Mario Strikers Charged

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Mario Strikers Charged (Mario Strikers Charged Football in Europe and Australia) for Nintendo Wii is the second game in the Mario Strikers franchise, preceded by the Nintendo GameCube title Super Mario Strikers. Charged is to soccer (football outside of the United States) as Mario Kart is to racing: while the basic rules are intact, many additions and modifications to them are in place. The result is a new sport, Strikers, the Mushroom Kingdom version of soccer. While a remake of the original in many regards, the main draws of the game are its increased strategy and online regional multiplayer, which utilizes the Nintendo Wi-Fi Connection.

Rules of Strikers and Game Play

Mario performs a Mega Strike on The Vice field in Mario Strikers Charged.
Mario performs a Mega Strike in The Vice.

As mentioned above, Strikers is based off of soccer. However, the sport played is much more physical. Two teams of five face off against each other to kick the ball into the goal. Overall, the game has become much harsher as time has passed. Because of this, players now wear protective gear. Players may utilize various strategies, such as items or special powers, to get ahead. For information regarding the use of items and special aspects of stadiums, please view their respective sections.

Teams and Player Roles

Each team is headed by a captain, supported by three offensive/defensive sidekicks and one goalie. Two teams face each other with the aim to score the most points. Points are scored by shooting the ball past the goalie and into the goal. The captain is the leading member of any team and possesses both a Super Ability and a Mega Strike. While often an afterthought, sidekicks are crucial to the game. Knowing which position a sidekick is best at (such as defense or offense) can make or break a game. Goalies, or keepers as they are known in the European version, are the final line of defense. They are permitted to use their hands to block goals, but often are forced to use their bodies to do so.

Shots and Skills

Players use the standard Wii Remote and Nunchuk Attachment to control their teams.

Each type of player has different types of skills available to them. Captains and sidekicks share many of the same abilities, but goalies use a completely different move set. Players use the standard Wii Remote and Nunchuk Attachment set-up to play the game.

Basic Captain and Sidekick Skills

Movement/Dribbling: When the Control Stick on the Nunchuk Attachment is pressed, while the captain is not in possession of the ball, the player will move in the corresponding direction. If the captain is in possession of the ball, he or she will dribble instead. Advanced players can the Z button to kick the ball in front of the character, losing possession, but slightly charging the ball (see more).

Deke: An advanced skill for the player with the ball, pressing the Control Pad allows players to fake in that direction, dodging opponents moving in for the tackle or steal. This move allows players to dodge the slide tackles of others as well as maintain the ball's charge for extended periods of time.

Pass: The basic offensive skill, passing the ball from one player to another is critical in avoiding opponents. Also, passing the ball charges it up, meaning that it is easier to score goals once the ball has traded members of the same team. The A Button is used for this shot. While not confirmed, it is presumed that the pass can be altered to match a player's style. Such alterations include the lob shot and the stylized midair skills performed by the receiver.

Shoot: A more powerful version of the pass, shooting is for scoring goals. The game automatically targets the goal from the player’s current position when the B Button is pressed. Shots can be charged by holding the B Button to increase their chances of success. Players can pull off fancy flip shots to shoot if they hold B as they receive passes.

Clear: When a player has the ball on his or her side of the field, pressing the B Button allows him or her to kick the ball to the other side of the field. This technique is effective in situations where the player is crowded by opponents.

Switch Players: If a character on one's team has the ball, the player automatically takes control over him or her, and can change characters by passing. However, when one's team does not have possession of the ball, players may switch characters at will with a press of the A Button. This move also works when two players control the same team and their team is in possession of the ball. The player without the ball may swap characters as he or she pleases.

Slide Tackle: Performed in the same way faking is performed, this move allows players without the ball to steal the ball. Less powerful than the Body Check, it is still a worthy move as players are given immediate possession of the ball afterwards.

Big Hit: By shaking the Wii Remote, a player can pull of the most devastating tackle in the game. However, this move does not give the user immediate control over the ball.

Mega Shakedown: When a captain begins a Mega Strike (see below), the opposing player can move the meter by shaking the Nunchuck. This makes lining up the meter especially difficult, and may improve a player's chance of deflecting the Mega Strike. Directly attacking the captain is more useful, but the option is not always available.

Use Items: By pressing the C Button, any player may use an item in the team's inventory. Items that activate a captain's Super Ability (see below) can only be used by the captain. Details about the items available are provided in the Items section of this article.

Special Captain Skills

Mega Strike: More powerful and epic than the standard shot, a Mega Strike is performed when a captain fully charges his or her shot. To perform this move, players hold the B Button to charge until a meter appears. Through proper timing, a player determines the number of balls as the meter swings to the left (from 3-6, increasing as it goes left, but overshooting the 6 area results in a 3). When the meter moves back towards the right past the original starting point, proper timing determines ball speed (the small orange area is the fastest, while the surrounding green areas are faster than the gray areas). After the shot specifics have been determined, the captain launches into the air, powers up further and then slams the ball towards the goalie, who then attempts the Mega Strike Block.

Super Ability: Each captain may obtain a character-specific item during the course of a game. When in control of the captain, pressing the C Button activates the item. Super Abilities are the most devastating when used to free up a captain for the Mega Strike.

Special Sidekick Skills

Skillshot: Much like a Mega Strike, the SkillShot is performed by holding down the B Button until charging is complete. The resultant shot is coupled with an attack on the goalie. Depending on the sidekick, the shot will be different.

Goalie/Keeper

File:KritterStrikersj.jpg
Kritter's official artwork
File:Krittercharged.PNG
Kritter prepares to block an incoming Mega Strike.

Pass: The basic move of the goalie when in possession of the ball, a pass does nothing more than put the ball back into play.

Punt: The goalie's version of the clear, it allows him to move the ball far away from the goal. This move is effective if the opposing team is surrounding the goal.

Body Check: Goalies are automatically brutal. If opponents remain in the goalie box to long or make contact with the goalie while he holds the ball, he will attack.

Mega Strike Block: When a Mega Strike is performed by the captain of the opposing team, it is up to the goalie to block as many balls as possible. The player assumes a first-person view from the goalie’s eyes and moves the Wii Remote to move the hands of the goalie, represented by two hand icons. When a ball approaches, pressing the A Button will deflect and destroy it. Depending on the speed of the balls set in the opposing Mega Strike, the player will have some time for each ball or almost none at all.

Metallic Ball

File:MSC Yoshiball.jpg
Yoshi prepares to kick the metallic ball. In its purple state, the ball is the weakest.

In previous Strikers tournaments, a ball resembling the Real World soccer in appearance and physics was used. However, for this Strikers tourney, a new, metallic ball is used.

The ball tracks how many times it has been passed between members of the same team. Its color changes from purple to red, orange, yellow and finally white. The ball is the most powerful when it is white and least powerful when it is purple. In other words, passing the ball between teammates makes it easier to score a goal. If the ball is intercepted by another team or the sequence of passes broken, the ball will power back down.

When a Mega Strike is performed, the ball splits up into multiple balls, flying towards the goalie.

Also, after a enough goals have been scored on Wario. He tries to crush the metallic ball, and a moment later it explodes on him. This may suggest that the ball, under certain pressure, has explosive properties. It may be caused by the fact the ball has energy inside and the metal trying to contain the energy, causing it to burst into an explosion.

Modes of Play

The Menu of Mario Strikers Charged
The main menu is set up in wheel-like fashion, and modes are selected with the Wii Remote.

Mario Strikers Charged places a great emphasis on the multiplayer aspect of the game. However, there are also single-player modes present in the package.

Road to the Strikers Cup

Designed for one or two players, Road to the Strikers Cup is the standard tournament mode seen in all of the Mario sports games. Players are challenged by various teams across at least three cups. As the mode progresses, its difficulty increases. The mode uses a tournament ladder or the table system seen in Super Mario Strikers.

Domination Mode

Taking the place of Super Mario Strikers’ grudge match mode, domination mode can be played by up to four players. Two teams are created, and players can choose which team they wish to play on. So far, 1 vs. 1, 2 vs. 2, 1 vs. 2, and 1 vs. 3 matches have been confirmed. It is confirmed that all four players can cooperate.

Striker Challenges

Striker Challenges is similar to Mission Mode in Mario Kart DS. Each character has one challenge, amounting to 12 total. Most challenges simply involve winning under difficult circumstances (Such as your goalie being very weak to charged shots, the opposing team leading by 5 points at the start, etc.). Challenges are separated by difficulty, with two classified as Novice, two as Professional, three as Superstar, three as Legend, and two as MegaStriker. Completing each challenge unlocks a new cheat for use in Domination Mode, and also unlocks a card featuring artwork of the player you used in that challenge. Each of the 12 Challenges allows the player to play as all 12 Captains. However, only 11 Captains are the opponent, as Donkey Kong is versed twice, which leaves Bowser Jr. out. Before a striker challenge is started, there is an article in the Striker Times based on the event.

Nintendo WFC Mode

File:Wififreidncode.PNG
Screenshot of Wi-Fi friend code billboard.

Perhaps the most anticipated mode, players with access to the Internet will be able to play with anyone in their region though Nintendo Wi-Fi Connection (WFC). For example, a player in Europe can play with anyone in that continent, but cannot play with a friend in America. Nintendo excluded worldwide play to avoid lag. Matches are available for any combination of four players on two teams as long as at least one player controls each team.

Matchmaking based on skill level is available for players who choose to play ranked matches. However, it is also possible to play with friends by registering their Wii System Codes beforehand. The downside of this is that points will not be recorded in online ranking. Friend play options are equivalent to Domination Mode options.

Each player is identified by the Mii of his or her choosing. Using this system, a “Striker of the Day” is crowned based on the player who earned the most points day-by-day in a three month time period. Points earned in unranked matches are not counted. These points are scored by winning matches and scoring goals. Conversely, a player will lose points if he or she disconnects.

Characters

File:MSCCharacters.jpg
All the Captains in Mario Strikers Charged.

Each character has his or her individual advantages and disadvantages. However, strategic team creation can serve to offset the disadvantages and play to each individual's advantages. Additionally, each character also has their own theme songs that play when s/he scores a goal. It also outlines each character's personality from Peach's Techno, Wario's Polka, Birdo's remix of The Turkish March, and more..

Captains

The captain is the backbone of the team and the only character that can perform the critical Mega Strike.

Mario
Mario
  • Character Type: Balanced
  • Mega Strike: Mario turns into a fiery Mario before mashing the ball.
  • Super Ability: Super Mario!
  • Deke: Mario rolls forward a short distance.
  • Uniform: Mario wears red armor with blue and white accents.
  • Team Emblem: Signature “M” emblem with flames surrounding it.
  • Team Number: 1
  • Away Entrance: Mario runs up to the opposing sidekicks and tips his hat combatively.
  • Home Entrance: Mario falls from the sky, arms outstretched, making a perfect landing when he reaches the field and saying "Come on".
  • Theme: Alternative Rock
Luigi
  • Character Type: Balanced
  • Mega Strike: Luigi jumps high into the air. He waves his arms around as the ball floats around him, leaving an electric trail. Now electrified, he focuses his hands in front of the ball and launches it towards the goalie.
  • Super Ability: Super Luigi!
  • Deke: Luigi hops forward a short distance.
  • Uniform: Luigi wears green armor with blue and white accents.
  • Team Emblem: Signature “L” emblem with electricity surrounding it.
  • Team Number: 2
  • Away Entrance: Luigi scuffles his feet around in place for a bit and says "Come on" while making a gesture with his hands.
  • Home Entrance: Luigi falls into the stadium in a similar way to Mario, but, after landing, he adjusts his cap slightly and says "Luigi!"
  • Theme: Mexican Dance
Peach
  • Character Type: Playmaker
  • Mega Strike: Peach jumps up as she sprouts wings and a giant crown that looks like a halo then she curls up in a protective position before driving the ball towards the goal.
  • Super Ability: Freeze Frame!
  • Deke: Like Toad, Peach makes a somersault, carrying the ball with her. she can jump over the opponent with it.
  • Uniform: Peach wears pink gear with light yellow and blue accents.
  • Team Emblem: “P” emblem with signature crown above it.
  • Team Number: 10
  • Away Entrance: Peach gets up from crouching position and struts forward the field in a suggestive manner, saying "Come on, bring it! Mmm hmmm!" while cameras snap pictures of her.
  • Home Entrance: After falling from above Peach lands in a crouched position and says, "Princess -- Peach!" as she stands ready for the match.
  • Theme: Techno
Daisy
Princess Daisy in Mario Strikers Charged.
  • Character Type: Defensive
  • Mega Strike: Daisy jumps up high into the air with the ball. She then raises her hand charging crystals into her clenched fist, and punches the ball straight towards the goal emitting shining crystals throughout the mega strike.
  • Super Ability: Crystal Smash!
  • Deke: Daisy spins 1 round and then disappears and she moves forward a little, then she appears again, just like Dry Bones. How far see moves ahead depends on the balls color.
  • Uniform: Daisy wears orange gear with teal, white, and yellow accents.
  • Alt. Uniform: Daisy wears teal gear with orange, white, and yellow accents.
  • Team Emblem: Signature teal and yellow daisy emblem.
  • Team Number: 9
  • Away Entrance: Daisy stands up while exclaiming, "Oh yeah?!-". Then she gets in a boxing stance and says, "C'mon!". Shortly after she strikes the stance there will be a sound effect from a real boxing match bell.
  • Home Entrance: Daisy falls to the ground grunts and exclaims "C'mon!" while lifting her head.
  • Theme: New Wave
Yoshi
Yoshi's artwork from Mario Strikers Charged.
  • Character Type: Balanced
  • Mega Strike: Flutter jumping to reach the ball, Yoshi's head gets red and he sprouts wings as if he had eaten a Blue Shell before breathing in air and shooting the air on the ball, shooting it towards the goalie.
  • Super Ability: Egg Roll!
  • Deke: Yoshi will quickly flutter jump forward a small distance.
  • Uniform: Yoshi wears green gear with white and blue accents.
  • Alt. Uniform: Yoshi wears orange gear with blue/dark-purple accents.
  • Team Emblem: Signature Yoshi egg but with wings.
  • Team Number: 8
  • Away Entrance: Yoshi appears and punches/kicks the air a few times while fighting movie sound effects play.
  • Home Entrance: Yoshi falls out of the sky, and when he lands, he looks up at the ball, then raises his foot like he is ready to shoot the ball at his maximum.
  • Theme: Energetic Broadway
Wario
Artwork of Wario in Mario Strikers Charged.
  • Character Type: Offensive
  • Mega Strike: Wario jumps into the air. Sucking in large amounts of air that almost seem to form a small tornado, he swells up to balloon size and gets a pink face. After rearing back slightly, he unleashes all the air full force into the ball, resulting in a fiery explosion.
  • Super Ability: Gas Mask!
  • Deke: Wario yells "Butt smash!", jumps into the air, and pounds the ground, butt first. This is similar to his butt stomp move from the Wario Land series.
  • Uniform: Wario wears yellow armor with purple accents.
  • Team Emblem: Pitchforked “W” emblem.
  • Team Number: 00
  • Away Entrance: Wario jumps in and moves his finger across his throat to signify the opposing team's going down.
  • Home Entrance: Wario sings to his theme at the way down, falls head-first into the stadium, and crashes into the ground, getting stuck. He quickly pulls out his head and looks angrily at the ball.
  • Theme: Polka
Waluigi
Waluigi's artwork from Mario Strikers Charged.
  • Character Type: Defensive
  • Mega Strike: Waluigi leaps high into the air and forms a deep red vortex behind him before whipping the ball with what appears to be a whip made of a long thorn bush stem.
  • Super Ability: Wall-Luigi!
  • Deke: Waluigi holds the ball in his hands, and teleports forward a small distance. This can be used to fool the goalie quite easily.
  • Uniform: Waluigi wears purple armor with black accents.
  • Team Emblem: Signature "Γ" logo.
  • Team Number: 0
  • Away Entrance: Waluigi jumps in and makes a funny face at the opposing team, then crosses his arms and looks to the side.
  • Home Entrance: Waluigi plummets to the ground yelling with an outstretched fist facing downwards and strikes a pose.
  • Theme: Bluegrass
Donkey Kong
  • Character Type: Power
  • Mega Strike: Once in the air, he gathers electricity in his arms and claps the ball, hurling towards the goalie.
  • Super Ability: Thunder Wham!
  • Deke: DK pounds his chest, creating small sound waves around him that knock out nearby opponents.
  • Uniform: DK wears golden armor with green and red accents.
  • Alt. Uniform: Purple
  • Team Emblem: Signature “DK” emblem but with a lightning bolt in the middle.
  • Team Number: 55
  • Away Entrance: DK pounds his chest, then smashes a fist into the ground.
  • Home Entrance: Falling from the sky, DK shakes the field upon impact and stares down his opponent.
  • Theme: African Drums
Bowser
  • Character Type: Power
  • Mega Strike: Bowser jumps into the air, spins around once holding the ball as his claw extensions and spikes grow, his hair turns to fire, and his eyes go blank. He then throws the ball at the goalie with terrifying speed.
  • Super Ability: Fire Storm!
  • Deke: Bowser hides in his shell, which knocks out anybody who runs into him.
  • Uniform: Orange armor with green accents.
  • Alt. Uniform: Yellow
  • Team Emblem: Flaming spiked wristband.
  • Team Number: 66
  • Away Entrance: Bowser roars very hard and sticks his claws into the air. Bowser then roars again, spewing fire while he's at it.
  • Home Entrance: Bowser falls, arms outstretched, lands and roars very hard and sticks his claws into the air.
  • Theme: Hard Rock
Bowser Jr.
  • Unlocked By: Clearing the Fire Cup
  • Character Type: Offensive
  • Mega Strike: Bowser Jr. jumps high into the air. As the background turns green, his head swells up slightly, and he suddenly opens his mouth to release sonar waves (Similar to his Super Ability), which hit the ball and send it flying.
  • Super Ability: Sonic Roar!
  • Deke: Bowser Jr. jumps into the air and creates a ball of fire below him.
  • Uniform: Orange
  • Alt. Uniform: Yellow
  • Team Emblem: Spiked wristband.
  • Team Number: 6
  • Away Entrance: Bowser Jr. tries to provoke the opponent, just like Bowser does, but unfortunately, he cannot roar so well. He tries to breathe fire, but there will only be a small flame, and he tries to roar, but he will literally say "roar", instead of roaring like Bowser does.
  • Home Entrance: Bowser Jr. falls and, just before landing, he turns and spins a few times in his shell before striking a pose (Breakdancing).
  • Theme: Surf Rock
Diddy Kong
  • Unlocked By: Clearing the Crystal Cup
  • Character Type: Playmaker
  • Mega Strike: Diddy jumps high into the air, and, as the background turns orange he holds his hands together, crosses his legs and closes his eyes, as if he is chanting. The ball then suddenly bursts forward without him even touching it.
  • Super Ability: Red Card!
  • Deke: Diddy backflips over opponents.
  • Uniform: Yellow and red
  • Alt. Uniform: Purple
  • Team Emblem: Star logo.
  • Team Number: 5
  • Away Entrance: Diddy holds a banana in a threatening way while making angry sounds.
  • Home Entrance: Diddy dives down with an angry look on his face and pounds the ground quickly.
  • Theme: Hindustani Classical
Petey Piranha
  • Unlocked By: Clearing the Striker Cup
  • Character Type: Power
  • Mega Strike: A flower comes up underneath Petey, and closes Petey in its bulb. The flower grows extremely high, and, when it has reached the top, bursts open, as Petey bends back and spits the ball out of his mouth at full force.
  • Super Ability: Mud Slinger!
  • Deke: Petey wobbles his head back and forth quickly, knocking out anybody who hits it.
  • Uniform: A red helmet with red armor.
  • Alt. Uniform: A yellow helmet with yellow armor.
  • Team Emblem: Petey's head.
  • Team Number: 4
  • Away Entrance: Petey falls onto the field and unfolds like a plant's bulb. He then laughs at the opposing sidekicks after burping and barking loudly.
  • Home Entrance: Petey plummets into the field, completely curled up into a ball, and, after hitting the ground, unfolds like a plant's bulb.
  • Theme: Calypso

Sidekicks

While captains usually get all the attention, sidekicks are an important aspect of any team. Unlike Super Mario Strikers, Mario Strikers Charged allows for different types of sidekicks to be chosen instead of one type per team. This makes careful knowledge of them more important than ever.

Hammer Bro.
  • Info: An offensive powerhouse, this sidekick has incredible skills at both passing and shooting. But while he can help score, his ability to defend against goals is lacking, given his slow running and poor hitting ability. His Hammer Throw sends goalkeepers diving for cover.
  • Character Type: Offensive
  • Skillshot: Hammer Throw
  • Theme: A fast-paced remix of Charged's very own main theme song.
Toad
  • Info: An excellent passer and quick on his feet, Toad is a great addition as a set-up player for any team. Defensively, Toad has trouble getting the ball back for his squad and needs to be close to the net for his shots to be effective. Watch out for his Fire Meteor, it's sure hot to handle.
  • Character Type: Playmaker
  • Skillshot: Fire Meteor
  • Theme: Techno remixed tune.
Koopa Troopa
  • Info: A Strikers veteran. Koopa is a well balanced player that has average skills in all areas of the game. He is a wise choice for any team looking for an all-around player. His Shell Smash can send any goalie into a daze, creating a great scoring chance.
  • Character Type: Balanced
  • Skillshot: Shell Smash
  • Theme: "I Like to Move It" remix from Madagascar (movie).
Birdo
  • Info: This hard-hitting power player lands some of the biggest bone-rattling hits ever seen on the Strikers field. Birdo's shooting is also feared by many goalkeepers, as she can score at will. Her Extreme Egg can beat any game, resulting in quick goals.
  • Character Type: Power
  • Skillshot: Extreme Egg
  • Theme: A piano ballet remix of The Trukish March.
Boo
  • Info: This ghost can fly up and down the sidelines with great speed, using precise and accurate passing to lead his team to victory. His long-distance hots are quite weak though and hist hits are not very powerful. If Boo gets a chance, he can Possess the ball and score at will.
  • Character Type: Playmaker
  • Skillshot: Possess
  • Theme: A remix of the merry-go-round theme from Big Boo's Haunt from Super Mario 64.
Dry Bones
  • Info: A defensive specialist. Dry Bones is fast and packs a punch of power when he hits an opponent. But when this guy has the ball he is fairly weak, with poor shooting and passing skills. If Dry Bones gets enough room, he can deliver a shot known as the Shocker!
  • Character Type: Defensive
  • Skillshot: Shocker
  • Theme: Rap-style background music.
Monty Mole
  • Info: A power player. Monty Mole can shoot the ball incredibly well and throw some of the biggest hits ever seen on the pitch. His slow waddling run and weak passing make him more vulnerable to losting possession when he has the ball. Find the right distance for his Dirt Drill and score at will!
  • Character Type: Power
  • Skillshot: Dirt Drill
  • Theme: A fast paced tune.
Shy Guy
  • Info: A well balanced player. Shy Guy bas average abilities in all areas of the game. Teams looking for a true team-player need look no furthere than this player. If Shy Guy gets a chance, his Bullet Bill Blast will blow open a great scoring opportunity.
  • Character Type: Balanced
  • Skillshot: Bullet Bill Blast
  • Theme: A piano tune.

Stadiums/Fields

Unlike Super Mario Strikers, the new fields in Charged are not clones of one another. Each has its own dangers and gimmicks to keep players on their toes. Alone with the new fields, the seven classic stadiums from the previous game are also playable.

The Arenas

The ten new courses are referred to as “The Arenas” in-game. These courses are dynamic, featuring new dangers and events. There are three unlockable stadiums.

The Vice

Resembling the grass stadiums in the previous game, The Vice features the famous electric fence that protects the audience from flying balls, items, rubble, and even players. Based off of this stadium, the sport appears to have grown in popularity, as there are countless hundreds of players cramming themselves in and craning their necks to see the game. The seating areas are metal themed, with structures resembling giant Warp Pipes.

  • Course Element: Electric Fence. If an attack pushes a player out of bounds, he or she will be caught in this invisible wall and electrocuted. After falling back to the ground, characters twitch a while before returning to play.

Thunder Island

A dark, ominous course, Thunder Island is also one of the most dangerous. Located on the top of an island amid foggy waters, players who move or are pushed out of bounds are not stopped by an electric fence. Instead, they tumble down the cliff and appear on the center of the field shortly after. Matches are played during thunder storms, increasing the danger. Audience members sit safely in seats attached to the cliff of a nearby island.

  • Course Element: Storm. Sometimes a heavy storm will start. It is not uncommon for Cheep-Cheeps, cows, and tractors to fly across the field. The wind also pushes players, making moving around either slower or quicker, depending on the direction it blows in. The standard electric fence is also missing along the lengths of the field, characters that get too close to the edge will simply fall off, only to come back with the next storm.

The Sand Tomb

File:Mario Strikers Charged Desert.jpg
A stone Thwomp rams down upon The Sand Tomb.

Set in the middle a desert and built around ancient ruins. Giant stone Thwomps guard the middle horizontal section of the field. While players may use the sides to avoid danger, the sand on the sides prevents the fast pace typical to other fields. This course does not feature seating for fans due to the surrounding pillars and the structure that resembles a Mayan temple.

  • Course Element: Thwomps and sand pits. 8 Thwomps randomly drop down around the center of the stadium periodically. Their pattern is unpredictable. Around the edges of the stadium are large lots of sand - moving in the sand is slower than moving under the Thwomps.

The Classroom

Set in the middle of a large, vertical, futuristic-looking, lab-like arena, The Classroom serves as the arena the player learns the basics in Strikers 101/ABC mode. This course does not feature seating for fans.

  • Course Element: Electric Fence. This course is very basic, just like the Vice, and only has an electric fence.

The Lava Pit

This field is made of dark rock. Lava glows through holes in the field to act as boundary markings and field lines. Surrounded by a pool of lava, this course does not have an electric fence or fan seating. What looks like mechanical or castle pillars surround it. It is unlockable.

  • Course Element: Lava. Periodically, balls of lava will jump out of the pool and fall onto the field. When this happens, a large circle of fire spreads on the ground around it, burning everybody who runs into it and stunning them temporarily. If the ball hits the circle of fire, it will bounce around until it hits solid ground again.
  • Unlocked By: Beating the Fire Cup.

The Wastelands

The Wastelands are set in a strange purple-colored landscape, where it is constantly snowing. Mechanical Bloopers are set around the edge as decorations.

  • Course Element: Ice, lightning, electric fence. Because of the constant snowfall, the ground is slippery. Every now and then, the screen will darken, and lightning bolts will hit random places on the field (The lightning always hits close to the ball). When this happens, wind will also blow players around slightly, like on Thunder Island. There is also an electric fence on this course.

Crystal Canyon

Set inside a gigantic canyon (The field itself is in a part that's under an overhanging rock), the Crystal Canyon field has large orange crystals set around it.

  • Course Element: Sunlight. Although the course itself is under an overhang, beams of sunlight will ricochet off the crystals set around the field. After every goal that is scored, these beams will hit 1 or 2 players on each team, knocking them out for such a long time, that they cannot play until the next goal is scored. Captains can also be knocked out.
  • Unlocked By: Beating the Crystal Cup.

The Dump

A field made of dirt, this course becomes a muddy mess during rain storms. In the center of the field is one drainage pipe, where all the dirt travels.

  • Course Element: Mud. The mud not only makes players move more slowly, it will also slowly move them towards the center of the field. The drainage pipe is sealed, so you will not fall in.

Stormship Stadium

The Stormship Stadium is a giant metal platform, inside a giant metal ship with an open center.

  • Course Element: Electricity and tilting. Running along the floor are several small slits. Periodically, thunder will strike the center of of the platform, and lightning will randomly travel along 2 or 3 of these slits. The field also tilts towards the side with more players on it.
  • Unlocked By: Beating the Strikers Cup.

Galactic Stadium

The final stadium, Galactic Stadium is set on top of a large, flat, floating chunk of metal in outer space, with several smaller pieces of metal floating around it. There is no seating for fans.

  • Course Element: Electric fence. Even though it's the final stadium, the only specialty it has is an electric fence, like many stadiums before it.

The Classics

All of the original seven courses from Super Mario Strikers are playable. Known as “The Classics,” they have had no new additions. Each course retains its famous electric fence, but since Bowser is included as a playable character, Bowser attacks are no longer included. All of these are available from the start.

The Palace

Located in the Mushroom Kingdom, this grass field was home to the first tournament's Mushroom Cup. While it is currently a soccer pitch, it was the residence of a royal family at one point. Visiting the course is a must for hardcore fans of the sport.

  • Course Element: “Electric Fence” If an attack pushes a player out of bounds, he or she will be caught in this invisible wall and electrocuted. After falling back to the ground, characters twitch a while before returning to play.

Pipeline Central

Created in honor of Mario and Luigi, Pipeline Central is on top of a skyscraper a futuristic city of the Mushroom Kingdom. In the first tourney, it was home to the Flower Cup.

  • Course Element: “Electric Fence” If an attack pushes a player out of bounds, he or she will be caught in this invisible wall and electrocuted. After falling back to the ground, characters twitch a while before returning to play.

The Underground

Wario and Waluigi supplied the funding for The Underground, the subterranean course which served as the Star Cup's home in the previous title. It features unique seating, with stylized W's separating the sections.

  • Course Element: “Electric Fence” If an attack pushes a player out of bounds, he or she will be caught in this invisible wall and electrocuted. After falling back to the ground, characters twitch a while before returning to play.

Crater Field

Surrounded by large boulders on Yoshi's Island, Crater Field has an unorthodox design. While its grass field is traditional, spectators are kept many different pods surrounded by large, arching sheets tinted glass. It played host to the Super Flower Cup in "Super Mario Strikers."

  • Course Element: “Electric Fence” If an attack pushes a player out of bounds, he or she will be caught in this invisible wall and electrocuted. After falling back to the ground, characters twitch a while before returning to play.

Konga Coliseum

Donkey Kong Island's stadium, Konga Coliseum is famous for its destructible wooden floor. Small ponds of water add to the jungle atmosphere of the stadium. It once housed the Super Flower Cup in the events of "Super Mario Strikers."

  • Course Element: “Electric Fence” If an attack pushes a player out of bounds, he or she will be caught in this invisible wall and electrocuted. After falling back to the ground, characters twitch a while before returning to play.

The Battle Dome

Situated in Bowser's Castle, The Battle Dome is largely filled by Bowser’s minions. Featuring a metal field and a large glass dome, the ominous stadium served as the home of the Super Star Cup in "Super Mario Strikers."

  • Course Element: “Electric Fence” If an attack pushes a player out of bounds, he or she will be caught in this invisible wall and electrocuted. After falling back to the ground, characters twitch a while before returning to play.

Bowser Stadium

A characterization of the extreme nature of the Strikers sport, Bowser Stadium is located in Deep Space and served as the symbol of the Bowser and Super Bowser Cups. It’s field is a blue rubber compound. Some of the structures of this stadium resemble Eggman, the robot in the next level games logo.

  • Course Element: “Electric Fence” If an attack pushes a player out of bounds, he or she will be caught in this invisible wall and electrocuted. After falling back to the ground, characters twitch a while before returning to play.

Cups

All three cups must be played by the same captain and sidekicks in one of two modes: Normal (opponents get progressively harder) and Extreme (opponents are always hard).

  • Fire Cup – 4 teams play 6 qualifying rounds, each playing each other twice; 2 teams advance to 1 final, 3-game series with defending champion Bowser Jr.
  • Crystal Cup – 6 teams play 10 qualifying rounds, each playing each other twice; 4 teams advance to 2 semi-finals and 1 final, 3-game series with defending champion Diddy Kong.
  • Striker Cup – 10 teams play 9 qualifying rounds, each playing each other once; 8 teams advance to 4 quarterfinals, 2 semi-finals, and 1 final, 3-game series with defending champion Petey Piranha.

Winning each cup results in unlocking the defending champion. The Qualifying rounds are played Robin-Round style: a win (W) is worth 3 points, a loss (L) 0 points, a sudden-death loss (SD) 1 point. At the end of the qualifying rounds, the teams are ranked by points and the top few advance to the elimination round (semi-finals and finals). One loss here and the player must start the cup all over again. If they make it to the defending champion, they must win a best-of-3 series away at the same stadium.

There are two awards for each cup for the qualifying rounds: Golden Foot, for the most GF total (goals for), and Brick Wall, for the least GA total (goals against). Winning these can unlock new arenas for Domination Mode.

Challenges

Challenges can be played in Striker Challenges mode. Each challenge the player beats, will unlock a new cheat.

Template:Spoiler

Name Difficulty Character Opponent Stadium Objective Cheat
Til Sudden Death Do Us Part! Novice Mario Donkey Kong The Vice Mario and DK are locked in mortal conflict. Heading into Sudden Death at the Banana Cup! Its come down to the final goal of the match. Can Mario pull off this victory and dethrone the defending Champion!? Classic Mode:
Turns off Mega Strikes and Skillshots.
Sibling Rivalry! Novice Luigi Mario The Wastelands Mario and Luigi battle it out for the last spot in the next round. But Luigi's team is down a player. Will this be the first time that Luigi pips his big brother for the final qualifying place, and can he do it missing one of his key players? Safe Mega Strike:
Once a Mega Strike charge is initiated, it cannot be stopped by anybody except goalies.
This Monkey Shines! Professional Donkey Kong Petey Piranha Stormship Stadium It's the final of the lightning cup and Donkey Kong has taken a beating early on in the game by conceding a three goal Mega Strike. Can the courageous captain come back to win the game? Time will tell! Donkey Kong against Petey, coming up now! Super Captains:
The only items you receive will be Super Ability items.
Battle For The Crown! Professional Princess Peach Princess Daisy The Vice The story at the Star Cup is which Princess will reign supreme, and it comes down to one game to see which is superior. Daisy is ahead in the group, but if Peach can beat Daisy by at least 5 goals, then Peach will advance and eliminate Daisy! Who will take the crown? High Voltage:
Coming near electric fences will instantly electrify you.
Brick Wall Baby! Superstar Princess Daisy Waluigi The Lava Pit Daisy has an opportunity to win yet another Brick Wall award within the Leaf Cup! If she can win her next game and not concede a goal she will take the Trophy for an unprecedented fifth straight year. Can Waluigi spoil the party, or will Daisy lead her team to victory and defensive stardom? Devastating Hits:
All players' tackling power becomes maxed.
A Stunning Situation! Superstar Wario Diddy Kong The Underground It's the final game of the Super Cup with Wario and Diddy tied at one game each. But Wario's Goalie has severe dizzy spells due to too many Megastrikes to the head. The winner of this game will take home the championship. Can Wario overcome his Goalie's head problems? No Power Ups:
Removes all items from the game.
Three Goals Away! Superstar Waluigi Luigi Thunder Island Waluigi is on the brink of being eliminated by Luigi at the Storm Cup. He must win his final group stage game by three or more goals to advance.Time is running out for the purple pest... Is his storm cup days coming to an end or just beginning? Secure Stadia:
Stadium events will not occur.
So Far Behind... Legend Yoshi Wario The Sand Tomb Wario is leading 5-0 against Yoshi. Yoshi must make a comeback and win in 1 minute and 8 seconds! Power Shortage:
Electric fences are disabled.
Zero Tolerance! Legend Bowser Princess Peach Konga Coliseum It's the final game of the group stage at the Konga Cup and Bowser's team has a chance to set a record with thier eight consecutive clean sheet against Peach. Can he topple the Pink Powerhouse and set the record? Only time will tell! Field Tilt:
The field slants down towards the player who is on the losing hand. The greater the score difference, the more it slants.
Tag Team Tussle! Legend Petey Piranha Donkey Kong Pipeline Central Petey has reached the Super Mushroom Cup final, and is now set to battle Donkey Kong for the title. Both of the teams have taken a beating, leaving each side with only the Captain and a trusted Sidekick. With the trophy on the line, which team has enough left in the tank to take home the title? Always White Ball:
The ball always has a white glow, meaning that every time it's shot, it will go at max speed and power.
Against All Odds! MegaStriker Bowser Jr. Bowser The Lava Pit It's the final of the Mushroom Cup. Bowser Jr. is facing his arch-rival, Bowser. But the league has handed down a harsh penalty to Bowser Jr. He cannot use powerups in the final, as he was found guilty of sabotaging them in his semi-final victory. Can this little pest win the Mushroom Cup with no powerups? Always Sidekick Skillshot:
Every shot the sidekicks fire is a Skillshot.
Lucky Seven! MegaStriker Diddy Kong Yoshi Crystal Canyon The world has all eyes on Diddy Kong's team as they have a chance to set the record for scoring 100 goals faster than anyone else. Not only does his team need seven goals to set the record, but they also need to win over Yoshi to qualify for the next stage of the Star Cup! Will Diddy make history, and advance to the next round as well? Custom Power Ups (All sets): Allows you to modify the items received during gameplay to specific sets, such as Shells (Only receive Green/Red/Blue/Spiny Shells) or Explosives (Only receive Bob-ombs). This also unlocks the Unlimited Power Ups cheat, which makes you automatically receive new items every few seconds.

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Items

One of the most critical elements of a team's strategy is its use of items. Regardless of which player earned an item, any member of that player's team may use it. However, this may not be true of the special items that activate a captain's Super Ability.

Offensive Items

In keeping with the combative nature of the Strikers sport, the many offensive items at the disposal of players are cinematic and devastating. These items are the most useful in blocking Mega Strikes, clearing the field for a Mega Strike, or to simply gain possession of the ball.

Bananas

A staple of the Mario sports series, Bananas again play the role of a landmine. Players who touch a Banana peel fall to the ground and loose the ball if in possession. Bananas come in sets of three or five normal sized items. There also is a bigger version of the banana peel which comes in a set of one, and it does not leave behind three smaller banana peels when someone touches it like they do in "Mario Kart: Double Dash!!!".

Green Shells

Green Shells are the basic projectile item. They do not home in on players, but because they come in sets of three, they are very effective at close range. If they make contact with a wall, they ricochet off. However, they are destroyed upon contact with a player. The player will react if a green shell were to hit them.

Giant Green Shells

Unlike its miniature counterpart, the Giant Green Shell is a devastating item. While it's movement pattern is the same, it does not disintegrate upon its first impact with an item or player. Only one can be fired at a time.

Red Shells

A more advanced projectile weapon than the Green Shell, the Red Shell homes down the nearest opposing player. They come in sets of three, making them useful both for clearing the field for a Mega Strike or taking possession of the ball. However, not all three usually reach targets. Often, they break into pieces by hitting a wall.

Giant Red Shells

The Giant Red Shell is more robust than the normal Red Shell. It will bounce off of walls for a number of times before crumbling. As soon as it bowls over one player, its homing abilities are nullified and it acts as a Giant Green Shell. Only one can be fired at a time.

Blue Shells

The Blue Shell utilizes a similar movement pattern to the Green Shell and also comes in packs of three which are deployed at the same time. However, Blue Shells bounce off walls until they come in contact with a player. The character is then encased in ice, effectively stunning him or her for a few seconds.

Giant Blue Shells

Larger than the basic blue shell, the Giant Blue Shell follows the same movement pattern and also freezes characters. They can only be released one at a time.

Spiny Shells

While they have the same effects on players as the Green Shells, Spiny Shells are much more durable and will bounce off walls twice before falling apart. During this period, they can run over players an infinite number of times.

Giant Spiny Shells

The difference between Giant Spiny Shells and Spiny Shells is comparable to the differences between Giant Blue Shells and Blue Shells. The movement patterns of both versions are the same. The difference between the types of Spiny Shells is their size. Also, only one can be fired at a time.

Bob-Ombs

File:MSC Bob-omb.jpg
All players caught in the blast radius, excluding the user, are affected by the blast.

Some of the most devastating items in the game, Bob-ombs come in sets of three, deployed in front of the player. They cause tremendous explosions that literally ram players into the field. Unlike in other games, the player who deploys the Bob-ombs cannot be injured by them as they explode on contact with the ground, although their teammates can.

Giant Bob-ombs

The largest item-based explosive in the game, the Giant Bob-omb can only be fired one at a time. However, the size of the explosion is much greater than that of an individual Bob-omb. The blast radius is much larger, although the attack is not as wide as that of three normal sized Bob-ombs.

Chain Chomps

While the Mario Kart games had the Lightning item, Strikers tournaments use the Chain Chomp. Systematically attacking every single player on the opposing team by ramming them into the ground, the Chain Chomp can easily turn the tide of the game. If the user's team is not in possession of the ball, the Chain Chomp will fall onto the pitch right on top of the player in possession. The item is very rare.

Defensive Items

With the exception of the Super Ability items, there are only two defensive items in the game. Defensive items beef up the user and are particularly useful for scoring goals without the use of Mega Strikes.

Mushrooms

Unlike Super Mushrooms, the Mushroom only makes characters faster. This item is especially effective when surrounded by the opposing team. Running can further increase its usefulness.

Stars

The defensive equivalent of the Chain Chomp, Stars make players invincible for a short period of time. This item is useful for turning the tide of the game and for scoring any time of goal. To have enough time for a 6-ball Mega Strike, the player should activate it right when the meter appears.

Super Ability Items

See Also main article: Super Ability

Sometimes during the course of a game, the player may receive an item that looks like the head of a Captain. When used, the Captain will use his or her Super Ability to make havoc on the field, whether to make a Mega strike.

Official Artwork

Sources

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