN
SAND
COIN
RING
mur_0001_tee
ADVERTISE CAMERA
COURSESHAREDTEX
MDL
CourseOBJINSTANCE
CourseOBJMGCMODEL
tree
yasi
osw_5_a_1
osw_5_j_1
osw_5_j_hiru_1
mur_0105_hato
mur_0101_hato
mur_0106_hato
mur_0301_jango
mur_0401_kamo
mur_0601_buble
mur_0101_fish
mur_0401_yotto
mur_0501_puku
_tee
LSIN_1_D
SIN_1_E
SKO_1_C
OSW_1_B
SMZ_1_B
SMZ_1_C
SIN_1_B
SIN_1_C
SMZ_1_A
SMZ_1_D
SMZ_1_E
SKO_1_B
SKO_1_E
OSW_1_A
SIN_1_A
KWA_1_A
SKO_1_A
SKO_1_D
SMZ_2_A
SKO_2_B
SMZ_2_B
SMZ_2_C
SMZ_2_D
SKO_2_A
OSW_2_A
OSW_2_B
SKO_2_C
OSW_2_C
SIN_2_B
SIN_2_C
SKO_2_D
OSW_2_D
SIN_2_D
SIN_2_E
SIN_2_F
SIN_2_A
SMZ_3_A
SMZ_3_B
KWA_3_A
OSW_3_A
SKO_3_C
SMZ_3_C
SKO_3_A
OSW_3_B
SKO_3_B
SKO_3_D
OSW_3_C
OSW_3_D
KWA_3_C
KWA_3_B
OSW_3_E
KWA_3_D
SKO_3_E
SMZ_3_D
SMZ_4_A
SMZ_4_B
SMZ_4_C
MTZ_4_A
SMZ_4_G
SMZ_4_H
SMZ_4_F
OSW_4_A
OSW_4_B
MTZ_4_B
SMZ_4_D
OSW_4_E
SMZ_4_E
OSW_4_F
OSW_4_C
OSW_4_H
OSW_4_D
OSW_4_G
OSW_5_A
SMZ_5_A
OSW_5_C
SMZ_5_G
OSW_5_B
OSW_5_D
OSW_5_E
OSW_5_F
SMZ_5_B
OSW_5_G
SMZ_5_C
SMZ_5_D
OSW_5_H
OSW_5_I
SMZ_5_E
SMZ_5_F
SKO_5_A
OSW_5_J
OSW_6_A
OSW_6_B
OSW_6_C
OSW_6_D
SKO_6_A
SKO_6_B
SMZ_6_A
SKO_6_C
SMZ_6_B
SKO_6_D
SKO_6_E
SMZ_6_C
OSW_6_E
SMZ_6_D
SMZ_6_E
OSW_6_F
SMZ_6_F
SKO_6_F
SMZ_7_A
SMZ_7_B
SMZ_7_C
SMZ_7_D
SMZ_7_E
SMZ_7_F
SMZ_7_G
SMZ_7_H
SMZ_7_I
SMZ_7_J
SMZ_7_K
SMZ_7_L
SMZ_7_M
SMZ_7_N
SMZ_7_O
SMZ_7_P
SMZ_7_Q
SMZ_7_R
KWA_DR
SMZ_PRA
SMZ_PRB
AWA_1
AWA_2
AWA_3
AWA_4
AWA_5
AWA_6

Hole-related strings.

I'm in blue.
/project5/metis/src/golf/club.cpp

A bizarre developer's note.

AI HEAP


YAM TEST[%d]
joypad x = %3d
joypaD y = %3d
CADVCAM::init

Camera-related strings.

PEACH
DAISY
LUIGI
YOSHI
KOOPA
WALUIGI
WARIO
MARIO_NISE
DIDDY
PAKKUN
NOKONOKO
upswing_ratio %f
rf_upratio %f
rtratio %f
ltratio %f
sang %f
DONKEY
upswing_ratio %f
rf_upratio %f
rtratio %f
ltratio %f
sang %f
rotX %f
rotZ %f
TERESA
CATHERINE
PEACH
GBWOMAN1
GBWOMAN2
GBWOMAN3
GBWOMAN4
CJugem::init
WALUIGI
GBMAN1
GBMAN2
GBMAN3
GBMAN4

Character-related strings.

tblserreset
MARIO
none
REGU
BACK
CUP0
CUP1
CUP2
CUP3
CUPRNDALL
CUPRND0-1
CUPRND2-3
BN-RIGHT
BS-RIGHT
BN-LEFT
BS-LEFT
AN-RIGHT
AS-RIGHT
AN-LEFT
AS-LEFT
tGM %d
Course%d
Hole%d
%s (%d:%s)
pad:%d
tee:%s
opt:%s
PauseMenuHeap
KAKIMOJI
CharacterHeap

Assorted debugging strings.