User:Coincollector/test zone: Difference between revisions
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===Goalkeepers=== | ===Goalkeepers=== | ||
Goalkeepers will prevent that the opponent make goals in | Goalkeepers will prevent that the opponent make goals in his team's field. In field, the goalkeeper is able to hit and knock opponent players going for the ball. In ''Mario Smash Football'' and ''Strikers Charged Football'', [[Kritter]]s take the role of the team's goalkeeper - as for the [[Super Team]] it is the [[Robo-Kritter]]. Although the goalkeeper is immune at any hit, he can remain momentarily stunned or dizzy by a powerful shot like a charged shot or a Super Strike. | ||
In ''Strikers Charged Football'', goalies learned a new move which allows them to stop incoming shots caused by the captains' Mega strikes. The player itself controls Kritter's hands to block every shot. | |||
==Items== | ==Items== |
Revision as of 14:19, December 5, 2009
Welcome to the Test Zone. Here I put the stubs of tables or templates that will be used in the wiki later (if the proof works perfectly). However, no other user but me can edit this, so I recommend for rookies to go to the sandbox to test there. |
Creating framed pictures:
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Stats bars
Creating stats bar for some reason...
Personal Information
Mario Kart: Double Dash |
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Which kart can I select? For beginners, you can select any type of vehicle, although the most recommendable for them would be those that show high acceleration level. These karts allow to rookies to keep the path, though they were hit by an item of sort. A problem with many karts having nice acceleration, is that they show a fairly low top speed, so it results less useful to use this kart in intense competitions like 150cc or Mirror stages. For advanced gamers, the best kart is the one that should have a great speed level and handling reliability. The best example is selecting Barrel Train that shows a quite high speed, a fair endurance and low acceleration (although the latter doesn't matter, because you can regain speed by performing a mini-turbo).
Which would be the best pair? If you wish to get the appropiate duo, the most recommendable are Toad, Toadette with Koopa or Paratroopa. Toad and Toadette can obtain the Golden Mushroom as they are located under first place. The Koopas can obtain the triple Koopa Shells which this lets many purposes to the skilled player. For me, the best duo is Diddy Kong and Bowser Jr., they have the ability to obtain the biggest power-ups in the game, so it will be quite hard to follow their path by leaving such items blocking the way for opponents and items. Which is the best item to use? Since you're under fourth place, you'll obtain a wider selection of rare items. Certainty, my favorite item is the dreaded Spiny Shell, why? It's extremely powerful, indestructible and highly reliable chase device. The second best item is the Star, you'll become invincible, able to knock away other karts, making to fly around like pop-corn. The third best item is the Thunderbolt, quite rare to obtain merely, and it's possible you can obtain only one time per race. Best Special item? The best special item would be the Golden Mushroom. Most users want to get a boost using this... I would prefer the Bob-omb item over other special items, because, like the Spiny Shell, send opposite karts to fly like pop-corn, but it is only really effective if you really know how to use. Is there a way to dodge a Spiny Shell? Certainly yes. However, it can be upredictable the moment when you try to dodge the shell, because you have less than a second to avoid it and it's successful when you duck in the RIGHT moment when the shell makes contact on you. To avoid the Spiny Shell, just have learned the drifting technique and mini-turbo performing: When you hear the shell's buzzing sound, start drifting and change the color of the sparks to blue. Once the shell locked onto you, hovering near to you about one second, the shell charges to knock your kart. During that moment, while the shell charges, release all the buttons to release the mini-turbo. Make sure you're not tilting the control stick in the process, or the shell will keep to blow you up. Avoiding the shell, it seems that the item "touches" the kart, but it does not explode and by that, the shell will go flying ahead and explode in a moment. Other ways to avoid a spiny shell can be using the star (obvious) or run at extreme speed (at least, going at 160 mph!). The latter is quite rare, and sometimes the shell couldn't reach you by moving so fast. |
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Expand Article a bit more!
Template:Series-infobox The Mario Football series, also known as the Mario Strikers series in North America and Japan, is a series of Mario soccer games. It is a Nintendo-exclusive series that launched its first game in 2005. The series only contains two games to date: Mario Smash Football and Mario Strikers Charged Football. The game can be played from one to up to four players at one time. Mario Strikers Charged Football also features Wi-Fi capability.
Mario Smash Football
Mario Smash Football, the first game in the series, was released on the Nintendo Gamecube. It featured basic rules of soccer, although having its own playing style as implied in several sport Mario games. One specialized rule was Super Strikes. Only the team captain could execute a Special Strike, and if done so perfectly, the shot would always make the goal, and be worth 2 points. There are a total of eight different playable team captains, four different sidekick players, and two different goalies. A sequel was released in 2007: Mario Strikers Charged Football.
Mario Strikers Charged Football
Mario Strikers Charged Football, the second and most recent installment in the series, was released on the Wii in 2007. Wi-Fi capability was a new addition to the game, allowing players to compete across the world over the internet. The game featured four new team captains: Bowser, Bowser Jr., Diddy Kong, and Petey Piranha, as well as four new types of sidekicks (Boos, Dry Bones, Monty Moles, and Shy Guys). The game included new fields to compete, many of them containing certain gimmick that would modify the situation of every match. For this second mainstream, the characters would have special kicks to score, like sidekicks' skillshots or the powerful Mega Strikes of the captains, which Kritter proves his potential to stop the soccer balls, under the control of the user. Also, new power-ups has been added for each team captain, known as Super Abilities.
Game Techniques
Just as in real soccer, in the Mario Football series, characters can use different kinds of moves that allow to the player to master any match.
- Pass: One of the most basic moves consist of giving the Soccer Ball to the team's player. In Mario Smash Football passing a ball quickly would make the goalkeeper to react slowly for the ball. In Mario Strikers Charged Football, a pass could charge the ball to a higher power, giving more possibilities to make a reliable score.
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Characters
Captains
Captains are the leaders of the team who always hold the soccer ball when a match starts. Captains are unique because they have the most powerful special abilities that would change drastically any match if performed. In Mario Smash Football, they had the ability to make double goals using their Super Strikes. For the Wii game Mario Strikers Charged Football, they were capable to use Mega Strikes to make many goals in a row as well as using their Super Abilities against the opponents.
Sidekicks
Sidekicks are the captain's helpers and make up the rest of the team. Unlike catains, sidekicks don't have many special moves, though in Mario Strikers Charged Football they are masters of special kicks called Skillshots. Using this ability, a sidekick is able to perform a powerful shot that can stun the goalkeeper for a time or pull off a reliable score once upon charged completely the soccer ball.
Sidekick | Appearance | Class | Skillshot (MSCF) | |
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MSF | MSCF | |||
Toad | Playmaker | Fire Meteor | ||
Hammer Bro | Deffensive | Hammer Throw | ||
Koopa Troopa | Balanced | Shell Smash | ||
Birdo | Agressive | Extreme Egg | ||
Boo | Playmaker | Possess | ||
Dry Bones | Defensive | Shocker | ||
Shy Guy | Balanced | Bullet Bill Blast | ||
Monty Mole | Aggressive | Dirt Drill |
Goalkeepers
Goalkeepers will prevent that the opponent make goals in his team's field. In field, the goalkeeper is able to hit and knock opponent players going for the ball. In Mario Smash Football and Strikers Charged Football, Kritters take the role of the team's goalkeeper - as for the Super Team it is the Robo-Kritter. Although the goalkeeper is immune at any hit, he can remain momentarily stunned or dizzy by a powerful shot like a charged shot or a Super Strike.
In Strikers Charged Football, goalies learned a new move which allows them to stop incoming shots caused by the captains' Mega strikes. The player itself controls Kritter's hands to block every shot.