Mario Sports Champions

Mario Sports Champions (or Mario Sports Mix Deluxe in Japan) is a game collection of different sports, developed by Nintendo, GreenStar Studios, Bandai Namco and Camelot and will be released in the holidays worldwide on December 2022 for Nintendo Switch. You can also pre-order it online and purchase it as a digital copy.
This game is a non-direct sequel and follow-up of Nintendo's and Square Enix' collab and already made sequel, Mario Sports Mix. This game focuses on Mario and his company competing in already returning sports: basketball, dodgeball, volleyball and hockey. It reuses its main elements and adds more content including the addition of two more sports, more playable characters and reworked mechanics. The new sports added are handball and rugby. Since Square Enix isn't developping this game, the Final Fantasy characters and Slime, the Dragon Quest mascot are cut this time. The game supports local multiplayer and Nintendo Switch Online for online multiplayer to play against worldwide opponents and uses rollback netcode.
==Gameplay==
===Sports===
Mario Sports Champions includes six different sports all unique from each other:
Sport	Description
 	Players must score points by shooting a basketball into their hoop in order to win the game. Whichever team has the most points after all periods wins the match. Two points are acquired when the ball makes it in the hoop; three points are acquired when the ball gets shot from the three pointer and beyond or when a special shot is performed. The coins that the players gather along the way are added to their total score. Also in this sport, there is a shot clock on the bottom-left hand corner of the screen so the characters can shoot within the time limit, just like in a professional NBA game. If they do not shoot before time runs out, the other team gets possession. Players are also able to defend, block, and make dunks in this game in a similar way to the actual sport. If the score is tied at the end of regulation, then overtime will begin. With overtime in this sport, no game ends in a draw.
 	-|Health Meter=Players have a Health Meter and lose a portion when they get hit, except for the selected sidekicks, who can never be "knocked out," but cannot leave the box at the back of the court. Exclusive to this game, players now can control the sidekicks, only if they have a ball in their team's possesion. If players lose all their HP, they are out, and they are sent into their box. However, unlike the sidekicks who are chosen to stay inside the box, they can leave if they damage their target with the ball. Players that do this also get a small amount of their HP regained, but are out immediately if damaged again. However, some alternate route objectives do prevent players who are out from leaving the box; this can also be applied to exhibition matches in the settings.|-|Win condition=The first team to knock out the opposing team before the time limit expires wins the set. Additionally, the team who has the most number of remaining players automatically wins when time runs out. If both teams have the same number of players remaining at the end of the time limit, sudden death follows. With this term, no set ends in a draw. In sudden death, the first team to take damage loses the set. On a side note, this is the only sport which has a time limit in which players can set the timer to infinite.</tabber>
 	Volleyball is played by hitting a ball without making it touch the ground. Players first start matches by serving the ball, either by ground or by air. The match then proceeds, while the players try to smack the volleyball so it touches the ground. If that occurs, the last team to successfully hit the ball over the net gains a point. When a point limit is reached (the default is fifteen points), the set is won. Players can spike the ball, deflect a spike, and use many other moves that bear resemblance to the actual game. Volleyball also has an out zone, much like tennis: any player who hits the ball into this zone forfeits a point to the opposing team. Volleyball is the only sport in the game that can never have a time limit.
 	A hockey game always begins with a face-off that is done by Lakitu to determine which team will get the coin, using as a puck at the start of the period. If a team scores a goal or a special shot, another face-off will take place. The goalkeepers in this sport are now the chosen playable sidekicks like in dodgeball and handball. In order to steal the puck, players must tackle each other, which can be achieved by the motion of shaking the  Joy-Cons ( in sideways mode) or simply by making a character go in front of the opponent with the puck. Sometimes, a struggle ensues and players must shake their Joy-Con the fastest that they can in order to win the puck over and knock the opponents away. The team with the most points wins and, very much like basketball, handball and rugby, this game is played in time limits and transitional periods. This sport uses a Hockey Stick.
NEW	-|Throw-Off=The team taking the throw-off must be on its own half of the court, and the opponents must be at their own side of the court. The thrower tries to throw the ball to a member of his/her own team. A goal may be scored directly from a throw-off. The throw-off occurs after every goal and is often taken quickly. To allow for faster play, after a goal is scored, the game can resume before all opponents are back on their side of the court (the team taking the throw-off, however, must still be on its own half).|-|Fieldplay=Like in basketball, the player may stop, catch, throw, bounce or strike the ball in any manner and in any direction, using their own abilities. A player in possession of the ball may stand stationary for only five seconds before shooting, passing or dribbling. There is a shot clock within on the bottom-left hand corner of the screen so the characters can shoot within the time limit. If they do not shoot before time runs out, the other team gets possession. A player may not touch the ball more than once, unless it has touched the ground, touched another player, or bounced off a goal post (in other words, a player can't pass to himself/herself). Players typically advance the ball down the court by passing it between each other. A player in possession of the ball may not take more than three steps without shooting, passing or dribbling the ball. In handball, dribbling typically involves bouncing the ball and catching it - a slight variation from the more fluid dribbling associated with basketball. The coins that the players gather along the way are added to their total score. Defensive players may not hold, hit, push or trip an offensive player. Among the tactics a defensive player may use to gain control of the ball are knocking the ball away from the offensive player, and obstructing the opponent with their body, whether or not the player has the ball. The defensive players cannot snatch the ball from an opponent's hands, which those controls and actions are disabled. Offensive players may set basketball-style screens in order to shield or free a teammate from a defensive player.|-|Shots & goal conditions=To score the goal, offensive players must reach to the part of the court where the goalkeeper of the opposite team is guarding the goal. When set, offensive players can charge their shots if they hold the shoot button and set their target to where their shot should come. Only the goalkeeper may dive for and trap the ball when it is stationary or rolling on the ground in the goal area. Once the goalkeeper leaves the goal area, the player must adhere to the same rules as field players. Other players may dive for a bouncing ball and tap it or throw it quickly to a teammate.</tabber>
NEW	-|How to score=Players have different ways to get a score:
* Try: five points are awarded for grounding the ball, with downward pressure, in your opponent’s in-goal area. 
* Conversion: two points are awarded for a successful kick between the goalposts, subsequent to a try being scored. The difficulty of the kick is dependent upon where the try is scored; the closer the ball is grounded to the goalposts, the more central, and therefore easier, the kick will be.
* Drop Goal: three points are also awarded for a successful drop kick between the goalposts from anywhere on the field.
Players have to perform Tries by reaching the other end of the field. After a player performs a Try, they can perform a Goal Kick into the goal post to gain additional points.</tabber>
===Controls===
<tabber>Basketball={| border="1" cellpadding="1" cellspacing="1" style="text-align: center; width: 90%; margin: 0 auto; border-collapse: collapse; background-color: white; color: black;" align-center class-sortable
| colspan="6" |
==== ====
|-
|Command
|
|
|
|
|
|-
| colspan="6" style="background-color:red" |
|-
| style="background-color:rgba(255, 199, 199, 1)" |Run
| style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
|-
| style="background-color:rgba(255, 199, 199, 1)" |Jump
| style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
|-
| style="background-color:rgba(255, 199, 199, 1)" |Swap Characters
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
|-
| style="background-color:rgba(255, 199, 199, 1)" |Pause / See Controls
| style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |( to see the controls.)
| style="background-color:rgba(255, 199, 199, 1)" |
|-
| colspan="6" style="background-color:orange" |Offensive Controls
|-
| style="background-color:rgba(255, 199, 199, 1)" |Trick Move
| colspan="3" style="background-color:rgba(255, 199, 199, 1)" |Shake 
| style="background-color:rgba(255, 199, 199, 1)" |Shake 
| style="background-color:rgba(255, 199, 199, 1)" |
|-
| style="background-color:rgba(255, 199, 199, 1)" |Pass / Call
| style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
|-
| style="background-color:rgba(255, 199, 199, 1)" |Jump Shot → Shot
| style="background-color:rgba(255, 199, 199, 1)" |→
| style="background-color:rgba(255, 199, 199, 1)" |→
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |→
| style="background-color:rgba(255, 199, 199, 1)" |→
|-
| style="background-color:rgba(255, 199, 199, 1)" |Jump / Long Pass
| style="background-color:rgba(255, 199, 199, 1)" |→
| style="background-color:rgba(255, 199, 199, 1)" |→
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |→
| style="background-color:rgba(255, 199, 199, 1)" |→
|-
| style="background-color:rgba(255, 199, 199, 1)" |Dunk
| style="background-color:rgba(255, 199, 199, 1)" |while running to the basket.
| style="background-color:rgba(255, 199, 199, 1)" |while running to the basket.
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |while running to the basket.
| style="background-color:rgba(255, 199, 199, 1)" |while running to the basket.
|-
| style="background-color:rgba(255, 199, 199, 1)" |Layup
| style="background-color:rgba(255, 199, 199, 1)" | while dunking.
| style="background-color:rgba(255, 199, 199, 1)" | while dunking.
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" | while dunking.
| style="background-color:rgba(255, 199, 199, 1)" | while dunking.
|-
| style="background-color:rgba(255, 199, 199, 1)" |Combo
| style="background-color:rgba(255, 199, 199, 1)" |Hold and release to pass or jump shot instead.
| style="background-color:rgba(255, 199, 199, 1)" |Hold and release to pass or jump shot instead.
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |Hold and release to pass or jump shot instead.
| style="background-color:rgba(255, 199, 199, 1)" |Hold and release to pass or jump shot instead.
|-
| style="background-color:rgba(255, 199, 199, 1)" |Item Shot
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
|-
| style="background-color:rgba(255, 199, 199, 1)" |Special Shot / Team Finisher
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |+
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |+
| style="background-color:rgba(255, 199, 199, 1)" |
|-
| colspan="6" style="background-color:blue" |
|-
| style="background-color:rgba(255, 199, 199, 1)" |Steal
| style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
|-
| style="background-color:rgba(255, 199, 199, 1)" |Sidestep
| style="background-color:rgba(255, 199, 199, 1)" | then flick to any direction.
| style="background-color:rgba(255, 199, 199, 1)" | then flick to any direction.
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
|-
| style="background-color:rgba(255, 199, 199, 1)" |Smash Steal
| style="background-color:rgba(255, 199, 199, 1)" | after sidestepping.
| style="background-color:rgba(255, 199, 199, 1)" |after sidestepping.
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |after sidestepping.
| style="background-color:rgba(255, 199, 199, 1)" |after sidestepping.
|-
| style="background-color:rgba(255, 199, 199, 1)" |Jump Block
| style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
|-
| style="background-color:rgba(255, 199, 199, 1)" |Jump Catch
| style="background-color:rgba(255, 199, 199, 1)" |→on the right time while jumping to the ball.
| style="background-color:rgba(255, 199, 199, 1)" |→on the right time while jumping to the ball.
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |→on the right time while jumping to the ball.
| style="background-color:rgba(255, 199, 199, 1)" |→on the right time while jumping to the ball.
|-
| style="background-color:rgba(255, 199, 199, 1)" |Jump Cut
| style="background-color:rgba(255, 199, 199, 1)" |→
| style="background-color:rgba(255, 199, 199, 1)" |→
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |→
| style="background-color:rgba(255, 199, 199, 1)" |→
|-
| style="background-color:rgba(255, 199, 199, 1)" |Jump Attack
| style="background-color:rgba(255, 199, 199, 1)" |→
| style="background-color:rgba(255, 199, 199, 1)" |→
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |→
| style="background-color:rgba(255, 199, 199, 1)" |→
|-
| style="background-color:rgba(255, 199, 199, 1)" |Use Item
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |
| style="background-color:rgba(255, 199, 199, 1)" |
|-
| style="background-color:rgba(255, 199, 199, 1)" |Special Defense
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |+
| colspan="2" style="background-color:rgba(255, 199, 199, 1)" |+
| style="background-color:rgba(255, 199, 199, 1)" |
|}|-|Dodgeball={| border="1" cellpadding="1" cellspacing="1" style="text-align: center; width: 90%; margin: 0 auto; border-collapse: collapse; background-color: white; color: black;" align-center class-sortable
| colspan="6" |
==== ====
|-
|Command
|
|
|
|
|
|-
| colspan="6" style="background-color:gold" |Common Controls
|-
| style="background-color:rgba(255, 235, 156, 1)" |Run
| style="background-color:rgba(255, 235, 156, 1)" |
| style="background-color:rgba(255, 235, 156, 1)" |
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |
| style="background-color:rgba(255, 235, 156, 1)" |
|-
| style="background-color:rgba(255, 235, 156, 1)" |Swap Characters
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |
| style="background-color:rgba(255, 235, 156, 1)" |
|-
| style="background-color:rgba(255, 235, 156, 1)" |Pause / See Controls
| style="background-color:rgba(255, 235, 156, 1)" |
| style="background-color:rgba(255, 235, 156, 1)" |
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |( to see the controls.)
| style="background-color:rgba(255, 235, 156, 1)" |
|-
| colspan="6" style="background-color:orange" |Offensive Controls
|-
| style="background-color:rgba(255, 235, 156, 1)" |Attack
| style="background-color:rgba(255, 235, 156, 1)" |
| style="background-color:rgba(255, 235, 156, 1)" |
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |
| style="background-color:rgba(255, 235, 156, 1)" |
|-
| style="background-color:rgba(255, 235, 156, 1)" |Super Attack
| style="background-color:rgba(255, 235, 156, 1)" |While running near the center line, when the charge is full.
| style="background-color:rgba(255, 235, 156, 1)" |While running near the center line,when the charge is full.
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |While running near the center line,when the charge is full.
| style="background-color:rgba(255, 235, 156, 1)" |While running near the center line,when the charge is full.
|-
| style="background-color:rgba(255, 235, 156, 1)" |Jump Attack
| style="background-color:rgba(255, 235, 156, 1)" |Hold and releasewhen in the air.
| style="background-color:rgba(255, 235, 156, 1)" |Hold and releasewhen in the air..
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |Hold and releasewhen in the air..
| style="background-color:rgba(255, 235, 156, 1)" |Hold and releasewhen in the air.
|-
| style="background-color:rgba(255, 235, 156, 1)" |Super Jump Attack
| style="background-color:rgba(255, 235, 156, 1)" |Running to the center line to jump. During that time,button to attack.
| style="background-color:rgba(255, 235, 156, 1)" |Running to the center line to jump. During that time,button to attack.
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |Running to the center line to jump. During that time,button to attack.
| style="background-color:rgba(255, 235, 156, 1)" |Running to the center line to jump. During that time,button to attack.
|-
| style="background-color:rgba(255, 235, 156, 1)" |Command Attack
| style="background-color:rgba(255, 235, 156, 1)" |When the ball is with the CPU's teammate,if the player doesn't have the ball.
| style="background-color:rgba(255, 235, 156, 1)" |When the ball is with the CPU's teammate,if the player doesn't have the ball.
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |When the ball is with the CPU's teammate,if the player doesn't have the ball.
| style="background-color:rgba(255, 235, 156, 1)" |When the ball is with the CPU's teammate,if the player doesn't have the ball.
|-
| style="background-color:rgba(255, 235, 156, 1)" |Pass
| style="background-color:rgba(255, 235, 156, 1)" | (or pass to a certain teammate with).
| style="background-color:rgba(255, 235, 156, 1)" |(or pass to a certain teammate with).
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |(or pass to a certain teammate with).
| style="background-color:rgba(255, 235, 156, 1)" |(or pass to a certain teammate with).
|-
| style="background-color:rgba(255, 235, 156, 1)" |Fake Out
| colspan="3" style="background-color:rgba(255, 235, 156, 1)" |Shake 
| style="background-color:rgba(255, 235, 156, 1)" |Shake 
| style="background-color:rgba(255, 235, 156, 1)" | or
|-
| style="background-color:rgba(255, 235, 156, 1)" |Layup
| style="background-color:rgba(255, 235, 156, 1)" | while dunking.
| style="background-color:rgba(255, 235, 156, 1)" | while dunking.
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" | while dunking.
| style="background-color:rgba(255, 235, 156, 1)" | while dunking.
|-
| style="background-color:rgba(255, 235, 156, 1)" |Item Attack
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |
| style="background-color:rgba(255, 235, 156, 1)" |
|-
| style="background-color:rgba(255, 235, 156, 1)" |Special Shot / Team Finisher
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |+
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |+
| style="background-color:rgba(255, 235, 156, 1)" |
|-
| colspan="6" style="background-color:blue" |
|-
| style="background-color:rgba(255, 235, 156, 1)" |Dodge Roll / Defending
| style="background-color:rgba(255, 235, 156, 1)" |
| style="background-color:rgba(255, 235, 156, 1)" |
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |
| style="background-color:rgba(255, 235, 156, 1)" |
|-
| style="background-color:rgba(255, 235, 156, 1)" |Catch
| style="background-color:rgba(255, 235, 156, 1)" |
| style="background-color:rgba(255, 235, 156, 1)" |
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |
| style="background-color:rgba(255, 235, 156, 1)" |
|-
| style="background-color:rgba(255, 235, 156, 1)" |Diving Catch
| style="background-color:rgba(255, 235, 156, 1)" | before the dodgeball touches the ground.
| style="background-color:rgba(255, 235, 156, 1)" |before the dodgeball touches the ground.
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |before the dodgeball touches the ground.
| style="background-color:rgba(255, 235, 156, 1)" |before the dodgeball touches the ground.
|-
| style="background-color:rgba(255, 235, 156, 1)" |Jump Steal
| colspan="3" style="background-color:rgba(255, 235, 156, 1)" |Shake 
| style="background-color:rgba(255, 235, 156, 1)" |Shake 
| style="background-color:rgba(255, 235, 156, 1)" |or
|-
| style="background-color:rgba(255, 235, 156, 1)" |Jump Catch
| style="background-color:rgba(255, 235, 156, 1)" |If your teammate is near you, to give a catching boost before the ball touches the ground.
| style="background-color:rgba(255, 235, 156, 1)" |If your teammate is near you, to give a catching boost before the ball touches the ground.
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |If your teammate is near you, to give a catching boost before the ball touches the ground.
| style="background-color:rgba(255, 235, 156, 1)" |If your teammate is near you, to give a catching boost before the ball touches the ground.
|-
| style="background-color:rgba(255, 235, 156, 1)" |Use Item
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |
| style="background-color:rgba(255, 235, 156, 1)" |
|-
| style="background-color:rgba(255, 235, 156, 1)" |Special Defense
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |+
| colspan="2" style="background-color:rgba(255, 235, 156, 1)" |+
| style="background-color:rgba(255, 235, 156, 1)" |
|}|-|Volleyball=TBA|-|Hockey=TBA|-|Handball=TBA|-|Rugby=TBA</tabber>
===Modes===
====Exhibition====
====Tournament====
=====Sports Mix=====
====Training====
====Challenge Mode====
====Party Games====
====Online====
== Characters==
===Playable characters===
There are a total of 58 playable characters; divided in 23 captains (14 startable and nine unlockable) and 36 sidekicks (12 startable and 24 unlockable). All of them are categorized by six groups, one strong stat with other weaker stats: 
*: Characters with this class have balanced , , and stats. They are generally not weak or strong at any stat.
*: Characters with this class have more . These characters can better aim their shots and their targets.
*: Characters with this class have more . These characters are stronger and have faster attacks and shots.
*: Characters with this class have more . These characters can move faster on ground.
*: An exclusive new class to the game. Characters with this class have more . These characters have more defensive capabilities and are tough to pass through.
*: Characters with this class have generally low-end stats but one strongest stat above average. They have different tricks up in their sleeves.
====Captains====
=====Starters=====	
=====Starters=====	
=====Starters=====	
=====Starters=====	
=====Starters=====					
Icon	Name 	Class	Stats	Description					
 	Mario	 	
{| class="fandom-table" style="width:100%;border:0px solid;margin:2px;"	 					
 	 	 	 	 					
 	 	 	 	 					
 	 	 	 	 					
 	 	 	 	 					
=====Alternate costumes =====
TBA
====Sidekicks====
=====Starters=====	
=====Starters===== 	
=====Starters=====	
=====Starters=====	
=====Starters=====
Icon	Name 	Class	Stats	Description
 	Hammer Bro. 	 	 	
 	Shy Guy 	 	 	
 	Ninji 	 	 	
 	Boom Boom 	 	 	
 	Chargin' Chuck 	 	 	
 	Koopa Troopa 	 	 	
 	Dry Bones 	 	 	
 	Sumo Bro. 	 	 	
 	Spike 	 	 	
 	Luma 	 	 	
 	Koopa Paratroopa 	 	 	
 	Boo 	 	 	
=====Unlockables=====	
=====Unlockables=====	
=====Unlockables=====	
=====Unlockables=====	
=====Unlockables=====
 	Red Yoshi 	 	 	
 	Blue Yoshi 	 	 	
 	Yellow Yoshi 	 	 	
 	Boomerang Bro. 	 	 	
 	Fire Bro. 	 	 	
 	Larry 	 	 	
 	Ludwig 	 	 	
 	Yellow Shy Guy 	 	 	
 	Blue Shy Guy 	 	 	
 	Green Shy Guy 	 	 	
 	Wendy 	 	 	
 	Roy 	 	 	
 	Morton 	 	 	
 	Blue Toad 	 	 	
 	Yellow Toad 	 	 	
 	Green Toad 	 	 	
 	Red Koopa Troopa 	 	 	
 	Lemmy 	 	 	
 	Stone Spike 	 	 	
 	Blue Luma 	 	 	
 	Red Luma 	 	 	
 	Green Luma 	 	 	
 	Green Koopa Paratroopa	 	 	
 	Iggy 	 	 	
==Cups & Courts==
===Mushroom Cup=== 	
===Mushroom Cup=== 	
===Mushroom Cup===
 	 	
Already unlocked 	Already unlocked 	Already unlocked
Mario's fancy stadium with cheering fans all over the place! It's a stadium without any tricks or traps. Just a display of fair sportsmanship! On hockey, you get to ice skate through the stadium.	An another stadium with many Toads cheering their best for their favorite players. Sometimes, a mushroom pops up and allows players to bounce on it, aiming for aerial strategies. 	You play inside Peach's Garden, surrounded by fountains that block you the way. Stay on your watch or else you will lose the ball!
===Flower Cup=== 	
===Flower Cup=== 	
===Flower Cup===
 	 	
Already unlocked 	Already unlocked 	Already unlocked
This temple is bananas, as it literally allows you to collect bananas to earn more points! Watch out for rolling barrels and Banana Peels, as those stand out the most... 	A mansion filled with ghosts that haunt you... or even assist you whenever you use them to your advantage... However, just a sudden touch of a Lightning Bolt and the lights darkens the manor, making the ghosts disappear.	Daisy's luxurious cruise, as tables moves around the playground, so watch where you're going. Cheep Cheep jump over the cruise to set water puddles to make players slip.
===Star Cup=== 	
===Star Cup=== 	
===Star Cup===
 	 	
Already unlocked 	Already unlocked 	Already unlocked
Wario's greatest dome, nobody is greater than the man self! A bunch of mechanical gimmicks hinder the players to move on with their plays. 	The iconic pinball that everybody loves! A mechanical Waluigi robot lays a rolling pinball on the playground while bumpers make things a lot more chaotic... 	Get ready to move your feet as you're about to step on the bustling court of New Donk City! A bunch of traffic cones are dispersed around the court, allowing players to make some interesting strategies.
===Champions Cup=== 	
===Champions Cup=== 	
===Champions Cup===
 	 	
Win the Champions Cup on every sport. 	Win the Champions Cup on every sport. 	Win the Champions Cup on every sport.
Hawrgh! Move along, sailors, as the ship sways back and forth! Boxes containing items or traps slide along the tilting court. Don't get blasted by flying cannonballs that land onto the ship! 	The most boiling court of them all! Don't let Lava Bubbles and Fireballs touch you, as they let you run uncontrollably by the fire! Thwomps also appear as a dangerous gimmick, stomping everybody them stumble under it. 	A spacial colosseum, where everyone gets to watch matches out of space! Falling Star Bits are great additional collectables to add more points/damage. Sometimes, a Super Star appears out of falling meteorites.
===Extra Courts=== 	
===Extra Courts=== 	
===Extra Courts===
 	 	
Win the Mushroom Cup on every sport. 	Win the Flower Cup on every sport. 	Win the Star Cup on every sport.
It's a perfect weather to get active on this beach and get shell shocked, as Green Shells appear on shore, while waves come by. Red Shells and Blue Spiny Shells come out of the sea too. 	A court that leaves you hungry after a good enriched match! Use the puffed cream on the courts to splat it on your opponent's vision. Watch out though, as giant Mattermouths can eat parts of the court! 	
 	 	
Win the volleyball Party Mode. 	Win the dadgeball Party Mode. 	Win the hockey Party Mode.
 	 	
 	 	
Win the rugby Party Mode. 	Win the handball Party Mode. 	Clear the ??? mode.
 	 	
 	 	
==Items==
Items are objects that can be obtained in Item Boxes, unlike Mario Sports Mix, and can be used in two different ways. If used as an item throw, it can cause an obstacle to opposing players or give you a temporary boost during matches if they are on. If it's used as an Item Shot, the ball/puck changes shape as the used item and each one of them has their own effect to it, until they reach to their target. Each character has their own Special Item that bring advantage in a match in their own unique way. The Miis are the only captains that use randomized Special Items. They are categorized in types: 
*Trap: Trap items are objects that stay on place and limits the opposing players' movements or make them vulnerable.
*Weapon: Weapon items are projectiles that make direct hit to the opposing targets.
*Collectible: Collectible items are object that you can collect and use them to your advantage without hindering the opposing team. The only collectibles are coins.
*Transformable: Transformable items gives the user or the whole team a temporary boost for their advantage.
*Status: Status items are items that change the pace of a match until the target is got. The only status items that have this type are the Yoshi Egg and Birdo Egg.
Item 	Name & Rarity 	Type 	ltem Throw 	Item Shot
Regular Items	Regular Items 	Regular Items	Regular Items 	Regular Items
 	Banana Peel
Common 	Trap 	A single banana is thrown into the court. The bananas can make players slip and fall, which stuns them for a brief amount of time. Bananas can also be used to block incoming shells, except for the Blue Shell. 	When players use the item as an item shot, the ball/puck makes a homing, wide curve and can hit anyone with the same effects of a banana. Its speed is rather slow and predictable.
 	Blue Spiny Shell
Rare	Weapon 	Much like the Red Shell, the Blue Spiny Shell functions not too different than its counterpart in the Mario Kart series. The Blue Shell homes after its nearby opponent that posesses the ball/puck or the player that has the most amount of health in dodgeball. When contact is initiated, the shell acts like a Bob-omb, creating a blue radius of an explosion, not only hits the target, but hinders other players inside the radius. Blue Shells don't rebound off walls, otherwise they explode, and cannot get destroyed by another item. 	When used as an item shot with the ball/puck, the Blue Shell only does a curves, following the players and homes for the goal in a straight line. When in this form, the Red Shell can blast radius other players away, but this stops the momentum of the ball/puck, much like the Green Shell. Its speed is rather faster than the Banana Peel, making it less predictable to catch it.
 	Bob-omb
Semi-Common 	Weapon 	A bob-omb is thrown correspondingly to the user's aim. When the bomb lands, it explodes, knocking any player caught in the blast radius, displayed in red. Bob-ombs also obliterate items in its radius. 	As an item shot, the ball transforms into a Bob-omb and doesn't have a specific trajectory or speed. It acts like a normal ball and explodes upon contact with a character.
 	Coin 	Collectible 	Though not an offensive weapon, coins play a vital role in this game and serve as a puck in hockey, although the latter role is not associated with its sole purpose. Coins are mainly collected by running on Item Boxes and are not present in Item Roulettes, but are also obtainable by stage hazards or by stealing them from other players via offensive items. Coins increase the score output and how much damage is done to players in dodgeball. Coins get depleted into points once players score or hurt players in dodgeball, which means that players must collect coins again if they want to score more points. A maximum of 20 coins can be collected at a time.	Though not an offensive weapon, coins play a vital role in this game and serve as a puck in hockey, although the latter role is not associated with its sole purpose. Coins are mainly collected by running on Item Boxes and are not present in Item Roulettes, but are also obtainable by stage hazards or by stealing them from other players via offensive items. Coins increase the score output and how much damage is done to players in dodgeball. Coins get depleted into points once players score or hurt players in dodgeball, which means that players must collect coins again if they want to score more points. A maximum of 20 coins can be collected at a time.
 	Dash Mushroom
Semi-Common	Transformable	The Mushroom boosts the user's speed for awhile. It is especially advantageous for the player to pick up, as it allows them to speed past defenders and, thus, get an easier opportunity to score or escape. 	When players use the item as an item shot, the ball/puck gets to the target, and can hit anyone but with no after effects, as it acts like a normal shot. Its speed is equivalent to the Super Star.
 	Fake Item Box
Semi-Common	Trap 	When thrown, it disguises itself as an Item Box, similar to the Mario Kart series, except for its display of a backward question mark. A character trying to use this box will be knocked down when they break it, as well as lose the ball if they are on offense. 	When players use the item as an item shot, the ball/puck makes a homing, wide curve and can hit anyone with the same effects of the Fake Item Box. Its speed is rather slow and predictable.
 	Green Shell
Common 	Weapon 	Similar to its function in the Mario Kart series, Green Shells move in a straight line and bounce off any wall. They get destroyed by any other item in play and disappear when they hit another player or bounce in the wall enough times. 	When used as an item shot with the ball/puck, this item homes towards its goal and can hit any player in its way, however stopping the ball/puck momentum. It's speed is unpredictably fast and goes directly to the main objective.
 	Lightning Bolt
Rare 	Trap 	Unlike in most of the Mario Kart series, once activated, everyone except the user is struck down for a couple of seconds, even their teammates. In dodgeball, it can be dodged at the right time, but its timing is extremely unpredictable. 	When used as an item shot with the ball/puck, this item homes towards its goal and can hit any player in its way, shrink the player upon contact, however stopping the ball/puck momentum. It's speed is unpredictably fast and goes directly to the main objective, just like the Green Shell.
 	Poison Mushroom
Semi-Common	Trap 	The Poison Mushroom, as it has the opposite effect of the Dash Mushroom, it slows down the player upon contact. It's a throwable item that moves slowly on the ground. 	When players use the item as an item shot, the ball/puck goes to the target, and can hit anyone with the same effects of the Poison Mushroom. Its speed is rather slow and predictable.
 	Red Shell
Common 	Weapon 	Much like the Green Shell, the Red Shell functions not too different than its counterpart in the Mario Kart series. The Red Shell homes after its nearby opponent. When contact is initiated, the player gets knocked in the same manner as a Green Shell. Red Shells rebound off walls once and can get destroyed by another item. 	When used as an item shot with the ball/puck, the Red Shell does a large curve and homes for the goal. When in this form, the Red Shell can knock other players away, but this stops the momentum of the ball/puck, much like the Green Shell. Its speed is rather faster than the Banana Peel, making it less predictable to catch it.
 	Super Star
Very Rare 	Transformable	Not too different than its functions in other various games, the Super Star makes players invincible and everyone gain an extra boost. Unlike all other items, this item can be obtained very rarely, most likely to the losing team. When this item is collected, it automatically activates itself. 	When it powers up the ball/puck, the Star make it overpowered and invencible to other player attacks while flying through the players, homing to the goal and moving at a much faster speed. It rebounds several times in dodgeball with a short amount of time, even after when the user repels it out of the power-up.
Special Items
Semi-Common	Special Items
Semi-Common	Special Items
Semi-Common	Special Items
Semi-Common 	Special Items
Semi-Common
 	NEW Blooper 	Trap 	Once sent, a Blooper floats above the court and spits a bunch of ink droplets onto the court, making the players that cross on it slip and be vulnearable for a while. 	
 	NEW Banana Bunch 	Trap 	Instead of throwing only one Banana Peel, it throws out five at the time, all at once. 	It has the same properties as the Banana, but once it gets blocked by an opponent, it spreads out four Bananas Peels as traps.
 	NEW Birdo Egg 	Status 	The Birdo Egg, same as Yoshi's, is an item that gets the user a bonus item once used. It acts as a throwable item and gives the user an extra item. 	
 	NEW Bowser Shell 	Weapon 	While it has the same properties as the Green Shell, the Bowser Shell is bigger in size and rolls out slower in terms of throwing speed. 	
 	NEW Fireball 	Weapon 	The Fireball leaves the opponents burn and lose control with their movements. It has the same properties as the Lava Bubbles and the Fireballs in Bowser's Castle. 	
 	NEW Giant Banana Peel	Trap 	While it has the same properties as a Banana Peel, the Giant Banana Peel is bigger in size and takes more space on the court as a trap. 	
 	NEW Heart 	Transformable	Three little shards of hearts swirl around the user, acting as a shield against other items and even stage gimmicks. They disappear on contact. 	
 	Mini Mushroom 	Trap 	The Mini Mushroom is a throwable item that shrinks any players it comes in contact with. Unlike in its predecessor, the mushroom moves slowly on the ground, like in Mario Hoops 3-on-3. Any player turned mini cannot perform most moves and gets movement lowered. The Mini Mushroom's effects revert over time. 	Except when used in conjunction with the ball/puck, the Mini Mushroom behaves quite similarly to the Banana; they both have the same shot speed and it's extremely predictable. In Basketball, when shot, the Mini Mushroom reverts back to normal once it bounces on the basket, leaving the ball rebounding afterwards.
 	Peepa 	Status 	Once summoned, Peepa floats around one opponent and steals an item from someone who has it, and returns it to the user. It can also make the user completely intengible to other items and stage hazards. 	
 	NEW POW Block 	Status 	Once used, a POW Block appears above the court, while a huge red radius displays onto the ground, showing that it's where it lands on impact. If the POW Block lands, everyone that gets inside the radius gets knocked over stunned for a while. 	
 	NEW Yoshi Egg 	Status 	The Yoshi Egg, same as Birdo's, is an item that gets the user a bonus item once used. It acts as a throwable item and gives the user an extra item. 	
==Party Games==
TBA
==Media==
* Online Lobby (Motivazione by Saury)
* Mario Stadium (Hard Landing by Yamajet)
* Mushroom City (Summer Drive by Kshrikai)
* Haunted Manor (Out of Sense by Sound Souler)
* Daisy Cruise (【House set of Double Dealing Character】マジカルストーム(ag Remix) by ag)
* Wario Dome (rejected works - rock & dance by setzer_ep)
* Bowser's Castle (SLAMSMASHER by evoker)
* Koopa Troopa Beach (Rainfall by Kshrikai)
* Sweet Sweet Kingdom (シャトンの坂道(Vn,松本一策）by けーえぬ)
* Bob-omb Factory (Genom by Asan)
* Sherbet Rink (Keep Moving On by Desolo Zantas)
==Trivia==
*Boss Sumo Bro., a boss in New Super Mario Bros. U, is refered here as Sumo Bro..
==Credits==
*Nintendo Switch Button Icons made by Zacksly.Some parts above are copied from the Super Mario Wiki and is available under a Creative Commons license.
*Mario Sports Mix
*Mario & Sonic at the Olympic Games Tokyo 2020
*Rugby basic rules
*Handball basic rules