Mario Strikers Charged


 * For Other Uses See Mario Strikers.

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 will utilize Nintendo Wi-Fi Connection.

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 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
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 use the C and Z Buttons to pull off fancy maneuvers. It is unconfirmed if dashing is one of these. In Super Mario Strikers, this allowed for extreme speed, but gave players less control over the ball.

Faking: An advanced skill for the player with the ball, pressing the Control Pad allows captains to fake in that direction, dodging opponents moving in for the tackle or steal.

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. If the advanced version of the move made the cut from the previous game, players will be able to pull off fancy flip shots 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 right. When the meter moves back towards the left, proper timing determines ball speed. For example, lining up speed directly on the orange marker allows for the fastest available shot. 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
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.

Metallic Ball
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 will be 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, multiple balls fly towards the goalie. It is unconfirmed if the ball splits into multiply balls or more balls appear.

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 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 tourament 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, but whether all four players can cooperate is unknown.

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.

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.

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.

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
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.

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

Mario

 * Character Type: Balanced
 * Mega Strike: Mario turns into a fiery Metal Mario before mashing the ball.
 * Super Ability: “Super Mario!” Mario grows in size and becomes nearly invincible for a limited time, as if he had eaten a Mega Mushroom
 * 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
 * Ground Entrance: Mario runs up to the opposing sidekicks and tips his hat combatively.
 * Air Entrance: Mario falls from the sky, arms outstretched, making a perfect landing when he reaches the field.
 * Theme: 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 goallie.
 * Super Ability: “Super Luigi!” Luigi grows in size and becomes nearly invincible for a limited time, as if he had eaten a Mega Mushroom.
 * 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
 * Ground Entrance: Luigi scuffles his feet around in place for a bit and say "Come on" while making a gesture with his hands.
 * Air 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!” Using a special camera, Peach can freeze all players around her in place temporarily in a photograph.
 * Deke: Like toad, peach makes a summersault, 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
 * Ground Entrance: Peach gets up from crouching position and struts forward the field in a suggestive manner, saying "Come on, bring it!".
 * Air Entrance: After falling from above Peach lands in a crouched position and says, "Peach!" as she stands ready for the match.
 * Theme: Techno

Daisy

 * 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!” A ring of crystals shoots out of the ground in a circle around Daisy, knocking out anybody near them and shortly protecting Daisy.
 * Deke: Daisy spins 1 round and then disappears and she moves forward a little, then she appears again, just like dry bones.
 * Uniform: Daisy wears orange gear with teal, white, and yellow accents.
 * Second Uniform: Daisy wears teal gear with orange, white, and yellow accents.
 * Team Emblem: Signature teal and yellow daisy emblem.
 * Team Number: 9
 * Ground 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.
 * Air Entrance: Daisy falls to the ground grunts and exclaims "Huh!" while lifting her head.
 * Theme: Industrial Rock

Yoshi

 * 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 swallowing and spitting out the ball towards the goalie.
 * Super Ability: “Egg Roll!” Yoshi turns into a giant Yoshi Egg, and is able to roll around and crush opponents. If Yoshi does not have the ball in his possession when he does this, he will not be able to gain possession of it while rolling around. Pressing the B button will instantly cancel the move.
 * Deke: Yoshi will quickly flutter jump forward a small distance.
 * Uniform: Yoshi wears green gear with white and blue accents.
 * Second Uniform: Yoshi wears orange gear with blue/dark-purple accents.
 * Team Emblem: Yoshi egg.
 * Team Number: 8
 * Ground Entrance: Yoshi appears and punches/kicks the air a few times while fighting movie sound effects play.
 * Air 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

 * 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!" Wario releases nauseous gas, which confuses all surrounding players, making them run around in a random path.
 * 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: Pitchfork “W” emblem.
 * Team Number: 00
 * Ground Entrance: Wario jumps in and moves his finger across his throat to signify the opposing team's going down.
 * Air 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: Goofy Country

Waluigi

 * 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!” Waluigi leaves a trail of thorn bush walls, allowing him to enclose an area, shielding it from opponents, and initiate his Mega Strike. Waluigi has a limited supply of this ability, as such, there is no time limit, and he can keep using it until his supply runs out.
 * 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: "Γ" logo.
 * Team Number: 0
 * Ground Entrance: Waluigi jumps in and makes a funny face at the opposing team, then crosses his arms and looks to the side.
 * Air Entrance: Waluigi plummets to the ground with an outstretched fist facing downwards and strikes a pose.
 * Theme: Country Banjo

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!” By pounding the ground, DK sends shockwaves in a small circle-shaped area, stunning all who touch them.
 * 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.
 * Second uniform: Purple
 * Team Emblem: “DK” emblem.
 * Team Number: 55
 * Ground Entrance: DK pounds his chest, then smashes a fist into the ground.
 * Air Entrance: Falling from the sky, DK shakes the field upon impact and stares down his opponent.
 * Theme: African Drums

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!" Diddy creates a vertical beam of light. Anybody who steps into it (Diddy himself excluded) will be sucked out of the field for about 15 seconds. The beam itself only stays for about 3 seconds, so it is best used around clusters of opponents.
 * Deke: Diddy backflips over opponents.
 * Uniform: Yellow and red
 * Second uniform: Purple
 * Team Emblem: The star from Diddy's shirt.
 * Team Number: 5
 * Ground Entrance: Diddy holds a banana in a threatening way while making angry sounds.
 * Air Entrance: Diddy dives down with an angry look on his face and pounds the ground quickly.
 * Theme: Indian Chant

Bowser

 * Character Type: Power
 * Mega Strike: Bowser jumps into the air, turns into a demon, and kicks the ball at the goal.
 * Super Ability: "Fire Storm!" Bowser is able to spray fire around himself temporarily, burning all who touch it. Those burned lose all control and will run around randomly.
 * Deke: Bowser hides in his shell, which knocks out anybody who runs into him.
 * Uniform: Orange armor with green accents.
 * Team Emblem: Flames errupting from a spiked shell.
 * Team Number: 66
 * Ground Entrance: Bowser roars very hard and sticks his claws into the air.
 * Air Entrance: Bowser falls, arms outstetched, 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. Bowser Jr. roars, sending out small sonar waves in front of him. Anybody who touches them will shrink, and is temporarily stunned. After no longer being stunned, they will move more slowly before eventually growing back to full size.
 * Deke: Bowser Jr. jumps into the air and creates a ball of fire below him.
 * Uniform: Orange
 * Secong uniform: Yellow
 * Team Emblem: His wristband
 * Team Number: 6
 * Ground 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.
 * Air Entrance: Bowser Jr. falls and, just before landing, he turns and spins a few times in his shell before striking a pose.
 * Theme: Retro Surf

Petey Piranha

 * Unlocked By: Clearing the Striker Cup
 * Character Type: Power
 * Mega Strike: A flower comes up underneath Petey, and closes Petey in it's bulb. The flower grows extremely high, and, when it has reached the top, bursts open, as Petey spits the ball out of his mouth at full force.
 * Super Ability: "Mud Slinger!" Petey is able to vomit 3 balls of goop onto the ground in front of him. Anybody hit by them will be stunned. After hitting the ground, they will form small circles. Anybody who runs through these will be slowed down. Petey can keep using this ability until it runs out.
 * Deke: Petey wobbles his head back and forth quickly, knocking out anybody who hits it.
 * Uniform: A Big helmet and Body Armor
 * Team Emblem: His head
 * Team Number: Unconfirmed
 * Ground Entrance: Unconfirmed
 * Air 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 Bros.
A powerhouse since their first appearance in Super Mario Bros, the Hammer Bros. continue this tradition in their second foray onto the soccer pitch. Hammer Bro. truly shines when passing and shooting, although he is not good at defense. One of the slower characters, he cannot run or attack very well. Hammer Bros. possess a very useful deke, that lets them jump up and slam a giant hammer into the ground, in order to keep attackers away.


 * Character Type: Offensive
 * Skillshot: “Hammer Throw” The Hammer Bro throws a row of 5 hammers onto the ground. These will knock out anybody they hit, including the goalie. As such, if it used at the right spot, this guarantees a goal. If not used near the goal, the hammers will temporarily form a wall, exploding and stunning people a few seconds later.
 * Theme: A fast-paced remix of Charged's very own main theme song.

Toad
Energetic to the extremes, Toads effectively utilize their energy when playing strikers, especially when passing or running. However, their shots are lacking in strength. Players would be wise to only have Toads make shots only when close to the net. Also, his hits and steals are lacking. As a deke, Toads can perform a backflip, much like Diddy Kong.


 * Character Type: Playmaker
 * Skillshot: “Fire Meteor” When Toad shoots the ball, it becomes incased in a gigantic fireball that leaves a trail as it careens towards the goal. If it hits the goalie, the goalie's hands will be on fire.
 * Theme: Techno remixed tune.

Koopa
While they are long time players in the Strikers games, Koopas have only average skills, but they do so consistently. They adapt well to any situation, but the more advanced player may prefer to choose a more specialized sidekick. Koopa Troopa's deke makes him roll away a tiny distance in his shell quickly.


 * Character Type: Balanced
 * Skillshot: “Shell Smash” Koopa Troopa encases the ball in a Dry Bones shell and shoots it at the goalie to daze him.
 * Theme: Unconfirmed

Birdo
Despite an effeminate appearance, Birdos hit the hardest of any of the sidekicks. On top of this, they are famous for their shooting, especially when a shot is turned into a Skillshot. Birdo's deke makes her spin around in place quickly, deflecting any attackers.


 * Character Type: Power
 * Skillshot: “Extreme Egg” Encasing a ball in a giant egg, Birdo sends an unblockable shot screaming towards the keeper. However, if a sidekick stands in the way of this egg, it will break.
 * Theme: A piano ballet tune.

Boo
Boo is one of the fastest characters in the game, second only to Dry Bones. However, what they have in speed, they lack in power, as their shots are neither fast, nor very strong. Boo's deke temporarily makes him less visible, and also teleports him forward a tiny bit.


 * Character Type: Playmaker
 * Skillshot: Name unknown. Boo encases the ball inside himself, then shoots towards the goal, having a small chance of going directly through the goalie.
 * Theme: A remix of the merry-go-round theme from Big Boo's Haunt from Super Mario 64.

Dry Bones
Dry Bones is the fastest character, and is useful to quickly run in and try to score. He possesses a deke that makes him crumble, and reassemble a small distance away, which can be used to easily fool the goalie and score. This is similar to Waluigi's defensive move.
 * Character Type: Defensive
 * Skillshot: “Shocker” Dry Bone's Skillshot encases the ball in an electric orb that flies towards the goal. If it hits the goalie, or anybody else, they will be temporarily stunned.
 * Theme: Rap-style background music.

Monty Mole
Monty Mole is the slowest sidekick in the game, but he makes up for this by being extremely strong, and possessing a skillshot that guarantees a goal if executed correctly. As a deke, he can burrow into the ground on the spot and pop back up, knocking out anybody near him.
 * Character Type: Power
 * Skillshot: “Dirt Drill” Monty Mole burrows underground with the ball, and digs a small tunnel towards the goal, where he pops up and rams towards the goal in hopes of scoring. If this move is performed at the correct distance, Monty will pop up directly under the goalie, knocking him out and thus scoring a guaranteed goal.
 * Theme: A fast paced tune.

Shy Guy
Shy Guy shares many of Toad's characteristics. However, when he performs his Skillshot, he travels with the ball towards the goal, unlike Toad who stays in place. As a deke, he can hop around quickly.
 * Character Type: Balanced
 * Skillshot: “Bullet Bill Blast” Shy Guy makes a Bullet Bill appear out of nowhere, hops on it, and shoots towards the goal. Once it has hit something, it will explode, knocking everybody around it down except Shy Guy himself, who flies into the air a bit. If executed correctly, this means he can quickly fall back on the ground and shoot the ball into the goal while everybody's stunned.
 * 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.

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.


 * Capacity: Unconfirmed
 * 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.


 * Capacity: Unconfirmed
 * 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 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.


 * Capacity: Unconfirmed
 * 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 you play in Strikers ABC mode. This course does not feature seating for fans.


 * Capacity: Unconfirmed
 * Course Element: Electric Fence. This course is very basic, just 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.


 * Capacity: Unconfirmed
 * Course Element: Lava. Periodocally, 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.

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


 * Capacity: Unconfirmed
 * Course Element: Ice, lightning, electric fence. Because of the contant 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.


 * Capacity: Unconfirmed
 * 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.

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.


 * Capacity: Unconfirmed
 * 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.


 * Capacity: Unconfirmed
 * 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.

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.


 * Capacity: Unconfirmed
 * 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.

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.


 * Capacity: 15,000
 * 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.


 * Capacity: 15,000
 * 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.


 * Capacity: 35,000
 * 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."


 * Capacity: 42,000
 * 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."


 * Capacity: 31,000
 * 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."


 * Capacity: 68,000
 * 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.


 * Capacity: 50,000
 * 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
Fire Cup Crystal Cup Striker Cup

Challenges
Challenges can be played in Striker Challenges mode. Each challenge you beat will unlock a new cheat.

Challenge 1

 * Name: Till Sudden Death Do Us Part!
 * Difficulty: Novice
 * Character: Mario
 * Opponent: Donkey Kong
 * Stadium: The Vice
 * Objective: Sudden Death has started. Mario must seize a victory!
 * Cheat unlocked: Classic Mode: Turns off MegaStrikes and Skillshots.

Challenge 2

 * Name: Sibling Rivalry!
 * Difficulty: Novice
 * Character: Luigi
 * Opponent: Mario
 * Stadium: The Wastelands
 * Objective: Luigi must beat his brother, while Luigi is missing one of his teammates and is down by 2 points!
 * Cheat unlocked: Safe MegaStrike: Once a MegaStrike charge is initiated, it cannot be stopped by anybody except goalies.

Challenge 3

 * Name: This Monkey Shines!
 * Difficulty: Professional
 * Character: Donkey Kong
 * Opponent: Petey Piranha
 * Stadium: Stormship Stadium
 * Objective: DK's down by 3 points against Petey because he let a MegaStrike catch him off-guard. He has to make a comeback and win.
 * Cheat unlocked: Super Captains: The only items you receive will be Super Ability items.

Challenge 4

 * Name: Battle For The Crown!
 * Difficulty: Professional
 * Character: Princess Peach
 * Opponent: Unknown
 * Stadium: Unknown
 * Objective: Unknown
 * Cheat unlocked: High Voltage: Coming near electric fences will instantly electrify you.

Challenge 5

 * Name: Brick Wall Baby!
 * Difficulty: Superstar
 * Character: Princess Daisy
 * Opponent: Unknown
 * Stadium: The Lava Pit
 * Objective: Unknown
 * Cheat unlocked: Devastating Hits: All players' tackling power becomes maxed.

Challenge 6

 * Name: A Stunning Situation!
 * Difficulty: Superstar
 * Character: Wario
 * Opponent: Unknown
 * Stadium: Unknown
 * Objective: Wario must secure a victory, but his goalie has a headache, and is thus more prone to being stunned.
 * Cheat unlocked: No Power Ups: Removes all items from the game.

Challenge 7

 * Name: Three Goals Away!
 * Difficulty: Superstar
 * Character: Waluigi
 * Opponent: Luigi
 * Stadium: Thunder Island
 * Objective: Waluigi has received quite a trouncing in the tournament so far, and must beat Luigi by 3 or more points to carry on to the next round!
 * Cheat unlocked: Secure Stadia: Stadium events will not occur.

Challenge 8

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

Challenge 9

 * Name: Zero Tolerance!
 * Difficulty: Legend
 * Character: Bowser
 * Opponent: Unknown
 * Stadium: Unknown
 * Objective: Unknown
 * Cheat unlocked: Field Tilt: The field slants down towards the player who is on the losing hand. The greater the score difference, the more it slants.

Challenge 10

 * Name: Tag Team Tussle!
 * Difficulty: Legend
 * Character: Petey Piranha
 * Opponent: Donkey Kong
 * Stadium: Stormship stadium
 * Objective: Petey Piranha and Donkey Kong both only have one teammate (And their goalie) left. Petey must beat DK.
 * Cheat unlocked: 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.

Challenge 11

 * Name: Against All Odds!
 * Difficulty: MegaStriker
 * Character: Bowser Jr.
 * Opponent: Bowser
 * Stadium: The Lava Pit
 * Objective: Bowser Jr. has been found sabotaging items, and is not allowed to use any. He must beat his father without the aid of items!
 * Cheat unlocked: Always Sidekick Skillshot: Every shot the sidekicks fire is a Skillshot.

Challenge 12

 * Name: Lucky Seven!
 * Difficulty: MegaStriker
 * Character: Diddy Kong
 * Opponent: Yoshi
 * Stadium: Crystal Canyon
 * Objective: Diddy Kong's 7 goals away from being the player to achieve 100 total goals the fastest - He must acquire 7 or more goals in 3 minutes, and win!
 * Cheat unlocked: 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.

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: Doubel 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 as if

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
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 is 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. the effect of the star does not last long enough to perform a 5-ball mega strike.

Super Ability Items
Sometimes during the course of a game, you may receive an item that looks like the head of your Captain. When used, your Captain will use his or her Super Ability. To see what each of these is, refer to the Captains section.