Stadiums

Mario Superstar Baseball has 7 fields: 6 playable for normal games and Toy Field (which can be playable with mods enabled).

Each field has its own theme, fence dimensions, and gimicks.

## Field Dimensions

Each stadium has unique dimensions and wall heights, as seen in the graphics on the right.

Note: the width of the wall heights are plotted using the x-coordinates, so the foul poles don't overlap due to the different curvatures of each stadium.

## Mario Stadium

This stadium most resembles a real-life professional ballpark. It has a grass infield, grandstands surrounding the field, a scoreboard, and and banners hanging off of the outfield wall. Over the center field wall overlooks a beach.

### Dimensions

The outfield walls consist of straight sections joined together. The centerfield wall is 100m (328ft) from homeplate, and is slightly offset to the right. The foul poles are about 80.5m (264ft) away from home. In right field, the wall is completely straight from the foul pole to the CF fence, while left field is split into two wall sections, making it jut out further than in right field. Therefore, it is easier to hit homeruns to right field.

## Peach Garden

This stadium is modelled after the exterior of Peach's Castle, with its façade making up the centerfield fence and the field is the courtyard.

There are hedges along the paths that obscure the characters and the ball but don't have any physical properties. There is also a fountain in CF.

Behind homeplate, there are grandstands on top of the brickwalls.

### Dimensions

The field is in roughly a heart shape, with the castle responsible for the concave area in CF. Beside the castle, the outfield walls are a constant 8m tall. The castle itself is 18m tall on the sides, before raising to 23m in the middle after small sections that are 21m tall.

The CF wall is 87m from home, and the foul poles are about 83.5m away.

### Gimmicks

If Mario or Luigi's batted fireball touches the fountain water, it will turn back into a normal ball.

There are various blocks floating above the field that can be hit by batted balls. Balls caught after hitting a block still count as an out. The blocks come in four types: metal, invisible, brick, and note blocks.

* **Metal:** The ball will bounce off metal blocks with a thud. There are 4 total - two in deep left/right-center, and two in foul territory just behind 1B and 3B.
* **Invisible:** These blocks are the same as metal blocks, except that they initially can't be seen other than their outlines on their corners until they are hit by a ball, at which time it will become visible for the rest of the game. There are 6 of them above the field - 3 on each side of the field, with two each in the shallow outfield and 1 each that are deeper.
* **Brick:** The two brick blocks are in foul territory and break after the first time that they're hit. They have high potential for turning foul balls into fair balls.
* **Note:** There are 4 note blocks, two on each side of the field parallel to the foul lines. If a ball hits them, they have a large bounce off of their faces. They are lined up in a straight line from home plate and are in the exact positions for fly balls to hit one or both of them, turning pop-ups into homeruns, which is useful since the outfield walls are the deepest and tallest in the game

## Wario Palace

This is a dessert-themed stadium, with a palace over the outfield wall highlighted by a massive golden statue of Wario's face.

### Dimensions

The wall heights are uniform at 5m tall. The shape is roughly circular, but is slightly irregular, especially around CF. EWSSThe foul poles are about 73m away from home, while the CF wall is 73m away.

### Gimmicks

There are 3 star-shaped sand sculptures spread over the outfield. If the ball hits these, the batter will receive a star.

In the corners in foul territory are two chainchomps. The ball can bounce off of them and is still live. Sometimes they are asleep and won't do anything. If they get hit with a ball, they will wake up. Awoken chainchomps will charge any fielders that get near them. If they get hit, the fielders will get stunned temporarily and drop the baseball.

Just behind 1B and 3B there are floating bird objects. If a pop-fly is hit near the sculptures (can't be too high), a tornado is created that will suck up the ball and launch it in another direction. The direction seemingly isn't random, since it consistently throws the ball into the chainchops who then knock the ball back into fair territory.

The ground being sand slows the ball down when it's rolling.

When in the batting camera view, there is a heat refraction effect put on the field of view, giving the impression that the field is in a warm climate.

## Yoshi Park

This field has artwork in the style of the N64 game "Yoshi's Story". There is a big graphic of Yoshi's face in the CF grass.

### Dimensions

The outfield wall is in a shallow arc shape, with a uniform height of 3.2m, which is the smallest in the game. The foul poles are about 82m from home plate, while CF is 93m away.

### Gimmicks

Spread throughout the outfield are piranha plants. They start off small until balls are hit near them, at which point they grow to their full size. When they are activated, they can knock-out fielders that come near them. If the a fly ball is hit at them, they will eat the ball and spit it out at another angle.

Two of the plants are in left- and right-center field, right by the fence. If the ball gets eaten by them, there is a chance for the ball to be thrown over the fence for a homerun. Two more are in the shallow outfield. The last two plants are on each foul line in the outfield. These plants can make foul balls fair, and vice-versa.

The plants sometime are colored gold. If a golden plant eats a ball, the batter will receive a star.

## DK Jungle

This stadium is set in a jungle clearing, overlooked by a mountain and a Kritter palace around the infield. There is a river running from center-left field to shallow rightfield.

### Dimensions

The foul pole is about 72m from home, and straight-away center is 97m away.

The outfield wall height is wavy, matching the irregular muddy aesthetic of the fence, as shown in the picture. The height of these sections range from 3.5m to 4m In left field, at the start of the river, there is a taller wooden fence at a height of 6.9m.

### Gimmicks

#### Barrels

Over the fence in the outfield are two barrel cannons. These activate when a ball is in the outfield, but both launchers won't go off in the same play. They target the player and launch a barrel that rolls across the outfield, eventually breaking against the wall. The trajectories will always be through the outfield, so the barrels will never roll into the infield.

Characters will get knocked down and stunned if they get hit by a barrel, and lose the ball if they have possession. The barrels also interact with batted balls. Balls can bounce off the top of the barrels or be slowed down if a barrel rolls over them. Balls bouncing off the top of the barrels are still treated as fly balls, so they can be caught for an out or go over the fence as a homerun.

#### Klaptraps

3 Klaptraps patrol the river. They will chase any player who enters the river, and latch onto their feet for the duration of the inning if they catch them. It appears that each Klaptrap has a certain limit where they will stop chasing players.

Through some testing, it appears that the Klaptraps don't slow down players.

If a batted ball hits one of the Klaptraps, the batter will receive a star. A ball can hit a Klaptrap either rolling on the ground or directly from the air. If the ball has not previously touched the ground and hits a Klaptrap, the ball can pop into the air and still be caught for an out.

## Bowser Castle

This field appears to be set in a castle in the middle of a volcano, with drawbridges on each side. There is a large stone statue of Bowser overlooking CF. There are lava pits around the field, with the ones in fair territory covered with fences. The ones in foul territory are uncovered. Players can't walk into these and the balls will fall in and be considered out of bounds and count as a ground-rule double.

### Dimensions

The foul poles are about 75.5m from home and Cf is 88.5m away.

There are many different wall heights in this stadium. The foul lines themselves are 16.8m tall, before dropping down to 12m. Then, there is a cutout where thowmps fall and act as an extension of the wall. These platforms are 5m, and then the wall returns to 12m for centerfield. The pillars on the center field wall are aesthetic and don't add to the wall height (or at least clamber characters can't climb on them). The dimensions repeat on the other side since the field is symmetrical.

### Gimmicks

#### Star Spaces

There are several star spaces throughout the field: 4 in the outfield, 2 in fould territory, and 2 on the CF fence. If a batted ball hits these spaces, the batter will receive a star.

#### Fireballs

Each lava pit shoots out fireballs that can burn players. If a player gets hit, they will be stunned and lose the ball. The pits in fould territory also have fireballs, but they land back in the pit so they aren't hazards to players. The fire balls won't stop firing during the play, unlike some other gimmicks (like the Wario chainchomps that only activate once).

The pits in RF and LF have a fireball that originates in the same spot and lands in 3 different locations in a cycle (towards home, then towards roughly 2B, then towards CF).

The pit in CF has two fireballs. They originate from the left and right of the pit. Their landing spots follow the same snake-style cycle (towards the foul line, then toward 1B/3B, then towards 2B-ish, then back).

## Bounce Physics

Each stadium has different physics constants for bounces. There are 5 factors: vertical deceleration for the first bounce (the height of the bounce), vertical deceleration for the rest of the bounces, horizontal deceleration for the first bounce (how much it's ground velocity will slow down), horizontal deceleration for the rest of the bounces, and horizontal deceleration while rolling. The constants are summarized below. They act as multipliers, which are multiplied by the ball velocity. So for a factor of 0.75, the slowdown is (current ball velocity) \* 0.75 = (new ball velocity).

\*Note, separate constants for toy field were found for the last two columns, so we think that the game mode matters for that stadium.

The lower horizontal and rolling factors for Wario Palace indicate that the ball rolls slower at that stadium. This makes bunting more viable there, since the ball will take longer to get to the fielders.

## To be confirmed

What determines if a chainchomp in wario stadium is asleep? Do they always start asleep until they get hit? Do they ever fall asleep again?

## To be added

* Special ability interactions (where wall jump/clamber/splat work)
* Section on texture modding
* See if anything from challenge mode is relevant