Mario Strikers Charged

Mario Strikers Charged (also known as Mario Strikers Charged Football in Europe and Australia, and Mario Power Soccer in South Korea) for Wii is the second game in the Mario Strikers franchise, preceded by the Nintendo GameCube title Super Mario Strikers. 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.

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 can't be copied.

Rules of Strikers and Game Play
As mentioned above, Strikers is based off of soccer. 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, sudden death will commence, in which 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, he or she 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 his or her side of the field, pressing 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. 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 his or her 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.

Goalie/Keeper
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 Wii Remote 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.

Metallic Ball
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.

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 lose 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 it does 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 that gets hit falls and is stunned for a brief moment.
 * Giant Green Shells: Unlike its miniature counterpart, the Giant Green Shell is a devastating item. While its movement pattern is the same, it does not disintegrate upon its first impact with an item or player. Any players that get hit by this green shell gets buried and is stunned for an amount of time. 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 always reach targets. Often, one breaks 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. Blue Shells bounce off walls until they come in contact with a player or break. 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 more times than the Green Shell can 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; they last longer. 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: Some of the most devastating items in the game, Bob-ombs come in sets of three or five, deployed in front of the player with the ball, or the player closest to the teammate with the ball. All players caught in the blast radius, excluding the user, are affected by the blast.. 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. All players caught in the blast radius, excluding the user, are affected by the blast. 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 him or her into the ground, the Chain Chomp can easily turn the tide of the game, although it will not hesitate to strike the user and his or her teammates if they are in the way. If the user's team is not in possession of the ball, the Chain Chomp falls onto the pitch right on top of the player in possession. The item is very rare, and it mostly appears if a team is losing badly.

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. (The size increase is negligible.) 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


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.

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. 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
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.

Characters
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. It also outlines each character's personality from Peach's Techno, Wario's Polka, Bowser Jr.'s Surf Rock, Birdo's remix of The Turkish March, Luigi's flamenco, and more.

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

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.

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.

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. 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 Arenas
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.

The Classics
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.

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). 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.

Fire Cup
The Fire Cup consist of four teams that play six qualifying rounds, each playing each other twice; two teams advance to 1 final, 3-game series with defending champion Bowser Jr.

Crystal Cup
The Crystal Cup has six teams which play ten qualifying rounds, each playing each other twice; four teams advance to two semi-finals and one final, 3-game series with defending champion Diddy Kong.

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

Til Sudden Death Do Us Part!
Difficulty: Novice Character: Mario Opponent: Donkey Kong Stadium: The Vice Official Description: Mario and DK are locked in mortal conflict. Heading into Sudden Death at the Banana Cup! It's come down to the final goal of the match. Can Mario pull off this victory and dethrone the defending Champion!? Cheat: "Classic Mode" - Turns off Mega Strikes and Skillshots.

Sibling Rivalry!
Difficulty: Novice Character: Luigi Opponent: Mario Stadium: The Wastelands Official Description: 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? Cheat: "Safe Mega Strike" - Once a Mega Strike charge is initiated, it cannot be stopped by anybody except goalies.

This Monkey Shines!
Difficulty: Professional Character: Donkey Kong Opponent: Petey Piranha Stadium: Stormship Stadium Official Description: 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! Cheat: "Super Captains" - The only items received are Super Ability items.

Battle For The Crown!
Difficulty: Professional Character: Peach Opponent: Daisy Stadium: The Vice Official Description: 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? Cheat: "High Voltage" - Simply being adjacent to electric fences electrify players.

Brick Wall Baby!
Difficulty: Superstar Character: Daisy Opponent: Waluigi Stadium: The Lava Pit Official Description: 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? Cheat: "Devastating Hits" - All players' tackling power becomes maxed.

A Stunning Situation!
Difficulty: Superstar Character: Wario Opponent: Diddy Kong Stadium: The Underground Official Description: 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? Cheat: "No Power Ups" - Removes all items from the game.

Three Goals Away!
Difficulty: Superstar Character: Waluigi Opponent: Luigi Stadium: Thunder Island Official Description: 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... Are his Storm Cup days coming to an end, or just beginning? Cheat: "Secure Stadium" Stadium events will not occur.

So Far Behind...
Difficulty: Legend Character: Yoshi Opponent: Wario Stadium: The Sand Tomb Official Description: Wario is leading 5-0 against Yoshi. Yoshi must make a comeback and win in 1 minute and 8 seconds! Cheat: "Power Shortage" - Electric fences are disabled.

Zero Tolerance!
Difficulty: Legend Character: Bowser Opponent: Peach Stadium: Konga Coliseum Official Description: 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 their eight consecutive clean sheet against Peach. Can he topple the Pink Powerhouse and set the record? Only time will tell! Cheat: "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!
Difficulty: Legend Character: Petey Piranha Opponent: Donkey Kong Stadium: Pipeline Central Official Description: 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? Cheat: "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!
Difficulty: MegaStriker Character: Bowser Jr. Opponent: Bowser Stadium: The Lava Pit Official Description: It's the final of the Mushroom Cup. Bowser Jr. is facing his arch-rival and father, 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? Cheat: "Always Sidekick Skillshot" - Every shot the sidekicks fire is a Skillshot.

Lucky Seven!
Difficulty: MegaStriker Character: Diddy Kong Opponent: Yoshi Stadium: Crystal Canyon Official Description: 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? Cheat: "Custom Power Ups (All sets)" - Allows players 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 players automatically receive new items every few seconds.

Quotes

 * For a full list of quotes, see here.

Trivia

 * This game is the first and only of the Mario spin-off series to get a rating above E.
 * A pack of eleven top trumps were released to promote the game. The cards were all the Captains, excluding Petey Piranha.
 * The player never plays against Bowser Jr. in the Challenges game mode; the player faces Donkey Kong twice.