Mario Super Sluggers Walkthrough

Copyright 2008 Fear316781, AKA Fearon Derry.

Let me start off by saying I've never written a walkthrough or FAQ before, so
few frills here.  Just facts. Questions for me can be emailed to
Fear316781@aol.com.  Also, thanks to Apathetic Aardvark for giving me some
clue how to write this thing.

Legal stuff--This may be not be reproduced under any circumstances except 
for personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without advance written permission. Use of this guide 
on any other web site or as a part of any public display is strictly 
prohibited, and a violation of copyright.


Table of Contents:   (parenthesis has shortcuts for searching; hit CTRL+F)

I. Introduction                                (NTRO)
     A. Main Menu

II. Characters                                 (CHRC)

III. Fields                                    (FLDS)

IV. Exhibition Mode                            (EXHB)

V. Challenge Mode                              (CLNG)
   A. Mario Stadium                    (MRST)
   B. Peach Ice Garden                 (PICG)
   C. Mario Stadium Visit 2            (MST2)
   D. DK Jungle                        (DKJN)
   E. Mario Stadium Visit 3            (MST3)
   F. Wario City                       (WRCT)
   G. Mario Stadium Visit 4            (MST4)
   H. DK Jungle Visit 2                (DKJ2)
   I. Yoshi Park                       (YSHP)
   J. Mario Stadium Visit 5            (MST5)
   K. Peach Ice Garden Visit 2         (PIC2)
   L. DK Jungle Visit 3                (DKJ3)
   M. Wario City Visit 2               (WRC2)
   N. Bowser Jr. Playground            (BWJR)
   O. Bowser Castle                    (BWCS)

VI. Minigames                                  (MNGS)

VII. Toy Field                                 (TYFD)

VIII. Practice                                 (PRTC)
   A. Pitching                         (PTCH)
   B. Batting                          (BTNG)
   C. Fielding                         (FLDG)
   D. Running                          (RNNG)
   E. Special                          (SPCL)
   F. Free Practice                    (FRPR)

IX. Unlockables                                (UNLK)

X. Other Questions                             (OTQS)


Version History

Verson 0.1 (8-29-08)
Laid the framework, started on introduction, characters, and fields.  Did 
first part of the Challenge Mode walkthrough.

Version 0.6 (8-31-08)
Added pretty much everything else to the Challenge Mode walkthrough.

Version 0.64 (9-2-08)
Added the unlockable characters to the Characters section.  Added details to 
descriptions in the Fields section.

Version 0.68 (9-3-08)
Finished adding to Fields section, started Minigames section.

Version 0.7 (9-5-08)
Finished description of minigames in Minigames section, added an Exhibition 
Mode section.  

Version 0.75 (9-10-08)
Added a Toy Field section and an Unlockables Section.

Version 0.9 (9-12-08)
Added a Practice section, included shortcuts for searching ease.

Version 0.91 (9-16-08)
Added more to the Practice section.

Version 1.0 (9-18-08)
Finished Practice section, added an Other Questions section.

Version 1.1 (9-25-08)
Updated Minigames section, added info on Minigame Madness.  Added another 
question to the Other Questions section.

Version 1.2 (8-29-09)
Updated Exhibition section, added Mii chemistry chart.


I. Introduction    (NTRO)

Mario and the gang are sailing on a cruuise ship, heading for an island.  
As they arrive, they look from a lighthouse they find a litany of theme parks,
all with baseball stadiums in them.  They turn their wii remotes into bats and
balls, and start playing on the vairous courses.  Toad gets frozen by a 
glacier trying to field a ball, Wario gets fooled by manhole, Yoshi gets 
fooled by a pipe, Diddy almost gets run over by a barrell, Wario & Waluigi 
throw bob-ombs to keep Yoshi from fielding a ball, still makes the catch.  
DK runs over Luigi at 3rd base, but he still has the ball, and DK is called
out.  Then an overhead shot of the ballpark island leads to the title: Mario
Super Sluggers.

A. Main Menu

There are 6 options in the main menu: Exhibition, Challenge, Minigames, 
Toy Field, Practice, and Records.

Exhibition--(Up to 4 players) Play a game with your choice of rules 
(how many innings, whether items/stars are allowed, etc.)

Challenge--(1 player) An adventure mode used to unlock fields, characters, 
items, and more.

Minigames--(Up to 4 players) Baseball-themed Mario minigames where you can 
try for a high score, or win coins in challenge mode.

Toy Field--(4 players) Played like a normal game, but you try to win coins 
from your opponents with each at bat for a determined number of turns.

Practice--(1 player) Learn all aspects of playing Mario Super Sluggers, 
from pitching and batting, to fielding and running, and special moves as well.

Records--(N/A) See who has set high scores in the various minigames, and who 
the former MVPs (Most Valuable Players) of Mario Super Sluggers are.



II. Characters      (CHRC)

Captains: There are 12 captains in exhibition mode, and 5 in Challenge Mode. 
The Challenge Captains are Mario, Peach, Donkey Kong (DK), Wario, and Yoshi.
The Exhibition Captains are DK, Diddy Kong, Wario, Birdo, Daisy, Luigi, Mario,
Peach, Yoshi, Waluigi, Bowser Jr., and Bowser.

There are 71 total characters in the game.  To start, you have 54 characters 
to choose from (different colors in parentheses)  They are:

Yoshi
Birdo
Daisy
Peach
Mario
Wario
Waluigi
Luigi
Donkey Kong
Bowser Jr.
Bowser
Baby Mario
Noki (Blue, Red, Green)
Toad (Red, Blue, Yellow, Green, Purple)
Toadsworth
Koopa (Green, Red)
Diddy Kong
Dixie Kong
Dry Bones (White, Green, Blue, Red/Dark)
Hammer Bro (Green/Hammer, Red/Fire, Blue/Boomerang)
Baby Luigi
Monty Mole
Toadette
Shy Guy (Red, Blue, Yellow, Green, Gray)
Paratroopa (Red, Green)
Pianta (Blue, Red, Yellow)
Boo
King Boo
Petey Piranha
Goomba
Paragoomba
Magikoopa (Blue, Red, Green, Yellow)

There are 17 unlockable characters.  They are:

Baby Peach
Funky Kong
Tiny Kong
King K. Rool
Kritter (Green, Blue, Red, Brown)
Wiggler
Blue Yoshi
Pink Yoshi
Light Blue Yoshi
Yellow Yoshi
Red Yoshi
Blooper
Baby Daisy
Baby DK



III. Fields          (FLDS)

From the start, you have five fields you can play on.

1) Mario Stadium, a baseball stadium witn no gimmicks.
2) Peach Ice Garden, an operatic stadium with an icy field.
3) DK Jungle, a stadium lurking deep in the jungle.
4) Wario City, a downtown stadium built by Wario.
5) Yoshi Park, A field inside an amusement park.

There are boards that can be unlocked.  They are:

1) Daisy Cruiser, a field on the deck of a cruise ship.
2) Bowser Jr. Playroom, a stadium inside Bowser Jr.'s room.
3) Luigi's Mansion, a ghostly nighttime stadium.  Creepy!
4) Bowser Castle, Bowser's imposing castle home.

Most stadiums can be played both during the day and at night for different 
looks.  The one field that can only be played during the day is Bowser Jr. 
Playroom.  The two stadiums that can only be played at night are Luigi's 
Mansion and Bowser Castle.  The other six can be played in either scenario.

Mario Stadium looks like a typical baseball stadium with grandstands in left 
and right fields, a giant scoreboard in center field, a light tower in 
left-center field (lit up at night), and in the background in right-center 
field are a boat and a lighthouse tower (both lit up at night), along with a 
view of the pier and the water.  This is for playing a "classic" 
baseball game, without any gimmicks on the field to disrupt fielders.

Peach Ice Garden looks like an opera house with the stage in center field, 
while the playing field looks like a baseball-themed hockey rink.  In the 
outfield are five glaciers sliding back and forth.  Three of the glaciers are 
in left, center, and right field placed fairly deep.  The other two are in 
shallow left-center and right-center field.  If a fielder runs into one of 
the glaciers, he/she/it is temporarily frozen in a sheet of ice.  

DK Jungle has a part Mayan Temple feel with a bit of the common DK jungle 
themes, like banana trees and barrel cannons.  The barrel cannons shoot 
giant barrels rolling through the outfield to plow over outfielders, 
stunning them temporarily.  Also in the outfield are flower buds that spray a 
mist when approached.  The mist will disorient the fielder.  Past the 
outfield fences are trees, tiki torches (lit up at night), and a giant DK 
statue, dressed as a tribal king, who bangs on 3 bongos in center field.

Wario City looks like a metropolis dedicated solely to Wario.  The outfield 
is all buildings with his likeness on them, the largest of which is directly 
in center field; possibly the lobby of a hotel.  The outfield fence is short 
all around, and is either red, white, and blue banners or orange and white 
construction barriers.  Obstacles for the outfielders include manholes that 
shoot up with water and directional arrows that will zip the ball whatever 
way the arrow is pointing.  Also traffic lights represent the fair/foul poles.

Yoshi Park is a baseball stadium built right inside of an amusement park.  
Behind the outfield wall is the background of a roller coaster, ferris wheel, 
and a swinging inverter ship.  As far as outfielder obstacles, there is a 
train that runs along the warning track in the outfield, and there are warp 
pipes in the outfield and along the first base and third base foul lines that 
will get in the way of a fielder or a ball's trajectory.  Piranha plants will 
pop out of the pipes if played on the night course.  If a Piranha plant 
catches the ball while in the pipe, it will warp through the pipe to 
another pipe on the field, and spit the ball out there, creating havoc for an 
unprepared fielder.

Daisy Cruiser is a field played on the bow (front, for those non-nautical 
types) of a cruiser ship.  Home plate is closest to the bow, while center 
field has the upper decks of the ship on display.  Left-center and 
right-center have stairs leading to the upper decks, and the edges of left 
and right field lead out to the water, giving you the feeling of being Barry 
Bonds (without the alleged steroids) and the Daisy Cruiser being McCovey 
Cove.  Scattered along the outfield are Cheep Cheeps; if a fielder makes 
contact with a Cheep Cheep, he/she/it is knocked over and temporarily 
stunned (stars circling around his/her/its head).  Every inning and a half 
or so, Gooper Blooper will emerge from the water and tilt the ship towards 
left or right field, so the field is slanted.

Bowser Jr. Playroom is a yellow checkered field that looks like most of it 
could be made out of Tinker Toys.  Bowser Jr. masks adorn the center field 
wall; in left-center and right-center are opened treasure chests, and on the 
left field and right field walls are 3 sets of stone Thwomps, which crumble 
when hit by a baseball.  Obstacles for the outfielders include Bullet Bills 
and Chain Chomps, which appear when the baseball rolls over a picture of one 
of them on the outfield dirt.  

Luigi's Mansion is pretty much taken from the game of the same name.  The 
park is the front yard of Luigi's Mansion.  The background behind the fences 
is Luigi's Mansion and lots of bare trees.  The obstacles in this field 
include high grass in the outfield, gravestones that can get in the way of a 
fielder, and ghosts that appear in a purple mist field when a gravestone 
is struck by the baseball.  In addition, this outfield seems to be larger 
than the rest, making it great for hitting doubles and triples, but more 
difficult to hit home runs.

Finally, Bowser Castle has a volcano background complete with flowing lava.  
There is an imposing Bowser statue in straightaway center field.  There are 
four lavafalls (like waterfalls, only with lava instead of water) throughout 
the outfield.  Embers will fall in from the behind the outfield walls, 
creating a brief, small pool of lava.  This will burn your outfielders.
To add to the obstacle fun, a Bob-Omb King floats in the outfield on a cloud, 
randomly dropping bombs near your outfielders.



IV. Exhibition Mode  (EXHB)

Playing however you feel like it, it's Exhibition Mode!  Start off by 
selecting where you want to play from the aforementioned fields.  Then, 
choose a captain.  

Your choices are (from left to right):
Donkey Kong (Barrel Ball pitch, Barrel Swing, Clamber defense)
Diddy Kong (Banana Ball pitch, Banana Swing, Clamber defense)
Wario (Phony Ball pitch, Phony Swing, Laser Beam defense)
Birdo (Suction Ball pitch, Cannon Swing, Suction Catch defense)
Daisy (Flower Ball pitch, Flower Swing, Super Dive defense)
Luigi (Tornado Ball pitch, Tornado Swing, Super Jump defense)
Mario (Fireball pitch, Fire Swing, Enlarge speed move)
Peach (Heart Ball pitch, Heart Swing, Quick Throw defense)
Yoshi (Rainbow Ball pitch, Egg Swing, Tongue Catch defense)
Waluigi (Liar Ball pitch, Liar Swing, Quick Throw defense)
Bowser Jr. (Graffiti Ball pitch, Graffiti Swing, Spin Attack speed move)
Bowser (Killer Ball pitch, Breath Swing, Spin Attack speed move)

Then, if you are facing the computer, choose the level of difficulty 
(Level 1 is Rookie level, Level 2 is Veteran, Level 3 is Pro, and Level 4 is 
All-Star).  If more than one person is playing, he/she chooses which team 
he/she wants to play on.  

Next, choose your characters.  Each captain chooses 8 more characters to fill 
up the team.  These characters can include your created Miis.  Miis do have 
chemistry with the characters in the game!  How this is determined, I have 
no idea.  My Mii is in orange, and he only has chemistry with Daisy and Baby 
Daisy.  If I figure something out, I'll post it here.

**EDIT**
Okay, after much research (and fighting laziness), I've lined up which 
characters have chemistry with which Mii color.

Red (12): Mario, Baby Mario, Red Noki, Red Toad, Red Koopa, Red Dry Bones, 
Fire Bro, Red Shyguy, Red Paratroopa, Red Pianta, Red Magikoopa, and 
Red Kritter.


Orange (2): Daisy, Baby Daisy.


Yellow (6): Yellow Yoshi, Wario, Yellow Toad, Yellow Pianta, Wiggler, 
and Yellow Magikoopa.


Light Green (2): Green Yoshi, Petey Pirahna.


Dark Green (12): Luigi, Green Noki, Green Toad, Green Koopa, Hammer Bro,
Green Dry Bones, Baby Luigi, Green Shyguy, Green Paratroopa, King K. Rool, 
Green Magikoopa, and Green Kritter. 


Light Blue (3): Light Blue Yoshi, Funky Kong, Tiny Kong.


Dark Blue (9): Dark Blue Yoshi, Blue Noki, Blue Toad, Blue Dry Bones, 
Boomerang Bro, Blue Shyguy, Blue Pianta, Blue Magikoopa, and Blue Kritter.


Pink (6): Pink Yoshi, Birdo, Peach, Dixie Kong, Toadette, and Baby Peach.


Purple (2): Waluigi, Purple Toad.


Brown (7): Donkey Kong, Toadsworth, Monty Mole, Goomba, Paragoomba, Baby DK, 
and Brown Kritter.


White (4): Dry Bones, Boo, King Boo, and Blooper.


Black (3): Bowser Jr, Bowser, and Gray Shyguy.


For whatever reason, Diddy Kong doesn't have Chemistry with any Miis. Based 
on the statistics above, it would be in your best interest to have your Mii 
character wear either red or green.  Just sayin'.

Anyway, then choose your field positions and batting order.  People with 
chemistry should be put together.  Chemistry is determined by the music note 
shown when you highlight a character or Mii.  Also, in the batting order, a 
hand is shown above each character/Mii.  This determines who is right or left 
handed.  If you swing right handed, the controls will be the same even if the 
character is batting left handed.  

Then, some last options:

Innings: How many you wish to play.  Choices are 1, 3, 5, 7, and 9.

Mercy: If after a full inning, a team leads by 10 or more runs, the game can 
be considered over, even if there are more innings to go.  Choose whether you 
want this rule on or off.  

Star: Determine whether you want to use Star Pitches and Star Swings in the 
game.  On means yes, Off means no.

Error Items: Players with chemistry can use error items when batting in 
order.  Choose whether you want to use these in the game.  Again, On means 
yes, while Off means no.

Hit the Begin button to...PLAY BALL!




V. Challenge Mode       (CLNG)

Okay, here's what most of you are here for...the Challenge Mode.

Some things to note:  Each team captain has a special ability in Challenge 
Mode that allows you to unlock everything.

They are:

Mario--Uses pipes and calls to hidden teammates (saying "It's-a-me, Mario!)

Peach--Uses her mysterious Heart Power 

Yoshi--Uses ground pounds to enter manholes and cause small tremors

Donkey Kong--Can climb vines and break wooden objects (crates, barrels) 
with his mighty hand slaps

Wario--Weilds an amazing magnet and can also open treasure chests

To get every character, you have to get all five of these captains and use 
them accordingly.

Each potential teammate has a Scout Mission for you to complete.  If you've 
done everything in the Practice Mode, these shouldn't be too difficult. 


Keep in mind that this is how things occurred when I first played the game. 
Your Scout Missions and Battle Missions may differ.  Just hold CTRL and F on 
your keyboard and type in a word or two from the mission you're trying to 
beat.  Just in case things don't sync up like they should.


That said, onto the Challenge Mode walkthrough.

------------------------------------------------------------------------------

You start off as Mario.  You find out that Princess Peach built the island 
so all of her friends could play baseball.  There are fields for everyone!
Mario, Princess Peach, Yoshi, Wario, Donkey Kong...then, out of nowhere, 
Bowser Jr. brings his castle-submarine thing, and rams it into the 
island...with Bowser in tow, of course.  He sends his minions to take over 
the island.

Mario needs to build a baseball team to challenge Bowser and his evil minions
by gathering players from across the island.

Luigi follows some of them to Mario Stadium.  
You have no choice but to follow...

******************************************************************************

A. Mario Stadium   (MRST):

After talking a bit, *New Player* Luigi joins the team!

Walking straight ahead, Red Noki is standing on a giant seashell.  
He won't join unless other Nokis join.

Have Mario check the two red rose bushes on the right side of the area 
past the shop.  They'll have 10 and 20 coins, respectively.

If you search the shop, you find that it's locked, and Blue Pianta is 
locked inside.  Bowser Jr., of course, ran off with the durn key.

Anyway, heading south toward the beach, you see a shaking palm tree.  
Mario can't do anything with it, but another captain can.

By the red and white umbrella is Blue Noki, hiding in his shell.  He'll join,
but you need to do a...

SCOUT MISSION: Use Different Swings (diff. 1 bat out of 3)
Simply, you have to hit the ball 5 out of 10 times using the swing directed.
The swings will either be normal, charged, bunts, or a Star Swing.  
If you swing and miss, it counts as one of your 10 pitches used.  There are 
no fielders, so you just need to make contact with the ball using the right 
swing.  Foul balls count as a good swing, provided you used the correct swing.

*New Player* Blue Noki joins the team!

If you try going back to Red Noki, he'll basically say one Noki isn't good 
enough for him to join, you need the rest.  So keep going.

Back to the beach, to the left of the far right umbrella is something 
scratched out in the sand:  -->  <--  <--  -->  <--
Remember that, you'll need it shortly.

Anyway, you'll also see a silhouette of Monty Mole, buried in the sand.  
You can't get him yet.  You need another captain.

Moving further left, you see Green Noki also huddled in his shell.  
Green Noki would love to join, provided another Noki is on the team.  
Since you have Blue Noki, you're good to go.  So here's another...

SCOUT MISSION: Throw a Charge Pitch (diff. 1 ball out of 3)
Pick a player to throw a charge pitch to Green Noki.  You have to throw 
3 successful charge pitches out of 10 tries.  To do this, you pull your 
Wii remote behind you (like you're throwing a baseball), and swing forward 
when the purple circles come together around the purple ring immediately 
surrounding your pitcher.

*New Player* Green Noki joins the team!

He also points out a crying baby on the dock to the left, but the bridge is 
closed and he's trapped.  You'll get to him in a moment.

First, head back to the shell, where Red Noki will finally offer to join 
your team, thankfully without a Scout Mission.

*New Player* Red Noki joins the team!

He even gives you a gift from all of the Nokis when the shell opens 
(walk toward the center, and you'll get 50 coins).

From the center of the M inside the shell, head south toward a lever machine.
You'll get stopped by a Magikoopa, one of Bowser's minions.  
Magikoopas, Dry Bones, and the Bro teams are trying to control the 

park.  Challenge them using a mission and send them packing!

BATTLE MISSION: Use Different Pitches (diff. 1 ball out of 3)
Like "Use Different Swings", throw the type of pitch listed on the screen 
to Magikoopa 5 out of 10 times.  The types of pitches are Normal Pitch, 
Charge Pitch, Changeup, and Star Pitch.

With Magikoopa defeated, head toward the lever he was protecting.  Hold the 
Wii Remote upright and slowly tilt it to the left or right 5 times in the 
right order.  Remember that 'graffiti' scrawled in the sand?  This is 

where you use it.

The correct order lowers the bridge to the dock where the crying baby is.  
Rush on over and (try to) talk to Baby Luigi.  Then...Bowser Jr. appears.  
Says he's taking over, blah blah.  You find out that Baby Mario is trapped 
inside the stadium.  Baby Luigi wants to help.  

*New Player* Baby Luigi joins the team! 

You also see a pipe.  Mario can enter it, but it leads to an island with a 
treasure chest on the Northwest corner of the board.  Of course, you need 
another captain to open the treasure chest.  So head back to the dock, and 
over to the stadium where Bowser Jr. awaits...

BATTLE MISSION: You're Down 1-0. Comeback time! (diff. 3 bats out of 3)
It's the bottom of the last inning, you're at bat.  Your team is losing 1-0.
You have runners on 2nd and 3rd base with 2 outs.  Mario is at bat, 
and you need to score 2 runs...in just Mario's at bat.  
A game-tying single won't do it here, folks.  You need to knock in both 
runners, Luigi and Noki.  Whether it's a double, triple, or a go-ahead 
(walk-off) home run, you need to knock both of them in.

Bowser Jr. cries that it was stupid, moldy, crummy luck and that he wasn't 
trying, and runs off to take over another park.  As he leaves, he drops a 
key.  I wonder what it could be to...yep, the sea hut shop.  

*New Player* Baby Mario joins the team!

Go over to the sea hut shop, and unlock the door using the Wii Remote.  
Blue Pianta comes out, and offers to join the team--without a scout mission!

*New Player* Blue Pianta joins the team!  

And his shop is open!  Buy stuff if you like, then head out of Mario Stadium.

-----------------------------------------------------------------------------

Now you have a choice of where to go.  You can go to Peach Ice Garden, DK 
Jungle, Wario City, or Yoshi Park.  Thereís no particular order to them, 
so for the sake of this walkthrough, Iíll go from left to right.  So next
up: Peach Ice Garden.

******************************************************************************

B. Peach Ice Garden (PICG):

You run into the entrance, and Red Toad is panicking like Xandir from Drawn
Together.  He tries to explain, but shows you for yourself: Daisy was turned
into a statue!  Princess Peach and Toadsworth are around somewhere, too.

He then says Toadette is somewhere near Toad Flower Garden, and to ask her
for details.  But...

Toad Flower Garden has been rearranged!  Fix the garden like a mushroom 
jigsaw puzzle.  When you do, a path appears to head to the back of the garden!
Maybe you can fix the flooded fountain, too, says she.
Toadette wants to join the team.  She won't take no for an answer.

*New Player* Toadette joins the team!

You now have 9 teammates.  You can now challenge Bowser Jr. in his playroom!
Or, you can get better teammates, because Mario, Luigi, 3 Nokis, 2 Babies, 
a Pianta, and Toadette just doesn't sound too intimidating.
Of course, I say that, try it out, and end up winning 23-0, with Mario
pitching a perfect game.  So you never know.

Anyway, back to the garden, if you go to the left, you'll find Blue Toad, who
insists on hiding because he thinks you're Bowser Jr.  So go up instead,
through the gate.  Off to the right is the flooded fountain, so straight
ahead is a circled flower area with an empty flower pot in the middle.

Mario can search the green bushes with red berries for stuff.  The bottom one
has 10 coins.  

The far left bush has...Green Toad!  And he has a...

SCOUT MISSION: Hit to Center! (diff. 1 bat out of 3)
Pick a player to bat.  That batter has 10 pitches to hit one ball to center
field.  Don't swing too early or too late.

*New Player* Green Toad joins the team!

Search the same bush for 20 coins.  Then, moving clockwise, head to the north
berry bush.  You'll find 10 coins.  Then head toward the other shivering bush
(around 4:00 in a clock face).  You'll find Purple Toad.  He'll join, if you
pass a...

SCOUT MISSION: Get a hit! (diff. 2 bats out of 3)
This is essentially batting practice with all of the fielders.  You have to
do what most major league players can't do: get a hit 3 times out of 10.
You get 10 at-bats: balls, strikes, fouls, the works.  If you get an out, it
doesn't count.  If you get a base hit, it's good.  Get three of those out of 
ten to pass the mission.

*New Player* Purple Toad joins the team!

Search that bush again for 40 coins.  Search the empty pot in the middle, and
you'll find out that it's the potted plant that Peach is growing, but no 
flowers have bloomed.  Maybe something's stuck in there?

Head up the path at the top of the circle, and you'll run into Blue Dry Bones.
He won't give up the area without a fight.  That fight is a...

BATTLE MISSION: Get an out with a buddy move! (diff 2 balls out of 3)
Pick a player to play outfield.  Using chemistry, press B for a buddy toss
(passing the ball to your buddy player), then throw a buddy strike (a fast
throw to the teammate at 2nd base).  Do this 3 out of 10 times.  Defeat 
stinks.

Head north through the bushed heart gate to find Toadsworth.  He explains
that Bowser Jr. has scuttled the drainage switch.  You need to replace where
Toadsworth is standing with something heavy to activate the drainage switch.
Something heavy...how about Daisy, since she's a statue anyway?

Head back to Red Toad.  He's got company--a Hammer Bro!  He issues a...

BATTLE MISSION: Get an out! (diff. 2 balls out of 3)
Simply put, get the batter out.  A strikeout or a play on the field are okay.

With the mission clear, Hammer Bro disappears.  Toad doesn't like the idea of
using Daisy's statue.  She could break into a kajillion pieces, however many
that is.  He's cool with it if you promise not to drop her.  Red Toad wants 
to come along, insisting on protecting her.

*New Player* Red Toad joins the team!

Run back over to Toadsworth and talk to him.  He'll tell you to place the
statue on the pedestal.  The fountain is flooded no more!  But then...

Bowser Jr. appears, and he's got Princess Peach captured!  Toadsworth says 
the hunt is on!

*New Player* Toadsworth joins the team!

And his shop is open!  Again, buy stuff if you like, then move on.

With the fountain cleared, head up to where Bowser Jr. and Peach are at the 
stadium base.  He says there's no way you're beating him.  He provides you 
with a...

BATTLE MISSION: Win the game! (diff. N/A)
Choose your 9 best players to face off against Bowser Jr., 4 Magikoopas, and 
4 Dry Bones in a 1-inning game.  In that one inning (or more, if the score 
is tied after 1 inning), you need to score more runs than Bowser Jr.'s team.

After losing, Bowser Jr. runs off to take over another ballpark.  Meanwhile, 
back at the garden, Peach is safe, but Daisy is still a statue.  Or is she?
Your victory over Bowser Jr. turns Daisy back to her normal self.  Before 
you get Daisy, Peach wants to accompany you.  She can use her Heart Power to 
find teammates!

*New Player* Peach joins the team!  You have a new captain!  Plus, the 
Cruiser Pass is available in the shop for 300 coins.  I'd wait, especially 
since you should only have 160 coins if you've been following this 
walkthrough.

At this point, I would switch over to Peach.  Before heading over to get 
Daisy by the shop, stop at the circular flower garden with the empty pot in 
the middle.  Have Peach use her Heart Power to investigate.  It's Petey 
Piranha!  He wants you to complete a...

SCOUT MISSION: Hit to all fields! (diff. 3 bats out of 3)
Choose a batter to face Petey Piranha's pitching.  Hit the ball in the area 
shown.  Succeed 3 times in 10 tries to proceed.  You'll be told before each 
pitch where to hit the ball (left, center, or right).  Hit to the correct 
spot 3 times in 10 pitches.  For those familiar with Wii Sports, this is 
very similar to the Swing Control in Training Mode.

*New Player* Petey Piranha joins the team!

Roses now bloom where the empty pot was.  Now head back toward the shop where 
Daisy is.  She hops off of the pedestal...and the fountain floods again. This 
will never do.  She hops back on so you can find a replacement weight.
Toadsworth says he saw a Toad statue in the vicinity.

Now head back through the mushroom shrubbery puzzle down to the left where 
Blue Toad is.  He's guarding the area for Princess Peach...only she's with 
you.  So he's tagging along. He says he hid the statue in the shrubbery, and 
that he's completed his duty.

*New Player* Blue Toad joins the team!

There's a blue manhole with an egg emblem behind where Blue Toad was 
standing.  The egg emblem only means one thing--Yoshi.  You'll get back to 
this later.  Anyway, onto getting the Toad Statue!

The shrubbery Toad is referring to is off to the right of the entrance, where 
you initially saw the Daisy statue.  There are three Toad shrubberies.  Using 
Peach's Heart Power, the left shrubbery is shaking.  Out pops Baby Peach!
She's scared and was hiding.  You need to show her your strength and 
reassure her!  The only way to do that is with a...

SCOUT MISSION: Get an out with a quick throw! (diff. 2 gloves out of 3)
This is a special ability mission.  You need to select a player who can 
execute a quick throw.  The only person on the team with that ability (at the 
moment) is Peach.  Peach plays shortstop in this one.  You have 10 tries to 
make 3 outs at first base by using a quick throw.  It's pretty much practice 
of fielding ground balls at shortstop and throwing quickly to first base.
Much easier than it sounds.  

*New Player* Baby Peach joins the team!

*Lakitu Notice* Baby Peach is ready to go! (unlocked for all modes)

Search the same shrubbery Baby Peach was in using Peach's Heart Power for 
20 coins.  Then head to the center shrubbery and use the Heart Power to find 
the Toad Statue!  Search it again for 5 coins.  Search the right Toad 
shrubbery for 5 more coins.

Go back to Daisy, and she'll hop off of the pedestal so you can use the Toad 
Statue.  That solves that problem.  Now Daisy can join!

*New Player* Daisy joins the team!

That'll be all for Peach's Ice Garden for now.  Back to the lobby to pick 
another stadium!

------------------------------------------------------------------------------
Just as a checkup, at this point, you have 18 players on your roster.

Time to make a quick trip back to Mario Stadium, as there is something 
that can be done with Peach on the roster.

******************************************************************************

C. Mario Stadium (visit #2) (MST2):

Head down to the beach where Monty Mole is buried in the sand.  Use Peach's 
Heart Power to wake him from his spectacular nap.  He gives you a...

SCOUT MISSION: Get an out with a quick throw! (diff. 2 gloves out of 3)
This is a special ability mission.  Select a player who can execute a quick 
throw (either Peach or Baby Peach this time).  You have 10 tries to 
make 3 outs at first base by using a quick throw.  It's pretty much practice 
of fielding ground balls at shortstop and throwing quickly to first base. 
Seriously, didn't you just do this maybe 3 or 4 minutes ago?  Oh, well.  At 
least it's all fresh in your mind.  

That said, Monty claims he'll give 110%, even skipping his naps!

*New Player* Monty Mole joins the team!

Okay, that's all for Mario Stadium.  Moving on to someplace new--DK Jungle!

******************************************************************************

D. DK Jungle     (DKJN): 

You immediately see Donkey Kong, who says that Bowser Jr. arrived a little 
while back.  He dropped the log bridge and ran off!  The gap across the river 
is too wide to jump.  DK isn't bright enough to see the giant crate behind 
him, so you'll need to go over and search it for him.  DK comes over, smashes 
the crate, and there's a barrel cannon inside it to shoot you over the river. 

Before you transport over, switch back to Mario.  Search the two red-flowered 
plants on the left side for 10 and 5 coins, respectively.  Now take the 
cannon over to the other side.  Immediately you hear a scream for help.  It's 
Dixie Kong.  Before you head over to her, search the red flowers at the top 
of the screen for 20 coins.  Then head south of the giant tree for another 
red flower bed with 5 coins in it.  

Then head over to Donkey Kong, who is confronting a Dark Bones trying to harm 
Dixie Kong.  Dark Bones issues a challenge via a...

BATTLE MISSION: Steal a home run with a buddy jump! (diff. 2 gloves out of 3)
Select any character.  Dark Bones will hit a fly ball deep to the outfield.  
Perform a buddy jump off a player with whom you have chemistry to steal the 
home run!  This is a timing thing.  Pretty much when the shadow of the ball 
is just in front of you, tap the A button twice to perform the buddy jump.
Perform 3 successful buddy jumps out of 10 tries to complete the mission.

With Dark Bones defeated, Dixie lays out Bowser Jr.'s plans to take over the 
ballpark.  He's trying to take their stone tablet from atop the hill.  DK 
charges ahead before we get an explanation.  The stone tablet is a switch 
that activates the stone bridge to the ballpark.  Bowser Jr. broke the tablet 
into pieces and hid the pieces.  Dixie saw something near the back of the 
sign at the entrance.  

Take the cannon back toward the entrance, and look behind the EXIT sign.  
You've found a tablet piece!  Now head back to Dixie Kong.  You find out that 
there's three pieces total.  

*New Player* Dixie Kong joins the team! 

DK climbs back down to meet you, and admits he's clueless.  Dixie suggests 
that Mario and crew handle things, but DK wants to see what you're made of. 
So he gives you a...

SCOUT MISSION: Get an out! (diff. 2 balls out of 3)
Choose a pitcher.  Pitch against the power-slugging DK.  Get him out, just 
like the Battle Mission against Hammer Bro to get Red Toad from Peach Ice 
Garden.  A strikeout or on the field will do.

*New Player* Donkey Kong joins the team!  You have a new captain!

If you find barrels or boxes, DK will crush them with his hand slap.

Switch to DK so he can climb the vine.  At the top of the hill is Diddy Kong. 
He explains the switch to activate the stone bridge, and says that a Bowser 
Jr. minion headed down the other vine on the hill and got away.  Time to go 
after him!  

Climb down the vine on the right, and you see a conversation between Funky 
Kong and a Fire Bro.  Funky Kong walks through a tunnel, and Fire Bro 
follows.  Quick switch to Mario and search the red flowers for 30 coins.
Then switch back to DK to climb down the next vine, and head through the 
tunnel.  Talk to Fire Bro, and he issues a...

BATTLE MISSION: Get an out with a charge pitch! (diff. 2 balls out of 3)
Get either a strikeout or an out via a play on the field, but the pitch 
thrown must be a charge pitch.

After losing, Fire Bro tries reverse psychology by telling you not to search 
the statue behind him because there isn't a piece of the stone tablet there.
Video game logic dictates that you search the statue behind the Fire Bro.

First, Funky Kong chimes in that he stubbed his toe on something in the 
tunnel on the left side of the island.  Maybe a tablet piece? 

*New Player* Funky Kong joins the team!

*Lakitu Notice* Funky Kong is ready to go! (unlocked for all modes)

Plus, Funky Kong's shop is open!  Shop-o-rama!  Anyway, search the statue, 
where you'll find the second tablet piece.  

The tunnel Funky Kong referred to is back near the barrel cannons.  Head back 
to where Diddy Kong is, climb down the left vine, and head past the barrel 
cannon to the bottom left corner where there's a vine.  Climb down it.

There's a boarded up tunnel.  Have DK smash it open with his hand slaps.  Go 
through the tunnel to the other side, where there are some red flowers.  
Switch to Mario and have him search the flowers for 30 coins!  There's 
another vine leading downward, but all that's there is a palm tree, and no 
captain can access anything in palm trees...yet.  

Head back through the tunnel and over to the stone waterfall where you run 
into a Kritter.  He says you have to go through him to go on.  Of course, 
this means a...

SCOUT MISSION: Hit to left! (diff. 1 bat out of 3)
You have to hit the ball into left field one time in 10 possible pitches. 
Just swing a little earlier than usual to pull the ball to the left for a 
right-handed hitter.  Lefties wait a little longer to swing to hit to the 
opposite field.

Once that's complete, the Kritter runs off to tell the boss.  Anyway, head 
past the waterfall to a shaking barrel on the other side.  Have DK smash it 
with his hand slaps.  You find Blue Kritter.  He challenges you to a...

SCOUT MISSION: Hit a sacrifice fly to score a run! (diff 2 bats out of 3)
Select a batter who can hit for some power.  You have a runner on 3rd base. 
Hit the ball deep to the outfield.  When the ball is caught for the out, have 
the runner on third base run for home plate.  Do this once successfully.

After losing, Blue Kritter tells you where the third Stone Tablet piece is.  
It's in the giant flower back by the 2nd barrel cannon (not near the exit). 
He says he's going to tell King K. Rool, and turns on a switch by the 
waterfall.  Head back up and search the giant flower for the third and final 
tablet piece.  

Now head back to Diddy Kong and put the three pieces in their appropriate 
spots.  The bridge is raised!  And of course, since something was fixed, here 
comes Bowser Jr. to cause more trouble.  He's captured Tiny Kong.  Diddy 
wants to help you!

*New Player* Diddy Kong joins the team!

Head across the bridge to Bowser Jr., where he'll issue a...

BATTLE MISSION: Win the game! (diff. N/A)
Choose your 9 best players to face off against Bowser Jr., 4 Magikoopas, and 
4 Dry Bones in a 1-inning game.  In that one inning (or more, if the score 
is tied after 1 inning), you need to score more runs than Bowser Jr.'s team.

With Bowser Jr. defeated again, he heads off to take over yet another park. 
On the bright side, Tiny Kong is saved! 

*New Player* Tiny Kong joins the team!

*Lakitu Notice* Tiny Kong is ready to go! (unlocked for all modes)

*Lakitu Notice* You can now play Barrel Basher! (minigame)

Before we head out of here, there's one thing we can do.  Cross the bridge, 
head down the left vine, and go under the stone bridge toward the stone pipe. 
Red Kritter appears out of nowhere, and he's calling you out!

SCOUT MISSION: Get a double play! (diff. 2 balls out of 3)
Get ready to turn two!  Choose a character to pitch.  Red Kritter will hit a 
ground ball back to you.  You have to throw to 2nd base, and have the fielder 
throw to first base for the double play.  Just complete it once.

Red Kritter disappears, telling King K. Rool the news.  Switch to Mario, as 
he is the only one who can use pipes, and head down the pipe.  On the other 
end of the pipe is a treasure chest.  However, it's guarded by Brown Kritter! 

SCOUT MISSION: Don't let them score! (diff. 2 balls out of 3)
Choose a character to pitch.  You're stuck with the bases loaded and nobody 
out.  You need to get an out without having any player score.  Just one out, 
thankfully, and not all three outs in the inning.  A strikeout would be best.

Upon losing, Brown Kritter says he's going to wake up King K. Rool, and turns 
on another switch by the waterfall.  The water recedes, and King K. Rool is 
in the waterfall.  As far as the treasure, you need Wario to open the chest. 
That comes in a little bit, as his area is the next new one.

Head back through the pipe, switch from Mario to DK, climb back to the 
waterfall, and challenge King K. Rool.  

SCOUT MISSION: Hit a home run! (diff. 3 bats out of 3)
The mission is pretty self-explanatory.  Pick a character who can hit for 
power, and hit a home run.  It's easier if you use a charge swing and hit 
the ball on the sweet spot.

After going yard, King K. Rool decides to be allies...only for baseball.

*New Player* King K. Rool joins the team!

*Lakitu Notice* King K. Rool is ready to go! (unlocked for all modes)

*New Player* Kritter joins the team!

*New Player* Blue Kritter joins the team!

*New Player* Red Kritter joins the team!

*New Player* Brown Kritter joins the team!

*Lakitu Notice* Kritter is ready to go! (unlocked for all modes)

*Lakitu Notice* Blue Kritter is ready to go! (unlocked for all modes)

*Lakitu Notice* Red Kritter is ready to go! (unlocked for all modes)

*Lakitu Notice* Brown Kritter is ready to go! (unlocked for all modes)

That does it for DK Jungle for now.  You will return for some treasure and 
other stuff later.

------------------------------------------------------------------------------

Now that DK is on the team, it would be good to go back to Mario Stadium to 
get some stuff you couldn't before.

By the way, the roster should be up to 29 players at this point.

******************************************************************************

E. Mario Stadium (visit #3)(MST3):

Head up and to the left from the entrance, where there should be some 
barrels.  From right to left, the right barrel contains 30 coins.

The next one over (the shaking one) has Yellow Pianta in it.  He (it?) thinks 
you're Bowser Jr., even though you're not.  He offers you a test.

SCOUT MISSION: Hit a sacrifice fly to score a run! (diff 2 bats out of 3)
Select a batter who can hit for some power.  You have a runner on 3rd base. 
Hit the ball deep to the outfield.  When the ball is caught for the out, have 
the runner on third base run for home plate.  Do this once successfully.
Same as the challenge from Blue Kritter in DK Jungle.  

*New Player* Yellow Pianta joins the team!

Search the barrel again for 50 coins. Finally, the far left barrel has 
10 coins in it.  That's all for Mario Stadium (for now).

------------------------------------------------------------------------------

Unless you've bought some items along the way, you should be up to 330 coins. 

The roster should be at 30 players.  Moving on to Wario City!

******************************************************************************

F. Wario City     (WRCT):

When you enter the town, it is quiet, and foggier than London.  Wario yells 
for you, but you can't find him at first.  He's on top of a building.  
Bowser Jr. trapped Wario.  He said there was treasure on top of the building, 
but when Wario got up to the top, the power went out, and the massive fog 
rolled in.  The elevator's stopped, and Wario's stuck atop the building.  

First thing's first.  Head north to the giant shop sign.  Goomba is standing 
out front.  He wants you to fix his neon sign.  Use the Wii remote to trace 
the outlines of the neon fixtures.  First, the "W" in Wario's cap, then the 
bulb of garlic, then finally, the bomb.  

The neon lighting removes some of the fog in town.  You ask Goomba if he 
wants to join.

*New Player* Goomba joins the team!

Plus, Goomba's shop is open!  Heading south around the bend, you see Green 
Paratroopa.  He wants to paint a picture on the billboard.  But he lent his 
brush to Red Yoshi, and he hasn't gotten it back.  Hold off on this problem 
for now.  

Follow around the south bend to find Red Koopa.  He says the lighthouse is 
out of power, adding to the fog problems.  He wants you to check out the 
lighthouse.  The light from the lighthouse would clear up the fog in no time. 
Head right to the lighthouse, and Yellow Magikoopa appears out of nowhere!
Paratroopa is trapped in the lighthouse.  

BATTLE MISSION: Hit the sweet spot!
Select a character to bat.  Connect with the sweet spot for a clean hit.  Get 
3 hits in 10 tries to complete the mission. After you swing, "Nice Hit!"  
will appear if you hit the sweet spot.

Yellow Magikoopa disappears, Paratroopa is saved, and he turns on the 
lighthouse, now that he's not sealed in by magic.  More fog clears out.

*New Player* Paratroopa joins the team!

Wario asks you to hurry.  Since the elevator doesn't work, you'll have to 
smash the crates out of the way and climb the vine on the side of the 
building.  Who does that, I wonder?  Switch to DK, if you haven't already.

Behind the first crate is a blue steel box.  Not even DK can move it.  Head 
left and smash the second crate.  Climb the vines and head over to Wario.  
He says the only place without electricity (other than the elevators) is the 
ballpark.  It's because the dynamo is busted.  It's the garlic-shaped 
building.  

*New Player* Wario joins the team! You have a new captain! 

Wario's special skills are opening treasure chests, and he has a magnet to 
nab metal from any distance.  It works on coins, too.

Have DK climb back down the vines, and go to that blue steel box.  Switch to 
Wario.  Have him use his magnet to pull the box back.  Switch back to DK.  
Have him punch the remaining crates.  The first one brings out Boo.  He tries 
to have a sense of humor.  Regardless, he gives you a...

SCOUT MISSION: Throw home with a laser beam! (diff. 2 gloves out of 3)
This is a special ability mission.  You need a character who can throw home 
with a laser beam.  The ones on the roster at the moment are Blue Pianta, 
Yellow Pianta, Wario, and King K. Rool.  It's up to you who you want to use. 
This character can throw a laser strike to home.  Get 3 outs in 10 chances to 
proceed.  You are in the outfield, there's a runner on 3rd base.  The batter 
(Boo) hits a fly ball to you.  You have to catch the ball, and throw home 
before the runner on 3rd base heads home.  Because you have a laser beam, 
it's pretty easy to throw him/her out.

*New Player* Boo joins the team!

Afterward, use DK to smash the remaining crate, then switch back to Wario.
Have him line up the blue steel boxes on the rails with the red steel boxes. 
That leads a path to a manhole cover.  Come back to that after Yoshi joins 
up.  Anyway, over to the dynamo.  Boomerang Bro has taken over!

BATTLE MISSION: Get an out with a buddy move! (diff 2 balls out of 3)
Pick a player to play outfield.  Using chemistry, press B for a buddy toss
(passing the ball to your buddy player), then throw a buddy strike (a fast
throw to the teammate at 2nd base).  Do this 3 out of 10 times.

With Boomerang Bro defeated, now you can go in and fix the dynamo.  Wario's 
magnet should fix things.  Put the correct color socket in it's right spot.  
Don't shock yourself with the live current, or you'll have to start over.
Red Koopa appreciates everything you've done.

*New Player* Red Koopa joins the team!

The fog clears from around the ballpark.  So heeeere's Bowser Jr.!  He 
insults you, and tells you to come to the ballpark.  First, some cleanup 
measures.  Just to the left of the dynamo is a trash can.  Have Wario use 
his magnet to draw up 80 coins from the trash can.  Then head back to the 
traffic light below Goomba's shop.  Have Wario search that trash can for 
100 coins!  

Switch to Peach.  Head slightly right from that trash can, and have her use 
her Heart Power on the Koopa hiding in the Wanted poster of the building.

SCOUT MISSION: Get an out with a quick throw! (diff. 2 gloves out of 3)
This is a special ability mission.  Select a player who can execute a quick 
throw (either Peach or Baby Peach).  You have 10 tries to make 3 outs at 
at first base by using a quick throw.  It's pretty much practice of fielding 
ground balls at shortstop and throwing quickly to first base. Should be 
familiar, this is the third time you're doing this.

*New Player* Koopa joins the team!

Now, head right to the ballpark to have a showdown with Bowser Jr.!

BATTLE MISSION: Win the game! (diff. N/A)
Choose your 9 best players to face off against Bowser Jr., 4 Magikoopas, and 
4 Dry Bones in a 1-inning game.  In that one inning (or more, if the score 
is tied after 1 inning), you need to score more runs than Bowser Jr.'s team.
This time, to make things more difficult, you start in the top of the first 
inning down to Bowser Jr.'s team, 1-0.

Bowser Jr. says that you cheated and that the sight lines are terrible.  More 
excuses.  Excuses are the bricks that build the house of failure.  He's 
taking over another park.

*Lakitu Notice* You can now play Gem Catch! (minigame)

King Boo appears out of nowhere.  He wondered who would win, and watched 
everything while invisible.  He'll join, but only if all the Boos are with 
you.  He gives the hints of "error item" and "in a box." You found the "in a 
box" one already.  Another reason to come back later.

------------------------------------------------------------------------------

So far, 36 on the roster out of 71, and 510 coins found.  Now, to get some 
stuff with Wario from previous boards!

******************************************************************************

G. Mario Stadium (visit #4) (MST4): 

Head back to the dock by the beach, and switch to Mario so he can go into the 
pipe.  Switch to Wario, and have him open the treasure chest.  First, a Dry 
Bones appears!  

BATTLE MISSION: Hit to left! (diff. 2 bats out of 3)
You have to hit the ball into left field three times in 10 possible pitches. 
Just swing a little earlier than usual to pull the ball to the left for a 
right-handed hitter.  Lefties wait a little longer to swing to hit to the 
opposite field.

With Dry Bones defeated, Wario can open the treasure chest.  Inside is the 
fireball.

*Lakitu Notice* You got the Fireball! (error item)

That's it for Mario Stadium...for now.

******************************************************************************

H. DK Jungle (visit #2)   (DKJ2):

Time to get that treasure that you couldn't before!  Head across the barrel 
cannon, then go north, under the stone bridge, to the pipe.  Switch to Mario 
to get through the pipe, then switch to Wario to open the chest.  

*Lakitu Notice* You got a Special Shop Pass! What could this be for?

That's all that's available in DK Jungle.  One more new park to visit--Yoshi 
Park!

******************************************************************************

I. Yoshi Park   (YSHP):

Upon entering, two Shyguys tell you of an accident.  Bowser Jr. mucked up the 
park.  Blue Shyguy is calm, while Shyguy is full of panic.  Wiggler's 
seeing red, the roller coaster's gone wacko.  

First, follow the Shyguys to the ferris wheel.  Piranha Plants are stuck in 
them.  Aim by pointing, then press A to pitch.  It's whack-a-mole, Piranha 
Plant style!  Don't forget to shake the Wii remote to reload!

Once cleared, the pipe to the right opens up.  

*New Player* Shyguy joins the team!

*New Player* Blue Shyguy joins the team!

Head down the green pipe (using Mario, of course).  On the other side, 
Red Yoshi thinks you are a Piranha Plant.  He'll join you if you find his 
brush.  

Head south from there toward the blue manhole cover, and Red Magikoopa
appears!

BATTLE MISSION: Use Different Pitches (diff. 1 ball out of 3)
Like "Use Different Swings", throw the type of pitch listed on the screen 
to Magikoopa 5 out of 10 times.  The types of pitches are Normal Pitch, 
Charge Pitch, Changeup, and Star Pitch.

Once Red Magikoopa is defeated, Green Yoshi pops out from the manhole.  He 
was trapped by the Magikoopa.  He points out Light Blue Yoshi standing on the 
manhole that leads to Bowser Jr.; it's south of the ferris wheel.  
Yoshi's special move is a ground pound.  It lets him use manholes.

*New Player* Yoshi joins the team! You have a new captain!

Have Yoshi ground pound into the blue manhole, and it'll take you to the 
roller coaster.  Blue Yoshi is over by a machine controlling the rails for 
the roller coaster.  You need to enter the right password for the controller.
Green Magikoopa changed the password.  

You have to answer five questions correctly to move the rails over.  Any 
wrong answer ends the game, and you must start over.  The answers are numbers 
based on Mario and baseball trivia.  

??????????????????????????????????????????????????????????????????????????????

How many gondolas are on the ferris wheel?

Answer: 6

Lakitu has... 1) A mustache  2) Wings  3) Glasses

Answer: 3

If you have a Koopa, Paratroopa, Paragoomba, and Boo, how many wings do you 
have? 

Answer: 4

What's the point difference in a mercy game in baseball?

Answer: 10

If there are 3 players on base, and the batter hits a home run, how many 
runs score?

Answer: 4

How many younger brothers does Mario have?

Answer: 1

What's the total number of players on both teams in a baseball game?

Answer: 18

On Wiggler's head is...  1) A hat  2) A flower  3) A teakettle

Answer: 2

How many tentacles does Blooper have?

Answer: 10 (I have no idea how they get 10, I count 5)

What's the maximum number of stars the Star Gauge can hold?

Answer: 5

??????????????????????????????????????????????????????????????????????????????

Once you answer the questions, Wiggler will be derailed, and Blue Yoshi comes 
with you.

*New Player* Blue Yoshi joins the team!

*Lakitu Notice* Blue Yoshi is ready to go! (unlocked for all modes)

Head over to Wiggler and talk to it.  Once it calms down, it will have a test 
for you so it can join you.

SCOUT MISSION: Hit to all fields! (diff. 3 bats out of 3)
Choose a batter to face Wiggler's pitching.  Hit the ball in the area 
shown.  Succeed 3 times in 10 tries to proceed.  You'll be told before each 
pitch where to hit the ball (left, center, or right).  Hit to the correct 
spot 3 times in 10 pitches.  For those familiar with Wii Sports, this is 
very similar to the Swing Control in Training Mode.

Once you clear the mission, Wiggler joins and gives you its Toy Field Pass.

*New Player* Wiggler joins the team!

*Lakitu Notice* Wiggler is ready to go! (unlocked for all modes)

*Lakitu Notice* You got the Toy Field Pass! Now you can play on Toy Field.

Once you've finished there, have Yoshi go back through the blue manhole.  
Look for the shaking tree by the pipe in front of Red Yoshi.  Have Yoshi 
ground pound to find Pink Yoshi.  Pink Yoshi challenges you.

SCOUT MISSION: Get a hit to right! (diff. 2 bats out of 3)
Choose a batter to face Pink Yoshi's pitching.  Not only do you have to hit 
the ball to right field, but it's a game situation, so there are fielders.
Get 3 hits in 10 at-bats to achieve the mission.

*New Player* Pink Yoshi joins the team!

*Lakitu Notice* Pink Yoshi is ready to go! (unlocked for all modes)

Search the tree again for 20 coins.  Switch to Mario, hop in the pipe, and 
head south to Light Blue Yoshi and the manhole leading to Bowser Jr.  Green 
Magikoopa gets in the way, though.

BATTLE MISSION: Get the ball with a tongue catch! (diff. 2 gloves out of 3)
This is a special ability mission.  Choose a character who can do a tongue 
catch (any of the Yoshis).  Press A to perform a ball-snaring tongue catch.  
Get 3 outs in 10 tries to succeed.

With Green Magikoopa defeated, Light Blue Yoshi wants to join.

*New Player* Light Blue Yoshi joins the team!

*Lakitu Notice* Light Blue Yoshi is ready to go! (unlocked for all modes)

Switch to Yoshi and go down the purple manhole.  Birdo is trapped atop the 
rainbow tree (for lack of a better description).  First, go left to the 
shaking tree.  You find Yellow Yoshi!  You have to prove yourself to take 
him along.

SCOUT MISSION: Bunt to advance the runner! (diff. 2 bats out of 3)
Pick a batter, preferably one who can bunt well.  Press the "1" or "2" button 
to bunt and advance the runner.  Succeed 3 times out of 10 tries to succeed.

*New Player* Yellow Yoshi joins the team!

*Lakitu Notice* Yellow Yoshi is ready to go! (unlocked for all modes)

Search the tree again for 30 coins.  Then head toward the tree stumps.  
Switch to Peach, and use her Heart Power on the left stump to find 
Green Shyguy.  

SCOUT MISSION: Get a double play! (diff. 2 balls out of 3)
Get ready to turn two!  Choose a character to pitch.  Green Shyguy will hit a 
ground ball back to you.  You have to throw to 2nd base, and have the fielder 
throw to first base for the double play.  Just complete it once.

*New Player* Green Shyguy joins the team!

Search the left tree stump again for 40 coins.  Then head over to the right 
tree stump.  You'll find Gray Shyguy.

SCOUT MISSION: Steal a home run with a buddy jump! (diff. 2 gloves out of 3)
Select any character.  Gray Shyguy will hit a fly ball deep to the outfield.  
Perform a buddy jump off a player with whom you have chemistry to steal the 
home run!  This is a timing thing.  Pretty much when the shadow of the ball 
is just in front of you, tap the A button twice to perform the buddy jump.
Perform 3 successful buddy jumps out of 10 tries to complete the mission.

*New Player* Gray Shyguy joins the team!

Search the right stump again for 70 coins.  Then check the tree to the right 
side of the screen from Bowser Jr. and the piranha plant for 30 more coins.
Confront Bowser Jr., and he'll challenge you to a minigame.

BATTLE MISSION: Win the minigame!
Piranha Panic: Hit Piranha Plants with pitches to repel them.  Their 
positions show you the pitch to use--fastball, curve, or changeup.  Score 
the most points to win.  If the piranha is to your left, throw a left curve.
If it is to your right, throw a right curve.  If it is standing straight up, 
throw a changeup.  If it is leaning directly toward you, throw a fastball.
Build up your Star Gauge and throw a Star Pitch to hit all of the piranhas 
for bonus points.  Get 1st place to beat Bowser Jr.

Bowser Jr. loses and calls you a big Cheaty McCheaterton.  Then he says he 
never wanted your crummy ballpark to begin with.

*Lakitu Notice* You can now play Piranha Panic! (minigame)

The win clears the Piranha from the pipe, and builds a rainbow bridge from 
the ground to Birdo.  Go up to the end of the rainbow...

*New Player* Birdo joins the team!

Head back to the pipe, and have Mario enter it.  Switch to Wario, as there 
is a treasure chest.  Yellow Shyguy appears, and doesn't tell you that 
there's a brush in the treasure chest.

SCOUT MISSION: Get a hit to center! (diff. 2 bats out of 3)
Choose a batter to face Yellow Shyguy's pitching.  Not only do you have to 
hit the ball to center field, but it's a game situation, so there are 
fielders.  Get 3 hits in 10 at-bats to achieve the mission.

*New Player* Yellow Shyguy joins the team!

Inside the chest is the paintbrush.  Now you can go back to Red Yoshi.  Change
back to Mario, go through the pipe, head to the purple manhole, change to 
Yoshi, go through the purple manhole.  Head northeast to the other green 
pipe.  Change to Mario, go through the pipe.  Talk to Red Yoshi.
He's coming with you.  He wants to return the brush to its rightful owner; 
Green Paratroopa in Wario City.  

*New Player* Red Yoshi joins the team!

That's all of the team members from Yoshi Park!

*Lakitu Notice* Congratulations!  The Yoshi Eggs are ready to play!

*Lakitu Notice* Red Yoshi is ready to go! (unlocked for all modes)

Red Yoshi's shop is open, and because you've found everyone in the area, 
all items in the shop are 50% off!

That should be everything for Yoshi Park.  Head back to the main concourse.

------------------------------------------------------------------------------

*Lakitu Notice* You can now play on Toy Field!

At this point, the roster should be at 49.

Now that you have all five captains, now would be a good time to have Yoshi 
clean up all the stuff from the other boards.  So, for the fifth time...

******************************************************************************

J. Mario Stadium (visit #5)  (MST5): 

Start by heading north to the palm tree.  Have Yoshi ground pound it for 
50 coins.  Then head to the shaking palm tree on the beach.  It's Red Pianta!

SCOUT MISSION: Get the ball with a tongue catch! (diff. 2 gloves out of 3)
This is a special ability mission.  Choose a character who can do a tongue 
catch (any of the Yoshis).  Press A to perform a ball-snaring tongue catch.  
Get 3 outs in 10 tries to succeed.

*New Player* Red Pianta has joined the team!

Search the palm tree again for 30 more coins.  Then switch to Peach.  Head to 
the end of the dock opposite from the pipe.  Have her use her Heart Power to 
find Blooper.  

SCOUT MISSION: Get a double play! (diff. 2 balls out of 3)
Get ready to turn two!  Choose a character to pitch.  Blooper will hit a 
ground ball back to you.  You have to throw to 2nd base, and have the fielder 
throw to first base for the double play.  Just complete it once.

*New Player* Blooper joins the team!

*Lakitu Message* Congratulations!  The Mario Fireballs are all accounted for!

*Lakitu Message* Blooper is ready to go! (unlocked for all modes)
This message may not appear if you've completed everything in Practice mode.

Everything's half price at the shop.  Go over and buy Luigi's Flashlight.
Much cheaper at 150 coins instead of 300.  

That cleans out Mario Stadium.  Head out to the main concourse.

------------------------------------------------------------------------------

The roster should be up to 51.  Time to head back to the ice garden!

******************************************************************************

K. Peach Ice Garden (visit #2)   (PIC2):

Switch to Yoshi, and head all the way left toward the blue manhole.  Switch 
back to Peach, and search the mushrooms on the top of the large circle for 
5 coins.  Then talk to Baby Daisy.  Bowser Jr. scared her and she dropped 
her rattle.  And she won't stop crying until she gets it back.

Switch back to Yoshi, go back through the manhole up to the fountain.  On the 
northeast corner, you should see something sparkle/glisten in the fountain.
Switch to Wario and have him use his magnet.  You got the rattle!  Quick, 
get it back to Baby Daisy!  

*New Player* Baby Daisy joins the team!

*Lakitu Message* Baby Daisy is ready to go! (unlocked for all modes)

Switch to Wario to check out the treasure chest that was behind Baby Daisy.

*Lakitu Message* You got the Mini Boo! (error item)

Switch to Peach, and head southeast to a shaking mushroom.  Use her Heart 
Power to find Yellow Toad.  

SCOUT MISSION:  Hit a sacrifice fly to score a run! (diff 2 bats out of 3)
Select a batter who can hit for some power.  You have a runner on 3rd base. 
Hit the ball deep to the outfield.  When the ball is caught for the out, have 
the runner on third base run for home plate.  Do this once successfully.
This should be familiar, as this is the third time for this mission.

*New Player* Yellow Toad joins the team!

*Lakitu Message* Congratulations!  The Peach Monarchs are all accounted for!

Half off sale at the shop.  First, search the mushroom again for 100 coins!

Then head to the shop and buy the Cruiser Pass for 150 coins.  Head out, as 
you're done with Peach Ice Garden.

------------------------------------------------------------------------------

*Lakitu Message* Daisy Cruiser is open!

*Lakitu Message* You can now play Blooper Baserun! (minigame)

The roster should be up to 53.  Next stop--DK Jungle.

******************************************************************************

L. DK Jungle (visit #3) (DKJ3):

Switch to Yoshi, have him walk north to the banana tree by the shop.  Ground 
pound it for 10 coins.  Take the barrel cannon across.  Ground pound the 
banana tree near the vine to the stone tablet for 10 more coins.  Head 
southwest past the barrel cannon and switch to DK to climb down the vine. 
Head in the tunnel and climb down the next vine to the shaking banana tree.
Switch to Yoshi and have him ground pound it.  Out comes Baby DK.
Which is better--bananas or baseball?  Let the mission decide!

SCOUT MISSION: Get an out with a buddy move! (diff 2 balls out of 3)
Pick a player to play outfield.  Using chemistry, press B for a buddy toss
(passing the ball to your buddy player), then throw a buddy strike (a fast
throw to the teammate at 2nd base).  Do this 3 out of 10 times.

*New Player* Baby DK joins the team!

*Lakitu Message* Congratulations! The DK Wilds team is ready to play ball!

*Lakitu Message* Baby DK is ready to go! (unlocked for all modes)

Half off sale at Funky's shop!  Just the usual stuff, nothing special.

That'll do it for DK Jungle.  One last stop before Bowser Jr.--Wario City!

------------------------------------------------------------------------------

Roster's at 54 with 4 of the first 5 parks completed.  Let's finish the city!

******************************************************************************

M. Wario City (visit #2) (WRC2):

Start by heading south and switching to Yoshi.  Ground pound the first palm 
tree for 10 coins.  Then talk to Green Paratroopa.  You have his brush!  
Paint something on the billboard, and he'll join the team.

*New Player* Green Paratroopa joins the team!

Keep heading around the bend.  Have Yoshi ground pound the next tree for 20 
coins.  Then have him ground pound the shaking tree at the south end to find 
Paragoomba.  

SCOUT MISSION: Steal a home run with a buddy jump! (diff. 2 gloves out of 3)
Select any character.  Paragoomba will hit a fly ball deep to the outfield.  
Perform a buddy jump off a player with whom you have chemistry to steal the 
home run!  This is a timing thing.  Pretty much when the shadow of the ball 
is just in front of you, tap the A button twice to perform the buddy jump.
Perform 3 successful buddy jumps out of 10 tries to complete the mission.

*New Player* Paragoomba joins the team!

Search the tree again for 10 coins.  Head north to the ballpark to talk to 
King Boo.  Now you've found both Boos!  The error item was what you needed, 
and you just found that in Peach Ice Garden behind Baby Daisy!  

*New Player* King Boo joins the team!

Head back south, then east toward the lighthouse.  Go up the steps to the 
red and blue boxes you aligned much earlier.  Past those is a manhole.  Have 
Yoshi go through it.  It places you on top of a building.  It's Waluigi!
And a treasure chest!  Big shock that greed divides Wario and Waluigi...

SCOUT MISSION: Hit a home run! (diff. 3 bats out of 3)
The mission is pretty self-explanatory.  Pick a character who can hit for 
power, and hit a home run.  It's easier if you use a charge swing and hit 
the ball on the sweet spot.

*New Player* Waluigi joins the team!

*Lakitu Message* Congratulations! The Wario Muscles are suited up and ready 
to play ball!

Half-off sale at Goomba's shop.  First, switch to Wario and pick up your 
treasure.  

*Lakitu Message* You got the POW Ball! (error item)

*Lakitu Message* You got the Error Item Badge! (unlocking all error items)

Nothing new or exciting at the shop, even at half price. Back to the main 
concourse.

------------------------------------------------------------------------------

Now, you're more than ready to take on Bowser Jr.  If you're still not 
confident, play some games against any of the teams (except Mario, since 
you're Mario) and win some coins to buy some items.  You can also play 
minigames to win coins.  The roster is at 58.  Get your best 9 ready to head 
to Bowser Jr.'s Playroom!

******************************************************************************

N. Bowser Jr.'s Playroom (BWJR):

It's your best 9 vs. Bowser Jr., 4 Magikoopas, and 4 Dry Bones in a 3-inning 
game.  Get ready to face the Bowser Jr. Rookies!

After your win, you get 150 coins.  Bowser Jr. says he's going to tell his 
dad.  Night falls over the island.  Bowser Jr.'s Playroom sinks into the 
water, and Bowser's castle arises.  The real villain has appeared!

*Lakitu Message* You can switch between day and night!

*Lakitu Message* You can now play Bob-omb Derby! (minigame)

*Lakitu Message* You can now play Wall Ball! (minigame)

*Lakitu Message* Bowser Jr.'s Playroom is open!  

*Lakitu Message* You can now play Graffiti Runner! (minigame)

*Lakitu Message* Night stadiums are open!

*Lakitu Message* Luigi's Mansion is open!

*Lakitu Message* You can now play Ghost K! (minigame)

*Lakitu Message* Daisy Cruiser is open at night!

*Lakitu Message* The Secret Shop is open! Shh...it's a secret!

------------------------------------------------------------------------------

Wow, that was a lot.  Well, if you're looking to shop for items, head to 
Daisy Cruiser during the night for the Secret Shop.  It has the usual 8 
items, plus a new 9th item, the Star Candy.  It gives a character a Star on 
the Star Gauge when at bat.  There's two other items that will appear when 
you buy stuff.  The 10th item is X2 Star Candy.  It gives a batter 2 stars
when at the plate.  The 11th item is the Superstar.  It activates 6 of the
8 usual items in 1 single item (Charge/Nice/Power Bat, Lucky Glove, Dash
Spikes, and Dr. K.  

There's a ton of stuff to do; most of them are minigames.  When you're ready, 
bring it on to Bowser Castle.

******************************************************************************

O. Bowser Castle (BWCS): 

It's your best 9 vs. Bowser, Bowser Jr., 3 Magikoopas, 3 Dry Bones, and a 
Boomerang Bro in a 5-inning game.

Beat him for 200 coins.  He says he wasn't concentrating.  He'll get you next 
time, blah blah.

Mario celebrates his victory, all of the other teammates come out to toss 
him in the air in celebration, Bowser throws a fit, smashing 
his bat to the ground, and every one on the island heading to the end of 
it to watch the sunset, as everything on the island lights up.  The camera 
takes an overhead shot of the lit island, and then the staff credits roll.

The 9 people you picked to face Bowser become Star players.

*Lakitu Message* Bowser Castle is open!

*Lakitu Message* You can now play Bowser Pinball! (minigame)

*Lakitu Message* You got the Stadium Badge! (unlocking all stadiums)

*Lakitu Message* Challenge was added to Records!

After the credits, if you go back in and beat Bowser a second time, you get
at least 282 coins (I was at 717 when I started the game, and it went to 999.
Maybe it was a 300 coin reward?). *Edit* 400 coins the second and subsequent 
times beating Bowser.

Peach invites Bowser and his crew to play together with everyone, and throw
a party for Baseball Kingdom.

The end movie starts with a party on the Daisy Cruiser, complete with cake, 
ice cream, fireworks, and a reluctant Bowser and Bowser Jr.  The fireworks 
are supplied by a pitching machine throwing Bob-ombs.
Wario and Waluigi replace the Bob-ombs in the 
pitching machine with a Bullet Bill.  Mario looks concerned as the Bullet 
Bill speeds toward the plate.  Bowser jumps in the way with his spiked club 
for a baseball bat, swings with one hand, and drives the Bullet Bill 
back toward Wario and Waluigi.  The Bullet Bill catches both of them, and 
hurls them up toward the sky, until finally exploding, delivering the 
largest firework high above Baseball Kingdom.  Wario and Waluigi fall from 
the air, with the fireworks glowing above them.  Mario stares up at what just 
happened, while Bowser slinks off, partly ashamed of the good deed he did for 
his sworn enemy, Mario.

Then the staff credits roll.

*Lakitu Message* You can use the roster of the Bowser Monsters!

Then any new star players are revealed from the second defeat of Bowser.

*Lakitu Message* You got the Buddy Badge! (unlocking all characters)

*Lakitu Message* The end movie was added to Records!



V. Minigames      (MNGS)

There are 9 minigames in Mario Super Sluggers.  Five are played during the 
day, while four of them are played at night.  

Daytime games: 

Blooper Baserun (Daisy Cruiser)
Graffiti Runner (Bowser Jr. Playroom)
Barrel Basher (DK Jungle)
Gem Catch (Wario City)
Piranha Panic (Yoshi Park)

Nighttime games: 

Bob-omb Derby (Mario Stadium)
Wall Ball (Peach Ice Garden)
Ghost K (Luigi Mansion)
Bowser Pinball (Bowser Castle)


Here's a description of each:

Blooper Baserun: Play using either the Nunchuk or holding the Wii remote 
sideways.  Use your speed to run the basepaths collecting coins, while 
avoiding the Gooper Blooper's tentacles.  Run around the basepaths for 60 
seconds.  A coin is worth 20 points.  A bag of coins is worth 100 points.  A 
treasure chest is worth 200 points.  If you run into Gooper Blooper's 
tentacle or an opponent while the opponent is invincible (via a star), you 
lose 20% of your total points.  Somewhere in the last 20 seconds, Gooper 
Blooper will call for a close play.  The players who hit the correct 
button get roughly a 2 second head start before 8 more seconds of base 
running without tentacle interference.  Stars are still in play, though.
The player with the most points after 60 seconds wins.

Mushroom Level (Easy): Place 1st to clear.
Flower Level (Normal): Place 1st to clear.
Star Level (Hard): Place 1st to clear.
Special Level: Set the high score!

Graffiti Runner: Play using either the Nunchuk or holding the Wii remote 
sideways.  This is another game where speed is good.  There is a treasure 
chest with a paintbrush in it.  Fight the other players for the brush, then 
run around when you have the brush.  The object is to paint as much of the 
canvas as you can in 60 seconds.  For every step you paint, you get 10 
points.  If you can paint an enclosed area and then jump while inside 
the area, you'll fill in the shape with your color, getting a bunch of 
points.  Something to watch out for include your paint gauge; no paintbrush 
has an unlimited supply of paint.  When you run out of paint, the brush 
disappears and it's a free-for-all to get the brush.  There are items that 
appear in treasure chests that can mess with opponents.  A mushroom makes you 
grow larger.  If you jump while enlarged, you'll create a quake that will 
shake the paintbrush loose from whomever has it.  A star will prevent damage, 
as a star in pretty much all Mario games tends to do.  A Chain Chomp stuns 
anyone it runs into, and it clears any paint from the canvas in its path.
The player with the most points after 60 seconds wins.

Mushroom Level (Easy): Place 1st to clear.
Flower Level (Normal): Place 1st to clear.
Star Level (Hard): Place 1st to clear.
Special Level: Set the high score!

Barrel Basher: Play with any control style.  In this game, you're competing 
with your own high score.  Barrels will be rolling toward you from five 
different directions (left field, left-center field, center field, 
right-center field, and right field).  Your job is to clear the barrels 
before they hit you for 60 seconds.  You pitch to yourself, and the timing 
of your swing determines the direction your hit goes.  There is a barrier 
in front of you protecting you from barrels.  The more barrels that hit the 
barrier, the more it wears away.  If it is worn enough that barrels go past 
the barrier and hit you, the game ends.  Your score increases with 
consecutive pitches hitting barrels.  Also hurled toward you are Bob-ombs.  
If you hit one with a baseball, it clears the screen of any barrels rolling 
toward you.  Plus those barrels count as consecutive hits, so your score can 
really rack up from hitting a Bob-omb.  If you meet or exceed the Goal score 
in 60 seconds, you win.

Goal Scores: 
Mushroom Level (Easy): 500 points
Flower Level (Normal): 1,500 points
Star Level (Hard): 3,000 points
Special Level: Set the high score! Keep going till you get hit by a barrel.

Gem Catch: Play with any control style.  This game is an exercise in fielding 
balls (gems, in this case) while knocking error items out of the way.  You 
get points based on the size of the gem (increasing with consecutive catches).
You get 150 points for a green gem, 200 points for a blue gem, 250 points 
for a red gem, and 450 points for a white gem (buddy jump).  
If you beat the Goal score after 10 fielding opportunities, you win.

Goal Scores:
Mushroom Level (Easy): 1,000 points
Flower Level (Normal): 1,500 points
Star Level (Hard): 2,000 points
Special Level: Set the high score! Catch all 10 for a bonus chance, then keep 
going until you fail!

Piranha Panic: Play with any control style.  Hit Piranha Plants with pitches 
to repel them for 60 seconds.  Their positions show you the pitch to 
use--fastball, curve, or changeup.  If the piranha is to your left, throw 
a left curve.  If it is to your right, throw a right curve.  If it is 
standing straight up, throw a changeup.  If it is leaning directly toward 
you, throw a fastball.  Build up your Star Gauge and throw a Star Pitch 
to hit all of the piranhas for bonus points.  
The player with the most points in 60 seconds wins.

Mushroom Level (Easy): Place 1st to clear.
Flower Level (Normal): Place 1st to clear.
Star Level (Hard): Place 1st to clear.
Special Level: Set the high score!

Bob-omb Derby: Play with any control style.  Hit home runs using your charge 
swing to fill the sky with fireworks and score points.  Points are awarded 
based on how far the home run travels.  A slot machine will determine the 
speed of the pitch (mushroom = slow, flower = medium, star = fast, 
fireball = fastest).  If the slot shows a Bob-omb King, hit a home run with 
it for bonus points.  A second slot machine determines direction.  If you hit 
the home run in the selected direction (left, right, center, or all), you 
receive bonus points.  
If you beat the Goal score after 10 pitches, you win.

Goal Scores: 
Mushroom Level (Easy): 1,000 points
Flower Level (Normal): 2,000 points
Star Level (Hard): 3,000 points
Special Level: Set the high score! Hit 10 pitches for a bonus! Keep going 
until you miss!

Wall Ball: Play with any control style.  Use charge pitches to break the ice 
blocks.  Your charge meter determines how strong your pitch is.  Pay 
attention to which ice block is broken last with each pitch.  There is a 
small bonus if the last block broken is a green ice block, and a large bonus 
if the pink ice block with a heart and crown is broken.  However, if the 
black Bowser block is hit last, there is a penalty.  If four green blocks are 
aligned across (one for each player in the same row; you'll know this because 
spotlights will appear on the 4 blocks while pitching), the first player to 
hit that green block last while they are still active earns a special bonus.
Points are scored accordingly: 10 points for each regular blue ice block, 20 
points for a green ice block, 30 points for a pink block, and 50 points for a
Bowser block (only if it isn't hit last).
There is a 10 point bonus for the green block being hit last, while there is 
a 150 point bonus for the pink block being hit last.  If you hit the special 
green block under the spotlight last, it's a 300 point bonus.  And if a 
Bowser block is hit last, 50 points are taken away from your score.
The player with the highest score after 60 seconds wins.

Mushroom Level (Easy): Place 1st to clear.
Flower Level (Normal): Place 1st to clear.
Star Level (Hard): Place 1st to clear.
Special Level: Set the high score!

Ghost K: Play using either the Nunchuk or holding the Wii remote sideways.
Hit the ghosts that appear to defeat them.  Use the pitching controls to aim. 
You have 60 seconds to hit as many ghosts as possible.  They appear in one of 
five places--above, below, to the right, to the left, and in the middle.  Hit 
the ghosts for points.  Score bonus points for hitting the ghost that is the 
same color as your icon (red for Player 1, blue for Player 2, yellow for 
Player 3, and green for Player 4).  If an orange ghost appears, it takes 
multiple hits to defeat.  Keep throwing at it until it disappears.
In the center, one of two things will appear; a bob-omb, which if you hit it, 
you will be disoriented from an explosion for 5 seconds, or a star, which 
will make your combo invincible for 5 seconds.  Throw like crazy for mega 
points while holding the star power!  Scoring is as follows:
10 points for hitting a ghost, 20 bonus points if the ghost is your color, 
10 additional points for each combo (e.g. 20 bonus points for hitting 2 in a 
row, 30 points for 3 in a row, 40 for 4 in a row, etc.), 250 points for 
clearing an orange ghost.
The player with the highest score after 60 seconds wins.

Mushroom Level (Easy): Place 1st to clear.
Flower Level (Normal): Place 1st to clear.
Star Level (Hard): Place 1st to clear.
Special Level: Set the high score!

Bowser Pinball: Play with any control style.  Basically, this is a game of 
pinball inside of Bowser's Castle, and your baseball bat is the only flipper.
Swing to keep the iron ball (pinball) in play as long as possible and rack 
up the points!  There are NO CHARGE SWINGS in this game, so just swing 
normally.  You score 10 points for each coin the ball collects, 30 points for 
hitting a gravestone, while it's 50 points for shattering a headstone.  
Hitting the green Bowser shell on either side is worth 25 points.  There is a 
slot machine in the back wall of the game.  Hit the wall to start and stop 
the slots.  3 mushrooms sends out a Bob-omb onto the floor to blow stuff up 
when you hit it with your game ball and hopefully give you points.  3 flowers 
sends out 2 Bob-ombs.  3 stars lowers the slot walls for 15 seconds to reveal
3 Bowser statues.  Each time you hit the statue, it's worth 100 points.
3 Bowsers open up the Bowser mouth in the middle of the pinball floor, 
potentially eating up your game ball.   
Beat the Goal score after 60 seconds of play to win the game.

Goal Scores: 
Mushroom Level (Easy): 1,000 points
Flower Level (Normal): 2,000 points
Star Level (Hard): 3,000 points
Special Level: Set the high score!


If you succeed in Mushroom Level of a Minigame in Challenge Mode, you unlock 
Flower Level.  If you succeed in Flower Level, you unlock Star Level.  If you 
succeed in Star Level, you unlock Special Level.

Unlock Special Level in all 9 minigames to unlock Minigame Madness!!!

Minigame Madness: A four-player mode where you play 5 of the 9 minigames at 
random for minigame points.  10 points are awarded for 1st place, 8 points 
for 2nd place, 6 points for 3rd place, and 3 points for 4th place.  
Each player selects his or her character, then the roulette starts to pick
the first game.  After the selection of each game, a player can choose to 
'bet' for double his or her points on a particular game.  This can only be 
done once for the 5 games played.  Whoever has the most minigame points 
after the 5 games wins.




VII. Toy Field     (TYFD)

This is a 4-player baseball battle royale.  Hit and field to collect coins. 
Where to start?  This is a somewhat confusing game, so I'll try to lay it 
out to the best of my ability.

Start off by selecting characters.  Then, decide on teams if you desire
(every person for him/herself or 2 vs. 2).  If computers are playing, 
determine the difficulty level (Level 1 is Rookie level, Level 2 is Veteran, 
Level 3 is Pro, and Level 4 is All-Star).  Then determine the number of 
turns (10, 20, or 30).

Play using either the Nunchuk or holding the Wii remote sideways.
There are a number of elements to this game.  First, the slots.
During each turn, there is an pitching machine to take care of pitching, 
1 batter, and 3 fielders.  The three fielders control the slot machine.
One slot is for the speed of the pitch, one slot is for the direction of the 
pitch (inside/toward the hitter, outside/away from the hitter, or straight
down the middle), and one slot decides the batter's error item (shell, POW 
ball, fireballs, banana peels, etc.).

If the ball is hit by the batter, wherever it lands scores coins for the 
batter.  The fielders, meanwhile, try to run and grab the ball before it 
bounces around and gets more coins.  Once a fielder has possession of the 
ball, the other fielders have 5 seconds to attack the fielder holding the 
ball in order to gain possession of it.  
Basically, it's a 5 second free-for-all between the fielders.  Whoever has 
the ball after that 5 seconds gets to bat on the next turn.  If nobody has 
the ball after 5 seconds, then the current batter gets to bat again.

The batter is trying to hit the ball where the fielders are not.  The batter 
gets coinds equal to the number on the panel where the ball hits.  The 
farther the ball is hit, the more coins/points are scored.

The warning track panels (in front of the outfield walls) trigger part of 
the wall to flip.  There are 7 back wall panels, each with a letter on it 
spelling out "HOMERUN".  Flip all panels for extra points.  One of the 
panels is a Jackpot panel.  Follow the instructions in the Jackpot minigame
and whoever follows the instructions best wins 200 coins.  

Do all of this for the selected number of turns (10, 20, or 30).  After the 
turns are completed, there will be Kings crowned.  This is similar to 
handing out Bonus Stars in the Mario Party games.  10 different coin bonuses 
are handed out: Nice-Hit King, Distance King, Nice-Play King, Attack King, 
First-Catch King, Escape King, Knockout King, Error King, ? King, and Last-
Catch King.  

Each player starts out with 300 coins, and it goes up or down 
based on all kinds of things.  Like if a batter hits a fly ball, and a 
fielder catches it before it bounces, the batter loses 50 coins, and the 
fielder gains those 50 coins.




VIII. Practice     (PRTC)

That's right...we're talking about practice.  Not the game.  We're talking 
about practice.  (Allen Iverson reference for you basketball fans out there)

There are 6 modes of practice: Pitching, Batting, Fielding, Running, 
Special, and Free Practice.  

Pitching (PTCH): 

In pitching practice, there are four practice exercises.

Part 1) Throw the ball!  Hold the Wii remote firmly with the buttons facing 
up.  Pull the Wii remote toward you to begin your windup.  Then swing the Wii 
remote down to throw the ball!  If you're using a Nunchuk, tilt the analog 
stick (the thing that swirls in all directions on the Nunchuk) to move left 
or right before pitching.  This moves your pitcher to the left or right on 
the mound before throwing the pitch.
Throw 3 pitches successfully to complete this part of practice.

Part 2) Charge pitches!  Hold the Wii remote firmly with the buttons facing 
up.  First, pull up and toward you, like a normal windup.  While in the 
windup position, the pitcher's power increases (purple circles appear around 
the bottom of the pitcher's mound).  This is called charging.  Charge pitches 
are fast and powerful, but the power decreases after reaching MAX (when the 
circles all line up together).  When you reach MAX (the circles lining up 
together), it is a MAX charge.  Throw the ball now to hurl a charge pitch.
You'll know if it was thrown correctly because the word, "Nice!" will appear 
at the pitcher's feet.
Toss 3 charge pitches successfully to complete this part of practice.
Master the timing, then add charge pitches to your bag of tricks!

Part 3) Off-speed pitches! Hold the Wii remote firmly.  Throw, then twist the 
Wii remote right (or tilt the analog stick right, for Nunchuk users) to curve 
the ball to the right.  Throw, then twist the Wii remote left (or tilt the 
analog stick left, for Nunchuk users) to curve the ball to the left.  Press 
and hold the "A" button to throw a changeup.  The ball will float up and 
break to the plate.  
Throw 5 off-speed pitches successfully to complete this part of practice.
Use a variety of pitches to confuse batters and throw off their timing.

Part 4) Star Pitches!  Hold the Wii remote firmly.  Get hits on offense and 
record outs on defense to fill up the Star Gauge.  Better plays fill the 
gauge more.  When the Star Gauge is full, you can throw Star Pitches.  Use 
the "A" and "B" buttons together for a Star Pitch.  Star Pitch effects are 
different between different pitchers.  (e.g. Mario throws a Fireball, Luigi
throws a Tornado Ball, etc.)  View the number of Team Stars to see how many 
Star Pitches you can throw.  The max is 5.  Main characters who are not the 
team captain (main 12 characters listed in Exhibition mode; DK, Diddy, 
Peach, Daisy, Mario, Luigi, Yoshi, Birdo, Wario, Waluigi, Bowser, and Bowser 
Jr.) need 2 Team Stars to use Star Pitches.
Throw 3 Star Pitches successfully to complete this part of practice.
The Star Gauge fills faster when you're losing.  Use Star Pitches to win!

B. Batting         (BTNG)

Part 1) Hit the ball! Hold the Wii remote firmly with the buttons facing up. 
The pitcher will throw the ball and...when the ball crosses home plate, 
swing the Wii remote to hit!  Hit the ball when it overlaps the cursor 
(little circle around home plate) to strike with the sweet spot.  You'll 
know you hit the sweet spot because "Nice Hit!" will appear at the batter's 
feet.  Tilt the analog stick on the Nunchuk to move from side to side while 
batting.  You'll automatically move if just using the Wii remote.  
Hit 5 balls successfully to complete this part of practice.
Adjust your swing timing to meet the ball and send it flying.

Part 2) Use charge swings!  When batting, before the ball gets to home 
plate, pull the Wii remote back to wind up.  While in the windup position, 
the batter's power increases.  This is called charging.  It's easier to hit 
balls farther with charge swings.  When the purple charge circles line up 
around your batter, it's called a MAX charge.  Hit the ball at this point 
to really give it a ride!  ("Nice Hit!" will appear when you've done this 
correctly)
Hit 5 balls with charge swings successfully to complete this part of 
practice.
Note that it's harder to hit the sweet spot with a charge swing.  Watch 
the cursor closely!

Part 3) Lay down bunts!  Here's how to bunt.  Hold the Wii remote firmly.  
Press the "1" or "2" button on the Wii remote to take a bunt stance.  If 
you are using a Nunchuk, press the "Z" button to take a bunt stance.  Hit 
the ball from a bunt stance for a weak grounder.  Try NOT to hit the sweet 
spot.  
Lay down 3 bunts successfully to complete this part of practice.
If you bunt foul with 2 strikes, you will be out.  Be careful!

Part 4) Use Star Swings!  Hold the Wii remote firmly.  Get hits (on offense) 
and outs (on defense) to fill the Star Gauge.  Better plays fill the gauge 
more.  When the Star Gauge is full, you can use Star Swings.  Press the "A" 
and "B" buttons together for a Star Swing.  Star Swing effects differ 
between batters.  Mario, for example, has a Fire Swing.  Look at Team Stars 
to see how many Star Swings you have.  The max is 5.  Main characters who 
aren't captains (main 12 characters listed in Exhibition mode; DK, Diddy, 
Peach, Daisy, Mario, Luigi, Yoshi, Birdo, Wario, Waluigi, Bowser, and Bowser 
Jr.) need 2 Team Stars to use a Star Swing.  
Use 3 Star Swings successfully to complete this part of practice.
The Star Gauge fills up more easily when you're losing.  Use Star Swings 
to win!

C. Fielding        (FLDG)

Part 1) Catch a fly ball!  Hold the Wii remote firmly.  When the ball is 
hit, move under the ball to catch it.  Do so before it hits the ground to 
get an out.  When using the Wii remote only, you'll automatically move to 
the ball.  Shake the Wii remote to dash.  When playing with a Nunchuk, use 
the analog stick to move and shake the Wii remote to dash.  The ball will 
drop in the yellow circle (area where the ball will land).  When the circle 
turns red, you're ready to make the catch!
Catch 3 fly balls successfully to complete this part of practice.
When playing with a Nunchuk, press the "Z" button to switch the player 
you're controlling.

Part 2) Grab a grounder!  Try fielding grounders and throwing out runners.  
Hold the Wii remote firmly.  When the ball is hit, pick up the ball and 
swing the Wii remote to throw it (in this case, to first base).  When using 
just the Wii remote, the ball will be thrown to the correct base 
automatically.  With the Nunchuk, tilt the analog stick toward the base 
where you want to throw the ball.
Throw the runner out at first base 3 times successfully to complete this 
part of practice.
When you get the ball, throw quickly to beat the runner and get the out.

Part 3) Jumping catch!  Hold the Wii remote firmly.  After the ball is hit, 
press the "A" button while standing still to jump.  Jump at the right time 
to catch the ball.  Jump while running to do a diving catch.  Jumping and 
diving can be tricky.  Get three outs with jump catches (and/or diving 
catches) successfully to complete this part of practice. 
You might be able to catch balls that appear out of reach by jumping.  Keep 
practicing and hone your skills!

Part 4) Attack the ball!  Hold the Wii remote firmly.  Ballpark gimmicks and 
error items can interfere with your fielding.  You can attack obstacles by 
pressing the "B" button.  If you attack a ball, you'll toss it to a nearby 
player!  Attack 3 error items to avoid them successfully to complete this 
part of practice.
Some large, tough items can't be attacked!  Be careful!

D. Running        (RNNG)

Part 1) Running the bases!  Hold the Wii remote firmly.  When using only the 
Wii remote, the runners will move automatically.  When using a Nunchuk, 
press the "A" button to run forward and the "B" button to run back.  If you 
run around the bases and reach home plate, you earn 1 run.  Shake the Wii 
remote while running to dash and pick up speed.  
Move the runner around the bases to score 1 run successfully to complete 
this part of practice.  Don't forget to run after hitting!

Part 2) Multiple runners?  Hold the Wii remote firmly.  When using only the 
Wii remote, the runners start moving automatically.  When using a Nunchuk, 
use the analog stick to make individual players run.  Choose a runner with 
the analog stick.  Move the analog stick up to advance the runner on first 
base, to the left to advance the runner on second base, and down to advance 
the runner on third base.  Simply put, tilt the analog stick in the 
direction you want the runner to move.  
Score 3 runs successfully to complete this part of practice.  
Stay calm and watch closely when switching runners.

Part 3) Close play!  Hold the Wii remote firmly.  When the ball is hit, if 
the runner and ball reach third base or home plate at the same time, a close 
play happens!  This causes a button to display on-screen.  The player who 
presses it first wins.  If the runner wins, the fielder will be dazed and 
the runner will be safe.  If the fielder wins, the runner is knocked over 
and called out.  Close plays can be tricky.  
Win 3 close plays successfully to complete this part of practice.  
Players with special actions can press the button again if they mess up the 
first time.

Part 4) Steal!  You must use a Nunchuk to perform this technique.  Before 
the pitcher throws, tilt the analog stick and press the "A" button to begin 
your steal!  Steal successfully to advance one base!  Choose a runner with 
the analog stick.  Move the analog stick up to advance the runner on first 
base, to the left to advance the runner on second base, and down to advance 
the runner on third base.  Simply put, tilt the analog stick in the 
direction you want the runner to proceed.  
Steal 3 bases successfully to complete this part of practice.  
Wait to steal until the last second to get a good jump and increase your 
chances.


E. Special       (SPCL)

Part 1) Error Items!  Hold the Wii remote firmly.  Items appear when 
players with chemistry are next to each other in the batting order (You'll 
know because you'll hear the 'random shuffling' sound from the Mario Kart 
games).  When error items are available, a cannon will appear in a corner 
of the bottom of the screen.  Point the cursor to aim, then press the "B" 
button to fire the error item in that direction.  When using a Nunchuk, 
press the "Z" button to fire.  
Hit the ball, then launch an error item successfully 3 times to move on.
You can't launch error items after the ball has been caught.  
In multiplayer, the player controlling the on-deck batter can use error 
items.    

Part 2) Buddy Toss!  Hold the Wii remote firmly.  When players with 
chemistry are near each other, the musical note icon will appear.  Attack 
the ball to toss it to the other player.  Take the ball and quickly throw it 
to hurl a high-speed ball to the infield.  It's pretty much like a one-timer 
in hockey, only exaggerated Mario style.  You'll know you've done it right 
when the outfielder throwing the ball to the infield has a close-up camera 
shot of his/her throw.  Buddy Tosses can be tricky.  
Complete 3 Buddy Tosses successfully to move on.
In a multiplayer game, work with a friend to get the outs.  

Part 3) Buddy Jump!  Hold the Wii remote firmly.  Normally, when a home run 
ball is hit really high and far, there's no way to reach it.  But this is a 
Mario game, so that makes practically anything possible.  If you have 
players with chemistry near each other, they can try a Buddy Jump.  When the 
musical note icon appears and the players overlap, jump twice to do a Buddy 
Jump.  Do it right to turn a home run into an out!  The key is jumping 
earlier than normal (because the ball is higher, and it takes a little 
longer to get that kind of height.  Don't jump too early, or your character 
will fall back to the ground as the home run ball sails over your head.)
These are tough...probably the most difficult thing to do in the Practice 
mode.
Use Buddy Jumps to get 3 outs, and you can move on.
During Multiplayer, work with a friend to get the outs.


If you've done all of these practices successfully, then Lakitu will appear 
saying that "Blooper is ready to go!" (unlocked for all modes).  That is, 
unless you've already gone into Challenge mode and unlocked Blooper there.

F. Free Practice   (FRPR)

Part 1) Free Pitching  Practice pitching without instruction!  Hone your 
skills on the mound!  Start by selecting your character.  Then head to the 
mound and pitch away!  There are no batters or fielders, just you, the 
catcher, and an umpire to call balls and strikes.

Part 2) Free Batting  Practice batting without instruction!  Hone your 
skills in the batter's box!  Start by selecting your character.  Then head 
to the plate and swing away!  There are no fielders, just a pitching 
machine, you, and an umpire to call balls and strikes.  Swing for the 
fences!

Part 3) Free Offense  Practice batting against a real pitcher and fielders 
without instruction!  Start by selecting your character.  Then head to the 
plate and swing like it's a real game!  There's no limit to the number of 
outs or runs scored.  If you get a base hit, another character will occupy 
the base(s) while your character goes back for another at bat.  Practice 
getting a rally of runs!

Part 4) Free Defense  Practice pitching against a real batter with fielders 
behind you and no instruction!  Start by selecting your character to pitch. 
Head to the mound and try to get everybody out!  Work on building a solid 
defense to prevent runs from scoring!


IX. Unlockables    (UNLK)

Characters that can be unlocked (how to in parenthesis):

Baby Peach (hiding in left shrub to the right of Peach Ice Garden entrance)
Funky Kong (right vine from top of hill in DK Jungle, beat Fire Bro)
Tiny Kong  (kidnapped by Bowser Jr.; beat him in DK Jungle Battle Challenge)
King K. Rool (hidden in waterfall in DK Jungle, beat Blue & Brown Kritter)
Kritter (beat near waterfall, beat all Kritters and King K. Rool)
Blue Kritter (shaking barrel past waterfall, beat all Kritters & King K Rool)
Red Kritter (past DK Jungle stone bridge, beat all Kritters & King K. Rool)
Brown Kritter (guarding stone bridge pipe treasure, beat all & King K. Rool)
Wiggler   (win in Toy Field or beat its Scout Mission in Challenge)
Blue Yoshi (answer 5 questions near Yoshi Park roller coaster) 
Pink Yoshi (hiding in shaking tree near green pipe & Red Yoshi's shop)
Light Blue Yoshi (blocking Yoshi Park purple manhole, beat Green Magikoopa)
Yellow Yoshi (hiding in shaking tree left of Birdo in Yoshi Park)
Red Yoshi (get paintbrush in chest after beating Bowser Jr. in Piranha Panic)
Blooper   (complete all of Practice or hiding at dock end in Mario Stadium)
Baby Daisy (upper right corner of Peach Ice Garden, get rattle from fountain)
Baby DK (hiding in tree at very bottom of DK Jungle)

Fields that can be unlocked (how to in parenthesis):

Daisy Cruiser (buy the Cruiser Pass from shop in Peach Ice Garden)
Bowser Jr. Playroom (beat Bowser Jr. in his homefield in Challenge Mode)
Luigi's Mansion (and beat Bowser Jr. in his homefield in Challenge Mode and
buy Luigi's Flashlight from shop in Mario Stadium, you can't enter without it)
Bowser Castle (beat Bowser in his homefield in Challenge Mode)

X. Other Questions (OTQS)

1) Have you figured out how to get the _______ Badge?

Badges?  Badges?  We don't need no stinkin' badges!  Okay, maybe we do.
The question emailed to me was regarding the Play Badge, but I should 
probably address all of the badges here.  There are five badges: Buddy, 
Error Item, Play, Stadium, and Star.

Buddy Badge: Once all characters are unlocked (total of 71), then you earn 
the Buddy Badge.

Error Item Badge: Once all Error Items are unlocked (through finding them 
in Challenge mode, 3 unlocked to start, 3 in Challenge mode for a total of 
6), you earn the Error Item Badge.

Play Badge: While in Challenge Mode, you have to play and win every single 
minigame (all 9, check the Minigames section for details) AND win a game of 
Toy Field to earn the Play Badge.

Stadium Badge: Once all Stadiums in the game are unlocked (5 to start, 4 to 
unlock, total of 9), you earn the Stadium Badge.

Star Badge: This one will take the longest.  After unlocking all 71 
characters, you have to make them Star Characters.  How do you do that?
Face Bowser in Challenge Mode and beat him.  The 9 players on your roster
become Star Players for beating him.  Do this for all 71 characters to earn 
the Star Badge.

2) After I beat Bowser Jr., the Daisy Shop never opened for me!

The only way to open the Daisy Shop is to buy the Cruiser Pass in the Peach 
Ice Garden Shop.  Then, the only way to access the shop at night is to have 
the Special Shop Pass inside of a treasure chest in DK Jungle.  See DK 
Jungle Visit #2 for details.

3) How do you unlock the ? stamps when creating your file icon?

Okay, this one is tricky.  The earliest I could get to the paint mode to 
find the stamps was when there was two (after going through the steps to get 
Yoshi, DK, and Wario to acquire the paintbrush).

There are eight total stamps.  From left to right, they go:

Mario "M" logo (have at the start, I assume)
Mushroom logo (have at/near the start, I assume)
Peach Crown logo (beat Peach's full team in Challenge mode)
8-bit Mario logo (beat Mario's full team in Challenge mode)
Yoshi Egg logo (beat Yoshi's full team in Challenge mode)
Star logo (beat DK's full team in Challenge mode)
Bowser Face logo (beat Bowser's full team in Challenge mode)
Brick Block logo (beat Wario's full team in Challenge mode)

4) I've seen a lot about badges and how I can unlock them.  What is their 
actual purpose?  Are they basically trophies that you can pat yourself on the 
back that you got? Or do they help you somehow?

Their purpose is to let you know you've reached milestone achievements in the 
game.  Pretty shallow purpose, which means that they are basically 'pat 
yourself on the back' trophies.  The only way that they really help is that 
they let you know when you've unlocked all of the characters/stadiums/error 
items, so you don't keep searching.  
 
The Play Badge and Star Badge are solely for pomp and circumstance.  The 
Play Badge basically tells you that you're good at minigames because you've 
won them all (plus the Toy Field), while the Star Badge just gives you more 
options when playing in that Star players are a little better in all of 
their stats (hitting, fielding, pitching, and speed).

******************************************************************************

I'm sure I'll be adding more as I go along.  Again, any questions, email me
at Fear316781@aol.com.  Thanks for reading my first FAQ of Mario Super 
Sluggers.