Super Mario Strikers

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Template:Infobox Super Mario Strikers (also known as Mario Smash Football in Europe and Australia) is Mario's first ever soccer game, for the Nintendo GameCube. The game features a version of soccer without referees and rules, and has Power-Ups and special strikes which count as two goals.

Gameplay Elements

On random occasions, Bowser appears on the field.

In comparison to actual soccer, the game features a smaller version of the soccer pitch, and each team has only five members, instead of the usual eleven-a-side rule. The match time can be manually set from 2 to 15 minutes, but is defined as 5 minutes by default. If necessary, a sudden death follows the regular game time. With this rule, no game ends as a draw.

Each team consists of a team captain and three sidekicks of the same type, as well as a goalkeeper. Every match of the game can be played in multiplayer. Up to four players can control a single team. If there are less than four players, they can switch their characters on the field, and the game switches control automatically to the next player when the ball is passed. Players can only control the goalie for a short time when he has the ball in hand. Because of this, the goalies are immune to all attacks by enemies or power-ups, and save most goals easily. The soccer fields are surrounded by an electrical fence which electrocutes anybody who gets kicked against it by another player or by a power-up. The fence also prevents the ball and players from leaving the field. Thus, there are no throw-ins, goal kicks, or corner kicks, as seen in actual soccer.

One of the most notable changes is the non-existence of a referee. As such, there is no offside position and fouls are not punished. Players are given a variety of commands to kick or hit each other, which is a major part of the gameplay. Items (also called Power-Ups) exist as a help to the player to score a goal. They serve a function similar to the items in the Mario Kart series. To obtain an item, the player has to shoot the ball fiercely towards the goalposts. A player also gets an item when one of his players, who does not hold the ball, is fouled.

The so-called Super Strike is a special ability of the team's captain. By performing it, the player can hit the ball straight to the goal. When the player manages to score a goal, it counts as two goals instead of one.

Playable Characters

Team Captains

Mario
  • Legend: Mario's skills make him a reliable leader.
  • Entrance: Mario shows off his abilities with the ball to intimidate his opponent.
  • Team Number: 1
  • Captain Type: Balanced
  • Super Strike: Fire Strike
  • Primary Color: Red
  • Accent Colors: Blue and White
Luigi
  • Legend: Luigi baffles his opponents with daring tactics.
  • Entrance Luigi flexes while staring down the opponent.
  • Team Number: 2
  • Captain Type: Playmaker
  • Super Strike: Vicious Vortex
  • Primary Color: Green
  • Accent Color: Blue and White
Peach
Super Mario Strikers artwork: Princess Peach
  • Legend: Peach leads with masterful tactics and quick thinking.
  • Entrance: Peach struts forward saying "Oh yeah? Hmph! Ohhhhh! Ah!". She then signals the opponent to "talk to the hand".
  • Team Number: 10
  • Captain Type: Playmaker
  • Super Strike: Royal Strike
  • Color: Pink
Daisy
  • Legend: Daisy's witty attitude matches her playing style.
  • Entrance: Daisy immediately makes gestures to the opponent exclaiming "Yeah? Yeah?!". She then turns the other cheek and under her breath says "Uh uh..".
  • Team Number: 9
  • Captain Type: Offensive
  • Super Strike: Torpedo Strike
  • Color: Orange
Yoshi
  • Legend: Yoshi leads with a cool head and fierce courage.
  • Entrance: Yoshi babbles incoherently while shaking his fist at the opponent.
  • Team Number: 8
  • Captain Type: Balanced
  • Super Strike: Foot of Fury
  • Color: Blue
Donkey Kong
  • Legend: Donkey Kong's talent can slip even the best players.
  • Entrance Donkey Kong begins to pound his chest and the ground trying to intimidate his opponent.
  • Team Number: 55
  • Captain Type: Aggressive
  • Super Strike: Power Fist Strike
  • Color: Brown
Wario
  • Legend: Wario will stop at absolutely nothing to win the match.
  • Entrance: Wario shakes his obese butt.
  • Team Number: 00
  • Captain Type: Aggressive
  • Super Strike: Belly Blast
  • Color: Yellow
Waluigi
Super Mario Strikers artwork: Waluigi
  • Legend: Waluigi's ego tends to be his biggest enemy.
  • Entrance: Waluigi looks at his enemy with disdain then points to his back while shouting "WA-LUI-GI!!!".
  • Team Number: 0
  • Captain Type: Offensive
  • Super Strike: Drop Rocket
  • Color: Purple
Super Team
SuperteamMS.png
  • Entrance: Super Team receives a static shock from the sky to gain energy.
  • Team Number: Uppercase omega symbol (Ω)
  • Captain Type: Robotic Nightmare
  • Super Strike: Robo-Strike
  • Unlocked By: Beating the Bowser Cup

Sidekicks

File:Toadsc.jpg File:KoopaStrikers.jpg File:Hammersoccer.jpg File:Birdosoccer.jpg
Toads
Koopas
Hammer Bros.
Birdos

Goalies

File:Kritter.jpg
A Kritter.


Player's Skills

Within this game, it is necessary to know some basic and advanced skills. There are some explanations about these according to the Mario Strikers tutorial, the Strikers 101.

Skill Explanation Tip
Pass Passes allows to change the ball with others. Ground Passes and Lob Passes are effective to get the ball.
One-timer Shot A quick pass, where the last receptor makes the goal instantly. Kritter could be confused by an acrobatic volley pass.
Slide Tackle The player who does not have the ball can trip the opponent with the ball, and sometimes get the ball while hitting them (steal). If the player makes the slide tackle near the opponent, both players will trip and lose the ball.
Big Hit A brutal tackle that can flinch the victim by a moment. Big hits don't allow to steal the ball.
Perfect Pass Results of a Perfect Pass is when the player makes the pass before the opponent's goal. The ball's trail turns green. Ground and Lob perfect passes are effective.
Shooting The only way to score, the player can charge for a powerful shot and automatic trajectory. A shot can be failed by passing to other characters.
Turbo Running A second breath to reach the ball, the turbo running allows to run from riots quickly. A turbo running can restrict players from free moving, deking, or shooting.
Deke Evasion from opponents' attacks if the player has the ball. When deking while the opponent goes attacking, with a turbo run, the player can make some distance between the defender and itself.
Loose Ball Shot An immediate shot, which the player gets the loose ball. A good immediate shot could be when goalies are stunned.

Other information such as Super Strikes and Power-ups are explained aside.

Power-Ups

Power-ups are items that are obtained when the player attempts to make a goal, or gets fouled when not holding the ball. They appear at the top of the screen, on a bar displaying up to two items. The player can use the items to get or defend the ball, like tripping his or her opponents with bananas or summoning an huge Chain Chomp to stun them. Power-ups can be disabled at the Gameplay Mode screen. It is notable that the goalkeepers are immune to all sorts of power-ups, as they are to regular attack moves.

  • Banana Peels: Bananas are tossed on the floor and stay there until a character slips on it. They come in sets of 1 to 6 peels.
  • Normal Green Shells: Green shells fly in a straight line, bouncing off the walls and harming anybody who gets hit by them. They can be obtained as a single or triplets.
  • Normal Red Shells: When red shells are shot, they home in on the nearest character, tripping or knocking them over. Red shells are destroyed if they bump into walls. They can be obtained as a single or triplets.
  • Normal Blue Shells: Blue shells act just like green shells, but with one difference: they freeze their victims, rather than just knocking them over. Like the green and red shells, they come as singles or sets of three.
  • Normal Spiny Shells: Spiny shells act in a similar manner to green shells. However, when they come into contact with a character, they do not disappear, instead continuing until they either hit another item or bounce off the wall twice. This shell, as usual, can be obtained as either singles or triplets.
  • Giant Green Shells: Essentially a larger version of the green shell. Anything standing in the way of its destructive path will merely be bowled over. These shells are only available as a single.
  • Giant Red Shells: The red version of the giant shell. Unlike the small version, they continue to move after bumping into a wall. When initially shot off, they will home in on the nearest character, but afterwards, they merely act like a giant green shell. Like the green ones, they only come in sets of one shell.
  • Giant Blue Shells: Acts in the same manner as the giant green shells, with the exception of freezing characters on impact. On occasion, the shell will also explode on impact, affecting any nearby characters as well. Like the other giant shells, they only come in sets of one.
  • Giant Spiny Shells: These shells are completely unstoppable, leaving behind a trail of destruction anywhere they go. Only comes in sets of one.
  • Bob-ombs: After being thrown, these living explosives will stand still for a second, then blow up, affecting anyone who is too close to it. They can be obtained in sets of one or three.
  • Giant Bob-omb: Essentially a larger Bob-omb. Their explosion radius is roughly four times larger. Plus, it sends out a shockwave, harming anyone who is even near it.
  • Star: Doubles the user's speed, as well as harming anyone they come in contact with. Can only be obtained by the losing team.
  • Chain Chomp: This all-powerful huge monster will appear as a big shadow over the character who has the ball. Once it lands, it begins running around, hunting and stunning all of the opponents' members and destroying everything in its path. Chain Chomps do not go away without having stunned at least one character. Only the losing team can come into possession of a Chain Chomp.

Fields

The Fields in Super Mario Strikers do not affect gameplay, and thus are only cosmetic changes.

Field The Palace Pipeline Central The Underground
Location Mushroom Kingdom Mushroom Kingdom Subterranean
Capacity 15.000 25.000 35.000
Field Type Grass Concrete Metal
Home of the Mushroom Cup Flower Cup Star Cup
Field Konga Coliseum Crater Field The Battle Dome Bowser Stadium
Location Kong Island Yoshi's Island Bowser's Castle Deep Space
Capacity 31.000 42.000 68.000 50.000
Field Type Wood Grass Concrete Rubber Compound
Home of the Super Flower Cup Super Mushroom Cup Super Star Cup Bowser Cups
How to unlock Unlocked by placing in the top 3 in the Mushroom Cup. Unlocked by placing in the top 3 in the Flower Cup. Unlocked by placing in the top 3 in the Star Cup. Unlocked by winning the Bowser Cup's playoff round.

Cups

Cup Teams Rounds System Notes
Mushroom Cup 4 3 Table System When the player places in the top 3, the Konga Coliseum and the Flower Cup are unlocked.
Flower Cup 6 5 Table System When the player places in the top 3, the Crater Field and the Star Cup are unlocked.
Star Cup 8 7 Table System When the player places in the top 3, the Battle Dome and the Bowser Cup are unlocked.
Bowser Cup 8 7 Rounds + 2 K.O. Rounds (+ Match against Super Team) Table System, the top 4 continue to the Playoff System When the player wins the cup, the Bowser Stadium, the Super Team and the Super Mushroom Cup are unlocked.
Super Mushroom Cup 4 6 Table System When the player places in the top 3, the Super Flower Cup is unlocked. When the player places first, the "Perfect Strike" cheat is unlocked.
Super Flower Cup 6 10 Table System When the player places in the top 3, the Super Star Cup is unlocked. When the player places first, the "Field Tilt" cheat is unlocked.
Super Star Cup 8 14 Table System When the player places in the top 3, the Super Bowser Cup is unlocked. When the player places first, the "Weak Goalies" cheat is unlocked.
Super Bowser Cup 8 14 Rounds + 2 K.O. Rounds Table System, the top 4 continue to the Playoff System When the player places first, the "Infinite Powerups" cheat is unlocked.

Difficulties

There are four difficulty settings. The higher the difficulty is set, the more the passing, deking, and Super Strike skills of the CPU increase:

  • Novice (Rookie in the US version): A very easy level. CPU lets the player win and make Super Strikes.
  • Professional: An easy level. CPU will make some unexpected maneuvers, such as dekes and Super Strikes.
  • Superstar: Hard. The CPU takes the ball, and tries to make a goal. Also, the CPU can rumble the player's Super Strike meter to attempt throwing the player off.
  • Legend: Very hard. CPU can try to steal the ball and attack the player. If it has the ball, it can make dekes as soon as the player attempts to attack it. The CPU also attempts Perfect Strikes. It can rumble the player's Super Strike meter to attempt throwing the player off.

Note: In the Super Cups, the Novice (Rookie) setting is not available.

Trophies

Main article: Trophy
Trophy
The Super Striker Award.

Trophies are awards won by achieving a certain number of special actions. Additionally, all cups of the game are trophies, including the Mushroom Cup, the Flower Cup, the Star Cup, the Bowser Cup, the Super Mushroom Cup, the Super Flower Cup, the Super Star Cup and the Super Bowser Cup. The cups' trophies are won by winning the cup. These special trophies can also be unlocked:


Trophy Awarded for # Needed for Bronze # Needed for Silver # Needed for Gold Powerup unlocked for Gold
Veteran Matches in Cup Battles 25 50 100 Shells
Sniper Goals in Cup Battles 75 150 300 Accelerator
Super Striker Super Strikes in Cup Battles 25 50 100 Explosives
Paramedic Fouling in Cup Battles 250 500 1000 Giant
Tactician Doing a Perfect Pass in Cup Battles 75 150 300 Freezing

Cheats

Cheats are special options available in the cheat menu. They can be unlocked by winning a Super Cup or a Gold trophy. Their effects vary. These only work for free play modes, not for the cups.

Cheat Effect
Custom Power Ups Sets which types of power ups appear in the game. Available are "Shells", "Accelerator", "Explosives", "Giant", and "Freezing".
Field Tilt The field tilts in favor of the losing team.
Infinite Power Ups Power Ups are infinitely available.
Weak Goalies The goalies let more shots in.
Perfect Strike A Super Strike is always in, regardless of where the cursor is stopped.

Game Modes

It has been requested that this article be rewritten and expanded to include more information.

Grudge Match

Two teams participate in a series at the field of their choice. They can play for as many games as they want.

Cup Battle

The player(s) choose a single team and participate in one of the four Cups. If the player(s) quit their match in the middle, they forfeit the match.

Super Cup Battle

The same as a Cup Battle, but the four Super Cups can be played.

Custom Battle

Three to eight teams play in a league table or knockout bracket. The table can be a single or double round-robin.

Strikers 101

Strikers 101 from Super Mario Strikers
Gameplay in Strikers 101.

A tutorial menu. Players can learn the basics of the game and hone their skills. More than one player can participate, and the players can choose any character. While scores are counted, there is an infinite time limit. At the beginning of the match, there is a menu that automatically opens, and options show how to do certain techniques. During gameplay, a scrolling bar of information on the bottom shows what button inputs does what. Players can play only on Pipeline Central in this mode.

Spoils

Players can view their awards and records.

Beta Elements

Main article: List of Super Mario Strikers beta elements

Gallery

Template:Morepic

Glitches

Main article: List of glitches in Super Mario Strikers

Staff

Main article: List of Super Mario Strikers staff

Trivia

  • This is the only Mario Nintendo Gamecube game to support 16:9 widescreen as well as 480p.
  • Concept arts shown that Mario's number team was ten (10). When the game was finalized, the number 10 was assigned as Peach's team number.
  • This sports installment for the Mario series received a PG rating in the Australian version, most likely for its levels of violence.

External links

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