Play Mario Strikers Charged natively on Windows, Linux, macOS and Steam Deck. Recharged compiles the reconstructed source code of the original Wii game into a real PC program. It is not an emulator: the game's own code runs unchanged, and Recharged supplies what the Wii hardware used to provide: graphics, sound, controllers, disc access and saves.
Important
The downloads contain no game files. You need your own, legally obtained
copy of the game as an .iso, .rvz or .wbfs disc image: USA (R4QE01,
revision 1), Europe (R4QP01, revision 1 or 2), Japan (R4QJ01) or Korea
(R4QK01). This project cannot help you obtain one.
Click your system to open the latest release, then download the package named below it:
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Windows 10 / 11, x64 windows-x86_64.zip
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Linux x86_64, Vulkan linux-x86_64.tar.gz
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SteamOS 3.7+, see the guide steamdeck-x86_64.tar.gz
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macOS 15+, Apple Silicon and Intel macos-universal.dmg
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- Unpack the package into a folder of its own. On a Mac, open the disk image and drag the Recharged folder to Applications.
- Start
recharged(recharged.exeon Windows). On a Mac, start it the first time from Applications → Recharged → Recharged.app in Finder. - In the launcher, add the folder with your game image and press Play.
The install guide covers the first start on Windows and macOS. Once installed, the launcher updates Recharged in place when you agree.
- The whole game, every release in its own languages, with saves like on the Wii.
- Online play through our own server: friend codes, ranked matches and rollback netcode.
- Up to four players with keyboard & mouse, gamepads or real Wii Remotes.
- Sharp and smooth: your window's resolution, 4x antialiasing, 4:3 or 16:9, and high frame rates while the game keeps its original speed.
- Optional tweaks such as skipping the intro or unlocking everything, three fixed bugs of the original game, and Dolphin texture packs.
See the feature list and the default controls.
Recharged is built with AI assistance. We want to be clear about how, and where we stand.
We see AI as a power tool. Like a chainsaw, it is dangerous in careless hands and a huge multiplier in trained ones. This is a passion project, and AI does not change that: it lets a small team take on a project of this size and spend its care where it matters, on bringing Mario Strikers Charged to PC.
What AI cannot change is the game itself. Its code comes from mscharged-decomp, reconstructed until it compiles to the exact bytes of the retail Wii executable. Rules, physics and timing are the original's: verified, not invented.
How we use it:
- Code. What Recharged adds around the game (graphics, sound, controllers, the launcher and online play) is mostly crafted by hand. AI coding agents assist along the way, for example with refactoring, tests and repetitive changes. They speed up the work; they don't make the decisions. Design and architecture are ours, every change is reviewed, and nothing ships until it builds and passes its tests on every platform and has been tried in the game.
- Debugging and analysis. AI helps us read crash reports and logs faster and analyse huge time series in depth, such as our performance and frame-time recordings.
- Documentation. English is not our first language. Much of the documentation is corrected or rewritten with LLMs, from our notes and the code.
Assets are temporary. To prototype interfaces, we recycle existing graphics, and we also allow ourselves to create temporary assets with AI-based tools. These are placeholders: the prototyping will be followed by a design process that does not involve AI. Designers who want to be part of that are very welcome: open an issue.
The responsibility stays with us. Every bug in Recharged is ours, not the tool's. And there will be bugs.
We know AI is a contested topic. If you would rather not use software built this way, we respect that. If you enjoy playing again, or want to contribute, you are very welcome.
1.2: competitive play (in development). Challenge a friend or play a start.gg tournament, with the same rules for both and results that report themselves. More about the plan. Plans can still change if we find better options.
Is this an emulator? No. The game's original C/C++ code, reconstructed by mscharged-decomp, is compiled for your PC; Recharged implements the Wii's system services natively. See how it works.
Does Recharged change the game? No. Rules, physics, timing and presentation come from the original code, except for the optional tweaks you turn on and the three listed bug fixes.
Something does not work. See troubleshooting, and CONTRIBUTING for how to report it.
| Playing | Technical |
|---|---|
| Install guide | Architecture: how Recharged works |
| Steam Deck guide | Building from source |
| Features and controls | Dependencies |
| Settings: Wii Remotes, saves, updates, options | Licenses |
| Troubleshooting | Contributing: reports, ideas, pull requests |
- mscharged-decomp: the reconstructed source code of the game, the foundation of Recharged, with special thanks to its contributors Jasu14, vZylev and GoldenPalazzo.
- Aurora by Luke Street: the GameCube/Wii platform layer, with graphics through Dawn.
- SDL, Dear ImGui, nod (reads the ISO/RVZ/WBFS image) and the other libraries Recharged is built with.
- Launcher artwork: the header from the game's key art (Nintendo), the icon from SteamGridDB by roryypc.
- Everyone who tested Recharged and sent in logs.
Recharged's original code, tools and documentation use CC0 1.0 Universal. Third-party material keeps its own terms; see license scope and notices.
Mario Strikers Charged was developed by Next Level Games and published by Nintendo. Recharged is an unofficial project, unaffiliated with either company. No game files are included or distributed.
