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Strikers
PORTSNATIVE

Strikers

NATIVE PORTFIGHTING / COMBATWINDOWSLINUXMACOSBETA

Strikers

Super Mario Strikers

OriginGameCube

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows, Linux, macOS

View official project

About the project

Super Mario Strikers , conocido como Mario Smash Football en Europa y Australia, es un videojuego de fútbol sala desarrollado por Next Level Games para la consola Nintendo GameCube. El juego fue inicialmente lanzado para Europa y Estados Unidos a finales de 2005, y en Japón y Australia a inicios de 2006. La secuela del juego, titulada como Mario Strikers: Charged Football, fue también desarrollada por Next Level Games, pero para la consola Wii.

6 versions of Super Mario Strikers

You're viewing: Strikers

Strikersgithub.com/new-coke/strikers
Windows
Linux
macOS
Current
BallPad (Super Mario Strikers iOS)github.com/chrissotraidis/ballpad
iOS
›
Super Mario Strikers (Android)github.com/luisxl15/Strikers-Android-Port
Android
›
Super Mario Strikers (Quest 3 Strikers)github.com/LanceSweatpants/Strikers-Quest-MR
Windows
›
Super Mario Strikers Decompilationgithub.com/yannicksuter/smstrikers-decomp
Windows
Linux
macOS
›
Super Mario Strikers Recompiled (RecompCore)github.com/aharonahdoot/StrikersRecomp
Windows
Linux
macOS
›

Official project information

Author's original READMEOpen on GitHub ↗

Strikers - A native multi-platform port of Super Mario Strikers

Download:   Download for Windows Download for macOS Download for Linux x86-64 Download for Linux arm64 Download for Steam Deck Download for Nintendo Switch

Requires game data from your own copy of Super Mario Strikers. No game assets are included.

Super Mario Strikers, rebuilt to run natively on Windows, Linux, macOS and Nintendo Switch, with modern display support, configurable controls and a focus on performance across both powerful and low-power hardware.

Built on the community decompilation by the excellent Yannick Suter, this project brings the original game to modern systems while preserving the original gameplay and visual style.

Features

  • High framerate support with configurable frame limits and VSync.
  • Widescreen and ultrawide support, with an expanded view of the pitch and corrected aspect ratios.
  • Higher-resolution rendering with adjustable internal resolution, 4x MSAA and up to 16x anisotropic filtering.
  • Texture packs (guide).
  • Modern graphics backends through Metal, Vulkan and Direct3D 12 via Aurora, with experimental OpenGL and OpenGL ES options on Linux. Vulkan is personally recommended on non-macOS systems.
  • Controller support for Xbox, PlayStation, Switch Pro and compatible GameCube adapters through SDL.
  • Button prompts follow the active keyboard or controller and its bindings with selectable controller artwork.
  • Customisable controls, including keyboard and gamepad bindings, stick deadzones and rumble.
  • Faster loading compared with original hardware.
  • Direct disc-image loading from ISO/GCM, CISO and GCZ files, alongside extracted game folders.
  • US, European and Japanese game support in one executable, with region-aware saves and language handling. The Japanese disc supports Japanese, English, German, French, Spanish and Italian.
  • A dedicated settings app for configuring graphics, controls, audio and game-data location. Some basic localisation included to help.
  • Discord Rich Presence, on by default.
  • [not released yet] Online play on a local network or over the internet. The host's router opens the room's port if it supports UPnP, and friends can join from the host's Discord profile. Where the port can't be opened, Tailscale or ZeroTier are good to still reach the room.

Installation

Download your platform's archive above or from Releases, then follow its page on the wiki:

  • Windows
  • macOS
  • Linux
  • Steam Deck
  • Nintendo Switch

The wiki also lists the supported discs and how to report a problem. Troubleshooting covers issues you may have playing or installing the game.

Roadmap

The roadmap board lists planned features and how far along each one is.

Building from source

Development on the wiki covers building, running from a checkout and debugging:

  • Windows
  • macOS
  • Linux
  • Steam Deck
  • Nintendo Switch

Notes

This has been a solo effort. I am releasing this on what is effectively a 'burner' GitHub account because I don't want it attached to my name for professional and legal reasons. I have not done this port for reasons of ego or notoriety. Mario Strikers is one of my favourite games and it's been a dream of mine to bring it to the PC platform without the pains of emulation. My goal is simply to have it running on Steam Deck or similar low-end hardware with as little power draw as possible and nice performance, as I play the original game on Steam Deck a lot and bring it to parties and such.

Yannick Suter, who headed the decomp effort, and the other contributors deserve a ton of credit for the work that's gone into the mind-numbing process of decompilation. And of course, the team behind Aurora, for making this kind of project as easy as possible, deserve endless respect.

Thanks also to devkitPro and switchbrew for the Switch toolchain and libnx, danfromtico for NVK on Switch, and Dolphin for the texture pack format.

Pull requests are welcome.

Licensing

This project contains material with different licences and rights statuses.

My original porting code, tools and documentation are offered under CC0 1.0, except where otherwise noted, and only to the extent that I own the relevant rights. This does not relicense third-party material or grant rights to the original game.

The main distinctions are:

  • Reconstructed game code: this is an unofficial source reconstruction, not an official source release. Reconstructed material may remain subject to third-party rights; this project claims no ownership of those rights and grants no permission on behalf of their holders.
  • MusyX audio middleware: the upstream decompilation carries an MIT licence, which is preserved here. That notice does not, by itself, establish that its licensors hold all rights in the reconstructed middleware.
  • ODE physics: upstream ODE portions use the historical BSD-style licence preserved in the repository. That licence does not, by itself, establish the licensing status of independently copyrightable game-specific modifications.
  • Button prompt artwork: Input Prompts by Kenney, under CC0 1.0.
  • Controller pictures: Gamepad Asset Pack by Al. Lopez (AL2009man), under the MIT licence, recoloured and outlined.
  • Discord Rich Presence: borealis by Luke Street and nlohmann/json by Niels Lohmann, both MIT.
  • Online play's encryption: Monocypher by Loup Vaillant, Michael Savage and Fabio Scotoni, under CC0 1.0 or the 2-clause BSD licence.
  • Router port mapping: miniupnpc by Thomas Bernard, under the 3-clause BSD licence.
  • Online panel font: Roboto Medium by Google, under the Apache 2.0 licence.
  • Switch build: NVK from mesa-switch (MIT, see 'NOTICE-NVK.md'); libnx (ISC); devkitPro's SDL2 (zlib), Mesa EGL/OpenGL ES and libdrm_nouveau (MIT); sdl3on2 (zlib); dawn-switch (BSD 3-Clause).
  • Settings app: Qt 6, under the LGPL 3.0.
  • FreeType: portions of this software are copyright The FreeType Project (www.freetype.org). All rights reserved.
  • Other third-party material and dependencies: these retain their applicable licences, and each archive includes their notices.

The project distributes source code and compiled releases. These do not include game assets; you must supply game data from your own copy. Distribution does not grant permission to reuse or redistribute third-party material beyond its applicable licences and rights.

This is an unofficial project, unaffiliated with and not endorsed by Nintendo or Next Level Games.

Read official guide
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PROJECT FILE

Project type
NATIVE PORT
Genre
Fighting / Combat
Status
beta
Original platform
GameCube
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
—

Target platforms 3

Windows
Linux
macOS
View on GitHub
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