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Super Mario Strikers

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Title Screen

Super Mario Strikers

Also known as: Mario Smash Football (EU)
Developer: Next Level Games[1]
Publisher: Nintendo[1]
Platform: GameCube
Released in JP: January 19, 2006[1]
Released in US: December 5, 2005[1]
Released in EU: November 18, 2005[1]
Released in AU: April 6, 2006[1]

CodeIcon.png This game has unused code.
CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.

ProtoIcon.png This game has a prototype article
NotesIcon.png This game has a notes page

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

To do:
  • Regional differences.
  • All of the codes only works with European version. See if the other region versions have this.
  • The demo on USA multi-demo disc 34 also seems to be pre-final - there is no Credits option if you hack the main menu to load. (source: Gilgamesh)
  • There is more unused music in the files. rip them and see if there is any more in the proto and demo discs


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Miscellaneous tidbits that are interesting enough to point out here.
SuperMarioStrikers Debug Camera.png
Debug Content
Unused Models
The captains used to have their own sidekicks themed after them?

E3 Version

SuperMarioStrikers E3 Select.png

The E3 Version has some leftover code in the data. Only four Captains are playable, the left team defaults to Toad, the right team to Koopa Troopa and the Stadium defaults to The Underground stage. By enabling this mode, this also locks every mode except for Grudge Match.

(Source: Ralf@GC-Forever)

Unused Audio

Test Music

To do:
I'm having trouble uploading the other file. I'll try later.

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.

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


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.

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.)


These seven clips were originally to be part of a random set of crowd chants. The first one sorta sounds like the claps from "We Will Rock You" by Queen, oddly.



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





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

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.

Unused Text

Super Goalie Bros.

A number of files refer to "MarioGoalie", and other files also refer to "mariosidekick", "luigigoalie", and "luigigoalie". As was found in the E3 2005 build in Demo Disc 31, "MarioGoalie" is actually a Kremling goalie with an early Mario jersey. It's assumed that originally the rest of the characters were going to have their own Kremling goalies wearing their respective jerseys.

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.

Stadium.ini Name Internal Name Final Game
Underground Stadium Wario_Stadium The Underground
Pipeline Central Mario_Stadium Pipeline Central
Konga Coliseum DK_Daisy Konga Coliseum
Forbidden Dome Forbidden_Dome The Battle Dome
Super Stadium Super_Stadium Bowser Stadium
Yoshi Stadium Yoshi_Stadium Crater Field
The Palace The_Palace The Palace

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:

# 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.

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

Download.png Download Super Mario Strikers: Region Tagger Program (with source)
File: Strikers tag elf region.rar (81 KB) (info)

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 which contains a model of a ball.

Debug ball.png

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:
# run
#	0 	right_footstep 		100
#	15	left_footstep		100

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.

#	5	jumping_sound		100 (not high enough?)

This commented-out line is located in the catch_right_high event, at line 126.

# could be stomp footstep

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.

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

Download.png Download Super Mario Strikers: HTM files, originally created with Microsoft Excel 2000.
File: Strikersaudiohtm.rar (83 KB) (info)
To do:
Investigate more to see how many of these sounds were implemented at the last minute.

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.
  • 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".
Currently not used. Are we supposed to swap out jeer small for this one, Graig?
  • 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.
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 FEAnimAudio.txt, which controls the menu sound effects, has a total of 14 entries labeled as "todo".
To do:
Check to see if any of these were actually done.

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 Mario Strikers 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.

# DO NOT TOUCH THIS NUMBER MIKE INGLEHART - ideal shot target (ball center) is this far from the inside of the post

Mike Inglehart is the Game Director. This line actually survived on in the game files for Mario Strikers Charged.

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.

# Note these need to be re-tuned when the goal is finalized
#  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.

# only thing mattering right now

Engine Credits

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

Open Dynamics Engine

Copyright (c) 2001-2004, Russell L. Smith. All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.

Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

Neither the names of ODE's copyright owner nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.


Regional Differences

The loading screen before a match is different between US/Japanese and European versions. The US/Japanese version shows the mugshot for the captain while the European version shows only the captain's head.

Title Screen

  • The O in Mario gets the flaming football while USA gets the flaming soccer ball behind the logo.
Japanese American European
SuperMarioStrikersJP-title.png SuperMarioStrikers-title.png MarioSmashFootball-title.png

Japanese American European
SuperMarioStrikersJP-banner.png SuperMarioStrikersUS-banner.png MarioSmashFootball-banner.png