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                  A guide to Mario Sports Mix for the Wii
                      Written by Adam King (aka Gnik)

                               Version 1.3


This FAQ is intended for personal use only.  You are free to save or print this
guide for your own use in playing the game, but it is not to be reproduced or
redistributed without the express permission of Adam King.  

This guide is best viewed using a fixed-width font, with at least 79 characters
per row.

The most up to date version of this guide may always be found at
http://www.gamefaqs.com

===============================================================================
===============================================================================
Table of Contents:

You can search using the code listed before the titles to jump right to that
section.  Just press Ctrl-F and type in the code.

F-0   FAQ information
   F-1   Version History
   F-2   Introduction


B-00  Basketball
   B-10  Basketball Controls
   B-20  Basketball Rules, Strategy, and Items
   B-30  Basketball Characters
      B-31 Mario
      B-32 Luigi
      B-33 Yoshi
      B-34 Peach
      B-35 Daisy
      B-36 Waluigi
      B-37 Wario
      B-38 DK
      B-39 Bowser
      B-40 Diddy Kong
      B-41 Bowser Jr
      B-42 Toad
      B-43 Ninja
      B-44 White Mage
      B-45 Black Mage
      B-46 Slime
      B-47 Moogle
      B-48 Cactuar
      B-49 Mii
   B-50 Basketball Venues
      B-51 Mario Stadium
      B-52 Koopa Troopa Beach
      B-53 DK Dock
      B-54 Luigi's Mansion
      B-55 Western Junction
      B-56 Daisy Garden
      B-57 Bowser Jr Blvd
      B-58 Bowser's Castle
      B-59 Star Ship
      B-60 Peach's Castle
      B-61 Wario Factory
      B-62 Ghoulish Galleon
   B-70 Feed Petey


H-00  Hockey
   H-10  Hockey Controls
   H-20  Hockey Rules, Strategy, and Items
   H-30  Hockey Characters
      H-31 Mario
      H-32 Luigi
      H-33 Yoshi
      H-34 Peach
      H-35 Daisy
      H-36 Waluigi
      H-37 Wario
      H-38 DK
      H-39 Bowser
      H-40 Diddy Kong
      H-41 Bowser Jr
      H-42 Toad
      H-43 Ninja
      H-44 White Mage
      H-45 Black Mage
      H-46 Slime
      H-47 Moogle
      H-48 Cactuar
      H-49 Mii
   H-50 Hockey Venues
      H-51 Mario Stadium
      H-52 Toad Park
      H-53 Peach's Castle
      H-54 Western Junction
      H-55 Wario Factory
      H-56 Daisy Garden
      H-57 Bowser Jr Blvd
      H-58 Waluigi Pinball
      H-59 Star Ship
      H-60 Koopa Troopa Beach
      H-61 Ghoulish Galleon
      H-62 Bowser's Castle
   H-70 Smash Skate


V-00  Volleyball
   V-10  Volleyball Controls
   V-20  Volleyball Rules, Strategy, and Items
   V-30  Volleyball Characters
      V-31 Mario
      V-32 Luigi
      V-33 Yoshi
      V-34 Peach
      V-35 Daisy
      V-36 Waluigi
      V-37 Wario
      V-38 DK
      V-39 Bowser
      V-40 Diddy Kong
      V-41 Bowser Jr
      V-42 Toad
      V-43 Ninja
      V-44 White Mage
      V-45 Black Mage
      V-46 Slime
      V-47 Moogle
      V-48 Cactuar
      V-49 Mii
   V-50 Volleyball Venues
      V-51 Mario Stadium
      V-52 Koopa Troopa Beach
      V-53 Peach's Castle
      V-54 DK Dock
      V-55 Luigi's Mansion
      V-56 Western Junction
      V-57 Bowser Jr Blvd
      V-58 Bowser's Castle
      V-59 Star Ship
      V-60 Wario Factory
      V-61 Waluigi Pinball
      V-62 Ghoulish Galleon
   V-70 Harmony Hustle


D-00  Dodgeball
   D-10  Dodgeball Controls
   D-20  Dodgeball Rules, Strategy, and Items
   D-30  Dodgeball Characters
      D-31 Mario
      D-32 Luigi
      D-33 Yoshi
      D-34 Peach
      D-35 Daisy
      D-36 Waluigi
      D-37 Wario
      D-38 DK
      D-39 Bowser
      D-40 Diddy Kong
      D-41 Bowser Jr.
      D-42 Toad
      D-43 Ninja
      D-44 White Mage
      D-45 Black Mage
      D-46 Slime
      D-47 Moogle
      D-48 Cactuar
      D-49 Mii
   D-50 Dodgeball Venues
      D-51 Mario Stadium
      D-52 Koopa Troopa Beach
      D-53 Peach's Castle
      D-54 DK Dock
      D-55 Toad Park
      D-56 Daisy Garden
      D-57 Wario Factory
      D-58 Bowser's Castle
      D-59 Star Ship
      D-60 Western Junction
      D-61 Waluigi Pinball
      D-62 Ghoulish Galleon
   D-70 Bom-Omb Dodge


S-0   Secrets
   S-1   Behemoth
   S-2   Hard Cups and Sports Mix
   S-3   Unlockables


Z-0   Contact and Credits
   Z-1   Contacting Me
   Z-2   Credits
   Z-3   Closing Information


===============================================================================
===============================================================================
F-0

FAQ Information:

###############################################################################
F-1

Version History:

1.0 - Mar 1, 2011
First draft.  A lot of stuff is still forthcoming, including minigames,
King Behemoth, more strategies, control schemes, and lots of other stuff.
But I wanted to get this out there so it could answer some common questions.

1.1 - Mar 24, 2011
Many revisions, expansions, and most of what was missing.  Minigames, team
building, and strategies are added, as is the Wiimote / Nunchuk scheme and
unlock clarifications.  The main thing that is still missing are the unlock
conditions for the other two songs of Harmony Hustle, which it doesn't seem
like anyone knows how to get yet.

1.2 - Apr 16, 2011

The method of unlocking the Harmony Hustle songs is now known, thanks to
Fakatopatere.  Also, a code to unlock absolutely everything was found by
xinleiryu.  There were also a few other minor corrections.

1.3 - Sep 18, 2011

An alternate method to unlock the Harmony Hustle songs was found by OhItsJack.
There were also some small corrections to a few of the characters.  I am aware
that there are a few more minor character properties than the ones mentioned
in this guide, but to cover all of those traits in explicit detail is likely
beyond the scope of this guide.  You can check gamestar3000's guide if you
want to see the nitty-gritty.


###############################################################################
F-2

Introduction:

Mario Sports Mix is, as its name implies, a collection of four Sports.
Although there are many common elements, such as characters, venues, and items,
virtually everything is at least slightly different between sports.

As such, this guide is divided into four sections, covering each of the sports
individually, rather than covering the nuances of each character and venue
in all sports simultaneously.  I think this way makes it easiest to find what
you're looking for.


===============================================================================
===============================================================================
B-00

Basketball:

This section covers everything you need to know to play Basketball.


###############################################################################
B-10

Basketball Controls:


Sideways Wiimote:
-------------------------------------------------------------------------------

During the Jump Ball:
=====================

Dpad - Move

2 - Jump
Shake - Jump

1 (after catching ball) - Pass


When you have the ball:
=======================

Dpad - Move

1 (tap) - Pass
1 (hold) - Call for alley-oop
  Release 1 (after calling alley-oop) - Pass

2 - Jump
  2 (during jump) - Shoot
  A (during jump) - Item Shot

2 + Dpad towards basket (when near basket) - Dunk
  1 (during dunk) - Lay-up
  2 (during dunk) - Show off

Shake Wiimote - Crossover

1 + 2 (when meter is full) - Power Shot

A - Item Shot

B - Change character


When a member of your team has the ball:
========================================

Dpad - Move

1 (tap) - Call for Pass (only if ball carrier is CPU-controlled)
1 (hold) - Prepare for alley-oop

2 - Jump
  2 (during jump) - Jump Attack
  1 (during jump) - Swat Ball

2 + Dpad toward basket (when near basket) - Attempt putback

A - Use Item

B - Change character


When the other team has the ball:
=================================

Dpad - Move
  (stay close to ball carrier for a few seconds) - Foul

1 - Steal

2 - Jump
  2 (during jump) - Jump Attack
  1 (during jump) - Swat Ball

A - Use Item

B - Change character


Wiimote and Nunchuk:
-------------------------------------------------------------------------------

During the Jump Ball:
=====================

Analog Stick - Move

Shake - Jump

A (after catching ball) - Pass


When you have the ball:
=======================

Analog Stick - Move

A (tap) - Pass
A (hold) - Call for alley-oop
  Release A (after calling alley-oop) - Pass

Shake - Jump
  Shake (during jump) - Shoot
  A (during jump) - Item Shot

Shake + Analog towards basket (when near basket) - Dunk
  A (during dunk) - Lay-up
  Shake (during dunk) - Show off

Z - Crossover

A + B (when meter is full) - Power Shot

B + Shake - Item Shot

C - Change character


When a member of your team has the ball:
========================================

Analog Stick - Move

A (tap) - Call for Pass (only if ball carrier is CPU-controlled)
A (hold) - Prepare for alley-oop

Shake - Jump
  Shake (during jump) - Jump Attack
  A (during jump) - Swat Ball

Shake + Analog toward basket (when near basket) - Attempt putback

B - Use Item

C - Change character


When the other team has the ball:
=================================

Analog Stick - Move
  (stay close to ball carrier for a few seconds) - Foul

A - Steal

Shake - Jump
  Shake (during jump) - Jump Attack
  A (during jump) - Swat Ball

B - Use Item

C - Change character


###############################################################################
B-20

Basketball Rules, Strategy, and Items


Overview:
=========

The goal in basketball is to put the ball in the other team's basket.  In the 
real sport, there are a variety of rules about how you have to do this, but in 
Mario Sports Mix pretty much anything goes.  You can get as physical as you
want and there's no goaltending rule here.  It's a no holds barred scramble
for control of the ball at all times.

Basketball is probably the most complex game in Mario Sports Mix.  There's
certainly the greatest variety to the controls, and the characters are very
different from one another.


Jump Ball:
==========

Each period begins with a jump ball.  To gain possession of the ball, move
towards it and jump when Lakitu releases it.  If you do get the ball, you might
want to pass before you hit the ground, because your opponents will be waiting
for you when you land.


Scoring:
========

The main thing you'll want to try to do when you have the ball is to score.
This can be done in two ways, using either shots (throwing the ball towards
the basket) or dunks (jumping up to the basket and slamming the ball into it).
A shot is performed by pressing the jump button to jump, then pressing it again
to shoot.  A dunk is performed by holding the DPad in the direction of the 
basket and pressing the jump button.  A dunk is always worth 2 points, but if 
you shoot from outside the three-point line (indicated in colour near the net),
you'll get 3 points if it goes in.  Any coins you have after you score add one
additional point to your total.

You can perform a fancier dunk by pressing the dunk button just before reaching
the net, but this does not seem to confer any major benefits other than looking
cool.  Pressing the button with good timing is far more relevant to shots,
see the next section for more about that.


Perfect Shots:
==============

Shots allow you to score from far away, but unfortunately they don't always go
in.  The farther away you attempt to shoot from, the harder a time you'll have
sinking your shot.  However, there is a better way - if you're in the 
opponent's half of the court and press the shoot button at the exact right time
during your shot, you'll perform a perfect shot.  You can tell you've done it
correctly because the animation will be different and the ball will have a 
rainbow trail behind it.  If not blocked, perfect shots always go in, so 
they're a great way to score.  The ball flashes white to indicate when to press
the button for a perfect shot, but you can't really rely on this because the 
window is very small.  You just have to learn the timing.


Stealing the Ball:
==================

Scoring is only half the battle.  In order to win, you'll also have to prevent
the opponent from scoring on your basket.  The simplest way to do this is to
steal the ball from them.  Move your character so that you're close to where
they're holding the ball, then press the one button to swipe at it.  If you
have good aim, you'll knock the ball away, and then you can try to grab it.
If you miss, give it another try!  Keep the pressure on!

Some characters can defend against steals better than others.  In general, if
you have long arms, you can move the ball around quicker and that makes it
harder to steal.


Fouling:
========

Having trouble snatching the ball with a steal?  Well, it's not the only way
to gain possession of the ball, if you can't smack the ball, why not smack
your opponent instead?  When you're close to another player, the white circle
underneath them will grow larger to indicate that you're guarding them. 
While guarded, opponents can't move as quickly, and if you guard them for a few
seconds, you'll hit them, which is called a foul.  They'll drop the ball, and 
then you can try to grab it.

But there's a catch - if the opponent breaks away from you, or if you attempt
to steal, the foul timer is reset and you have to guard for another few seconds
before you can hit them.  So you'll have to choose between trying to foul and
trying to steal.


Passing:
========

With the opponent in your face on the ground, the easiest way to retain 
possession is to pass the ball to one of your teammates.  Press the pass button
and hold the direction of the person you'd like to pass the ball to to pass
to your teammate.  Assuming an opponent doesn't get in the way, they'll grab
the ball and then they can try to score with it.

You can also pass in the middle of a jump, which is a good way to avoid having
it be stolen, just be aware that this exposes you to a jump attack and once you
jump you have no choice but to pass or shoot.  If you do nothing, you'll just
shoot when you hit the ground.


Crossovers:
===========

What if your passing route is blocked or you simply want to hold onto the ball?
You can try to escape your defender instead.  If you're fast, you may simply
be able to move away from them, or alternatively, you can attempt the crossover
to spin past your opponent.  Watch out, though, if you run into them, you'll
be stunned and they'll be able to steal the ball easily, so make sure you've
got a clear path for the move first.


Jump Blocks and Attacks:
========================

Oh no, the opponent's found and open spot to get a shot off?  Well, it's not
over yet, you can still attempt to block the ball between the time it's fired
and when it reaches the net.  Simply stand in-between the ball and the net,
and press the jump button to jump and hit the ball out of the air, which is
called a jump block.

If your opponent is attempting to do a dunk instead, simply jumping won't be
enough.  You have to use the jump attack to knock the ball away from them,
perform this by pressing jump again in midair.  If you're close to them, you'll
hit the ball away and you can try to grab it.


Lay-Ups:
========

Jump attacks are a very good form of defense against dunks.  But you can still
perform a dunk through your defenders by pressing the pass button during a
dunk to switch to a lay-up.  During a lay-up, you are briefly immune to jump 
attacks, but the opponent can swat the ball away by jumping and pressing the 
pass button.  Also, unlike a dunk, lay-ups can miss, and there's nothing you
can do to increase the chance that it will go in.  But some chance of a basket
is better than none, right?


Alley-Oops and Putbacks:
========================

Sometimes you need to mix up your offense even more to score on tight defense.
This is where the alley-oop comes in.  Hold down the pass button to call for
(or prepare, if you don't have the ball) the alley-oop.  Another player will
jump towards the basket, then the player with the ball releases (or presses)
pass to pass to them.  If the pass is good, you can get a quick dunk this way.

Another form of co-operative scoring is the putback.  Sometimes, when you fire
a shot, it will bounce on the rim a bit but not go in.  In this case, another
player on your team can jump up, grab the ball, and slam it in, much like a
regular dunk.  To do this, simply attempt a dunk when you don't have the ball.
You can even do this for a shot you fired yourself if it really hangs on the
rim a long time.


The Shot Clock and Buzzer Beaters:
==================================

You're not allowed to simply run around with the ball as long as you want in
Basketball, as long as your team has possession the shot clock will be
gradually ticking down.  If it reaches zero, possession is given to the other
team, just like after you score a basket.

You can reset the shot clock by shooting, using a power shot or doing a 
lay-up.  Performing a dunk does not reset the clock, and if it runs out during
your dunk you lose possession and get no points even if the dunk is successful.

This also applies to the regular period timer.  Play stops when the time runs
out, but if the ball is in the air or you're in the middle of a power shot, 
you'll still get points if it goes in.  Scoring this way is called a buzzer
beater in basketball lingo.


The Power Meter and Power Shots:
================================

Every time you shoot or try to dunk, you gain one point on your power meter.
When it is full, you can press the power shot button when you have the ball
for a power shot.  Most power shots involve an attempt to disable defenders
in some way, then either a shot or a dunk attempt. They can be blocked, but
some of them are pretty hard to stop, and they're all worth 3 points if they
score.  Some characters can also fire their shots early by pressing the shot
button, and varying the timing can make blocking harder.  Every character has
a different power shot, see the character section for details.


Items:
======

You can also mix things up with the use of items.  To collect an item, step
on an item panel, and you'll receive either an item or a coin.  Then use the
item button to use it.  If you have the ball when you use it, you'll perform
an item shot, otherwise you'll just toss it.  If you toss an item and hit
someone, they'll drop coins.  Most item shots don't cause people to lose coins,
but it's easier to score using them.  The items are as follows:


Banana:
-------

Use the banana to toss it on the ground.  Anyone who walks on it will slip.
If used for an item shot, your shot will curve slowly towards the basket.


Green Shell:
------------

Use the green shell to toss it straight forward.  It will bounce back after
hitting a wall.  An item shot will go straight towards the basket.


Red Shell:
----------

When thrown, the red shell will home in on the nearest enemy.  An item shot
will curve quickly towards the basket.


Mini Mushroom:
--------------

Use the mini mushroom to toss it on the ground.  If anyone walks over it,
they'll be shrunk.  Shrunk players cannot gain possession of the ball, the
can only perform jump blocks.  When used for an item shot, it will go straight
towards the net, and if someone blocks it they'll be shrunk.  Unlike other 
items, this one is not guaranteed to score, so be ready with a putback.


Bom-omb:
--------

Toss the bom-omb and it will explode when it hits the ground.  When used for
an item shot, it works much the same way, but it blows up near the net.  Unlike
other item shots, this is not a guaranteed basket if not blocked, but it causes
opponents to lose all of their coins regardless of how it hits them.


Starman:
--------

When you acquire the starman, your whole team becomes invincible (you don't
even have to use it), and touching any opponent will cause them to be knocked
away.  Also, any shot will become an item shot that fires the ball straight 
towards the net very quickly and blows away anyone who attempts to block it.  
It's pretty much impossible to prevent the other team from scoring when they
have this, but it's very rare.


Strategy for Basketball:
========================

Basketball is a very complex sport where every action has an appropriate
counter.  As such, there's really no killer strategy here, you'll just want to
create a balanced team and vary your offense as much as possible.  You'll also
want to keep a constant eye on the position of defenders - if you get a clear
line to the basket, use a perfect or item shot.  If the basket itself is not
well defended, go for a dunk.  If many defenders are in the way, you can try
your power shot or an alley-oop.

When on defense, keep the pressure on at all times.  Decide whether you're
going to steal or foul, then stay on your man like glue and block his passing
lanes with your body.  If he tries for a jump shot or pass, be ready to block,
and if he tries a dunk, wait to see if it's a lay-up or not, then react 
accordingly.


###############################################################################
B-30

Basketball Characters:


The following sections details the playable characters in Basketball.


Team Building at a Glance:
==========================

If you don't want to read through all of the character sections, here's a very
brief overview of what characters can fulfill which roles.


Good Shooting:
==============

- Luigi
- DK
- Bowser
- Diddy
- Toad
- Slime


Good Dunking:
=============

- Wario
- DK
- Bowser
- Toad
- Ninja
- Slime


Good Defense:
=============

- Yoshi
- Daisy
- DK
- Diddy
- Bowser Jr
- Ninja
- White Mage
- Moogle


Good Power Shot:
================

- Peach
- Diddy
- Bowser Jr
- Toad
- Ninja
- Black Mage


###############################################################################
B-31

Mario:


Basic Abilities:
----------------

- Mario has no special characteristics.  He is average in every way possible.


Power Shot - Fireball Dunk:
---------------------------

Mario jumps up, charges up his fire, then spins towards the basket for a
flaming dunk.

To defend against this shot, jump in his way, then waggle like crazy when
prompted.  The closer Mario is to the basket, the less time you'll have to
waggle, so this shot can be quite hard to defend against if Mario uses it
to the side of the basket.


Character Evaluation:
---------------------

Since Mario has no real weaknesses, he makes a decent (if boring) choice for
any team.  His power shot is only average, though, so you might want to pair
him up with someone who has a better one.


###############################################################################
B-32

Luigi:


Basic Abilities:
----------------

- Luigi's Perfect Shot is a little faster than normal, but he recovers slowly
  after performing it
- Luigi's Jump Block has less range than most
- Luigi's Jump Attack has less range than most


Power Shot - Vacuum Shot:
-------------------------

Luigi jumps up and pulls out his Poltergust 3000.  He sucks up any nearby
characters, possibly causing them to slip, then shoots the ball straight 
towards the net.

To defend against this shot, simply jump and block the ball.  The vacuum
can help you get into position, but don't head there right away or you'll fall.


Character Evaluation:
---------------------

Luigi is basically just a slightly goofier Mario.  His Perfect Shot is very
nice, but be aware that if it is blocked he takes a while to recover.  He's
also not an especially good defender and his power shot is pretty lousy, so
make sure to pair him up with some players who are better in those areas.


###############################################################################
B-33

Yoshi:


Basic Abilities:
----------------

- Yoshi runs a little faster than most
- Yoshi's perfect shot is very slow
- Yoshi's dunk is a little slow
- Yoshi's jump block is more manoeuvrable and lasts longer than most
- Yoshi's jump attack has better range than most
- If Yoshi fouls the opponent, he instantly gains control of the ball


Power Shot - Rainbow Shot:
--------------------------

Yoshi flies upwards, then fires two curving rainbow shots towards the net.
Only one of them is real, and if the real one reaches the basket, he scores.

To defend against this shot, simply jump and block the shots.  Ideally, you
should try to block both, but even if you only block one you have a 50% chance
of stopping the shot.


Character Evaluation:
---------------------

Yoshi is a bit of a weak offensive character, with a slow shot and dunk, but
he's great on defense.  His good speed coupled with his great foul let him keep
the pressure on, and if the opponent tries to jump he can easily block their
shots or smack them away with his jump attack.  His Power Shot is also decent,
though there are better ones.


###############################################################################
B-34

Peach:


Basic Abilities:
----------------

- Peach's perfect Shot curves, but it comes out slow and recovers slow
- Peach's dunk is very slow
- Peach's jump block has slightly better range than most
- Peach's jump attack recovers slower than most
- Peach's crossover is very fast


Power Shot - Heart Shot:
------------------------

Peach jumps up and tosses out a bunch of pink hearts.  They travel slowly
forwards, and anyone hit by them is briefly stunned.   Afterwards, she shoots
the ball straight at the net.

To defend against this shot, try to avoid the hearts, then jump and block the
ball.  It can sometimes be hard to avoid the hearts, though.


Character Evaluation:
---------------------

Peach is a pretty poor basketball player.  Both her shot and dunk are very
slow, so any reasonably capable defender to totally shut down her offense.  
She's also not particularly talented on defense, either, since her jump attack
recovers slow.  At least her power shot is one of the better ones out there,
and she can move the ball around pretty well.


###############################################################################
B-35

Daisy:


Basic Abilities:
----------------

- Daisy's perfect shot curves, but it comes out absurdly slow
- Daisy's dunk is a little slower than normal
- If Daisy performs a successful jump block, she instantly passes the ball to a
  teammate
- Daisy's crossover is faster than most


Power Shot - Flower Shot:
-------------------------

Daisy jumps up and creates a flower patch in front of the net, which causes
her opponents to run slower.  She then shoots the ball in a curving manner.

To defend against this shot, just jump up and block the ball.  Despite the
flowers, it's still not hard to get into position in time.


Character Evaluation:
---------------------

Daisy is probably the game's worst offensive player, she's a terrible shooter,
a weak dunker, and has a poor power shot, but she's a very good defensive 
player.  At the forefront of her defensive skills is her extremely useful 
blocking ability, when she blocks any shot with a jump block the ball will 
instantly go to one of her teammates, and this often means a free breakaway.
Pair her up with some good offensive players who can take advantage of it.


###############################################################################
B-36

Waluigi:


Basic Abilities:
----------------

- Waluigi's perfect shot curves, but it comes out a little slow
- Waluigi's dunk is a little slower than normal
- Waluigi guards and steals the ball a little better than most.


Power Shot - Quadra Shot:
-------------------------

Waluigi jumps up, and a device with four balls appears on his back.  He fires
them straight at the net, one at a time, and each one that goes in is worth
one point.

To defend against this shot, just jump up and block the balls.  Of course, your
opponents will probably try to mess you up with jump attacks.


Character Evaluation:
---------------------

Waluigi is a decent character.  His shots and dunks aren't as slow as the other
technique characters, so he's not a total waste on offense, and his good 
stealing abilities make him a capable defender.  His Power Shot isn't amazing,
but he's a capable all-round player.


###############################################################################
B-37

Wario:


Basic Abilities:
----------------

- Wario's dunk very fast
- Wario's foul goes through the opponent and recovers very slow
- Wario's lay-up is actually an attack that knocks defenders away, but it's
  pretty slow


Power Shot - Gas Shot:
----------------------

Wario jumps up and throws a smoke bomb towards the net, hiding the area near
the net with smoke, and stunning anyone too close to the bomb.  Afterwards, he
shoots the ball straight towards the net.

To defend against this shot, just jump up and block the ball.  The smoke
shouldn't obscure your vision much, and the bomb's blast radius isn't big.


Character Evaluation:
---------------------

Wario is a solid character.  He's great on offense, sporting an extremely fast
dunk and a decent shot, on top of perfectly average speed.  His only real 
weakness is that his foul is totally useless, he'll virtually never get the 
ball from it.  Oh, and his Power Shot is pretty bad, too.


###############################################################################
B-38

DK:


Basic Abilities:
----------------

- DK's dunk is very fast
- DK's perfect shot is very fast
- DK guards and steals the ball extremely well
- DK's crossover is a little slow
- DK's lay-up is actually an attack that knocks defenders away
- DK's jump attack has better range than normal, but recovers a little slow


Power Shot - Shockwave Dunk:
----------------------------

DK jumps towards the net and pounds the ground, stunning any opponents he hits.
Afterwards, he spirals towards the net for a dunk.

To defend against this shot, jump to avoid the shockwave, then jump up and
block the dunk.  The timing isn't very difficult.


Character Evaluation:
---------------------

DK is an absolute monster on offense.  Sporting the game's fastest dunk and
a very fast shot as well, he's a dire threat from both inside and out.  He can
even convert his dunk into an attack of sorts by performing a lay-up, though
he's not quite as good at that as Bowser.  He's no slouch on defense either, 
with great reach on his steals and a good jump attack.  His only weakness is 
his Power Shot, but he'll contribute so many points that it couldn't matter 
less.


###############################################################################
B-39

Bowser:


Basic Abilities:
----------------

- Bowser runs very slow
- Bowser's dunk is very fast
- Bowser's perfect shot travels very fast and it blows blockers away
- Bowser guards and steals the ball a little better than normal
- Bowser's lay-up is actually an attack that knocks defenders away, and it's
  very fast
- Bowser's foul stuns opponent's briefly


Power Shot - Fireball Shot:
---------------------------

Bowser jumps up and shoots a big fireball towards the ground in front of the
basket.  It creates a big explosion that sets enemies on fire.  Afterwards,
he shoots the ball towards the basket.

To defend against this shot, just make sure to avoid the fireball.  You can
block the shot with a simple jump afterwards.


Character Evaluation:
---------------------

Bowser is very slow, but he dunks well and is good at stealing the ball and 
fouling.  In many respects he's quite similar to DK, but he trades some 
shooting and running speed for an improved special lay-up.  Bowser's attack
comes out very fast during the lay-up, so he's probably the game's best dunker,
just don't use it all the time or your opponents will stop attempting jump
attacks.  He also boasts an average power shot.  Pair Bowser up with some quick
teammates who can move the ball around and he can be deadly inside the paint.


###############################################################################
B-40

Diddy:


Basic Abilities:
----------------

- Diddy runs very fast
- Diddy's dunk is a little slow
- Diddy's jump attack has terrible range
- When Diddy blocks a shot with a jump block, he gains control of the ball


Power Shot - Banana Shot:
-------------------------

Diddy jumps up and throws a bananarang, which stuns anyone it hits.
Afterwards, he shoots the ball straight towards the net.

To defend against this shot, dodge the banana and then jump up and block the
ball.  The banana can be hard to dodge near the net, though.


Character Evaluation:
---------------------

Diddy's a pretty solid character all around.  His speed and good shooting
ability make him a good offensive character, and his special jump block makes
him useful on defense, too, though he has the game's worst jump attack.  He 
also has a fairly good power shot.  Pair him up with a character who can block
dunks and he's a useful guy to have around.


###############################################################################
B-41

Bowser Jr:


Basic Abilities:
----------------

- Bowser Jr runs very fast
- Bowser Jr's brush gives him better range on his jump, jump block, and jump
  attack
- Bowser Jr guards and steals the ball poorly


Power Shot - Vandal Shot:
-------------------------

Bowser Jr jumps up and sprays paint near the net.  Anyone who attempts to move
in the paint will slide around.  Afterwards, he shoots the ball straight at
the basket.

To defend against this shot, try to get into position and attempt a jump block.
Obviously, the sliding makes this more difficult, so try to slide between
Bowser Jr and the basket as much as possible.


Character Evaluation:
---------------------

Bowser Jr is a great character.  His average shooting and dunking skills, when
paired with his speed, make him an excellent offensive character, and his extra
range makes him a great defense character too.  His power shot is also one of 
the better ones in the game.  His only real weakness is that it's a bit hard
for him to steal the ball, but you can always just wait for them to jump.


###############################################################################
B-42

Toad:


Basic Abilities:
----------------

- Toad runs pretty fast
- Toad's dunk is a bit faster than most
- Toad guards and steals the ball poorly
- Toad's jump attack has less range than most


Power Shot - Mushroom Shot:
---------------------------

Toad jumps up, and two big mushrooms appear.  They spin around, stunning anyone
hit by them.  After a few seconds, Toad shoots the ball straight at the net.

To defend against this shot, avoid the mushrooms and attempt a jump block.
However, if this is used near the net, it is very hard to block.


Character Evaluation:
---------------------

Toad is quite a monster on offense, with a fast running speed, a surprisingly
fast dunk, and a good shot.  His Power Shot is also among the very best in the
game.  To balance it out, he isn't a very good defensive player, having little
range on both his steals and his jump attack.  Pair him up with a solid
defensive teammate and send him the ball as often as you can.


###############################################################################
B-43

Ninja:


Basic Abilities:
----------------

- Ninja runs pretty fast
- Ninja's dunk is a bit faster than most
- If Ninja blocks a shot with a jump block, he sometimes passes the ball to a
  teammate
- Ninja's disappears when performing a crossover move or lay-up
- Ninja guards and steals the ball a little worse than most.


Power Shot - Mirage Dunk:
-------------------------

Ninja jumps up, and creates two illusions of himself.  He then charges towards
the net for a dunk with all three.  When he gets close, the real Ninja is
revealed and he dunks the ball.  This is worth 3 points if performed from
3-point range.

To defend against this shot, either guess and hope you get lucky, or wait
for the real Ninja to appear before you try to block.  Be quick, though, he
doesn't wait around.


Character Evaluation:
---------------------

Ninja is a crazily good basketball player who is above-average is pretty much
every respect.  He's very fast, solid on both shots and dunks, and he even
has a slightly worse variant of Daisy's awesome shot block pass move.  His
special lay-up and crossover aren't really that much better than normal, but
they certainly don't hurt, and his power shot is pretty good as well.  His only
(trivial) weakness is that he doesn't guard the ball quite as well as some 
players, but he's so fast it hardly matters.  Once you try Ninja power, you 
won't go back.


###############################################################################
B-44

White Mage:


Basic Abilities:
----------------

- White Mage's perfect shot curves, but is a little slower than most
- White Mage's dunk is very slow
- White Mage's jump block and jump attack have better range than most


Power Shot - Holy Shot:
-----------------------

White Mage jumps up, and a targeting circle appears.  You can move this with
the dpad, after a while a beam of light will strike that spot, stunning anyone
who happens to be in the way.  Then, she will shoot the ball straight at the
net.

To defend against this shot, simply split up your characters.  At best, she
can stun only one of them, then whomever's left can block the ball.


Character Evaluation:
---------------------

White Mage is a solid defense character who is very good at stopping both shots
and dunks.  She's not too great offensively, and her power shot is among
the worst in the game, so pair her up with a strong offensive character.


###############################################################################
B-45

Black Mage:


Basic Abilities:
----------------

- Black Mage's perfect shot is a little slow to come out, but it travels fast
- Black Mage's dunk is a little slow
- Black Mage's jump attack recovers slow
- Black Mage steals the ball a little better than most
- Black Mage's lay-up is unique, he charges the ball then strikes the net
  with thunder, which always scores and can't be blocked.  You have to jump
  attack him while he's charging it


Power Shot - Thunder Shot:
--------------------------

Black Mage strikes all defenders with Thunder, shrinking them.  He then shoots
the ball straight at the net.

To defend against this shot, just jump and block the ball.  Being shrunk does
not impede your blocking abilities, though it does prevent you from claiming
the ball afterwards, so the opponent will probably retain possession even
if you manage to block.


Character Evaluation:
---------------------

Black Mage is a tricky character, with a unique lay-up that cannot be blocked
in the normal manner and a perfect shot that can easily be mistaken for it.
However, once you realize that all of his methods of scoring are slow and can
be stopped with a jump attack, you'll find that his offense can be shut down
pretty easily as long as you stay on him.  He's not a bad defender, though,
with a better than average steal, and if he gets a breakaway he can score
easily enough.  His power shot is pretty decent, too, even if it doesn't score,
you should be able to reclaim the ball afterwards. 


###############################################################################
B-46

Slime:


Basic Abilities:
----------------

- Slime runs very slow
- Slime's perfect shot is faster than most
- Slime's dunk is very fast
- Slime's foul and jump attack are slower than most
- If Slime blocks a shot with a jump block, it gains control of the ball.


Power Shot - Slime Shot:
------------------------

Slime calls a couple of its multicoloured friends, who bounce around and chase
the other players (not necessarily just the opponents).  Anyone touched by the
slimes is stunned.  Afterwards, Slime shoots the ball straight towards the net.

To defend against this shot, avoid the Slimes, then jump to block the shot.  
The Slimes can be a bit hard to avoid sometimes, though.


Character Evaluation:
---------------------

Slime plays a lot like a power character.  It's very slow, but it has strong
offensive capabilities.  The ability to retain the ball after a successful jump
is nice, but Slime's a bit too slow to be a great defender.  Pair Slime up
with some faster players who can hand it the ball and you'll have a good
combination.  Slime has a good Power Shot, too.


###############################################################################
B-47

Moogle:


Basic Abilities:
----------------

- Moogle runs pretty fast
- Moogle's perfect shot curves, but is slower than most
- Moogle's dunk is a little slow
- Moogle's jump block is a little more manoeuvrable than most
- Moogle's jump attack has better range than most


Power Shot - Crystal Shot:
--------------------------

Moogle summons the 6 crystals and spins them around.  After a little while, 
he shoots the ball straight at the net.  However, it may disappear and reappear
from a different angle between zero and two times.

To defend against this shot, attempt to block the ball by jumping.  Unless
it happens to teleport right as you're jumping for it, you only have to
touch it once.


Character Evaluation:
---------------------

Moogle is pretty similar to Yoshi in that his offense is somewhat limited by 
his slow shots and dunks, but he has good defensive capabilities.  Unlike
Yoshi, though, he doesn't have a special foul, and his jump block and jump
attack, while better than average, aren't quite as good as Yoshi's either.  
His power shot is also easily blocked and won't be contributing much to the
team, so he's pretty much exclusively a defensive character.


###############################################################################
B-48

Cactuar:


Basic Abilities:
----------------

- Cactuar runs absurdly fast
- Cactuar's perfect shot recovers slow
- Cactuar's dunk is slower than most
- Cactuar's jump attack has little range, but anyone hit by it is slowed down
  for a few seconds
- Cactuar guards and steals the ball poorly
- Cactuar's crossover is a little slow


Power Shot - Needle Shot:
-------------------------

Cactuar jumps near the net and spines anyone nearby, slowing them down, then
very slowly dunks towards the net.

To defend against this shot, attempt to block the ball with a jump shot.
He moves towards the net at such an absurdly slow rate that unless he got all
three of your guys you should be able to get to him from almost anywhere.


Character Evaluation:
---------------------

Cactuar is the most preposterously one-dimensional character ever.  He's very,
very, very fast, but he's below average to terrible at everything else.  When
the opponent has the ball, Cactuar can catch up to them from almost anywhere,
but he's not very good at stealing so he's not a huge threat there.  He's a
decent jump attacker, though, so he does well against dunks.  On offense he's
not nearly as impressive, as he doesn't run nearly as fast when guarded and
has a surprisingly bad crossover move.  His dunks are also lousy and his
perfect shots are only a tad better.  His power shot is also among the worst
in the game.  He is good at getting open for an item shot, though, and his
speed is great for collecting item panels.  Just make sure to pair him up with
some more offensively-capable characters or you won't score many points.


###############################################################################
B-49

Mii:


Basic Abilities:
----------------

- Miis have no special characteristics.  They're average in every way possible.


Power Shot - Firework Dunk:
---------------------------

The Mii jumps up, charges briefly, then spirals towards the net for a flashy
dunk.

To defend against this shot, jump in his way, then waggle like crazy when
prompted.  The closer the Mii is to the basket, the less time you'll have to
waggle, so this shot can be quite hard to defend against if the Mii uses it
to the side of the basket.


Character Evaluation:
---------------------

Since Miis have no real weaknesses, they make decent choices for any team.  
Their power shot is only average, though, so you might want to pair them up 
with someone who has a better one.


###############################################################################
B-50

Basketball Venues:


The following sections details all of the playable venues in Basketball.


###############################################################################
B-51

Mario Stadium:


Special Rules:
--------------

- There are no special rules at Mario Stadium


Strategy:
---------

Mario Stadium is the most basic of venues and has no special rules.  Items and
coins are still present, so make good use of them.


###############################################################################
B-52

Koopa Troopa Beach:


Special Rules:
--------------

- No item panels appear on Koopa Troopa Beach
- Periodically, a wave washes across the beach, bringing some green shells
  with it
- After the wave rolls out, some coins are strewn across the beach


Strategy:
---------

Green shells are very plentiful here, and they make for great item shots.  As
soon as you have a clear line to the basket, fire off the green shell for an
instant basket.  You can also grab a lot of coins after a wave goes out.


###############################################################################
B-53

DK Dock:


Special Rules:
--------------

- DK Dock periodically moves back and forth, which moves the three point zones
  and leaves water under one basket
- If a player falls in the water or tosses the ball in the water, it counts
  as a shot clock violation


Strategy:
---------

When the dock shifts towards your opponent's basket, you can fire close range
jump shots and get three points for it.  When the dock shifts away from your
opponent's basket, you can attempt a dunk or perfect shot and it will be risky
for your opponent to block it.  Just be careful not to fall in the water,
or you'll give control of the ball to your opponent.


###############################################################################
B-54

Luigi's Mansion:


Special Rules:
--------------

- After a few seconds, the lights will go out.  They will only come back on
  when someone scores a basket
- While the lights are out, all regular shots and lay-ups will miss, but dunks,
  perfect shots, and item shots can still score
- Ghosts may appear near the baskets.  Pass the ball to them, and they'll
  try to set you up with an alley-oop pass, or you can press the pass button
  to get them to pass to you.  They can be jump attacked, which will make them
  drop the ball.


Strategy:
---------

This stage is quite dunk-focused, so good dunkers and people who can block
dunks well do well here.  Those who can't dunk as well should try to make use
of the ghosts for alley-oops.  Also, since lay-ups are no threat whatsoever
once the lights are out, you can freely jump attack any dunk.


###############################################################################
B-55

Western Junction:


Special Rules:
--------------

- A turntable under each basket impedes movement
- Occasionally, a train will come through the middle of the court, knocking
  away any players hit by it.  Dunks cannot be performed while the train
  is under the basket
- The passengers on the train may also toss bananas or coins onto the field


Strategy:
---------

When the train shows up, try to go for a perfect shot, it will be very
difficult for the opponent to block since they can't get under the net.  You
can also try to collect some coins amidst the chaos.


###############################################################################
B-56

Daisy Garden:


Special Rules:
--------------

- The baskets are replaced with Peteys
- Any shot that's reasonably close will go into Petey's mouth, but you can only
  score when his mouth is open
- If no one scores for a while, the Peteys will fall asleep, leaving their
  mouths open until someone scores


Strategy:
---------

Shooting and dunking ability aren't too important on this stage since pretty
much any open shot will go in, so good defenders are the most valuable.
Also try to make good use of items to force turnovers.


###############################################################################
B-57

Bowser Jr Blvd:


Special Rules:
--------------

- Various bonus icons appear near the baskets
- Making a jump shot or starting a successful dunk while standing on a bonus
  icon adds or multiplies your score by the indicated amount
- Coins are added to your score before the multiplication occurs
- Negative icons can drop your score below zero
- Every now and then, bonus time occurs, multiplying the value of any basket
  by 10
- Power Shots are not eligible for bonuses


Strategy:
---------

This stage is insanely volatile.  The +30 and x5 icons have a huge impact on
your score, to say nothing of the x10 that occurs during bonus time.  If you
have coins, the boost from multiplication is even bigger, and a single basket
with a lot of coins can basically win the match in one shot.  However, the
impact of the icons usually results in fewer baskets being scored, because
everyone will attempt to score on an icon and that reduces the area you need
to defend.  Power shots are also less valuable here since they don't activate
icons, but you can use them to end bonus time if you're scared the opponent
might use it to catch up.  Item shots DO activate the icons, though, so save
good items for crucial moments.


###############################################################################
B-58

Bowser's Castle:


Special Rules:
--------------

- Lava Bubbles periodically erupt from underneath the baskets, igniting anyone
  who touches them


Strategy:
---------

This is a pretty straightforward venue, except that dunks and blocks are a
little riskier.  Make sure to take advantage if your defender is set on fire.
Perfect shots can also be quite useful here since you won't even have to deal
with the bubbles.


###############################################################################
B-59

Star Ship:


Special Rules:
--------------

- Crystals rain from the sky, which act like coins when picked up
- When played in the regular Star Cup final, this stage's gimmicks do not occur


Strategy:
---------

This is a straightforward stage, the only difference from Mario Stadium is that
both sides will pick up an absolute ton of coins, so the game will be very
high-scoring.  This means that the extra point on a three-pointer isn't worth
much, so dunks have a bit of advantage over perfect shots, but anyone who can
score well will be valuable.  Stalling for coins also obviously doesn't work
here, since both sides will max out their coin counters within a few seconds.


###############################################################################
B-60

Peach's Castle:


Special Rules:
--------------

- Jets of water flow underneath the basket at Peach's Castle, impeding
  movement
- If the ball passes over a jet, it will be blown into the air
- You can turn off the water by hunting down the blue switch


Strategy:
---------

The water does not completely block the path to the net, so you can still
run in for a dunk, and it doesn't affect shots at all, so it shouldn't change
your offense too much.  Just be aware that if you try to pass or steal near the
net the ball may be blown away.  Don't spend too much time hunting the blue
switch, turning off the water isn't really worth it.


###############################################################################
B-61

Wario Factory:


Special Rules:
--------------

- A conveyor belt covers the entire playing area at Wario Factory.  It moves
  slowly and randomly changes direction, slightly affecting movement
- Red panels with arrows on them may appear, step on them to make the conveyor
  travel quickly in the indicated direction, which drastically affects movement


Strategy:
---------

The conveyor belt has an almost negligible impact when moving slowly, but when
someone steps on an arrow all but the fastest players will be dragged to that
side of the arena.  Obviously, having the conveyor moving towards your 
opponent's basket is beneficial for you, since even if they manage to force
a turnover they won't be able to get the ball out easily.  A good dunker
(particularly one with an offensive lay-up, like Bowser) is useful here.  
If you do find yourself trapped under your own basket, you can fire an item 
shot, and score an easy basket, so try to save an item for this purpose.


###############################################################################
B-62

Ghoulish Galleon:


Special Rules:
--------------

- As the ship sways back and forth, crates slide across the field, blocking
  movement
- After a while, or if hit by an item, Dry Bones will emerge from the crates,
  stunning any player that touches them


Strategy:
---------

The crates and Dry Bones don't affect the flow of play too dramatically, but 
from time to a well-placed crate may block defenders and give you an open 
shot.  A player with a good perfect shot will be better able to take advantage
of these opportunities when they occur.


###############################################################################
B-70

Feed Petey:


Controls:
=========

Sideways Wiimote:
-------------------------------------------------------------------------------

When you have fruit:
====================

2 - Jump
  2 (during Jump) - Shoot

2 + Dpad towards Petey - Dunk
  1 (during Dunk) - Lay-up


When you don't have fruit:
==========================

2 - Jump
  2 (during Jump) - Jump Attack
  1 (during Jump) - Swat Ball

1 - Steal


Wiimote and Nunchuk:
-------------------------------------------------------------------------------

When you have fruit:
====================

Shake - Jump
  Shake (during Jump) - Shoot

Shake + Analog towards Petey - Dunk
  A (during Dunk) - Lay-up


When you don't have fruit:
==========================

Shake - Jump
  Shake (during Jump) - Jump Attack
  A (during Jump) - Swat Ball

A - Steal


Game Overview:
==============

Feed Petey is the Party game for Basketball.  The goal is to grab hanging fruit
and then throw it into Petey's mouth.  Successfully feeding a fruit to Petey
is worth points, and the team with the most points when time runs out wins.


Scoring:
========

In order to score, you first have to grab a piece of fruit.  This is more
complex than it sounds, the fruit hangs from the sky and is usually out of
reach, you need to wait for it to move down a little (indicated by the circle
under the fruit growing larger), then jump and grab it.  Once you have the
fruit, you can either shoot it into Petey's mouth, or perform a dunk.  Assuming
his mouth is open when your fruit gets there, you'll score points.

The fruits are not all worth the same amount of points.  The orange is worth
10, the green apple 20, the red apple 30, and the watermelon 50.

Periodically, bonus time will occur.  This causes Petey to fall asleep, meaning
you can score at any time, and something happens to the fruit that grants extra
scoring opportunities (it varies depending on the venue, see below).


Blocking:
=========

If you don't have any fruit yourself, you can try to block your opponent from
scoring with theirs.  Just like in basketball, you can perform steals, jump
blocks, jump attacks, and swat lay-ups.  Successfully performing any of these
will cause the opponent to lose their fruit.


Team Play:
==========

Team play is only available in Tournament mode.  It plays much the same, but
now the score of all players on a team is added together.  This makes it much
more valuable to have one player playing defense while the others try to
score.


Character Choices:
==================

All characters have the same abilities they have in Basketball, except that
special jump blocks no longer occur and it is not possible to foul.  However,
the relative value of certain abilities is changed somewhat.

Since regular shots are guaranteed unless you're really far from Petey, a good 
perfect shot isn't as important as in basketball, and neither is good dunking 
ability.  Speed is enormously useful for allowing you to grab the good fruit 
and defend when necessary, and good guarding and stealing ability is useful 
too.

The special layups and Cactuar's special jump attack still work here, and
are quite useful.


Stages:
=======

You have to unlock the Watermelon venues through Tournament mode.  Read the 
section on Alternate Paths in the secrets section to find where they are 
located.

Daisy Garden - Mushroom Cup, left path
DK Dock - Flower Cup, right path, up at both prompts
Wario Factory - Star Cup, left path, up at first opportunity on star road


Apple Venues:
-------------------------------------------------------------------------------

Daisy Garden:
=============

This is the most basic stage.  A lot of low-value fruit appears, and there are
no special obstacles to worry about.  Just focus on collecting as much fruit
as you can.

During bonus time, all fruit falls to the ground, making it easy to grab.
This also happens at the end of bonus time.


DK Dock:
========

You can dunk from farther away than normal on this stage, so good dunking
ability is more valuable than normal.

During bonus time, all existing fruit is replaced by higher-value fruit.


Wario Factory:
==============

The conveyor belt slowly moves either towards or away from Petey, but it's
not a major factor.  More noteworthy are the bombs that sometimes appear in
place of fruit.  Obviously, you don't want to be under one of them when they
fall.

During bonus time, all existing fruit is replaced by higher-value fruit.


Watermelon Venues:
-------------------------------------------------------------------------------

Daisy Garden:
=============

This venue is still quite straightforward, but there's now a larger variety
of fruit, and the fruit doesn't stay within reach for as long.  The green apple
appears sometimes, watermelons are fairly common, and bombs appear rarely,
so speed is helpful to grab the best fruit.

During bonus time, all fruit falls to the ground, making it easy to grab.
This also happens at the end of bonus time.  All fruit during bonus time are
watermelons, so the end of bonus time provides insane scoring opportunities.


DK Dock:
========

The deck now moves back and forth, which shifts the two-point area and slightly
affects movement.  Dunking skill is still valuable, but not quite as much as
it previously was.  The green apple and bomb also show up, and the fruit
doesn't stay down as long.

During bonus time, all existing fruit is replaced by higher-value fruit.


Wario Factory:
==============

The conveyor belt is now much faster, and it significantly impedes movement.
Speed is even more important than usual here.  There are also significantly
more bombs, so you'll have to be very careful when grabbing fruit.  As with
all Watermelon venues, the fruit doesn't stay down as long and the green apple
is present.

During bonus time, all fruit becomes watermelons or bombs.  There are an 
absolute ton of bombs, so try not to move around too much.


===============================================================================
===============================================================================
H-00

Hockey:

This section covers everything you need to know to play Hockey.


###############################################################################
H-10

Hockey Controls:


Sideways Wiimote:
-------------------------------------------------------------------------------

Face-Off:
=========

Shake - Swipe at puck
2 - Swipe at puck
2 (hold) - Charge
  release 2 - Power Swipe

Shake (if both swipe at once) - battle for puck


When you have the puck:
=======================

Dpad - Skate

1 (tap) - Pass
1 (hold) - Call for one-timer
  release 1 - pass to prepared teammate

2 (tap) - Shoot
2 (hold) - Charge slapshot
  release 2 - Unleash slapshot

Shake (while fighting) - Fight

1 + 2 (while gauge is full) - Power Shot

A - Item Shot

B - Change Character


When you don't have the puck:
=============================

Dpad - Skate

Run into opponent puck-carrier - Check

1 (tap) - Call for Pass (only if a CPU on your team has the puck)
1 (hold) - Prepare for one-timer (only if your team has the puck)

2 - Check (up to three times in a row)

Shake (while fighting) - Fight

A - Use Item

B - Change Character


Wiimote and Nunchuk:
-------------------------------------------------------------------------------

Face-Off:
=========

Shake - Swipe at puck

A (hold) - Charge
  (at full charge) - Power Swipe
  Shake - Power Swipe

Z (hold) - Charge
  (at full charge) - Power Swipe
  Shake - Power Swipe

Shake (if both swipe at once) - battle for puck


When you have the puck:
=======================

Analog Stick - Skate

A (tap) - Pass
A (hold) - Call for one-timer
  release A - pass to prepared teammate

Shake (tap) - Shoot
Z (hold) - Charge slapshot
  Shake - Unleash slapshot
  A - Tap shot

Shake (while fighting) - Fight

A + B (while gauge is full) - Power Shot

B + Shake - Item Shot

C - Change Character


When you don't have the puck:
=============================

Analog Stick - Skate

Run into opponent puck-carrier - Check

A (tap) - Call for Pass (only if a CPU on your team has the puck)
A (hold) - Prepare for one-timer (only if your team has the puck)

Shake - Check (up to three times in a row)

Shake (while fighting) - Fight

B - Use Item

C - Change Character


###############################################################################
H-20

Hockey Rules, Strategy, and Items:


Overview:
=========

The goal of hockey is to hit the puck into the opponent's net using a hockey
stick.  This process is complicated by the fact that the game must be played
on skates, and the net is usually blocked in one way or another.  Hockey is
also a very physical sport, players check each other (another word for "hit")
to try to knock the puck-carrier off the puck and take it for themselves.

Hockey plays a bit similar to Basketball, but the rules are a lot simpler.  
There's only one way to score, and defending and stealing the puck are a lot 
more straightforward.  However, moving around is trickier because on skates
you can't start and stop quite as easily.


Face-Off:
=========

At the start of every period, or after every goal, there will be a face off.
These are largely just about reflexes.  After Lakitu drops the puck, swipe at
it before your opponent does to gain control of the puck.  If you both swipe
at the same time, you'll have to waggle to get control.  You can also charge
up before swiping, if you reach full charge (indicated by a flash) and then
successfully swipe the puck, you'll definitely win unless the opponent also
releases a full charge swipe at exactly the same time, in which case you'll
have to waggle, as before.


Scoring:
========

Scoring in Hockey is easy - just press the shoot button when the path between
you and the opponent's net is clear, and you'll flick the puck into the net.
Of course, sometimes someone (or something) will try to block your shot, so
you can aim your shot left or right with the Dpad when you're near the net.
Aim to the least protected side, then shoot!  If you bury it, you'll get one
point, plus one more for each coin that you have.


Checking:
=========

Unfortunately, the goal in Hockey is never defended very well.  Even if you
have a goalie, they're pretty bad.  You can get in the way of a shot and block
it yourself, and you'll need to do that a lot, but it's better to prevent your
opponents from shooting at all by checking them and taking the puck away.  To 
check, simply skate into the opponent, and you'll hit them.  This is not
guaranteed to succeed, whether or not you succeed is random, but you have a
much better chance if you hit from the front, and some characters check better
than others.  Even if you don't succeed, though, you'll still slow them up a
bit and you can check them again.

If you're not having much luck with regular checks, you can also perform a
manual check by pressing the check button.  This has a little better range, and
it allows you to hit someone who doesn't even have the puck.  However, the 
first hit isn't very likely to take the puck away.  Thankfully, you can follow
it up with a second and a third hit, which are stronger.  The third hit is
guaranteed to knock the opponent away if it connects, but unlike with other
checks, you don't automatically take the puck when you do this, and they tend
to recover very slow, so someone else can skate by and take the puck.  If one
of your teammates is close enough to grab it, this is a great way to force
a turnover.


Passing:
========

You really don't have many options when people are trying to check you.
Unless you're a lot quicker than they are, you're not going to be able to get
away, so your best option is to pass the puck to a teammate.  Press the pass
button and hold the Dpad in the direction of the teammate you'd like to pass 
to and dish the puck away.

Be aware that in hockey, your teammate can move away from the puck and they
won't receive the pass.  If you're receiving the pass, make sure you don't
miss it!  You also can't pass through an opponent, so choose your target
carefully.


Slapshots and One-Timers:
=========================

Although regular shots will almost always get the job done if you're positioned
properly, sometimes it's hard to get close enough to the net.  There is an
alternative, though, with a Slapshot you can potentially score from pretty
much anywhere on the opponent's half of the arena.  Just hold down the shoot
button to start the charge, aim using the Dpad / Analog, then release for a
super powerful shot.  The only catch is that you're very vulnerable while
charging, so make sure you can find an open spot first.

If your slapshot doesn't charge fast, you might find it hard to get enough time
to charge.  An alternative method is to start charging before you even have the
puck, then have someone pass it to you when you're ready.  This is called a 
one-timer, and it's much harder to defend against.  To do a one-timer, hold 
the pass button, then either send the pass over by releasing the button or wait
for the pass, if you're the one charging.

Should your slapshot or one-timer hit the goalie rather than go in, the goalie
will be stunned briefly and the puck will bounce in front of the net, so if a 
teammate can grab the puck afterwards they can easily flick it in the net.
Also, if you try to take a slapshot from very far away, your aim won't be
restricted to the net, so don't aim too far to either side or you'll miss the
net altogether.

After charging a slapshot or one-timer, you can press the tap shot button to do
a weaker shot instead, but I haven't found any situation where this is useful.
Full power slapshots are usually almost impossible to stop anyway.


Fighting:
=========

With how physical Hockey can get, it's not a big surprise that things sometimes
get out of hand.  If two players check each other enough, a fight may break
out, where both players just drop the gloves and wail on each other rather than
try to control the puck.  To win the fight, simply shake the Wiimote more that
your opponent.  It largely comes down to reacting quickly when the fight
begins.  The winner will knock the opponent away and possibly gain control of
the puck.

If you're not the one who got into the fight, you don't just have to wait, you
can skate over there and shake the Wiimote to get in on the action.  There's
nothing the fans like more than seeing both teams tear each other apart in a
chaotic melee.  And having more people in the fight increases your chances of
winning.


The Power Meter and Power Shots:
================================

Every time you shoot the puck, you gain one point on your power meter.
When it is full, you can press the power shot button when you have the puck
for a power shot.  Most power shots involve an attempt to disable defenders
in some way, then a powerful shot at the net.  They can be blocked by other
players (not goalies, they vanish during power shots), but some of them are 
pretty hard to stop.  Every character has a different power shot, see the 
character section for details.


Items:
======

You can also mix things up with the use of items.  To collect an item, skate
over an item panel, and you'll receive either an item or a coin.  Then press 
the item button to use it.  If you have the puck when you use it, you'll 
perform an item shot, otherwise you'll just toss it.  If you toss an item and
hit someone, they'll drop coins.  Item shots don't cause people to lose coins,
but it's easier to score using them.  The items are as follows:


Banana:
-------

Use the banana to toss it on the ground.  Anyone who walks on it will slip.
If used for an item shot, your shot will curve slowly towards the net.


Green Shell:
------------

Use the green shell to toss it straight forward.  It will bounce back after
hitting a wall.  An item shot will go straight towards the net.


Red Shell:
----------

When thrown, the red shell will home in on the nearest enemy.  An item shot
will curve quickly towards the net.


Mini Mushroom:
--------------

Use the mini mushroom to toss it on the ground.  If anyone walks over it,
they'll be shrunk.  Shrunk players cannot control the puck or check, so they're
pretty much useless until they grow big again.  When used for an item shot it 
will go straight towards the net, and if someone blocks it (or it hits the 
goalie) they'll be shrunk.  Shrunk goalies cannot block shots.


Bom-omb:
--------

Toss the bom-omb and it will explode when it hits the ground.  When used for
an item shot, it works much the same way, but it blows up near the net.  Unlike
other item shots, this does not usually score on its own, but it does cause
defenders to lose coins and if you grab the rebound it's easy to flick it into
the net while everyone's dazed.


Starman:
--------

When you acquire the starman, your whole team becomes invincible (you don't
even have to use it), and touching any opponent will cause them to be knocked
away.  Also, any shot you take with the starman active will be an item shot
that travels straight towards the net very quickly.  It's pretty much 
impossible to prevent the other team from scoring when they have this, but it's
very rare.


Strategy for Hockey:
====================

Hockey is much more simplistic than Basketball, but it's also much faster-paced
and there are a lot more turnovers.  Hockey is largely a game of positioning,
since slapshots can score from almost anywhere and if the opponent gets close
enough for a direct shot it's basically a guaranteed goal.  On offense your
main objective is simply to look for any reasonably open space on the
opponent's side of the arena and try not to let them take the puck away from 
you.  If you don't have an opportunity, just try to move the puck around.  The
longer you can keep the puck in the opponent's end of the arena, the more 
likely it is that you'll find an opening and bury it.  Don't forget about power
and item shots, too, they can open up scoring opportunities with only the 
smallest of windows.

Defensive play is also very straightforward, but requires extreme diligence.
If the opponent has the puck in your end, the goal is always to get it out
as quickly as possible.  Check relentlessly and use items to gain control of
the puck as quickly as you can, because if the opponent gets to shoot, you
probably aren't going to be able to stop it.  You could even consider icing
(shooting) the puck from extremely far away just to get it out of your end
in emergencies, there's no penalty for this and if you have a player down at
the other end of the arena they might get to it before the opponent does.


###############################################################################
H-30

Hockey Characters:


The following sections details the playable characters in Hockey.


Team Building at a Glance:
==========================

If you don't want to read through all of the character sections, here's a very
brief overview of what characters can fulfill which roles.


Nimble Skating:
===============

- Peach
- Daisy
- Waluigi
- Ninja
- White Mage
- Black Mage
- Moogle


Good Breakaways:
================

- Diddy
- Bowser Jr
- Toad
- Cactuar


Good Slapshot:
==============

- Wario
- DK
- Bowser
- Toad
- Slime


Good Checking:
==============

- Yoshi
- Peach
- Daisy
- White Mage
- Black Mage
- Moogle


Good Power Shot:
================

- Yoshi
- Waluigi
- Bowser
- Toad
- Black Mage
- Moogle


###############################################################################
H-31

Mario:


Basic Abilities:
----------------

- Mario has no special characteristics.  He is average in every way.


Power Shot - Fire Shot:
-----------------------

Mario charges his fire and shoots the puck towards the net.

To defend against this shot, get in the way of the shot and then waggle like
crazy to hold it off.  It comes out quick, though, so line yourself up fast.


Character Evaluation:
---------------------

Since Mario has no real weaknesses, he makes a decent (if boring) choice for
any team.  His power shot isn't bad, either.


###############################################################################
H-32

Luigi:


- Luigi is a slightly above-average skater, so he's a little faster and more
  agile
- Luigi's slapshots curve a little
- Luigi's checking is very slow, particularly his second hit.  However, his
  third hit does go extremely far.


Power Shot - Vacuum Shot:
-------------------------

Luigi pulls out his Poltergust 3000 and sucks in anyone nearby, causing them
to fall if caught in the stream long enough.  Afterwards, he shoots the puck 
towards the cursor.

To defend against this shot, just get in the way of the shot.  Just don't get
caught in the vacuum for too long.


Character Evaluation:
---------------------

Luigi's not nearly as good as Mario here.  He's a slightly better skater,
but his checking is too slow and his power shot is terrible.  If you need a 
good skater, there are better choices.


###############################################################################
H-33

Yoshi:


Basic Abilities:
----------------

- Yoshi is a slightly above-average skater, so he's a little faster and more
  agile
- Yoshi recovers slower after a slapshot than other characters
- Yoshi is a good checker, his checks are fast and have good range


Power Shot - Rainbow Shot:
--------------------------

Yoshi charges up and fires a rainbow shot towards the net.  It bounces 
erratically before going in.

To defend against this shot, get hit by the puck before it goes in, but this
can take some luck since it bounces all over the place.


Character Evaluation:
---------------------

Yoshi is very similar to Mario, but he's trades a little offensive capability
for slightly better checking and skating.  He's still a good all-around player,
though, and he has a good power shot, so he's a good choice for any team.


###############################################################################
H-34

Peach:


Basic Abilities:
----------------

- Peach is an adept skater, she's fast and can change direction quickly
- Peach's checks are fast
- Peach's slapshots curve, but they travel slow and charge slow


Power Shot - Heart Shot:
------------------------

Peach releases some pink hearts that stun defenders, then shoots the puck
where it is aimed.

To defend against this shot, avoid the hearts, then get in the way of the
puck.  This seems a bit easier than in other modes since she doesn't fire
as many.


Character Evaluation:
---------------------

Peach is great at hockey, she can dance around slower skaters and that makes
it easier for her to get an open shot.  Her checks are also pretty quick, and
she's constantly on you so she can steal pretty well.  Her power shot is
only average and her slapshots are awful, but it doesn't really matter since
she can just flick the puck in from point blank every time.


###############################################################################
H-35

Daisy:


Basic Abilities:
----------------

- Daisy is a skilled skater, she can change direction quickly
- Daisy's checks are very fast
- Daisy's slapshots curve, but they travel slow and charge slow


Power Shot - Flower Shot:
-------------------------

Daisy summons a flower garden near the opponent's net, that slows down anyone
who walks inside it.  She then slowly shoots the puck towards the net.

To defend against this shot, simply get in the way of the puck.  This is very
easy since the garden doesn't even cover everything and she shoots very slow.
One of the easiest shots to block.


Character Evaluation:
---------------------

Daisy is another great player to have around.  She's a little slower than
Peach and thus not quite as good on offense, but she makes up for it with 
outstanding checking ability, one of the best in the game.  She can knee you in
the face and take the puck faster than you can blink.  Her power shot is
ridiculously terrible, though, so stick to regular shots when you're open
and pass if you're not.



###############################################################################
H-36

Waluigi:


Basic Abilities:
----------------

- Waluigi is a skilled skater, he can change direction quickly
- Waluigi checks a little bit faster than normal
- Waluigi's slapshots curve, but they travel slow and charge slow


Power Shot - Quadra Shot:
-------------------------

Waluigi pulls out a strange machine with four pucks attached to it, and takes
four shots at the net.  Each one that goes in is worth one point.

To defend against this shot, simply get in the way of the pucks.  However,
the opponent players will probably try to mess with you so one or two might
make it in.


Character Evaluation:
---------------------

Waluigi is similar to Daisy except he's not as capable as a defender.  He's
still decent on defense and he can skate and pass well, but his main advantage
over other choices is that he has a very good power shot.  Since points are
harder to come by in Hockey, the chance to score up to four times is pretty
huge.  You can almost always get at least one goal out of it, which makes it
one of the most reliable power shots.


###############################################################################
H-37

Wario:


Basic Abilities:
----------------

- Wario's a bit of a poor skater, he skates and turns a bit slower than most.
- Wario's checks are stronger than most
- Wario's slapshots charge fast and travel fast


Power Shot - Gas Shot:
----------------------

Wario throws a gas bomb towards the net, then shoots towards the cursor.

To defend against this shot, just get in the way of the shot.  The gas doesn't
make it very hard to tell where you need to go.


Character Evaluation:
---------------------

Wario's pretty quick for how hard he checks and shoots, but you pay for it with
his terrible power shot.  Still, as long as you can pass to someone else when
you need to use one, he's a pretty useful person to have around.


###############################################################################
H-38

DK:


Basic Abilities:
----------------

- DK's a poor skater, he skates and turns slower than most.
- DK's checks are very strong
- DK's slapshots charge fast and travel fast


Power Shot - Shockwave Shot:
----------------------------

DK jumps up and creates a shockwave by his feet.  Afterwards, he shoots the
puck towards the aiming cursor.

To defend against this shot, just get in the way of the puck.  It's not too
hard to do because you recover from the shockwave a little before he fires.


Character Evaluation:
---------------------

DK is pure power.  His checks and shots are very strong, but he's pretty slow
on his feet.  Pass often and make use of one-timers to put his power to good
use, because defenders are going to be all over him if he holds the puck long.
His power shot is okay to use if you get surrounded.


###############################################################################
H-39

Bowser:


Basic Abilities:
----------------

- Bowser's a terrible skater, he's the slowest at skating and turns slow.
- Bowser's checks are slow but very strong
- Bowser's slapshots charge very quickly and travel very quickly


Power Shot - Cannon Shot:
-------------------------

Bowser fires a giant fireball at the net, which creates a big explosion and
stuns any defenders it hits.  Afterwards, he shoots the puck at the aiming
cursor.

To defend against this shot, avoid the fireball and block the shot.  It can
be tough though because it makes a big explosion.


Character Evaluation:
---------------------

If you thought DK hit and shot hard, you haven't seen anything yet.  Bowser
is slow as dirt, but his checks hit like a ton of bricks, almost always taking
the puck with a single hit.  His slapshots are also almost unstoppable,
any defenders who get in the way will be blown aside.  Bowser's lack of speed
is definitely his biggest weakness, he absolutely can't get by defenders and
and he has a hard time catching speedy people, so you'll want a good skater
to move the puck around and chase down fast shooters.  His power shot is also
pretty good if defenders are crowding the net.


###############################################################################
H-40

Diddy:


Basic Abilities:
----------------

- Diddy is a very fast skater, but he can't turn well
- Diddy's slapshots charge slow


Power Shot - Banana Shot:
-------------------------

Diddy throws a giant banana in front of himself.  It spins around, stunning
anyone it touches.  Then he shoots towards the aiming cursor.

To defend against this shot, dodge the banana and get in the way of the puck.
It's not hard with a fast skater.


Character Evaluation:
---------------------

Diddy is insanely fast.  If he gets on a breakaway, no one's catching him,
period.  However, he doesn't turn well, so he's not quite as adept at skating
through a ton of defenders as some other good skaters.  Still, his speed makes
him a good defender as well, so he's a handy guy to have around.  His power
shot is okay, but if he's at the net he should be using regular shots instead.


###############################################################################
H-41

Bowser Jr:


Basic Abilities:
----------------

- Bowser Jr is a fast skater, but he can't turn well
- Bowser Jr recovers slower after a slapshot than other characters.
- Bowser Jr's checking is very slow


Power Shot - Vandal Shot:
-------------------------

Bowser Jr throws paint around the opponent's net, anyone touching it will
slide around.  He then shoots the puck towards the aiming cursor.

To defend against this shot, just get in the way of the puck.  Despite the
sliding, it's not very hard.


Character Evaluation:
---------------------

Bowser Jr is all about offense.  He's not quite as fast as Diddy, but he's
still a monster on the breakaway, and unlike Diddy he has a decent slapshot 
(just don't miss, as it recovers very slow).  Unfortunately, this comes at the
expense of his checking ability, which is awful.  When he pulls out his brush,
he swipes super slow, and anyone who isn't completely stationary will get away.
Make sure to pair him up with a capable defender or you'll be seeing a the red
light go on a lot.  Don't rely on his power shot much, stick to regular shots.


###############################################################################
H-42

Toad:


Basic Abilities:
----------------

- Toad is a fast skater, but he can't turn well
- Toad's slapshot charges a little slow, but travels fast.


Power Shot - Mushroom Shot:
---------------------------

Toad summons two giant mushrooms that spin around and knock defenders out of
the way.  Afterwards, he shoots at the aiming cursor.

To defend against this shot, just avoid the mushrooms and then block the puck.
The mushrooms are a bit easier to dodge here due to the size of the arena,
but it can still be tricky.


Character Evaluation:
---------------------

Toad is a more balanced speedy option.  Unlike his speedy brethren, he isn't
particularly weak in any area, but his strengths aren't quite as pronounced,
either.  Still, he's a good choice to round out any team, particularly one that
isn't very fast.  He also has a decent power shot.



###############################################################################
H-43

Ninja:


Basic Abilities:
----------------

- Ninja is an adept skater, he's fast and can change direction quickly
- Ninja's checks are a little slow
- Ninja's slapshot charges a little slow


Power Shot - Mirage Shot:
-------------------------

Ninja jumps backwards and creates two copies of himself.  All three skate
towards the net, and when they get close, the two illusions disappear to
reveal the real ninja, who shoots the puck.

To defend against this shot, check the real Ninja.  You can either wait until
the real one is revealed, or just check the various illusions until you find
the right one.


Character Evaluation:
---------------------

Ninja's a lot like Peach, but with even better offensive ability.  He skates 
very well, which allows him to cut his way through defenders and score 
close-range goals.  He's also a little better with slapshots than Peach, 
although he's still a little below average there, and he has a decent power
shot.  Where he loses out is in his checking ability, although his checks have
normal power they're a little on the slow side.  Still, he's a good choice
for any team with a solid defense.


###############################################################################
H-44

White Mage:


Basic Abilities:
----------------

- White Mage is a skilled skater, she's quick and can change direction quickly
- White Mage's checks have great range, but recover slow
- White Mage's slapshots curve, but they charge slow


Power Shot - Holy Shot:
------------------------

White Mage begins casting Holy, then strikes the targeting cursor with a beam
of light, stunning defenders.  She then shoots the puck where the cursor is 
aimed.

To defend against this shot, split up your defenders, then block the puck.
As long as she can only hit one of your players you should be able to block it.


Character Evaluation:
---------------------

White Mage is a great hockey player.  She's an excellent defensive player with
outstanding checking ability, the range on her checks is simply insane.  Her 
third check in particular can easily knock out several of the opponent's
characters, and is great to use when a teammate activates a power shot, though
it does recover a bit slower than most.  She's also quite capable on offense
due to her skilled skating, and her slapshot is better than most technique 
players.  Her power shot isn't great, but it's a small price to pay for how 
good she is at everything else.


###############################################################################
H-45

Black Mage:


Basic Abilities:
----------------

- Black Mage is a skilled skater, he can change direction quickly
- Black Mage's checks have extreme range, but recover very slow
- Black Mage's slapshots curve, but they charge a little slow and recover slow


Power Shot - Thunder Shot:
--------------------------

Black Mage casts thunder, shrinking all opponents.  He then shoots the puck
where the cursor is aimed.

To defend against this shot, get in the way of the puck.  Just be aware that
while shrunken you cannot check and are easily smacked around, so the opponent
can shove you out of the way pretty easily.


Character Evaluation:
---------------------

Black Mage is a lot like White Mage, in that he is very skilled on both
offense and defense.  Defensively his checks are possibly even better than
White Mage's, they're a bit on the slow side they have excellent range, and 
his third check will strike the opponent from almost anywhere.  However, it
recovers incredibly slow so you'll need someone else to grab the puck.  He's
also a solid offensive threat, being a good skater and possessing a pretty good
slapshot.  His power shot is also pretty decent.  Altogether, he's one of the
best players available and a great asset to any team.


###############################################################################
H-46

Slime:


Basic Abilities:
----------------

- Slime's a poor skater, he skates and turns slower than most.
- Slime's checks are stronger than most
- Slime's slapshots charge very quickly and travel very quickly
- Slime's checks are fast, but have little range


Power Shot - Slime Shot:
------------------------

Slime calls a few of its multicoloured friends, who jump around near the net
and cause trouble, stunning anyone they hit.  Afterwards, it shoots the
puck at the cursor.

To defend against this shot, just block the puck.  It's not too hard to avoid
the slimes because there's lots of room.


Character Evaluation:
---------------------

Slime's a fairly typical power character - he skates slow, checks hard, and
has a monster slapshot.  Where he differs from other characters is that his
check combo is fairly quick. but it has little range.  This makes him a good
choice to chase down other power characters, but not so much on faster people.
His power shot is fairly bad, so don't rely on it much.


###############################################################################
H-47

Moogle:


Basic Abilities:
----------------

- Moogle is a skilled skater, he can change direction quickly
- Moogle checks a little harder than normal 
- Moogle's third check recovers very slow
- Moogle's slapshots curve, but they travel slow and charges a little slow


Power Shot - Crystal Shot:
--------------------------

Moogle spins the crystals around, then shoots the puck at the cursor.  It
disappears between zero and two times and reappears from a different angle.

To defend against this shot, simply get in the way of the puck each time it
appears.  This can be a bit tricky with a poor skater, though, and it gives
the opponent plenty of time to check you while it's disappearing.


Character Evaluation:
---------------------

Moogle is a beast on defense.  Not only is he quick and a good skater, he
also seems to check a little harder than normal.  If you have the puck,
expect him to constantly hound you until you give it up.  He's also reasonably
capable on offense, despite having a poor slapshot he's fast enough to
avoid defenders for a clear shot and his power shot is pretty good.  His
biggest weakness is that the third hit of his checking combo is extremely slow,
so try to only use it in emergencies.


###############################################################################
H-48

Cactuar:


Basic Abilities:
----------------

- Cactuar is an extremely fast skater, but he takes a while to get up to speed
  and he has a very hard time stopping or changing directions
- Cactuar's slapshots charge slow
- Cactuar's checks have poor range, and his third check recovers very slow


Power Shot - Needle Shot:
-------------------------

Cactuar spines any nearby defenders, slowing them down, then charges up and
fires the puck at the cursor.

To defend against this shot, just get in the way of the puck.  He takes a
while to shoot, so you should have time to line yourself up.


Character Evaluation:
---------------------

To say that Cactuar has some control issues would be the understatement of
the century.  He's potentially extremely fast, but he slides all over the
place and unlike other skaters he needs to "accelerate" before he can really
get moving.  When he gets going, he's extremely hard to catch, but he still
doesn't score that many direct goals because it's hard for him to weave through
defenders.  And you can forget about his slapshot and power shot, they're not
going to contribute much.  He's not particularly adept on defense, either, 
because nimble skaters can avoid him and he doesn't check particularly well in
the first place.  But the one thing he unquestionably does far better than
anyone else is hunt down item panels, and that can be extremely useful.
After all, having your goals count for three or four times as much can make up
for any holes in your offense.  He's useful to have around if paired up with
a balanced team that can both score and defend.


###############################################################################
H-49

Mii:


Basic Abilities:
----------------

- Miis have no special characteristics.  They are average in every way.


Power Shot - Firework Shot:
---------------------------

The Mii charges up and shoots a shining puck towards the net.

To defend against this shot, get in the way of the shot and then waggle like
crazy to hold it off.  It comes out quick, though, so line yourself up fast.


Character Evaluation:
---------------------

Since Miis has no real weaknesses, they makes a decent choice for any team.  
Their power shot isn't bad, either.


###############################################################################
H-50

Hockey Venues:


The following sections details all of the playable venues in Hockey.


###############################################################################
H-51

Mario Stadium:


Special Rules:
--------------

- Goalies are present at this venue


Strategy:
---------

Mario Stadium is the most basic of venues.  This stage has a goalie, so you'll
have focus on avoiding your defenders and getting a clear shot at the exposed
side of the net.  Items and coins are still present, so make good use of them. 


###############################################################################
H-52

Toad Park:


Special Rules:
--------------

- Traffic cones are scattered across the stage.  If hit by the puck, they break
- There is no goalie here, but the net is protected by three cones


Strategy:
---------

You can score without destroying the cones by shooting from diagonally in front
of the net (this area is marked with mushroom symbols).  Since it's so easy to
score from this area, expect defenders to congregate on these locations.  Of
course, you can always break the cones with one shot and then fire the rebound
into the net, so they can't ignore the front route, either.  This stage tends
to result in high-scoring games.


###############################################################################
H-53

Peach's Castle:


Special Rules:
--------------

- There is no goalie here, but the net is protected from the front by a wall
  of water that blocks regular shots and slapshots (but not item shots)
- A blue panel will appear after a little while, stepping on it will disable
  the water jets


Strategy:
---------

You can skate around behind the water wall and take an open shot on the net,
but since it's so cramped in here defenders can have a field day checking,
and if they beat you in there you have very little chance of scoring.  However,
after a little while you can hunt down the switch and turn the water off,
which will leave the net completely undefended.  Once the water is off, 
slapshots and one-timers are almost impossible to block, so try to force a
turnover as quickly as possible.  It's also worth noting that item shots can
get through the water wall even when it's up, so save those for easy scoring
opportunities.


###############################################################################
H-54

Western Junction:


Special Rules:
--------------

- Goalies are present at this venue
- A giant turntable in the middle of the arena periodically spins and affects
  movement
- From time to time, a train will come through the middle of the stage, 
  disabling the goalie and anyone else in the way
- Passengers on the train may also throw bananas or coins onto the stage



Strategy:
---------

Due to the presence of the turntable and possibly errant bananas, skating
ability is at a premium here.  When the train comes along you can quite easily
skate through the chaos and get an easy shot on goal.  You can also score while
the train is passing through the net with a slapshot.


###############################################################################
H-55

Wario Factory:


Special Rules:
--------------

- Goalies are present at this venue
- There are conveyor belts near the goals that affect skaters and the
  trajectory of regular shots
- Periodically certain objects also appear on the conveyor belts.  Hitting them
  has certain effects
- The puck simply bounces off the box-shaped object
- Hitting a chest releases some coins
- Hitting or touching a bomb results in a large explosion


Strategy:
---------

Despite the conveyor belt, this stage plays pretty traditionally.  Feel free
to aim for the chests if you want some coins, or the bomb to clear out
defenders, both can be helpful.  Also, keep in mind that the conveyor affects
direct shots, so if you're shooting to the same side that the conveyor moves,
aim a little away from the very corner so you don't hit the post.


###############################################################################
H-56

Daisy Garden:


Special Rules:
--------------

- Goalies are present at this venue
- Petey Piranha wanders around the arena
- If he is hit by a check or the puck, he spits out a pile of goop, which
  slows down anyone who skates through it.


Strategy:
---------

This is a pretty straightforward venue.  Petey doesn't get hit too often,
and his goop isn't too dangerous.  Slapshots are probably at a little bit of
a premium here since the goop can slow down direct shots, but you shouldn't
have to change your game plan too much.


###############################################################################
H-57

Bowser Jr Blvd:


Special Rules:
--------------

- Goalies are present at this venue
- Various bonus icons appear near the nets
- Scoring a goal while standing on a bonus icon adds or multiplies your score
  by the indicated amount
- Coins are added to your score before the multiplication occurs
- Negative icons can drop your score below zero
- Every now and then, bonus time occurs, multiplying the value of any goal
  by 10
- Power Shots are not eligible for bonuses


Strategy:
---------

This stage is insanely volatile.  The +30 and x5 icons have a huge impact on
your score, to say nothing of the x10 that occurs during bonus time.  If you
have coins, the boost from multiplication is even bigger, and a single goal
with a lot of coins can basically win the match in one shot.  Focus your
defense on the icons when the puck is in your end and be very wary of
opponent breakaways.  Power shots are also less valuable here since they don't 
activate icons, but you can use them to end bonus time if you're scared the
opponent might use it to catch up.  Item shots DO activate the icons, though,
so save good items for crucial moments.


###############################################################################
H-58

Waluigi Pinball:


Special Rules:
--------------

- Goalies are present at this venue
- Periodically, giant pinballs roll across the arena, stunning anyone hit by
  them (even goalies)


Strategy:
---------

This stage is very chaotic.  The pinballs can easily open up holes in the
opponent's defense, so be ready to take advantage of any shenanigans.  
A player with a good slapshot can take advantage of a disabled goalie from
almost any location.


###############################################################################
H-59

Star Ship:


Special Rules:
--------------

- Goalies are present at this venue
- Crystals rain from the sky, which act like coins when picked up
- When played in the regular Star Cup final, this stage's gimmicks do not occur


Strategy:
---------

This is a straightforward stage, the only difference from Mario Stadium is that
both sides will pick up an absolute ton of coins, so the game will be very
high-scoring.  


###############################################################################
H-60

Koopa Troopa Beach:


Special Rules:
--------------

- Goalies are present at this venue
- No item panels appear on Koopa Troopa Beach
- Periodically, a wave washes across the beach, bringing some green shells
  with it
- After the wave rolls out, some coins are strewn across the beach


Strategy:
---------

Green shells are very plentiful here, and they make for great item shots.  If
the goalie is on the other side of the net, you can fire one of these off
from pretty much anywhere and as long as no one gets in the way, you'll score.
A good skater can also help you pick up coins after the tide goes out.


###############################################################################
H-61

Ghoulish Galleon:


Special Rules:
--------------

- Goalies are present at this venue
- The ship periodically tilts left and right, moving players, the puck, and
  causing crates to slide across the arena
- If a crate is hit by the puck, a Dry Bones appears.  Touching the Dry Bones
  will stun a player


Strategy:
---------

Surprisingly, the crates are generally a bigger threat than the Dry Bones who
lurk within, because they can push skaters around and block shots and passes 
with very little warning.  You'll just have to stay alert at all times and be 
ready to pass if trouble comes along.


###############################################################################
H-62

Bowser's Castle:


Special Rules:
--------------

- Goalies are present at this venue
- Lava Bubbles erupt from underneath the grated area near the nets.  Anyone
  hit by one is set on fire and cannot control the puck
- The arena tilts back and forth along the center line, slightly affecting
  player movement and shot speed


Strategy:
---------

This is a fairly straightforward stage.  The lava bubbles appear over a huge
area and don't show up that frequently, so the odds of getting hit by them
are pretty low.  If a defender does get set on fire, though, take advantage
of the hole in their defense for a quick direct shot or slapshot.  The stage
also tilts away and towards each goal as time goes on, but it doesn't have too
much of an impact on the play.


###############################################################################
H-70

Smash Skate:


Controls:
=========

Sideways Wiimote:
-------------------------------------------------------------------------------

Dpad - Skate

2 (tap) - Check
2 (hold, then release) - Slapshot

Shake (rapidly) - Recover from edge


Wiimote and Nunchuk:
-------------------------------------------------------------------------------

Analog - Skate

Shake - Check

A - Charge
  Shake (after charging) - Slapshot

Shake (rapidly) - Recover from edge


Game Overview:
==============

Smash Skate is a pretty straightforward game - the goal is to knock the other
players off the platform by hitting them with your stick or various obstacles,
while avoiding letting them do the same to you.


Attacking:
==========

The main forms of attack in Smash Skate are checks and slapshots.  Checking
functions exactly like it does in hockey, you can press the button up to three
times in order to perform a check combo, with the last hit being the strongest.
However, checking will rarely knock an opponent off the stage, since they will
get a chance to recover if pushed over the edge.  The main method of knocking
opponents out is by charging and then hitting them with the slapshot, which
sends them flying a long way and they can't recover from it.

Of course, there's a catch.  Charging the slapshot slows you down and makes you
vulnerable.  It's best to try to use them against people who are vulnerable
themselves, such as people who are trying to recover from the edge or people
who are busy fighting someone else.


Scoring:
========

The winner in Smash Skate is whomever has the most points when time runs out.
For every player you knock out, you'll gain 50 points.  Every time you're
knocked out, you'll lose 20 points.  Since you gain more than twice as many
points for a knock out as you lose for being knocked out, it benefits you to
be aggressive and go for knock outs whenever possible.

After being knocked out, you'll respawn and be invincible for a few seconds,
use this time to get a good position.


Team Play:
==========

In tournament mode, Smash Skate works differently.  The controls are the same,
but here it is played one-on-one, where the first one to fall off loses.  The
first team to three wins takes the match.

In this mode, you have to play much more defensively, since the penalty for
being knocked out is now the same as for winning.  You should definitely try
for a quick check first to immobilize the opponent before knocking them out.
Don't forget to use stage features to your advantage, too.


Character Choices:
==================

In Smash Skate, you basically have the choice between speed and control.
Faster skaters can move a little quicker but slide around more, while slower
skaters have better control.  Both have their advantages and disadvantages,
so you can pretty much pick whoever you want.


Stages:
=======

You have to unlock the Skate venues through Tournament mode.  Read the section
on Alternate Paths in the secrets section to find where they are located.

Daisy Garden - Mushroom Cup, left path
DK Dock - Flower Cup, right path, up at both prompts
Wario Factory - Star Cup, left path, up at first opportunity on star road


Stick Venues:
-------------------------------------------------------------------------------

Sherbet Sea:
============

This is a pretty straightforward square-shaped stage.  A single ice block will
appear near the middle, and you can whack it at your opponents, but be aware
that knocking them out using the block does not earn you any points.  After
knocking the ice block into the water, another will fall from the sky a little
while later.


Rowdy Raft:
===========

This is a round stage with a hole in the middle and barriers on the sides.
Touching a barrier will cause you to bounce in the opposite direction, and
checking into the barrier lets you perform a powerful ricochet check that can
easily knock players out.  You can also freely slapshot opponents in any
direction and they should bounce off the barriers and into the hole.


Fire Mountain:
==============

This is a straightforward round stage.  Periodically, a red circle will appear
in the middle, and moments later the volcano will erupt.  If you get caught in
it, you'll be set on fire, which causes you to run around erratically.  This
makes you vulnerable, and you can run straight off the edge if you're unlucky.


Skate Venues:
-------------------------------------------------------------------------------

Sherbet Sea:
============

This stage is similar to the Stick version of the stage, but there are now 
three ice blocks instead of one.  As before, knocking people out with the ice
blocks does not earn you any points, but it's now so easy to do that you might
consider doing it occasionally just so your opponents lose some points.

Periodically, the stage will tilt to one side, causing the ice blocks to slide
in that direction.  Be careful not to get caught behind them or you'll be
knocked off.


Rowdy Raft:
===========

The barriers are in totally different positions than they were on the Stick
version, the middle is now completely blocked, and their are triangular
barriers along the top, bottom, left, and right.  The open areas are along the
diagonals.  You'll now have to aim you slap shots more closely, either hit
towards the center or towards a hole.  Hitting the barriers beside the holes
will usually not result in a knockout.  Ricochet checks aren't as useful here,
either.

Periodically, the stage will tilt, which slightly affects movement, and makes
it take much longer to get up after being knocked down.  Use regular checks
during this time to stun your opponents, then charge up a free slapshot.


Fire Mountain:
==============

This is very similar to the Stick version of the stage, but the mountain now
erupts more often, and the stage progressively tilts left and right, slightly
affecting movement.  You'll have to try to avoid the middle of the stage as
much as you possible can if you don't want to be set on fire.


===============================================================================
===============================================================================
V-00

Volleyball:

This section covers everything you need to know to play Volleyball.


###############################################################################
V-10

Volleyball Controls:


Sideways Wiimote:
-------------------------------------------------------------------------------

Serving:
========

DPad Left / Right - Move

2 - Overhand Serve
2 + Down Dpad - Underhand Serve
2 + Up Dpad - Jump Serve

Dpad (after starting serve) - Move Target
2 (after starting serve) - Serve Ball


When the ball is on your side:
==============================

Dpad - Move

1 (hold) - Call for Early Spike

2 (when near ball) - Bump / Set / Volley
2 (when far from ball) - Dive

2 (When near ball on 3rd hit or after calling Early Spike) - Jump
  2 (while jumping) - Spike Ball
  1 (while jumping) - Tap Spike

1 + 2 - Power Shot

A - Use Item
A (during spike) - Item Spike

B - Change Character


When the ball isn't on your side:
=================================

Dpad - Move

2 - Block

1 - Attempt Spike Block
  2 (while jumping) - Spike Ball
  1 (while jumping) - Tap Spike

A - Use Item

B - Change Character



Wiimote and Nunchuk:
-------------------------------------------------------------------------------

Serving:
========

Analog Stick Left / Right - Move

Shake - Overhand Serve
Shake + Analog Down - Underhand Serve
Shake + A - Jump Serve

Analog (after starting serve) - Move Target
Shake (after starting serve) - Serve Ball


When the ball is on your side:
==============================

Analog Stick - Move

A (hold) - Call for Early Spike

Shake (when near ball) - Bump / Set / Volley
Shake (when far from ball) - Dive

Shake (When near ball on 3rd hit or after calling Early Spike) - Jump
  Shake (while jumping) - Spike Ball
  A (while jumping) - Tap Spike

A + B - Power Shot

B - Use Item
B + Shake (during spike) - Item Spike

C - Change Character


When the ball isn't on your side:
=================================

Dpad - Move

Shake - Block

A - Attempt Spike Block
  Shake (while jumping) - Spike Ball
  A (while jumping) - Tap Spike

B - Use Item

C - Change Character


###############################################################################
V-20

Volleyball Rules, Strategy, and Items:


Overview:
=========

The goal in volleyball is to hit the ball over the net so that it lands on
the ground on the opponent's side of the field.  Every time the ball is hit
to your side, you can hit it up to 3 times (but the same person can't hit it
twice in a row) before you have to send it back over.  Position and aim are
everything in this game.

Volleyball plays pretty similarly to Mario Tennis, if you've ever played it
before.  It's not as quick, due to the fact that you can hit the ball multiple
times before you have to return it, but you'll still have to keep on your toes
to maintain a good defensive position.


Serving:
========

Volleyball begins with the team who scored last serving the ball to the other
side.  To serve, first choose an appropriate position by moving left and right,
then press the serve button to toss the ball.  You can now aim the blue 
targeting cursor with the Dpad, try to aim it somewhere the opponent's 
defenses look weak, then press the serve button again to serve the ball.  If 
you don't press 2 before the ball lands in your hand, you'll have to toss it
again.

You can also perform two other types of serves, an underhand serve and a jump
serve, by holding down or up before tossing the ball, respectively.  These
serves function similarly, but some characters can aim better or serve faster
with different serves.  You also can't cancel a jump serve, when the character
reaches the ball they'll serve automatically even if you don't press the serve
button.


Receiving the Ball:
===================

When the opponent hits the ball to your side, you'll see a pink circle appear
on the ground.  This is where the ball is going to land, so get as close to
it as you can and press the Bump button when it's near you.  If you're in 
position, you'll bump the ball to a teammate.  If not, you'll try to dive for
the ball, which works the same as a bump if you make it.  If it's not clear
which player bumped the ball, the face of the player who performed the bump 
will be shown briefly.

If you get in position early, you can charge up your bump.  Achieving a full
charge results in a perfect bump, and a rainbow trail will follow the ball.
This sets the ball up for a perfect spike.  More on that in a moment.


Set and Spike:
==============

You can score on the serve (which is called an "Ace"), or your opponents might
simply drop the ball after bumping it (both are worth one point), but neither
of these will happen very often.  The most common way to score is to smash the
ball over the net from midair, which is called a spike.  To spike the ball, 
first you generally set it, which is done by hitting the ball again after the 
bump.  Assuming you don't somehow miss, you'll hit the ball towards a teammate,
but higher in the air this time.  Then, they need to get into position and 
press the jump button.  While in the air, they can aim the spike much like a 
serve by using the Dpad, and then press the spike button again to hit the ball.
Pow!  A spike travels very quickly towards the ground, so the opponents will
have to move fast to receive it.  If they fail, you'll score one point, plus 
one more for every coin that you have.

If your teammate received the ball with a perfect bump, you can perform the
even deadlier perfect spike.  The controls are exactly the same, but your spike
will be even faster and harder to return.  Some characters have curves on their
perfect spike, if so, the ball will curve left or right according to the
direction you hold when pressing the spike button.  Be careful not to hit the
ball outside the bounds of the play area, if it lands there your opponents get
one point.


Volleying:
==========

If you can't get in position for the spike for whatever reason, you can still
hit the ball over the net using a volley.  This is easy to receive and rarely
scores, but it's better than dropping the ball.  Just press the Volley button
to hit the ball over and wait for your next chance.


Blocking and Tap Spikes:
========================

The Spike is a powerful weapon, but you have an even more powerful way to
counter it - the Block.  You can forego the entire bump-set-spike process by
simply deflecting the opponent's spike before it even makes it over the net.
To block, press the block button while the opponent is attempting to spike,
if you're near the net and in the way of the spike, you'll stop the spike and
the ball will fall on your opponent's side of the net.  They can still receive
it if they're fast, but if they miss you'll score one point, plus one more
for every coin that you have.

But be careful, the block is a pretty risky move.  For one thing, you might
simply miss the block, in which case you'd better hope your teammates can
receive the ball.  Alternatively, the opponent could use the Tap Spike, which
is done by pressing the Tap Spike button while jumping.  This results in a
much weaker spike than normal that falls near the net and can't be blocked,
but a perfect bump does nothing to improve the effectiveness of a tap spike.

There's also an alternative type of block, the Spike Block.  Rather than
simply deflecting the ball, the spike block involves spiking the ball back
instead, and you can aim it just like you could a spike, and you can even
tap spike by pressing the tap spike button.  However, you can't spike block 
other spikes, only tap spikes and volleys. 


Early Spikes:
=============

There's actually no ironclad rule that says you have to spike on the third
hit.  If you'd prefer, you can try to spike immediately after receiving the 
ball, by holding down the Early Spike button as the ball is received or 
tapping it quickly afterwards.  There's really not much difference between this
and a regular spike, except that it's faster.  This means your opponents have
less time to position themselves, which can be good, but you have less time to
position your spike as well.


The Power Meter and Power Shots:
================================

Power shots are more complex in volleyball than in other sports.  First of all,
the way you charge the meter is more complex - you gain a point for receiving
the ball, but only for a clean bump.  If you have to lunge, you don't get a 
point, and you can also be staggered by the opponent's spike.  Characters with
stronger spikes are more likely to stagger opponents, and some characters are 
more likely to be staggered than others.  The longer you charge your bump, the
less likely you are to be staggered, with a perfect bump guaranteeing a point. 

Once you manage to charge the meter, press the power shot button when the ball
is on your side of the net for a power shot.  Unlike in other sports, you do 
not have to have the ball to activate your power shot, so you can use it to
save a ball that you could otherwise not return.  You can also use your power
shot even if you were the last character to hit the ball.  Each character's 
power shot is different, and they're all detailed in the character section.


Items:
======

You can also use items to help you drop the ball on the opponent's side.  To 
collect an item, step on an item panel, and you'll receive either an item or a
coin.  Then press the item button to use it.  If you're in the middle of a
spike when you press it, you'll perform an item spike, otherwise you'll just 
toss it.  If you toss an item and hit someone, they'll drop coins.  Item spikes
don't cause people to lose coins, but it's easier to score using them.  The 
items are as follows:


Banana:
-------

Use the banana to toss it on the ground.  Anyone who walks on it will slip.
If used for an item spike, your spike will travel quickly and curve, and
the receiver will slip after bumping it.


Green Shell:
------------

Use the green shell to toss it straight forward.  It will bounce back after
hitting a wall.  If used for an item spike, it results in a quick spike
that knocks the receiver away.


Red Shell:
----------

When thrown, the red shell will home in on the nearest enemy.  An item spike
results in a curve shot that knocks the receiver away.


Mini Mushroom:
--------------

Use the mini mushroom to toss it on the ground.  If anyone walks over it,
they'll be shrunk.  Shrunk people cannot spike, so they'll have to volley if
they hit the ball the third time.  When used for an item spike, it results in
a fast shot that shrinks the defender.


Bom-omb:
--------

Toss the bom-omb and it will explode when it hits the ground.  When used for
an item spike, it works much the same way, blowing up when received.


Starman:
--------

When you acquire the starman, your whole team becomes invincible (you don't
even have to use it), though this is a bit less useful than in other sports
because you can't make direct contact with anyone.  Still, it makes any spike
you do an item spike, and the star spike is absurdly fast.  If the opponent
does manage to receive the star spike, it always comes back to your side,
so be prepared to hit it again.


Strategy for Volleyball:
========================

Of all the sports in Mario Sports Mix, Volleyball is the slowest-paced and most
structured.  When the ball is on the opponent's side of the net, you have 
little influence over the action until they hit it back to you.  However,
positioning is even more important in Volleyball than any other sport, when the
opponent is working on hitting the ball back, you'll want to position yourself
to block or receive the next hit.  The better positioned you are, the more
likely you'll gain a point on your power meter, and the faster you can earn
your power shot, which is always good to have on hand.  They're both excellent
ways to defend yourself and to score.

However, you'll quickly find that if both players are skilled, regular and
perfect spikes will very rarely score.  Power Shots work well, but items are
even more important to controlling the pace of the game.  Item spikes are handy
when there's a hole, but what you'll usually want to do is toss an item at the
other team when they can't get out of the way.  If you can hit them when
they're waiting to set the ball, you'll score a point and they'll drop a few
coins, which is a huge boon.  As such, a lot of the game will involve trying to
land and avoid item hits.  Try to use early spikes and blocks to avoid the
abuse if you can, but sometimes there's nothing you can do except to activate
your power shot if you have it.  You might want to hold onto it when the
opponent has a shell or a bomb for this purpose.

Volleyball is also the only sport that really changes a lot depending on the
amount of players on each side.  So far, most of this section assumes you're
playing with two players, which is generally accepted to be the "standard" and
it's the only available selection on Nintendo Wifi Connection.  If playing with
3 players on each side, you'll find that offense is even more limited, as the 
extra person makes all types of defense much easier, and strategies that scored
reliably with only two players can be thwarted by the extra man.  You'll want 
to focus much more heavily on blocks with a third person in the fray, the other
two players should be able to get the balls back easily enough and you'll find
it hard to score through other means.


###############################################################################
V-30

Volleyball Characters:


The following sections details the playable characters in Volleyball.


Team Building at a Glance:
==========================

If you don't want to read through all of the character sections, here's a very
brief overview of what characters can fulfill which roles.


Good Spikers:
=============

- Yoshi
- Wario
- Toad
- White Mage
- Black Mage
- Slime
- Moogle


Good Blockers:
==============

- Yoshi
- Daisy
- Wario
- DK
- Bowser
- Bowser Jr
- Ninja
- White Mage
- Black Mage
- Moogle


Good Lungers:
=============

- Yoshi
- Waluigi
- Diddy
- Toad
- White Mage
- Black Mage
- Moogle


Good Power Shot:
================

- Mario / Mii
- Luigi
- Yoshi
- Peach
- Daisy
- Wario
- Toad
- Cactuar


###############################################################################
V-31

Mario:


Basic Abilities:
----------------

- Mario has no special characteristics.  He is average in every way possible.


Power Shot - Fireball Spike:
----------------------------

Mario summons the ball, charges his fire, then fires a very quick spike where
the cursor is aimed.

To defend against this shot, get into position then waggle like crazy when
prompted.  It does fire pretty quick, and it cannot be returned using a lunge,
so slower runners will have trouble.


Character Evaluation:
---------------------

Since Mario has no real weaknesses, he makes a decent (if boring) choice for
any team.  His power shot isn't bad, either, so feel free to pair him up with
a partner who has a poor one.


###############################################################################
V-32

Luigi:


Basic Abilities:
----------------

- Luigi is skilled with overhand and jump serves
- Luigi recovers slowly after a perfect spike
- Luigi's lunge covers a lot of ground, but recovers slow
- Luigi's block has very little range


Power Shot - Vacuum Spike:
--------------------------

Luigi summons the ball and pulls out his Poltergust 3000.  He sucks in the
opponent players, possibly causing them to fall, then spikes the ball where
the cursor is aimed.

To defend against this shot, you have to try to fight the vacuum and chase
down the ball, but if you're not in a good position when he activates the
power you may have no chance.


Character Evaluation:
---------------------

Luigi's weirdness is especially pronounced here.  He recovers from a perfect
spike absurdly slow, so if the spike is blocked he has absolutely no chance
of getting it, and he has little time to position himself if the opponents do
an early spike.  His lunge also has some issues and his block is pretty bad.
However, your reward for putting up with all of his eccentricities is one of
the game's best power shots, which is almost a guaranteed point when used.


###############################################################################
V-33

Yoshi:


Basic Abilities:
----------------

- Yoshi is skilled with overhand and jump serves
- Yoshi's perfect spike arcs upwards, making it hard to block, but it recovers
  a little slower than normal
- Yoshi is easily staggered by spikes
- Yoshi's lunge covers a lot of ground, but recovers slow if it misses
- Yoshi's block is more manoeuvrable than most, but he stays up for a long
  time



Power Shot - Rainbow Spike:
---------------------------

Yoshi summons the ball and flies upward.  He then spikes the ball towards the
cursor, but it splits and lands somewhere else.

To defend against this shot, position yourself near the targeting circle and
be ready to lunge in whatever direction the ball goes in.  You have to be
very fast, though, without a good lunger returning this is basically luck.


Character Evaluation:
---------------------

Yoshi is a great volleyball player.  His perfect spike is excellent, its
arcing trajectory renders it almost completely unblockable and it's pretty fast
as well, so try to let him spike whenever you can.  Yoshi's also a good
defensive player, his lunge is great for retrieving those hard-to-reach balls.
He even has a pretty good power shot.  His only real weakness is that he's
easily staggered by spikes, making it difficult to charge up the power meter.
Still, he's an excellent choice for any team.


###############################################################################
V-34

Peach:


Basic Abilities:
----------------

- Peach is skilled with overhand and underhand serves
- Peach has a little less control of her spikes than most
- Peach's perfect spikes curve a little
- Peach's block has poor range


Power Shot - Heart Spike:
-------------------------

Peach summons the ball, then releases a ton of pink hearts.  If a defender is
hit by one, they are stunned.  She then spikes the ball at the cursor.

To defend against this shot, try to avoid the hearts, then receive the ball,
it can be quite tricky though because it fires a lot of hearts and she can
aim behind them.


Character Evaluation:
---------------------

Peach can be a decent player, but she takes some work to use well.  Her spikes
can't be controlled as easily as other players, but her perfect spike has a
little curve to it that can make it harder to return.  You'll have to get used 
to controlling the curved spike, though, or you'll probably be hitting a lot of
balls out.  She also has a very solid power shot, so learning her is worth the
effort.


###############################################################################
V-35

Daisy:


Basic Abilities:
----------------

- Daisy is skilled with underhand serves
- Daisy has a little less control of her spikes than most
- Daisy's perfect spikes curve a little
- Daisy's block has better range than most


Power Shot - Flower Spike:
--------------------------

Daisy summons the ball, then creates a flower field over the opponent's area.  
Defenders inside the field run a bit slower than normal and the flowers hide
the aiming cursor.  She then spikes the ball at the cursor.

To defend against this shot you merely have to run down the cursor, but it's
very hard to see where it is (unless you're playing local multi, in which case
it remains visible and this shot becomes totally useless).  The best way to
try to see the cursor is to watch where it is before the flowers appear, then
watch carefully for hints of pink in the flowers.  A good lunge will help
cover up your mistakes.


Character Evaluation:
---------------------

Daisy is very similar to Peach, but she doesn't serve quite as well and her
power shot isn't quite as reliable.  However, in exchange she picks up superior
blocking capability, with her blocks having better range than most characters.
A good blocker is always handy, and her curved spike can be useful if you know 
how to use it well, so she's fairly handy to have around.


###############################################################################
V-36

Waluigi:


Basic Abilities:
----------------

- Waluigi's overhand and underhand serves are fast, but he can only move them
  along one axis.
- Waluigi has a little less control of his spikes than most
- Waluigi's perfect spikes curve backwards a little
- Waluigi's block has better range than most
- Waluigi's lunge has a little more range than most


Power Shot - Quadra Spike:
--------------------------

Waluigi summons the ball, then pulls out a machine holding four volleyballs.
He then spikes all four balls in turn, with each one that lands scoring one
point.

To defend against this shot, just individually block each ball.  As an added
bonus, any ball you successfully receive is worth a point to your power meter.
It's not hard to block all four and get a ton of meter, to boot.


Character Evaluation:
---------------------

Waluigi is the most defensively-oriented of the technique players.  His serves
are strange and his power shot is abysmal, almost never scoring any points 
and feeding meter to the opponents, but he somewhat makes up for it with his
lunge and block.  Oh, and his perfect spike curves backwards, so make sure to
hold the opposite direction from where you want it to go.  He's not totally
awful, but make sure to pair him up with someone who has a good power shot.


###############################################################################
V-37

Wario:


Basic Abilities:
----------------

- Wario is skilled with the overhand serve
- Wario's lunge has poor range and recovers very slow
- Wario spikes the ball very hard, it travels fast and can easily stagger and
  blow away weaker players
- Wario has poor control of his spikes
- Wario's block has better range than normal and works more often


Power Shot - Gas Spike:
-----------------------

Wario summons the ball, then throws a smoke bomb, creating a cloud of gas
that can hide his targeting cursor.  He then spikes the ball at the target.

To defend against this shot, try to figure out where the cursor is.  The gas
can make it a bit hard to see, but you should be able to see the cursor if
it's near the edges, so if you can't see it, assume it's near the middle.


Character Evaluation:
---------------------

Wario is the most well-rounded of the power characters.  He hits the ball very
hard, easily staggering weaker characters, but he can't aim his spikes as well
as most characters can.  Thankfully, he isn't quite as slow and can aim a 
little better than the other power characters, so it's a bit harder to exploit
his weaknesses.  His big butt also makes for one of the best blocks in the
game, it has a huge impact area and succeeds against pretty much any spike.  
His power shot is actually decent this time around, so make good use of it.  
Just make sure you pair him up with a fast character to chase down spikes.


###############################################################################
V-38

DK:


Basic Abilities:
----------------

- DK is skilled with the overhand serve
- DK runs a little slower than normal
- DK's lunge has poor range
- DK spikes the ball very hard, it travels fast and can easily stagger and
  blow away weaker players
- DK has very poor control of his spikes
- DK's block has slightly better range than normal


Power Shot - Shockwave Spike:
-----------------------------

DK summons the ball, then slams the ground, creating a shockwave that stuns
defenders.  He then spikes the ball at the target.

To defend against this shot, jump over the shockwave (by pressing the spike
block button), then chase down the cursor.  As long as you're not busy doing
something else when he activates the move, you should be pretty safe.


Character Evaluation:
---------------------

DK is a pretty poor volleyball player.  His regular spikes have very limited 
usefulness since he can barely aim them and he's not especially great on 
defense because he runs slow and lunges poorly, though he is a somewhat
capable blocker.  His power shot is also easily stopped by jumping, though the
computer never does this so it's pretty much a free point against them.  The 
main thing that is useful about him is that his hard spikes cut down on 
opponent power shots and perfect spikes, so he can help a more competent 
teammate build super meter, but Wario is much better for this purpose.


###############################################################################
V-39

Bowser:


Basic Abilities:
----------------

- Bowser is skilled with the overhand serve
- Bowser runs slower than normal
- Bowser's lunge has better range than most
- Bowser spikes the ball very hard, it travels fast and can easily stagger and
  blow away weaker players
- Bowser has very poor control of his spikes
- Bowser's block has slightly better range than normal


Power Shot - Cannon Spike:
--------------------------

Bowser summons the ball, then fires a huge fireball at the cursor, which
explodes and sets any hit defenders on fire.  He then spikes the ball where
the cursor is aimed.

To defend against this shot, try to avoid the fireball, or if you cannot,
you can still try to receive the spike while on fire, but you'll have to fight
the controls.


Character Evaluation:
---------------------

Bowser is a lot like DK, except a little better in most ways.  His lunge is
improved, he's a touch better at blocking, and he has a slightly better power
shot.  Wario is still probably better overall, but Bowser does hit even harder
than he does, so opponents will basically never get meter when he spikes.


###############################################################################
V-40

Diddy:


Basic Abilities:
----------------

- Diddy is skilled with jump serves
- Diddy runs a little faster than most and his lunge has great range
- Diddy is easily staggered by spikes
- Diddy has a little less control of his spikes than most
- Diddy's perfect spikes curve backward


Power Shot - Banana Spike:
--------------------------

Diddy summons the ball, then throws a giant banana that spins like a boomerang.
If a defender is hit by it, they are stunned.  He then spikes the ball at the
cursor.

To defend against this shot, try to avoid the banana, then receive the ball.
It's not too hard to avoid the banana in this mode.


Character Evaluation:
---------------------

Diddy plays like a faster technique player.  He has one of those curving 
spike shots (though his curves backward, so you have to hold the opposite way
from where you want it to curve), but his incredible speed makes him a better
defender than they are.  He pays for this by being weak, however, almost any
powerful spike staggers him unless he charges for a perfect bump, which means
no points for your power meter.  Fittingly, his power shot is also pretty bad.


###############################################################################
V-41

Bowser Jr:


Basic Abilities:
----------------

- Bowser Jr is skilled with overhead and jump serves
- Bowser Jr runs a little faster than most
- Bowser Jr's block has a little better range than most


Power Shot - Vandal Spike:
--------------------------

Bowser Jr summons the ball, then throws paint all over the opponent's area,
causing them to slide.  He then slowly spikes the ball at the target area.

To defend against this shot, just chase down the ball.  It's very easy since
the spike itself is very slow and the paint doesn't impede your movement much.


Character Evaluation:
---------------------

Bowser Jr is a very good defensive player, with great running speed and a
good block.  However, his offensive abilities are limited, having an
unremarkable spike and a terrible power shot.  As you might expect, he makes
a good teammate for characters who are strong offensively but lacking in 
defense.


###############################################################################
V-42

Toad:


Basic Abilities:
----------------

- Toad is skilled with jump serves
- Toad runs a little faster than most
- Toad spikes the ball harder than normal, but his perfect spike recovers slow
- Toad is easily staggered by spikes
- Toad has a little less control of his spikes than most
- Toad's lunge has great range, is quick, and protects him from status ailments
- Toad's block has poor range and rarely succeeds


Power Shot - Mushroom Spike:
----------------------------

Toad summons the ball, then creates two mushrooms on the opponent's side,
which spin around and stun any defenders they touch.  He then spikes the ball
at the cursor.

To defend against this shot, avoid the mushrooms, then bump the ball, but this
can be very tricky since the mushrooms cover a wide area.


Character Evaluation:
---------------------

Toad is an amazing volleyball player.  Defensively, he's unquestionably one of
the best, owing mostly to his incredible lunge.  Not only does it have amazing
range and recover fast, but it also totally protects him from any ill effects
of item shots.  He's also pretty decent on offense, possessing a slightly
stronger than average spike that can stagger weaker players, though it isn't
quite as quick as a power player's spike.  His power shot is also among the 
best.  Toad's only real weaknesses are that his perfect spike recovers slow,
he's staggered easily, and he's a pretty bad blocker.  Still, his strong
offensive and defensive capabilities make him a great choice for any team.


###############################################################################
V-43

Ninja:


Basic Abilities:
----------------

- Ninja is skilled with overhand and jump serves
- Ninja runs a little faster than most
- Ninja's perfect spike recovers slow
- Ninja's lunge is a little slow
- Ninja's block comes out a little faster than most


Power Shot - Mirage Spike:
--------------------------

Ninja summons the ball, then creates two duplicates of himself.  Three aiming 
cursors appear, one of which controls normally and the other two are controlled
erratically.  The real Ninja then throws his ball at the cursor.

To defend against this shot, simply find the real cursor and then bump the
ball.  Since Ninja only has direct control of one cursor, it shouldn't be too
hard to find that one that tries to avoid you.


Character Evaluation:
---------------------

Ninja is a pretty balanced Volleyball player.  He's quick on his feet and
a decent blocker, but his perfect spike recovers slow and so does his lunge.
His power shot also isn't that great.  Still, he makes a decent teammate for
anyone needing speed and a decent spike.


###############################################################################
V-44

White Mage:


Basic Abilities:
----------------

- White Mage is skilled with underhand serves
- White Mage has a little less control of her spikes than most
- White Mage's perfect spikes curve a little but are slower than normal
- White Mage's lunge has good range and protects against status ailments
- White Mage's block will always target incoming spikes as long as she's 
  somewhat close to the ball


Power Shot - Holy Spike:
------------------------

White Mage summons the ball, then begins casting Holy.  After a while, a
small targetting circle appears somewhere and the ball quickly strikes that 
point.  You cannot control where the cursor appears.

To defend against this shot, spread out and then run to the target after it 
appears.  Be quick, though, the ball strikes very fast.  Players with good 
lunges can stop this easily by standing in the middle.


Character Evaluation:
---------------------

White Mage is a preposterously capable defensive player.  She has what is
easily the best block in the game, it's like a regular block except that you
don't have to position yourself anywhere near the ball in order to use it.
Since it's basically a free block against anything except tap spikes, your
opponents will have to tap spike a lot, and that simplifies your defense
and leads to more perfect spikes.  On top of this, she's also decently fast and
has a great lunge.  On the other hand, she's pretty weak offensively, 
possessing an extremely slow perfect spike and an average power shot, but with
how many points she'll score with her block it really doesn't matter.


###############################################################################
V-45

Black Mage:


Basic Abilities:
----------------

- Black Mage is skilled with overhand and jump serves
- Black Mage runs a little slow
- Black Mage has a little less control of his spikes than most
- Black Mage's perfect spikes curve and are a bit faster than normal, but they 
  recover very slow
- Black Mage is easily staggered by spikes
- Black Mage's lunge has great range and protects against status ailments
- Black Mage's block will always target incoming spikes as long as he's 
  somewhat close to the ball, but the timing to block the spike is tight
  and it recovers slow if it misses


Power Shot - Thunder Spike:
---------------------------

Black Mage summons the ball, then strikes all defenders with thunder, shrinking
them.  Afterwards, he charges up and spikes the ball at the cursor.

To defend against this shot, just chase down the cursor.  The thunder is
unavoidable, but it takes a while for him to shoot the ball so you should be
able to return it.


Character Evaluation:
---------------------

Black Mage is a very interesting character.  He has some extremely powerful
tools, like his amazing lunge and quick-travelling curve spike, but he also has
some strange quirks and weaknesses.  The first interesting thing about him is
his block, which is totally different from other blocks.  Unlike most blocks,
where the key is positioning, Black Mage's block is all about timing.  As long
as he's reasonably close to the ball and presses the button at the right time,
he can almost block for free, but with a fast or perfect spike hit near the
net you'll have to block before the ball is hit and they can fake him out.  
He's also pretty bad at building meter because he's staggered easily, and his
power shot is not very good.  He can be a great addition to a team, but you'll
want to find a partner who can cover the oddities in his playstyle.


###############################################################################
V-46

Slime:


Basic Abilities:
----------------

- Slime is skilled with jump serves
- Slime runs slower than normal, and its lunge has poor range
- Slime spikes the ball very hard, it travels fast and can easily stagger and
  blow away weaker players, but his perfect spike recovers extremely slow
- Slime has a little less control of his spikes than most
- Slime's block has very little range


Power Shot - Slime Spike:
-------------------------

Slime summons the ball, then calls three of its multicoloured friends.  They
wander around the opponent's area, stunning anyone they touch.  Slime then
spikes the ball at the cursor.

To defend against this shot, just avoid the slimes.  They don't seem as
dangerous here due to the wide area, and Slime can't move the target very fast.


Character Evaluation:
---------------------

Finally, a character who hits the ball hard and can actually aim!  Slime gives
you all the fun of blowing characters away with your spikes without the
complete inability to score points using them.  Of course, this power is not
without its downsides, Slime's perfect spike recovers quite slow so you have
to watch out for early spikes.  It's also comedically terrible at blocking, and
its power shot isn't that great either, so try to find someone to cover those.
With the right partner, though, Slime's spikes can be a great asset.


###############################################################################
V-47

Moogle:


Basic Abilities:
----------------

- Moogle is skilled with jump serves
- Moogle runs a little faster than most
- Moogle spikes the ball harder than normal and it travels fast, but his 
  perfect spike recovers a little slow
- Moogle has a little less control of his spikes than most
- Moogle's lunge has good range
- Moogle's block is more manoeuvrable than most, but he stays up for a long
  time


Power Shot - Crystal Spike:
---------------------------

Moogle summons the ball, then spins his crystals around.  He then spikes the 
ball at the cursor, and it reappears and strikes where the cursor is aiming
next.

To defend against this shot, follow the cursor.  It will disappear when the
ball does, but it reappears just before it strikes.


Character Evaluation:
---------------------

Moogle is very similar to Toad - a relatively quick player who can spike the
ball with some power behind it.  However, where Toad is very defensively
oriented, Moogle is a more offensive character, sporting a stronger spike and
a better block, but a slower running speed and weaker lunge.  His Power Shot
also isn't quite as good as Toad's but it's still decent.  Just like Toad, you
can toss him on pretty much any team and expect good results.


###############################################################################
V-48

Cactuar:


Basic Abilities:
----------------

- Cactuar is skilled with jump serves
- Cactuar runs extremely fast, but he slides when changing directions
- Cactuar has a little less control of his spikes than most
- Cactuar's lunge has very short range
- Cactuar's block has poor range


Power Shot - Needle Spike:
--------------------------

Cactuar summons the ball, then fires 1000 needles at the opponents, stunning
them and then slowing their movement.  He then spikes the ball at the cursor.

To defend against this shot, just chase down the cursor.  If your characters
weren't well spread out when it was activated, though, you probably won't be
able to reach the ball in time.


Character Evaluation:
---------------------

Cactuar is pure speed.  His running speed is absurdly fast, far faster than
any other character, but he pays for it by sliding around and being average or
worse in all other areas.  Still, his speed provides many benefits which aren't
immediately obvious, for example he can get into position quicker and thus get
more perfect bumps than other characters and build more power meter.  He can
also avoid some power shots easier, and collect more item panels.  His power 
shot is very good, too, and with how easily he can build meter you'll be using
it a lot.  Just don't expect much by way of blocks from him, he's a very poor
blocker, and don't run around too crazily, because it does take a while for
him to stop.  Other than that, he's a good all-around player with some unique
upsides.


###############################################################################
V-49

Mii:


Basic Abilities:
----------------

- Miis have no special characteristics.  They are average in every way.


Power Shot - Firework Spike:
----------------------------

The Mii summons the ball, charges up, then fires a very quick spike where
the cursor is aimed.

To defend against this shot, get into position then waggle like crazy when
prompted.  It does fire pretty quick, and it cannot be returned using a lunge,
so slower runners will have trouble.


Character Evaluation:
---------------------

Since Miis has no real weaknesses, they makes a decent choice for any team.  
Their power shots aren't bad, either, so feel free to pair them up with
a partner who has a poor one.


###############################################################################
V-50

Volleyball Venues:


The following sections details all of the playable venues in Volleyball.


###############################################################################
V-51

Mario Stadium:


Special Rules:
--------------

- There are no special rules at Mario Stadium


Strategy:
---------

Mario Stadium is the most basic of venues and has no special rules.  Items and
coins are still present, so make good use of them.


###############################################################################
V-52

Koopa Troopa Beach:


Special Rules:
--------------

- No item panels appear on Koopa Troopa Beach
- Periodically, a wave washes across the beach, bringing some green shells
  with it
- After the wave rolls out, some coins are strewn across the beach


Strategy:
---------

Green shells are very plentiful here, so expect a very cheesy match with a lot
of dropped balls.  Any time you see the opponent preparing to volley, toss
a green shell at them for a free point (and to make them lose their coins).
The only ways to defend against this strategy is to try to early spike as often
as possible and use your power shot to recover the ball if they get you.


###############################################################################
V-53

Peach's Castle:


Special Rules:
--------------

- Water periodically spurts up from the net in various patterns
- A ball hit into the water will bounce back towards the team that hit it,
  as though it had been blocked.  Item shots go through the water.


Strategy:
---------

The water greatly limits offense and simplifies defense, so expect extremely
lengthy battles here.  You can deliberately hit the ball into the water to give
yourself the chance to set up a perfect spike or farm power meter, so a 
character with a good power shot is even more valuable here than normal.


###############################################################################
V-54

DK Dock:


Special Rules:
--------------

- DK Dock gradually moves around, shifting the boundaries of the field


Strategy:
---------

DK Dock is a pretty interesting stage.  The play area is constantly moving
around, so you have to aim your spikes well or you'll hit the ball out.  This
means characters with poor spike control are even less useful than normal here,
if they spike the ball from certain locations they basically have no choice but
to hit it out.  Be aware that blocking the ball can also be risky, if you block
and the ball goes out your opponents will get the point.  Curved spikes can
be very useful here, but make sure you can aim them well.


###############################################################################
V-55

Luigi's Mansion:


Special Rules:
--------------

- After a few seconds, the lights will go out.  They only come back on after
  someone scores a point
- A ghost will sometimes appear on one side of the field.  It will attempt to
  block spikes, and if the ball is set nearby it will spike the ball


Strategy:
---------

This is a very irritating stage, when the lights are off there's no way to tell
where your opponents are, so scoring is pretty much a matter of luck.  The
ghosts can be useful when they're on your side of the net, but they don't
actually perform successful blocks very often.  Make use of items and power
shots to score and try to end this match as quickly as possible.


###############################################################################
V-56

Western Junction:


Special Rules:
--------------

- A turntable in the middle of the stage moves players around
- Periodically, a train will come through under the net.  If the ball hits
  the train, it will bounce around, possibly landing on either side of the net,
  so be ready for it
- Passengers on the train may also throw coins or bananas on either side


Strategy:
---------

The turntable isn't too big of an issue (though it can mess up perfect bumps),
far more noteworthy is the train.  Not only can it impede any tap spikes you
might want to perform, but the bananas that the passengers may toss can
seriously limit your mobility.  If the opponent has bananas on their side,
try to spike the ball near them so they'll slip.


###############################################################################
V-57

Bowser Jr Blvd:


Special Rules:
--------------

- No items appear on this stage
- The play area is divided into nine squares, like a small bingo board.  The
  middle square is already lit when play begins, and any successful point will
  light up the square in which it lands if it isn't lit already
- If a line is made (no diagonals), that point scores double.  Scoring multiple
  lines at once is not worth additional multipliers
- If a player successfully fills the whole board, they win that set, regardless
  of how many points they have


Strategy:
---------

The lack of items tends to make battles here very long and drawn out.  Good
spikers and good power shots are obviously useful here, both for overcoming
defense and hitting the specific areas needed to fill up the board.  Still,
filling the whole board will be very difficult without an exceptional power
shot, because the opponent will defend the few remaining squares with their
life when the board is almost full.


###############################################################################
V-58

Bowser's Castle:


Special Rules:
--------------

- Lava Bubbles periodically appear near the net.  Being hit by one will set
  that player on fire, making them hard to control and preventing them from
  hitting anything other than poor bumps
- The net will move closer to whichever team is losing, leaving them with a
  smaller area to defend and their opponent with more Lava Bubbles to deal with


Strategy:
---------

The shifting net makes for lengthy battles that will see multiple lead changes.
Try your best to avoid the Lava Bubbles, but if one appears beneath the area
where you need to bump, you're pretty much sunk.  Try to use early spikes to
protect yourself from the bubbles, particularly when you're in the lead.


###############################################################################
V-59

Star Ship:


Special Rules:
--------------

- Crystals rain from the sky, which act like coins when picked up
- When played in the regular Star Cup final, this stage's gimmicks do not occur


Strategy:
---------

Coins are very plentiful here, so expect extremely short sets.  Two successful
spikes or blocks is usually enough to win, so defend your side very carefully.
A good power shot is also a great way to end a set in a hurry.


###############################################################################
V-60

Wario Factory:


Special Rules:
--------------

- A conveyor belt under each side of the court moves left or right randomly and
  impedes movement slightly
- Periodically, red panels with arrows on them appear.  Touching one will
  cause the conveyor belt under the opponent's move quickly in the indicated
  direction


Strategy:
---------

Touching the red panel is basically a guaranteed point if the opponent doesn't
have their power shot, because you can aim it to the other side of the play
area and they won't be able to get to it.  As such, you'll probably want to
reserve your power shot for these occasions so you have some defense.  This
means that characters who can impede the opponent's meter building are
especially useful here.


###############################################################################
V-61

Waluigi Pinball:


Special Rules:
--------------

- Periodically, giant pinballs roll across the arena, stunning anyone hit by
  them


Strategy:
---------

Aim balls towards pinballs for free points, the opponents won't be able to
retrieve them without being hit.  Also, be sure to stay as far away from the
pinballs as possible when doing the bump, set, and spike, and use early spikes
if a teammate gets hit.  You'll also want to keep your Power Shot on hand
for emergencies.  Good spike control and a good lunge are invaluable here.


###############################################################################
V-62

Ghoulish Galleon:


Special Rules:
--------------

- The ship periodically tilts left and right, causing crates (and placed items)
  to slide across the arena
- After a while, or after being hit by the ball or an item, Dry Bones emerge
  from the crates and wander around, stunning any players who touch them


Strategy:
---------

The crates can be quite a nuisance while trying to chase down spikes, impeding
lunges and movement alike.  Try to spike the ball when the crates will be
in the middle of your opponent's area, using early spikes to adjust the timing
if need be.  Don't hit the crates directly, though, since this doesn't count
as touching the ground and the ball can bounce out.  Once the Dry Bones have 
emerged, aim your spikes towards them to make them harder to return.  Since you
may frequently find it hard to reach the targeting cursor on this stage, try
using blocks or power shots to return those balls instead.  Also, if you use a
power shot, all crates and Dry Bones will vanish until a point is scored.


###############################################################################
V-70

Harmony Hustle:


Controls:
=========

Sideways Wiimote:
-------------------------------------------------------------------------------

Dpad - Run

2 - Bump / Lunge


Wiimote and Nunchuk:
-------------------------------------------------------------------------------

Analog - Run

Shake - Bump / Lunge


Game Overview:
==============

Harmony Hustle is the most simplistic of all games, and it's also completely
non-competitive.  A music box spits out a variety of coloured balls, and as the
players bump them, they add percussive instruments to the song.  Everyone needs
to work together to make the song sound as good as possible.


Scoring:
========

Scoring in Harmony Hustle is based on bumping the correct balls.  Each player
has a colour, and they can only bump balls of their assigned colour.  Each
ball successfully bumped is worth 10 points.  You can see what balls are coming
next by looking at the conveyor belt beside the machine, so try to get near
the middle when a ball of your colour comes along.

There are also multicoloured balls, which can be bumped by anyone, and are
worth 50 points.  These can be tricky, though, you don't want a player to be
bumping one of these when they have a ball of their own colour that they need
to receive.  Watch the conveyor belt!

Each ball successfully bumped by the right player without dropping one adds to 
your combo count.  Reaching certain thresholds results in bonus points.  If
the wrong player bumps a ball, the combo counter is preserved, but no points
are awarded.

Some stages have special obstacles which should not be bumped.  Being hit by
them will usually ruin your combo and may even cost you points.  You may also
encounter coins, which are worth additional points but do not affect combos.

Each stage has a specific target score.  If you achieve at least that much by
the time the song ends, you'll clear the stage.  If you get full points, the
game will acknowledge this, as well.  The best high score for each stage is
saved individually for 1, 2, 3, and 4 players.  All listed target and perfect
scores are for 1 player, the values are higher with more players.


Character Choices:
==================

In Harmony Hustle, all offensive skills from volleyball are useless.  As such,
characters who run fast and have good lunges are definitely the best to pick.


Stages:
=======

Harmony Hustle has more stages to unlock than the other games, and they aren't
unlocked in the same way.  Some require you to beat stages in Harmony Hustle,
others require you to complete songs in Tournament mode.

If you find unlocking the stages to be too tedious, you could always wait
until you've finished everything else you want to do in the game, then use
the unlock everything code, which you can find in the unlockables section.


The following songs are unlocked by playing Harmony Hustle in Party Mode:

Bloocheep Ocean - Clear Classic Ocean
Chocobo Pop - Clear Chocobo Rhythm
Punk Athletic - Clear Mario Athletic

Punk Ocean - Clear Bloocheep Ocean
Chocobo Beat - Clear Chocobo Pop
Island Athletic - Clear Punk Athletic


There are also 3 additional stages which have to be unlocked by clearing all
three songs for each level in tournament mode.  These are found in the 
following locations:


Mushroom Mix Medley
-------------------

Two songs are on the left path, one is up at the first split, the other is 
down.  The third song is on the right path, you need to not take the alternate
path after the first match, instead wait until the second match.  What to do
next depends on whether or not you started on the far right or the middle
right.  If you started on the far right, you need to go right, down, right,
otherwise just down and then right.


Flower Mix Medley
-----------------

Two songs are on the left path, make sure to choose down at the first choice,
then take the special path using the cannon at the very end.  The other song is
on the right path, choose up at the first choice.


Star Mix Medley
---------------

Two songs are encountered on the left path, one by going up at the first chance
at Star Road, and one by choosing to leave Star Road (down) at the next choice.
Be forewarned that if you have already unlocked Cactuar, the first alternate
path on the left shows up only with extreme rarity, you may have to beat the 
first match many, many times.  The other is on the right path, you'll 
encounter it en route to Star Road.


Alternative Unlocking Method:
-----------------------------

If you can't unlock the songs this way, you can also unlock them by clearing
the songs from their respective levels in party mode a lot of times.


Level One Songs:
-------------------------------------------------------------------------------

Classic Ocean:
==============

This song is an orchestral arrangement of the underwater music from the
original Super Mario Bros.  The target score is 1000 points.  A perfect score
is 2120 points.

This song is pretty slow, so you shouldn't have too much trouble.  Just watch
out for the spiky balls, which will kill your combo and cost you 50 points if 
received.


Chocobo Rhythm:
===============

This is a classical rendition of the Chocobo theme from the Final Fantasy
series.  The target score is 1000 points.  A perfect score is 2090 points.

This song is faster than the previous one, with balls of the same colour
appearing more rapidly.  Watch the conveyor belt so you know when your balls
are coming up and don't go for multicolour balls if you don't have time to
get them.  Also, avoid the spiked balls, there are more of them here but they
tend to come in groups.


Mario Athletic:
===============

This is an arrangement of the athletic theme from Super Mario World.  The
target score is 1500 points.  A perfect score is 2530 points.

This song isn't too fast, but at some points balls come out in big groups, so
try not to lose track of which balls are landing first.  Also, bananas appear
here, and while they don't ruin your combo or cause you points if you touch
them, they stay on the ground for a while and if you touch them you'll slip.


Mushroom Mix Medley:
====================

This is a medley of the three songs from level one.  The target score is 2500
points.

This song is fast and there's a ton of spiked balls, but otherwise it's not too
different from what you've encountered already.  Keep a close eye on the 
conveyor belt, because there are many multicoloured balls mixed in with the
regular ones and you need to know who has to go after them.


Level Two Songs:
-------------------------------------------------------------------------------

Bloocheep Ocean:
================

This song is an upbeat arrangement of the underwater music from the original 
Super Mario Bros.  The target score is 1500 points.  

The balls still come pretty slow, but there's now a lot more stuff going on.  
From time to time, coins will spray out of the machine.  You aren't required
to collect them, but every coin you pick up is worth 10 points.  There are also
some spiky balls to contend with, so make sure to watch the conveyor belt.


Chocobo Pop:
============

This is a pretty traditional rendition of the Chocobo theme from the Final 
Fantasy series.  The target score is 2000 points.

This is a fairly slow song, just don't let the abundance of coins and spiked
balls distract you from your balls.


Punk Athletic:
==============

This is a traditional arrangement of the athletic theme from Super Mario World.
The target score is 2500 points.

This song is fairly fast and there are big groups of balls, but by far the
biggest problem is the abundant supply of bananas the machine constantly spits
out.  They stay on the ground for a long time, so be very careful when running
around.  Coins are also present to try to distract you from your balls.


Flower Mix Medley:
==================

This is a medley of the three songs from level two.  The target score is 3000
points.

As you would expect, there are a variety of obstacles to contend with.  Spiky
balls and bananas will impede your progress, and coins are there to distract
you.  Above all, focus on returning the balls.


Level Three Songs:
-------------------------------------------------------------------------------

Punk Ocean:
===========

This song is an rock rendition of the underwater music from the original 
Super Mario Bros.  The target score is 2500 points. 
 
The balls are still fairly slow, but in addition to coins and spiky balls you
now have to worry about mini mushrooms.  They stay on the field for a while
and if you touch one, you'll be shrunk, which disables your lunge.  This
actually isn't too bad as long as you're using a fast character, so if you have
to run through one of them, go for it.


Chocobo Beat:
=============

This is an orchestral version of the Chocobo theme from the Final Fantasy
series.  The target score is 2500 points.

This song is pretty quick.  It starts off quite simple, but soon a ton of mini
mushrooms and coins get thrown into the mix, and there's one long section with
nothing but a ton of spiked balls and coins.  You'll need to keep a close eye
on that conveyor belt to avoid taking a beating here.


Island Athletic:
================

This is an orchestral version of the athletic theme from Super Mario World.
The target score is 2500 points.

This song is very fast and there's a ton of bananas and mushrooms to impede
movement.  Stay on top of your balls at all times and use any spare moments
to return to the center of the stage and ready yourself.  Don't worry about
coins unless they're in your way.


Star Mix Medley:
================

This is a medley of the three songs from level three.  The target score is 4500
points.

Fittingly for the last song, this stage is fast, difficult, and absolutely
every type of obstacle appears here.  You'll just have to make use of
everything you've learned to try to survive here.  At least the target score
isn't TOO strict.


===============================================================================
===============================================================================
D-00

Dodgeball:

This section covers everything you need to know to play Dodgeball.


###############################################################################
D-10

Dodgeball Controls:


Sideways Wiimote:
-------------------------------------------------------------------------------

During the Jump Ball:
=====================

Dpad - Move

2 - Jump
Shake - Jump


When you have the ball:
=======================

Dpad - Move

Run from back of court to front - Prepare Running Throw

Run towards center line - Jump Throw
  2 (during Jump Throw) - Throw
  1 (during Jump Throw) - Pass
  Shake (during Jump Throw) - Fake Throw

1 (tap) - Pass
1 (hold) - Call for Jump Combo
  Release 1 (after calling jump shot) - Pass

2 - Throw

Shake Wiimote - Fake Throw

1 + 2 (when meter is full) - Power Shot

A - Item Throw

B - Change character


When a member of your team has the ball:
========================================

Dpad - Move

1 (tap) - Call for Pass (only if ball carrier is CPU-controlled)
1 (hold) - Prepare for Jump Shot

1 (while ball is in the air after hitting teammate) - Dive for Ball

2 - Call for Throw (only if ball carrier is CPU-controlled)

A - Use Item

B - Change character


When the other team has the ball:
=================================

Dpad - Move

1 - Dodge

2 (while facing ball) - Catch

Shake Wiimote - Jump

A - Use Item

B - Change character



Wiimote and Nunchuk:
-------------------------------------------------------------------------------

During the Jump Ball:
=====================

Analog Stick - Move

Shake - Jump


When you have the ball:
=======================

Analog Stick - Move

Run from back of court to front - Prepare Running Throw

Run towards center line - Jump Throw
  Shake (during Jump Throw) - Throw
  A (during Jump Throw) - Pass
  DPad (any) + Shake - Fake Throw

A (tap) - Pass
A (hold) - Call for Jump Combo
  Release A (after calling jump shot) - Pass

Shake - Throw

Dpad (any) + Shake Wiimote - Fake Throw

A + B (when meter is full) - Power Shot

B + Shake - Item Throw

C - Change character

Z - Change target


When a member of your team has the ball:
========================================

Analog Stick - Move

A (tap) - Call for Pass (only if ball carrier is CPU-controlled)
A (hold) - Prepare for Jump Shot

Shake (while ball is in the air after hitting teammate) - Dive for Ball

Shake - Call for Throw (only if ball carrier is CPU-controlled)

B - Use Item

C - Change character


When the other team has the ball:
=================================

Analog Stick - Move

Shake - Dodge

A + B (while facing ball) - Catch

A - Jump

B - Use Item

C - Change character


###############################################################################
D-20

Dodgeball Rules, Strategy, and Items:


Overview:
=========

Although many sports are violent, physical contact is usually for the sake of
completing a play and scoring a point.  Dodgeball eschews all that scoring 
nonsense and opts to have players throw the ball at each other rather than 
some sort of goal.  Hit the opponents and try not to be hit yourself in order
to win the game.

Dodgeball is probably the simplest of the games in Mario Sports Mix, but its
simplicity belies a deep mental game of fake-outs and counters.  If you've
ever played any of the Super Dodgeball games you probably know what to expect.


Jump Ball:
==========

Each period begins with a jump ball.  To gain possession of the ball, move
towards it and jump when Lakitu releases it.  If you don't get the ball, be
prepared for a possible ball in your face when you land.


Throwing the Ball:
==================

In dodgeball, you hit your opponents with the ball by throwing it at them.
Just press the throw button and you'll throw the ball at the nearest opponent
(you can tell who you're aiming at by the white circle under them, Wiimote and
Nunchuk users can press the Change target button to switch between characters).
One simple tap is all it takes to toss the ball at someone.


Catching:
=========

However, defense is pretty simple too.  As long as you're facing the ball,
just press the catch button when it comes near you to catch it.  You won't
be hurt and you'll gain possession of the ball.  Just don't mess up the timing.


Being Hit:
==========

If your timing is off or if you aren't facing the ball, you'll be hit, and
as soon as the ball hits the ground you'll take damage.  Usually there's not
much you can do to prevent this, but on occasion the ball may bounce up into
the air after hitting you, and if you or a teammate catches the ball, you don't
take damage.  You can also press the dive button to increase your chances of
reclaiming the ball.  Assuming you don't make it, you'll be damaged and if your
opponents have any coins, they'll be spent for additional damage.  As long as
you still have some health left, you're not out of the game yet, but when you
run out play stops and you have to join your team's Yoshi on the edge of the
court behind your opponent's field.

But it's not over yet!  Your team will be given possession of the ball, and you
can still play from behind the opponent's area.  Like the Yoshi, you can catch
throws and passes that come near you, and collect any coins or items that might
appear where you are.  If you get the ball, you can throw it or pass it, and if
you hit an opponent, you get to return to the game with a little bit of health
(this does not apply to the Yoshi who starts over there when the game begins).
Never give up!


Passing:
========

To help your defeated teammate come back into the game, or to let your Yoshi
take a shot at the opponents, you may want to pass the ball to them.  Press the
pass button when you have the ball and you'll pass to the nearest teammate on
the other side of the field.

Alternatively, you can pass to a teammate on your side of the field instead,
perhaps because you want to use their power shot or they can shoot the ball
better.  To do this, hold the pass button for about half a second until an 
exclamation mark appears, hold towards them on the Dpad, then let go.  Don't
hold it too long unless you want to start a jump combo, though.


Intercepting a Pass:
====================

You don't have to just sit around and let the opponent's pass the ball back and
forth, you can attempt to intercept the ball during their pass.  Since the 
passes are thrown high, you'll have to jump to intercept, by using the jump
button.  If you jump into the pass, you'll claim it for yourself.  Some players
throw curving passes that are harder to intercept.

You can also jump to avoid a throw, though there's a better way to do that,
which will be covered in a moment.


Dodging:
========

It wouldn't be dodgeball if you couldn't dodge the ball.  If you don't think
you can catch the ball for whatever reason, press the dodge button to try to
get out of the way.  This isn't quite as good as a catch, since you won't
gain possession of the ball (not usually, anyway), but it works in a pinch.

Be aware that not every character actually attempts to dodge the ball when you
press the dodge button, some are more like deflects or blocks instead.  These
work fine for regular throws, but are generally ineffective against item throws
and power shots, so they'll have to use jumps to dodge.


Fake Throws:
============

Regular throws work well from time to time, but you'll need to mix it up a bit
to hit a skilled opponent.  The first way to change up your offense is the
fake throw.  Simply press the fake throw button and you'll swing your arm as
though you intend to throw the ball, but you won't.  If the opponent falls for
it and attempts a dodge or some such, immediately press the throw button to
pelt them with the ball.  Made you flinch!


Running Throws:
===============

Another way to mix things up is the running throw.  Simply walk back to the 
edge of your area, then run towards the center line and press the throw button.
If you ran far enough (you'll see a little flash when you have), you'll throw 
the ball faster than normal and it'll be harder to catch.  Some running throws
have special properties, too.


Jumping Throws:
===============

But who says you have to stop running when you reach the center line?  If you
keep running towards the line, you'll jump up and over the line, and you can
throw the ball while in mid-air.  Since the ball will usually be coming at the
opponents from very close, this can be hard to avoid or catch.  You can also
launch a particularly fast throw by throwing the ball just before you're about
to land, but don't wait too long or you'll just drop the ball and not get
to throw it.

Unfortunately, after a jumping throw you have to run back to your side of the
court.  And while you're doing that, you cannot pick up the ball or catch,
so you're vulnerable.  You can still dodge, though, so be sure to do that if
you're in danger of being hit.  Obviously, a player who runs and dodges well
will be better suited to this than a really slow player.

However, almost everyone is in severe danger if the opponent catches your 
jumping throw.  In this case, they can almost always land a free hit as you 
come down.  So if you think your throw might be caught, pass to a teammate
instead of throwing.  They can simply hold onto the ball while you run back to
your side with impunity.


Jump Combos:
============

For even more pressure, you can even have a player who doesn't have the ball
jump over the center line.  This is called a jump combo, and you can initiate
it by holding the pass button.  Then simply release the pass button to pass
to your teammate and let them rain doom down upon your enemies.  Be aware
though that jump combos have the same vulnerabilities as regular jump throws.


The Shot Clock and Sudden Death:
================================

Like Basketball, Dodgeball also has a shot clock.  Unlike Basketball, though,
the opponents can't steal the ball from you.  It won't make you popular, but
there's really nothing the opponent can do to stop you from camping the ball
while you wait for items or run down the clock.  This is a particularly potent
strategy if you have more players left than the opponent, because if the timer
runs out, the team with the most players left wins the set.

If both players have the same number of players left when time runs out, Sudden
Death will occur.  This begins with a jump ball, much like any set, but only
the surviving players will participate, and as soon as anyone is hit by the
ball, the other team wins the set.


The Power Meter and Power Shots:
================================

Every time a player who isn't knocked out throws the ball, you gain one point
on your power meter.  When it is full, you can press the power shot button when
a living player has the ball for a power shot, then use the DPad to aim the
shot and the throw button to fire (you'll fire automatically after a while if
you don't do it manually).  Power shots can't be caught, are often hard to
dodge, and can even hit several players at once, so they're a good way to deal
damage when you need it.  If a power shot hits, the other team gets possession
of the ball, even if no one is knocked out.  Every character has a different
power shot, see the character section for details.


Items:
======

You can also use items to help you hit your opponents.  To collect an item, 
step on an item panel, and you'll receive either an item or a coin.  Then press
the item button to use it.  If you have the ball when you press it, you'll 
perform an item throw, otherwise you'll just toss it.  If you toss an item and
hit someone, they'll drop coins.  Item throws don't cause people to lose coins,
but they can't be caught (by the opponents) so it's easier to hit someone using
them, and they're a good way to get eliminated players back in the game.
Your own players can catch an item shot, and then they can throw it again,
still in item form.  It's also possible to hit your allies with item throws, 
but they won't take damage from it (they will, however, be shrunk or tripped if
hit by the appropriate item). The items are as follows:


Banana:
-------

Use the banana to toss it on the ground.  Anyone who walks on it will slip.
If used for an item throw, your throw will travel quickly and curve, and
the opponent will slip (and take damage) if they are hit by it.


Green Shell:
------------

Use the green shell to toss it straight forward.  It will bounce back after
hitting a wall.  If used for an item throw, it results in a quick shot that
cannot be caught and will bounce off a wall.


Red Shell:
----------

When thrown, the red shell will home in on the nearest enemy.  Using it for
an item shot causes it to home in on an enemy, and it cannot be caught.


Mini Mushroom:
--------------

Use the mini mushroom to toss it on the ground.  If anyone walks over it,
they'll be shrunk.  Shrunken people cannot dodge, catch, or hold the ball,
so they're extremely vulnerable.  Try to protect them until they recover.  When
used for an item shot, the mini mushroom fires straight ahead and bounces off 
walls in an unusual manner.  Anyone hit by it will be shrunk.


Bom-omb:
--------

Toss the bom-omb and it will explode when it hits the ground.  When used for
an item throw, it functions similarly, but anyone caught in the explosion will
take damage!  As if this wasn't great enough, after exploding, the ball usually
comes back to your side, so you can follow up with another attack.


Starman:
--------

When you acquire the starman, your whole team becomes invincible (you don't
even have to use it), and thus any throws by the opponent will be totally 
ineffective.  As if that wasn't enough, any shot you take while the starman is
active will be a very quick shot that goes through opponents and bounces around
like crazy.  This is a great time for a jumping shot since there's no risk.


Strategy for Dodgeball:
=======================

Dodgeball is all about mind games.  If your opponent plays perfectly, it's
extremely difficult to trap them in a situation where they have no choice but
to get hit.  Instead, you have to try to trick your opponents into slipping up,
then smack them with the ball.  Particularly when playing against other human
players, you'll want to try to vary your offense as much as possible to keep
them guessing.  At the same time though, you need to be constantly aware of the
strengths and weaknesses of each method of attack, because some of them may
leave you vulnerable.

It's also very important to keep your players on the field.  If a player is
knocked out, you'll want to make getting them back in the game your top
priority.  Some Power Shots basically let you get a teammate back in for free,
and they're enormously valuable.  You can also use items for this purpose,
so try to a good one on hand in case of emergencies.


###############################################################################
D-30

Dodgeball Characters:


The following sections details the playable characters in Dodgeball.


Team Building at a Glance:
==========================

If you don't want to read through all of the character sections, here's a very
brief overview of what characters can fulfill which roles.


Good Throwers:
==============

- Wario
- DK
- Bowser
- Toad
- Slime
- Moogle


Good Dodgers:
=============

- Yoshi
- Diddy
- Bowser Jr
- Ninja
- Cactuar


Good Dives:
===========

- Yoshi
- Toad
- White Mage
- Black Mage
- Moogle


Good Power Shot:
================

- Mario / Mii
- Luigi
- Peach
- Daisy
- Bowser
- Diddy
- Bowser Jr
- Toad
- Black Mage


###############################################################################
D-31

Mario:


Basic Abilities:
----------------

- Mario's running throw goes through people


Power Shot - Hot Hands:
-----------------------

Mario jumps up, charges up his fire, then throws a massive fireball at the
cursor that explodes on contact.  Anyone in the blast radius takes damage.

To defend against this shot, try to stay away from the targeting cursor,
then dodge when he throws it.


Character Evaluation:
---------------------

With no significant weaknesses and a capable power shot, Mario makes a decent
addition to any team.


###############################################################################
D-32

Luigi:


Basic Abilities:
----------------

- Luigi's running throw goes through people, but it recovers a little slower
  than most.


Power Shot - Sucker Punch:
--------------------------

Luigi jumps up, then pulls out his Poltergust 3000.  He sucks up the ball,
and begins to suck the other players towards him, possibly tripping them if
caught in the suction long enough, then fires the ball where the cursor is 
aimed.

To defend against this shot, try to stay away from the vacuum and roll away
from the shot itself.  If you're caught in the gust too long, you'll fall,
and be unable to avoid the ball.


Character Evaluation:
---------------------

Luigi is also a pretty balanced character.  Be aware that someone else can
catch his running throw if the enemies are bunched up, and if you throw it
at someone close to the center line and they catch it you could be hit.  His
power shot is one of the better ones out there and can often hit several
players.


###############################################################################
D-33

Yoshi:


Basic Abilities:
----------------

- Yoshi's running throw is fast and goes through people, but it recovers very 
  slow
- Yoshi's dive is quicker and covers more range than most
- Yoshi's passes curve


Power Shot - Rainbow Arch:
--------------------------

Yoshi jumps up and charges up his ball.  When fired, it splits into two balls,
one where he aimed it and another one.  Both of them can deal damage.

To defend against this shot, just roll away from the balls.  Even if he doesn't
seem to be aiming for you, you should still roll.


Character Evaluation:
---------------------

Yoshi's a utility player.  His running shot is pretty bad and is easily
punished, but he has a good lunge and a useful curving pass.  His power shot
also isn't bad, but there are better ones.  If you're going to use him,
try to pair him up with a good thrower.


###############################################################################
D-34

Peach:


Basic Abilities:
----------------

- Peach's running shot curves


Power Shot - Heart Attack:
--------------------------

Peach jumps up, and fires many pink hearts towards the opponents.  Anyone who
touches one of them will be stunned for a while.  Afterwards she shoots the
ball where the cursor is aimed.

To defend against this shot, try to avoid the hearts, then dodge when the shot
comes.  This can be quite difficult, though.


Character Evaluation:
---------------------

Peach is a decent dodgeball player.  Her running shot can hit an opponent from
behind if aimed well, but if you use it incorrectly it can also totally miss,
so be careful with it.  Her power shot is pretty good, too.


###############################################################################
D-35

Daisy:


Basic Abilities:
----------------

- Daisy's running shot curves


Power Shot - Flower Power:
--------------------------

Daisy jumps up, and summons a flower garden in the middle of the opponent's
area.  Opponents inside the garden run slower.  Afterwards, she shoots a slow
shot that follows the cursor for a while.

To defend against this shot, try to stay away from the shot by rolling or
jumping.  It can be very hard to avoid, though.


Character Evaluation:
---------------------

Daisy is very similar to Peach.  Her running shot can be used for a sneak
attack, but it can also miss.  Her power shot is also very good and is hard
to avoid.  A decent choice if you want to mix things up.


###############################################################################
D-36

Waluigi:


Basic Abilities:
----------------

- Waluigi's running shot curves
- Waluigi's dodge is stationary, but unlike others it can avoid some item and
  power shots
- Waluigi's passes curve


Power Shot - Tetra Disaster:
----------------------------

Waluigi jumps up, and a strange machine appears on his back holding 4 balls.
He fires them one at a time, and all four of them can deal damage.

To defend against this shot, just avoid each ball individually.  If you don't
have a good dodge, though, you're in for a world of hurt.


Character Evaluation:
---------------------

Waluigi is another reasonably capable character.  His curve shot seems a little
easier to use than the others, but he pays for this with his stationary dodge.
Thankfully, it's not as bad as the ones the power characters have as it can
dodge some special shots, but not anything that explodes.  His power shot can
be the strongest in the game, but it's not that hard to dodge.


###############################################################################
D-37

Wario:


Basic Abilities:
----------------

- Wario's running shot is very fast and goes through people
- Wario reflects balls with his butt rather than dodging them.  Reflected
  balls can hurt the thrower


Power Shot - Wario Waft:
------------------------

Wario jumps up, and throws a bomb towards the opponents side, which hides it
in gas.  He then throws the ball quickly.

To defend against this shot, just stay away from the aiming cursor.  If 
anything, the gas just makes it harder for him to tell where you are.


Character Evaluation:
---------------------

Wario's not a very good character.  You can't argue with that running shot, but
his power shot is probably the worst in the game and his dodge is stationary,
so he has to try to jump over item and power shots.


###############################################################################
D-38

DK:


Basic Abilities:
----------------

- DK's running throw is very fast and goes through opponents if not caught 
  properly.
- DK's spins around and deflects balls rather than dodging them
- DK's passes curve


Power Shot - Shockwave Stunner:
-------------------------------

DK jumps up and quickly slams the ground, stunning all opponents briefly.
He then throws the ball immediately afterwards.

To defend against this shot, just make sure to roll away from the shot itself.
You'll recover from the stun before the ball hits you.  You can also try to
jump the shockwave by shaking if you so desire.


Character Evaluation:
---------------------

DK's running throw can be useful, you can hit a person AND get the ball to your
players at the back, but make sure the enemies aren't lined up, or one could
catch it even if one fails and gets hit.  DK's dodge also can't be used to
dodge item shots or power shots, so you'll have to try to jump instead, and
that really hurts.  His Power Shot is average, but it's not among the best.


###############################################################################
D-39

Bowser:


Basic Abilities:
----------------

- Bowser runs slower than most
- Bowser's running throw goes through people and is very fast, but it comes
  out slow
- Bowser's passes curve
- Bowser reflects balls with his shell rather than dodging them.  Reflected
  balls can hurt the thrower


Power Shot - Flame Cannon:
--------------------------

Bowser jumps up, then spits out a massive fireball that stuns anyone in its
blast radius.  Afterwards, he shoots the ball where the cursor is aiming.

To defend against this shot, try to avoid the fireball, but the explosion is
so big that it can be hard to do.


Character Evaluation:
---------------------

Bowser is slow and terrible at dodging, but his shots pack a heck of a punch.
His running shot travels absurdly fast and his power shot is hard to avoid.
He can be a strong offensive contributor, just don't expect him to last long.


###############################################################################
D-40

Diddy:


Basic Abilities:
----------------

- Diddy's running throw goes through people, but it recovers a little slower
  than most.


Power Shot - Banana-Rama:
-------------------------

Diddy jumps up, then pulls out a huge banana and throws it at the opponents.
It spins around a bit, and anyone who is hit by it is stunned.  Afterwards,
he throws the ball where the cursor is located.

To defend against this shot, try to avoid the banana.  It moves in a pretty
predictable pattern, but it does move very quickly.


Character Evaluation:
---------------------

Diddy is a very balanced character with no real weaknesses.  His power shot is
pretty good, too, so he works well on any team.


###############################################################################
D-41

Bowser Jr:


Basic Abilities:
----------------

- Bowser Jr has no special characteristics.


Power Shot - Vandal Strike:
---------------------------

Bowser Jr jumps up and sprays a ton of paint onto the opponent's side, which
causes the opponents to slip and be unable to dodge, jump, or catch.  Then
he fires the ball at the opponents.

To defend against this shot, try to stay away from the targeting cursor.
However, since you can't dodge, you may not be able to get away.

Also, even if the move misses, if one of your opponent's characters claims
the ball, they can hit you before you can get up.  If you want to revive a
character, this can be the best use of this move.


Character Evaluation:
---------------------

Bowser Jr is a pretty balanced character, except that he has an amazing power 
shot which is useful in every situation.  Definitely one of the best players 
available and a good fit for any team.


###############################################################################
D-42

Toad:


Basic Abilities:
----------------

- Toad's running shot is very fast and goes through people
- Toad's passes curve


Power Shot - Mushroom Madness:
------------------------------

Toad jumps up and summons two huge mushrooms that spin around the opponent's
area.  If anyone is hit by them, they're stunned for a moment.  Toad then
fires the ball where the cursor is aimed.

To defend against this shot, try to stay away from the mushrooms, then dodge
the shot when it comes.  It's quite hard to avoid, though.


Character Evaluation:
---------------------

Toad is a very good character.  He has a good running shot and his power shot 
is among the best.  He even has a curving pass.  He makes a great addition to
any team.


###############################################################################
D-43

Ninja:


Basic Abilities:
----------------

- Ninja runs a bit faster than most
- Ninja's running shot goes through people, but comes out very slow


Power Shot - Mirage Blast:
--------------------------

Ninja jumps up and creates two mirages.  Three aiming cursors appear, one
of which controls normally and the other two are controlled erratically,
The Ninjas then throw their dodgeballs at their cursors in turn.

This isn't that hard to dodge as long as you watch the balls carefully.  You
can usually tell which cursor they're aiming for, so dodge if it's coming at
you.


Character Evaluation:
---------------------

Ninja's nothing special when it comes to dodgeball.  He's a little on the fast
side, but his running shot is too slow to be of any real use and his power
shot isn't that great.  He's average in most other ways.


###############################################################################
D-44

White Mage:


Basic Abilities:
----------------

- White Mage's running shot curves
- White Mage's dodge is stationary, but it stops the ball completely
- White Mage's lunge has more range than most


Power Shot - Holy Magic:
------------------------

White Mage jumps up and begins casting Holy.  A large targeting circle
appears, and soon a beam of light strikes down where the circle is aimed.

To defend against this power, try to stay away from the circle and be ready to
dodge when the spell is cast.  You have very little time to get out of the way,
though, and characters with stationary dodges probably won't be able to avoid
it at all.


Character Evaluation:
---------------------

White Mage is a character with very pronounced strengths and weaknesses.
She's a good offensive character, with a great power shot and a curving
running throw.  However, her dodge is a total mixed bag.  Against regular shots
it's pretty great, it functions much like a catch, but with more generous
timing and you don't even have to face the ball.  However, it has all the same
problems as most other stationary dodges, it can't block item shots or power
shots, so you'll have to try to jump over them.  It's also completely useless
on the opponent's side of the field, so don't do jump attacks with her.
She can be useful in some situations, but there are definitely better players
out there.


###############################################################################
D-45

Black Mage:


Basic Abilities:
----------------

- Black Mage's running shot curves
- Black Mage's dodge is stationary, but it stops the ball completely if
  timed properly and can intercept passes
- Black Mage's lunge has excellent range


Power Shot - Thunder Fury:
--------------------------

Black Mage jumps up and strikes the opponents with lightning, shrinking them.
Afterwards, he slowly shoots the ball at the cursor.

To defend against this power, just run away from the cursor.  You cannot dodge,
but the ball travels slowly enough that you should be able to get away as long
as you're not right in front of the center line.

However, even if the move misses, if one of your opponent's characters claims
the ball, they can hit you before you become big again.  This is always the
best use of this move.


Character Evaluation:
---------------------

Black Mage is very similar to White Mage.  He also has a curving running throw
and a useful power shot.  His power shot is perhaps even better than hers,
it's a guaranteed hit if you aim it towards one of your teammates, but don't
ever expect to get multiple hits out of it.  His lunge is also better than
hers, it has extremely good range and can save a ball from almost anywhere. 
Unfortunately, his dodge is even worse, it has all of the same problems that 
hers does in terms of not being able to dodge item or power shots, and the
timing is much tighter on blocking regular throws.  It can intercept passes,
but you could easily do this by jumping so that's not much help.  He's not the 
worst choice if you need a capable power shot, but Bowser Jr's power shot has
the same guaranteed hit capacity and he's a much better character overall.


###############################################################################
D-46

Slime:


Basic Abilities:
----------------

- Slime runs a little slower than normal and its dodge barely goes anywhere
- Slime's running throw travels very fast and goes through people
- Slime's dodge can stun opponents if he hits them with it


Power Shot - Slime Time:
------------------------

Slime summons three of its multicoloured friends, who jump onto the opponent's
field and start causing trouble.  Anyone who touches them is stunned, then
Slime shoots the ball at the aiming cursor.

To defend against this shot, try to avoid the slimes, but they move a bit
erratically.


Character Evaluation:
---------------------

Slime's a great dodgeball player.  You get all of the strong throwing capacity
of a power character, without the lousy counter dodge than tends to come with
it.  The only real problem Slime has is that it's slow, but that's not too
detrimental in this sport.  Great power shot too.


###############################################################################
D-47

Moogle:


Basic Abilities:
----------------

- Moogle's running throw goes through people and is faster than normal, but it
  recovers slower than normal
- Moogle's dodge is stationary, but unlike others it can avoid some item and
  power shots


Power Shot - Crystal Mash:
--------------------------

Moogle jumps up, then spins the six crystals around himself.  He then shoots
the ball towards the aiming cursor, which can reappear and strike from another
angle if it misses.

To defend against this shot, just make sure to dodge the ball each time it
appears.


Character Evaluation:
---------------------

Moogle is an okay character.  He has a good running shot, but it's a bit risky
because it can be punished if caught near the center line.  Unfortunately, he
has a stationary dodge, and even though it can dodge some item and power shots,
it's vulnerable to things that blow up.  Fitting with everything else, he has
an average power shot.


###############################################################################
D-48

Cactuar:


Basic Abilities:
----------------

- Cactuar runs very fast
- Cactuar's running throw is a little slower than normal and recovers a little
  slow


Power Shot - 1000 Needles:
--------------------------

Cactuar jumps up, then shoots needles at the opponents, slowing them down.
He then throws the ball at the target.

To defend against this shot, just make sure to dodge as the ball is thrown.


Character Evaluation:
---------------------

Cactuar's amazing running speed makes him king of intercepting passes,
regardless of his location he'll be able to grab any pass you try to throw.
His speed also helps him avoid power shots and is useful on some venues.
Offensively, he's not that impressive, with a poor running shot and an average
power shot.  His best form of offense is easily jump shots, since he's so fast
he can run back to his own side of the field in the blink of an eye, just be
aware that he might be punished if they catch the ball.  He's a handy guy to 
have on a team if you pair him up with a good attacker.


###############################################################################
D-49

Mii:


Basic Abilities:
----------------

- Mii's running shot goes through people


Power Shot - Fireworks Display:
-------------------------------

The Mii jumps up, charges up the ball, then throws a shining ball at the
target that explodes on contact.  Anyone in the blast radius takes damage.

To defend against this shot, try to stay away from the targeting cursor,
then dodge when the ball is thrown


Character Evaluation:
---------------------

With no significant weaknesses and a capable power shot, Miis make a decent
addition to any team.


###############################################################################
D-50

Dodgeball Venues:


The following sections details all of the playable venues in Dodgeball.


###############################################################################
D-51

Mario Stadium:


Special Rules:
--------------

- There are no special rules at Mario Stadium


Strategy:
---------

Mario Stadium is the most basic of venues and has no special rules.  Items and
coins are still present, so make good use of them.


###############################################################################
D-52

Koopa Troopa Beach:


Special Rules:
--------------

- No item panels appear on Koopa Troopa Beach
- Periodically, a wave washes across the beach, bringing some green shells
  with it
- After the wave rolls out, some coins are strewn across the beach


Strategy:
---------

If the shot clock is very long, feel free to camp with the ball and collect
some coins and green shells.  You can then use the green shell for a deadly 
item throw.  Good dodges are absolutely vital here, characters with stationary
dodges will be cannon fodder.


###############################################################################
D-53

Peach's Castle:


Special Rules:
--------------

- There is no center line at Peach's Castle, so you can run right up to or
  even behind your opponents
- This means you cannot perform jump attacks
- However, there is a wall of water which randomly appears to divide the
  playing area, either where the center line would be or in the middle of one
  of the playing fields


Strategy:
---------

Peach's Castle is utter chaos.  Since you can run right up to your opponent,
you can attempt to circle them for a shot at their back, punish any unnecessary
dodges, and do item shots from point blank range.  Unlike on most stages,
stationary dodges can actually be pretty useful here, but at the end of the
day this one is all about reflexes and luck.  If the water wall traps some
of the opponent's characters away from the ball, this is the best time to
press the attack against whomever's left.


###############################################################################
D-54

DK Dock:


Special Rules:
--------------

- The center line shifts back and forth at DK Dock
- If you fall in the water, you're out


Strategy:
---------

Obviously, you'll want to wait for the dock to shift all the way to the
opponents before attacking if you can.  This way, you can attack from point
blank range and they'll have almost no room to dodge.  Any knocked out
teammates can take easy shots when the opponents are trapped, too.  When you're
the trapped one, just focus on trying to catch the ball at all costs.  Also
be aware that if the dock has shifted towards the opponents, there'll be water
behind your area, and if an item or throw knocks you into it, you're knocked 
out immediately, regardless of your remaining health.


###############################################################################
D-55

Toad Park:


Special Rules:
--------------

- Three traffic cones appear on each side of the arena that can deflect balls
- If a cone is hit, it will be destroyed
- Running throws that go through players will also go through cones


Strategy:
---------

The cones decrease the viability of item shots, but be aware that running shots
that go through players will go through the cones as well.  Other than that,
this is a pretty straightforward stage.



###############################################################################
D-56

Daisy Garden:


Special Rules:
--------------

- Petey Piranha waits on one side of the court.  When his mouth is open, pass
  the ball to him for a deadly gunk shot, which is fast and can't be caught
- If no one passes to Petey, he spits a puddle of gunk onto the field.  It
  acts like a banana peel and trips anyone who walks on it.


Strategy:
---------

Petey's quite handy, he's kind of like a free green shell.  Just be aware that
you won't gain any meter when you let Petey shoot for you.  If he spits a
puddle of gunk onto your part of the field when you have the ball, you might
want to have one of your teammates deliberately slip on it so it can't be
used against you by your opponent.  Otherwise, just avoid it, it doesn't last
long.


###############################################################################
D-57

Wario Factory:


Special Rules:
--------------

- The conveyor belt randomly pulls players in a given direction
- Periodically, red switches with arrows on them will appear on the court, 
  stepping on them makes the conveyor on the opposite side move much faster


Strategy:
---------

Like DK Dock, you can use the switches to pull your opponents right to you
for point blank attacks, either for you or for your teammates on the other side
of the field.  The conveyor also affects jump shots, if you perform one when
the conveyor is moving quickly away from you, you won't be able to get back,
so be very careful.  On the other hand, when the conveyor moves towards your
area, jump shots are very safe.


###############################################################################
D-58

Bowser's Castle:


Special Rules:
--------------

- Lava Bubbles randomly appear from the back of each side's field, anyone hit
  by them is set on fire and cannot catch or hold the ball
- The center line shifts as players are knocked out, giving a smaller area
  to the team with more players left


Strategy:
---------

- Lava bubbles aren't a huge threat when the areas are even or you have the
larger area, but when the center line shifts towards you, they're very
dangerous.  Of course, the opponent can also make deadly point blank shots
when the center line shifts towards you, so you'll have to be extra careful
in order to hold on to your lead.


###############################################################################
D-59

Star Ship:


Special Rules:
--------------

- Crystals rain from the sky, which act like coins when picked up
- When played in the regular Star Cup final, this stage's gimmicks do not occur


Strategy:
---------

Coins are very plentiful here, so expect extremely short sets.  You can hold
onto the ball while you collect crystals, allowing you to throw with 10-coin
power almost all the time.  Since people will be being knocked out in one hit
most of the time, it's very important to focus on reviving your characters
using item shots and tosses.


###############################################################################
D-60

Western Junction:


Special Rules:
--------------

- Turntables on each side of the center line slowly move players around
- Periodically, a train will come down the center of the stage, stunning any
  players hit by it
- The passengers on the train may also throw coins or bananas onto the field


Strategy:
---------

This is a pretty fun stage with a lot going on.  Obviously, priority #1 is not
to be hit by the train itself, if you are you'll be stunned for a while and
that's just asking for a dodgeball in the head.  You'll also want to avoid any
banana peels thrown by the passengers, but that can be tricky because your
field can easily end up completely littered with them.  The turntable can also
move bananas around and make running back from a jump throw harder (or easier).
Make use of Power Shots when your opponent's field is filled with bananas for
easy hits.


###############################################################################
D-61

Waluigi Pinball:


Special Rules:
--------------

- Periodically, giant pinballs roll across the arena, stunning anyone hit by
  them


Strategy:
---------

Be very careful around the pinballs, being hit by one while the enemy has the
ball almost guarantees you will be hit.  If you see a pinball heading towards
the enemy's area, wait to see if they will leave themselves open before
throwing the ball.


###############################################################################
D-62

Ghoulish Galleon:


Special Rules:
--------------

- The ship periodically tilts left and right, causing crates (and placed items)
  to slide across the arena
- After a while, or after being hit by the ball or an item, Dry Bones emerge
  from the crates and wander around, stunning any players who touch them


Strategy:
---------

Despite the crates and Dry Bones, this stage plays in a pretty straightforward
manner.  The crates can block some throws (including item throws), but be aware
that any running throw that goes through people will also go through crates, so
they're not especially good shields.  After the Dry Bones emerge, they lumber
around so slowly that they're no real threat, and during power shots they
disappear, so you can't use them to trap your opponents that way.


###############################################################################
D-70

Bom-Omb Dodge:


Controls:
=========

Sideways Wiimote:
-------------------------------------------------------------------------------

Dpad - Move

2 (when available) - Attack

1 - Dodge


Wiimote and Nunchuk:
-------------------------------------------------------------------------------

Analog - Move

A (when available) - Attack

Shake - Dodge


Game Overview:
==============

Bom-Omb Dodge is a very simple game with a simple premise - dodge the bombs so
you have the most health when time runs out.  However, your opponents can try
to mess you up, either by knocking you into bombs or the reverse.  Later stages
also incorporate a variety of bomb types and other obstacles.


Avoiding Bombs:
===============

Avoiding bombs is not complex, just watch the red targeting ranges that appear
on the ground and move out of them before the bombs explode.  If you can't get
out of the way in time, press the dodge button just before the bomb explodes.
While dodging, you are briefly invincible, so you can go through explosions if
you have good timing.


Attacking:
==========

If the game solely consisted of avoiding the bombs, it might get a bit boring
if all players were very good.  However, you can also attack players and bombs
by pressing the attack button when it is displayed above your head, this will
cause you to spin around, knocking any bombs or players away.  After attacking
or being hit by another player's attack or a bomb, you'll have to wait a little
while before you can use the attack again.

Obviously, the ideal uses for the attack are to knock a player into a bomb, or
a bomb into a player.  But you can also use it to simply get players away from
you if they come too close, taking away their attack at the same time.  You'll
regain your attack faster than they will, so you can feel free to keep the
pressure on afterwards.


Health and Time Limits:
=======================

Like in Dodgeball, each player has a limited amount of health which decreases
by a certain amount each time they are hit by a bomb (larger bombs deal greater
damage).  When players run out, they are knocked out of the game.

Each match lasts two minutes or until all players have been eliminated.  The
winner is whomever survived longest, or if multiple players lasted until the
end, the one with the most health remaining wins.

In tournament mode, you are required to survive until the end in order to win,
even if you are the last man standing, but are defeated before the game ends,
you will lose.


Character Choices:
==================

There's not a ton of difference between the various characters in Bom-Omb
dodge.  Slower characters have been sped up a little and characters who
previously had stationary dodges now have regular ones, so you can pick pretty
much anyone.  Speedy characters tend to run a touch faster, and more powerful
characters can hit players a little farther with their attacks, but these
abilities don't make a ton of difference in the grand scheme of things.


Stages:
=======

You have to unlock the Cannon venues through Tournament mode.  Read the section
on Alternate Paths in the secrets section to find where they are located.


Bomb Venues:
-------------------------------------------------------------------------------

Mario Stadium:
==============

This is a very straightforward stage with no special gimmicks.  The arsenal for
this stage consists mostly of small bombs, with a few large bombs and
slow-exploding large bombs.  You can hit the slow-detonating bombs around to
damage your opponents.


Ghoulish Galleon:
=================

The stage tilts left and right, which slightly affects movement and causes
stunned players to slide in that direction.  The arsenal on this stage consists
mainly of large bombs, of both the normal and slow-exploding variety.  Focus
primarily on maintaining your own health and only attack when it's safe.


Western Junction:
=================

The turntables periodically rotate, which affects movement and causes stunned
players to slide in that direction.  The arsenal for this stage is also larger
than previous levels, in addition to small and large bombs, you'll also see
targeted large bombs make an appearance, a cursor will appear on a player, 
then a large bomb will be fired towards them.  Attacking players is quite
effective here, amidst all the chaos there's a good chance that they'll be hit.


Cannon Venues:
-------------------------------------------------------------------------------

Mario Stadium:
==============

There are now six cannons instead of four, which means more bombs at a time
and fewer safe areas.  The arsenal also now includes mega bombs, in addition
to the small and large bombs, and their explosions are truly enormous.  Make
good use of attacks to knock opponents out of what few safe areas are present.


Ghoulish Galleon:
=================

As before, the stage progressively tilts left and right, affecting movement
slightly, and there are now six cannons instead of four.  This makes attacking
the slow-exploding large bombs much more dangerous, so only do it if the coast
looks totally clear.  The arsenal includes small bombs, large bombs, mega
bombs, and targeted large bombs, so you'll have to stay on your toes at all
times.


Western Junction:
=================

Once again, the turntables periodically rotate, affecting movement, and there
are now six cannons instead of four.  The arsenal for this stage includes an
absolute ton of mega bombs, which both have huge explosions and deal immense
damage, so don't be surprised if matches are over very quickly.  When the huge
bombs are out, forget about attacking and run away!  If you survive long
enough, you'll also encounter large bombs and targeted large bombs on this
killer of a stage.


===============================================================================
===============================================================================
S-0

Secrets:


###############################################################################
S-1

Behemoth:


Overview:
=========


Behemoth is a major enemy from Final Fantasy who is fought at the end of the
Star Cup after winning it in every sport.  The goal is to eliminate all of his
health using a variety of sports-related attacks.  However, he'll be fighting
back, and if all of your health is depleted, you'll be knocked out for a while.
Get all of your players knocked out at once and you lose.  Obviously, it's 
easier to win if you have three players instead of two, but it's doable with
only two as long as you're careful.

At the end of the Sports Mix, you'll face the Behemoth King instead, who is 
faster, stronger, and has more health.  Still, the same general strategies 
apply.


Controls:
=========


Sideways Wiimote:
-------------------------------------------------------------------------------

D-Pad - Move

2 (hold) - Attack

2 (when holding meteorite) - Throw
2 + Up (When holding meteorite) - Dunk
1 (when holding meteorite) - Pass

2 (when incoming meteorite is close) - Bump
2 (tap) - Jump
  2 (while jumping) - Spike

1 - Dodge

1 + 2 (while holding meteorite) - Power Shot

A - Use Item

B - Change characters


Wiimote and Nunchuk:
-------------------------------------------------------------------------------

Analog Stick - Move

Z (hold) - Charge
  Shake - Attack

Shake (when holding meteorite) - Throw
Shake + Up (When holding meteorite) - Dunk
A (when holding meteorite) - Pass

Shake (when incoming meteorite is close) - Bump
A - Jump
  Shake (while jumping) - Spike

Shake - Dodge

A + B (while holding meteorite) - Power Shot

B - Use Item

C - Change characters


Attacking the Behemoth:
=======================

You can damage the Behemoth in a variety of ways.  The most straightforward is
to run up and check him, but it's risky because he might counterattack.  A
better option is to run around and hit item panels, each one will give you
either an item which you can attack with, or a meteorite.

When you have a meteorite, you can throw it at the Behemoth for a little
damage, or you can attempt to charge it up by passing it.  Keep the meteorite
aloft by bumping it, then when it glows red, hit the button earlier to jump
and spike the meteorite for significant damage.

Charging meteorites also charges your power meter.  When it's full, collect
a meteorite and use your power shot for big damage.

Items are useful for interrupting the behemoths attacks.  If he's about to do
something, lob an item at him and you'll have a good chance of stopping the
attack.


Avoiding the Behemoth's Attacks:
================================


REND / BITE / TAIL:
===================

These are close range attacks.  The best way to avoid them is to stay away
from the front and back of the Behemoth.


FIR2:
=====

When the behemoth's horn flashes red, he's about to spit some fireballs at you.
Dodge them with the dodge move.


LIT2:
=====

When the behemoth's horn flashes white, he's about to strike you with 
lightning.  Again, use the dodge move, and be quick with it.


JUMP:
=====

When the Behemoth jumps, he's going to try to squish you.  Avoid the shadow!


ROAR:
=====

When the behemoth roars, he's either going to charge or do a spin attack.
It's best to get some distance so you can prepare to dodge.


NUKE:
=====

When the Behemoth is surrounded by a red aura, he's going to summon meteors.
Get as far away as possible unless you want to be badly hurt.



Strategy:
=========

I find that the easiest way to beat the behemoth is just to run around and use
items, followed by your power shot when you have it.  It's slow, but it's
quite safe.  If you want to be a little gutsier, you can try passing some
meteorites, but if things look dicey, forget about bumping them and just run
away.

Of course, you should change characters to move them out of the way of the
Behemoth's attacks, particularly the meteors.



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S-2

Hard Cups and Sports Mix:


After completing the Star Cup for a given sport on the regular difficulty,
you'll unlock the hard difficulty for those cups.  You'll have to start again
from the Mushroom Cup, but things will be more difficult this time.  If you
win all of the hard Cups, the ball or hockey stick held by the players on the
main menu will turn golden.


After completing the Star Cup for all four sports on the regular difficulty,
you'll unlock the Sports Mix mode.  In Sports Mix, each match is played in a
random sport, so you can only use characters you have unlocked in every sport.
The computer will also be playing at their best and there's a different boss
at the end of the Star Cup.  Completing the Star Cup in Sports Mix mode changes
the colour of the background on the main menu.


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S-3

Unlockables:


There are many unlockables in Mario Sports Mix, each of which must be
unlocked individually for the various sports.  Unlocking content in Sports Mix
unlocks it for whatever sport you were playing at the time.

Most unlockables can be achieved either by finding them on alternate paths
or simply playing enough games.


Alternate Paths
===============

You must already have beaten a cup at least once to unlock alternate paths.
Select the arrow that doesn't point to your next opponent when prompted to
take the alternate route.  Sometimes there may be route choices within the
alternate paths, too.

On occasion (maybe 5% of the time), the alternate paths won't be offered, even
if you've already beaten a cup.  I have no idea what causes this, but it's very
annoying when it happens.


Mushroom Cup
============

The Mushroom Cup alternate paths contain the following unlockables:

White Mage
Black Mage
Toad Colours
Peach's Alternate Costume
First Secret Venue
First Unlockable Party Mode Stage


See below for specifically where you have to go to get them:


Left Path:
----------

This path is quite linear.  First you'll get a Toad colour, then the first
unlockable venue for that sport, then one of either White Mage or Black Mage.
Next there will be a choice, choose down to return to the main area, or up
for the first unlockable stage for that sport's party game.  Afterwards you'll
reach the end of the cup.


Right Path:
-----------

After several games, you'll be given a choice of up or down.  Down leads back
to the main area, whereas up leads to Peach's alternate costume.  Afterwards
you'll reach the end of the cup.


Flower Cup
==========

The Flower Cup alternate paths contain the following unlockables:

Slime
Yoshi Colours
Daisy's Alternate Costume
Second Secret Venue
Second Unlockable Party Mode Stage


See below for specifically where you have to go to get them:


Left Path:
----------

The left path may quickly prompt you to choose up or down, depending on the
position of the bridge.  Up leads to the next part of the path, while down 
leads to a chance at a Yoshi colour, depending on the position of next bridge
(use the minus button to check).  If it's up, you can get the Yoshi.  If
it's down, you'll play a minigame instead and then continue on.

The next area may contain Slime if you haven't unlocked it yet.  Afterwards, 
you'll be presented with a choice of left or right next.  Left leads to the 
rejoin point, right leads to another choice.  Here, up leads to the rejoin 
point, while right takes you to yet another match, then to the rejoin point.


(Paths Rejoin here)


From here, you have a choice of right or down.  Right leads to the end of the
cup.  Where down will take you depends on how many matches you've done to this
point.  If you've done them all (including the ones across the bridge), it'll
take you to the other Yoshi, otherwise it takes you back to the main area.
Once again, whether you get to fight the other Yoshi is based on the luck of
the draw.


Right Path:
-----------

After a few matches, you may have a choice of up or down.  Up leads to the next
part of the path, down leads to a minigame and possibly a Yoshi colour,
depending on the position of the next bridge.  You want it to be down when
you cross, or you'll find yourself going back to the main area.

In the next area, up leads to the second unlockable party mode stage and 
Daisy's alternate costume, while left leads back to the main area.  After
getting the costume, you'll be shot back to the end of the tournament.


Star Cup:
=========

The Star Cup alternate paths contain the following unlockables:

Cactuar
Toad Colours
Slime Colours
Yoshi Colours
Third Secret Venue
Third Unlockable Party Mode Stage


See below for specifically where you have to go to get them:


Left Path:
----------

You'll encounter a few stages and possibly a party game before you arrive at an
airship.  Afterwards, you'll may face a battle on the airship, and then
you'll arrive at star road.

The challenges and opponents you will face on Star Road are random.  If you 
don't like the challenge you're assigned, you can suspend and quit to get a 
different one.  You'll quickly be given the choice of up or down.  Choosing
up will lead to the third unlockable party mode stage, whereas down will skip
it.  Either way, after one game you'll be given the choice of up or down again.
Choose up, and win 4 games to complete star road, or choose down to leave
Star Road.  If you complete it, you'll play the final round of the tournament 
and earn an unlockable (which one you get varies, see the next section for 
more details).

If you opted to leave Star Road instead, you might encounter one of the
alternate costumes for the final fantasy characters on the way back, and you'll
wind up back in the left area.  Here, you can clear a few more matches and 
unlock Cactuar.  You'll then head back to the main area.


Right Path:
-----------

The right path will have either a Slime, Yoshi, or Toad colour on it.  It's
pretty straightforward to find the colours, just follow the arrows.  
Alternatively, you can forego them and go to Star road instead.  You may face
an opponent en route.

The challenges and opponents you will face on Star Road are random.  If you 
don't like the challenge you're assigned, you can suspend and quit to get a 
different one.  You'll quickly be given the choice of up or down.  Choosing
up will have you play the final unlockable venue for your sport, whereas down
will skip it.  Either way, after one game you'll be given the choice of up
or down again.  Choose up, and win 4 games to complete star road, or choose
down to leave Star Road.  If you complete it, you'll play the final round of 
the tournament and earn an unlockable (which one you get varies, see the next
section for more details).

If you opted to leave Star Road instead, you might encounter one of the
alternate costumes for the final fantasy characters on the way back, and you'll
wind up back in the right area.  Here, you can clear a few more matches and 
unlock another alternate colour for Slime, Yoshi, or Toad.  You'll then head 
back to the main area.


Other unlocking methods:
========================


Star Road:
==========

Completing Star Road unlocks the Final Fantasy characters for all sports.

You'll unlock them in the following order:

Ninja
White Mage
Black Mage
Ninja's alternate costume
White Mage's alternate costume
Black Mage's alternate costume


So it'll take 6 clears to unlock it all.



Playing Games:
==============

You can also unlock some things by playing enough games.


Slime:
------

Play 28 games


Moogle:
-------

Beat the Mushroom Cup.


Cactuar:
--------

Play 60 games


1st Secret Venue:
-----------------

Play 30 games


2nd Secret Venue:
-----------------

Play 35 games


3rd Secret Venue:
-----------------

Play 40 games


Alternate Costumes:
===================

Alternate costumes can also be unlocked by using the character enough times.
The numbers listed are the number of games required for each costume

Toad, Yoshi - 15 / 20 / 25
Slime - 20 / 40
Peach - 40
Daisy - 40
Ninja - 20
White Mage - 20
Black Mage - 20


The Master Unlock Code:
=======================

If you don't want to go through all the hassle of unlocking everything, you can
also use this code, which unlocks absolutely everything for a single file.
It requires a Nunchuk:

- At the file select screen, point the cursor at the file you want to unlock.
  You must hold the cursor there through the entire process.
- Hold C, then press 1 on the Wiimote three times.  Release C.
- Hold Z, then press 1 on the Wiimote four times.  Release Z.
- Hold C and Z, then press 1 on the Wiimote five times.
- If done correctly, the "selection tone" should sound.

If it's not accepting the code, you probably either moved the cursor or you're
not entering it fast enough.  It requires fairly fast entry.


===============================================================================
===============================================================================
Z-0

Contact and Credits:


###############################################################################
Z-1

Contacting Me:

You can reach me via email at  terotrous at yahoo dot com.
Include Mario Sports Mix in the topic title so I know it isn't spam.  If 
you find out anything I add to the guide, you'll be appropriately credited.


Assuming it hasn't been too long since this guide was last updated, you might
also be able to reach me on the Gamefaqs board for this game.


###############################################################################
Z-2

Special Thanks:


Square Enix and Nintendo - For creating this game

Ascgen - http://ascgendotnet.jmsoftware.co.uk/
         This program helped me create that ascii logo I used here.

Fakatopatere, for investigating how to unlock the Harmony Hustle stages.

Xinleiryu, for figuring out the master unlock code.


The following Gamefaqs users submitted corrections to this guide:

Gamestar3000                   Jmacdonald1967             Lucbasdo7
MarioPenguin5                  MrL1193                    OhItsJack
Peach_Waluigi                  Yosher


That's it for now.  If you submit information, your name could be here!


###############################################################################
Z-3

Closing Information:


Thanks for reading this guide.  I hope you found it helpful.  Gnik out.


Mario Sports Mix Guide copyright Adam King, 2011.  Do not reproduce or
redistribute.

Mario Sports Mix the game, and all related copyrights and trademarks are 
held by their original owners.  This guide is not intended to infringe upon 
said copyrights in any way.