Mario Strikers Charged
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Mario Strikers Charged (known as Mario Strikers Charged Football in Europe and Oceania, and as Mario Power Soccer in South Korea) is a Mario soccer Wii game and the sequel of Super Mario Strikers, developed by Next Level Games. Up to four players can participate in this game as play soccer, attempting to kick the ball into another opponent's goal; the soccer in this game, however, has several differences than the real soccer, such as the ability to tackle other players with minimal penalty, using Mario-themed items to give players an advantage over their opponents, and playing with stage hazards effectively. This game places a higher emphasis on individual character attributes compared to its precedent, by not only assigning stats, but by also giving team captains a unique Super Ability and the Mega Strike, an opportunity to score up to six goals. Meanwhile, a team itself can be composed of several different Mario species, each with also unique attributes including Skillshots. Another introduced mechanic is the power level of the ball. Indicated by the color of the glow, the shots of the ball become more quick and powerful the more active it is, thus making it easier to score goals with. The game, as its predecessor, also stylistically differs from most Mario games with more realistic sci-fi tones, from the menu interface to the stage designs, in contrast to the more common bright and whimsical cartoon themes.
In addition to the local single-player and multiplayer modes, the game also features online regional multiplayer, which uses the Nintendo Wi-Fi Connection. Unlike most games that have Wi-Fi features, Mario Strikers Charged's game data can be copied (but not moved) onto an SD card. However, all Wi-Fi related data cannot be copied.
Rules of Strikers and Game Play
As mentioned above, Mario Strikers Charged is based on street football. However, the sport played is much more physical. Two teams of four (not counting goalie) face off against each other to kick the ball into the goal within the time limit ranging from two to five minutes (three as the default amount). They may also choose to compete to reach a certain amount of goals first. When the time runs out, whoever has the most goals (or the next goal, if sudden death occurs) wins the match. If the score is tied at the end of the set amount, the current music will change and the alarm will sound, signaling sudden death. 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. The information regarding use of items and special aspects of stadiums are found in their respective sections in this article.
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
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 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, they will dribble instead. Advanced players can press to kick the ball in front of the character (chipping), losing possession, but slightly charging the ball (see more).
Deke: An advanced skill for the player with the ball, pressing 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 been repeatedly passed between members of the same team. is used for passing. 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 is pressed. Shots can be charged by holding to increase their chances of success. Players can pull off fancy flip shots to shoot if they hold as they receive passes.
Clear: When a player has the ball on their side of the field, pressing allows them 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 them, 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 . 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 Nunchuk. 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 , 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 than the standard shot, a Mega Strike is performed when a captain fully charges their shot. To perform this move, the player holds to charge until a meter appears. Through proper timing, the player determines the number of balls as the meter swings to the left (from 3-6, increasing from 4 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. Pressing the button activates the item. If the player is not playing as the Captain, the computer performs the move instead. Super Abilities are the most devastating when used to free up a captain for the Mega Strike. The background music changes when Mario or Luigi activates their Super Ability.
Special Sidekick Skills
Skillshot: Much like a Mega Strike, the SkillShot is performed by holding down until charging is complete. The resultant shot is coupled with an attack on the goalie. Depending on the sidekick, the shot will be different.
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 too long or make contact with the goalie while he holds the ball, he attacks either by kicking or hitting them.
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 to move the hands of the goalie, represented by two hand icons. When a ball approaches, pressing deflects and destroys it. Depending on the speed of the balls set in the opposing Mega Strike, the player has a few seconds for each ball or less.
In previous Strikers tournaments, a ball resembling the traditional 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 players. 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 begin to power back down, from white to purple. Charging a shot has the same effect as passing, and if one has enough time, one can simply charge a shot and then pass before actually shooting to speed up the ball charging process.
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.
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.
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.
Super Ability Items
A Super Ability item, represented by icons the team Captain's head, allow the Captain to use his or her Super Ability. The effects of each Super Ability are different. Depending on the captain, Super Abilities can be either offensive, defensive, or both. The Super Ability items are most effective when used to clear a field before performing a Mega Strike as an example Luigi's special item can allow him to stomp on the other team and then use his Mega Strike. The list of Super Abilities can be seen in the Captains' table.
Modes of Play
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 to four 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 three cups. As the mode progresses, its difficulty increases. Alternatively, players can choose to play in Extreme Mode, which makes the game difficult from the start. The mode uses a tournament ladder or the table system seen in Super Mario Strikers.
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. Matches such as 1 vs. 1, 2 vs. 2, 1 vs. 2, and 1 vs. 3 are possible. All four players can cooperate against a CPU player.
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 the goalie being very weak to charged shots, the opposing team leading by five 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 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 faced 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
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.
Random matchmaking is possible 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 week time period. Points earned in unranked matches are not counted. These points are scored by winning matches (ten points), scoring goals (one for each goal, but goals after ten in a game do not count), and not disconnecting and taking a loss (one point). The player will lose points if he or she disconnects.
The players will be able to choose from any captain to play as in WFC Mode, even if they haven't unlocked the unlockable captains.
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 a theme song that plays when they score a goal and during their home entrance.
The captain is the leader of the team and the only character that can perform the Mega Strike. Captains also may receive a special item, the Captain Ability.
Sidekicks comprise the rest of the team. They share stats with captains in the same category, but instead of Mega Strikes, they perform a variety of Skillshots exclusive to the sidekick's species. Unlike Super Mario Strikers, Mario Strikers Charged allows for different types of sidekicks to be chosen instead of one type per team.
Character Type Stats
Each character type has its own stats. Since everyone of each specific type will always have the same stats, only the stats for each type will be shown instead of for every character.
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. Along with the ten new fields, the seven classic stadiums from the previous game are also playable, which makes a grand total of seventeen stadiums.
The ten new fields are referred to as “The Arenas” in-game. Most of these fields are dynamic, featuring new dangers and events. There are six unlockable stadiums.
All of the original seven courses from Super Mario Strikers are playable. Known as “The Classics,” they have no new additions in this game other than slight aesthetic changes. 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. None of these courses have a gimmick other than electric fences.
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). After the cup is won and the player have started the Road to Strikers Cup again, the cup holder will be randomized to other captains.
Winning each cup results in unlocking the defending champion. The Qualifying rounds are played Robin-Round style: a win (W) is worth three points, a loss (L) 0 points, a sudden-death loss (SD) one 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 both in a Cup unlocks a new course for Domination Mode.
The Striker Cup has ten teams that play nine qualifying rounds, each playing each other once; eight teams advance to four quarterfinals, two semi-finals, and one final, 3-game series with defending champion Petey Piranha.
Challenges can be played in Striker Challenges mode. Each challenge the player beats will unlock a new cheat.
Till Sudden Death Do Us Part!
Number of players: 3
This Monkey Shines!
Battle For The Crown!
Brick Wall Baby!
A Stunning Situation!
Three Goals Away!
So Far Behind...
Tag Team Tussle!
Number of players: 2
Against All Odds!
Pre-release and unused content
There are unused texture files found in the game's ISO containing alternate colors for Princess Peach and her team. These alternate colors depict Peach and her team as light blue and yellow.
References to other games
Names in other languages