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{{about|the game mechanic|the board game|[[Super Mario Level Up!]]}} | {{about|the game mechanic|the board game|[[Super Mario Level Up!]]}} | ||
{{quote|Wahoo! One more suit, and it's 1-Up time! I mean, level-up time!|Mario|Fortune Street}} | |||
{{quote|Wahoo! One more suit, and it's | [[File:Level up SMRPG animation.gif|frame|Level up logo from ''Super Mario RPG: Legend of the Seven Stars'']] | ||
'''Level up''' is a term in role-playing games. Characters must defeat enough enemies in battle to gain enough [[Experience Points|experience points]] to level up. As characters grow to higher levels, more experience points are needed to level up. Once characters level up, their stats are increased, and in some games, they may also learn a new skill or attack. | |||
==History== | ==History== | ||
===''Super Mario RPG: Legend of the Seven Stars''=== | ===''[[Super Mario RPG: Legend of the Seven Stars]]''=== | ||
[[File:SMRPG Level Up.png|thumb|Bowser getting a Level Up]] | [[File:SMRPG Level Up.png|thumb|Bowser getting a Level Up]] | ||
Upon leveling up in | Upon leveling up in this game, Mario or one of his [[party member]]s can choose one of three stat combinations to get a bonus on along with the regular stat boost. The three choices are attack and defense, represented by a hammer; max [[Heart Point|HP]], represented by a [[Mushroom]]; and magic attack and magic defense, represented by a star. These bonuses are slightly boosted at certain levels: physical bonuses are higher on levels that are 3n (n being an integer), HP bonuses are higher on levels that are 3n + 1, and magic bonuses are higher on levels that are 3n - 1. At certain levels, the characters learn a new special magic ability. The maximum level is 30. | ||
===''Paper Mario'' series=== | ===''Paper Mario'' series=== | ||
====''Paper Mario'' and ''Paper Mario: The Thousand-Year Door''==== | ====''[[Paper Mario]]'' and ''[[Paper Mario: The Thousand-Year Door]]''==== | ||
[[File:PM Level Up.png|thumb|The level-up screen in ''Paper Mario'']] | [[File:PM Level Up.png|thumb|right|The level-up screen in ''Paper Mario'']] | ||
In both of these games, [[Mario]] levels up when he collects 100 [[Star Point]]s. Instead of the requirement for leveling up increasing with each level, the number of Star Points gained from enemies decreases as Mario increases in level, eventually to the point that weak enemies stop rewarding Mario with Star Points. | In both of these games, [[Mario]] levels up when he collects 100 [[Star Point]]s. Instead of the requirement for leveling up increasing with each level, the number of Star Points gained from enemies decreases as Mario increases in level, eventually to the point that weak enemies stop rewarding Mario with Star Points. | ||
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Mario's [[partner]]s can also be ranked up, similar to a level up, which increases their attack power and teaches them a new move, and increases their HP in ''Paper Mario: The Thousand-Year Door''. In ''Paper Mario'', this is done using a [[Super Block]]. These blocks are spread throughout the [[Mushroom Kingdom]]. Using one allows Mario to upgrade one of his party members to Super Rank. After he has received the [[Ultra Stone]] from [[Raphael the Raven]], he can use Super Blocks to upgrade Super Rank partners to Ultra Rank. Each Super Block can be used only once. | Mario's [[partner]]s can also be ranked up, similar to a level up, which increases their attack power and teaches them a new move, and increases their HP in ''Paper Mario: The Thousand-Year Door''. In ''Paper Mario'', this is done using a [[Super Block]]. These blocks are spread throughout the [[Mushroom Kingdom]]. Using one allows Mario to upgrade one of his party members to Super Rank. After he has received the [[Ultra Stone]] from [[Raphael the Raven]], he can use Super Blocks to upgrade Super Rank partners to Ultra Rank. Each Super Block can be used only once. | ||
In ''Paper Mario: The Thousand-Year Door'', [[Merlon]] can level up Mario's partners, for three [[Shine | In ''Paper Mario: The Thousand-Year Door'', [[Merlon]] can level up Mario's partners, for three [[Shine Sprites]] each. One level up upgrades a partner to Super Rank. To level up the partners again, Mario must first obtain the [[Up Arrow]]. After doing so, Merlon can level them up to the Ultra Rank. | ||
{{br}} | {{br}} | ||
====''Super Paper Mario''==== | ====''[[Super Paper Mario]]''==== | ||
[[File:SPM Level Up.png|thumb|Leveling up in ''Super Paper Mario'']] | [[File:SPM Level Up.png|thumb|right|Leveling up in ''Super Paper Mario'']] | ||
In this game, the characters level up after obtaining enough [[ | In this game, the characters level up after obtaining enough [[Point|points]] in the player's score. Level up bonuses are preset, alternating between an increase of five HP at every even-numbered level and one attack point at every odd-numbered level. All party members in this game share the same stats, excluding [[Bowser]], who shares HP but has double attack. As is the case with ''The Thousand-Year Door'', the maximum level the party can reach is 99. Notably, it is possible to level up twice simultaneously, unlike in the previous games. | ||
Like in the previous two ''Paper Mario'' games, the player's HP is fully restored with each level up. | Like in the previous two ''Paper Mario'' games, the player's HP is fully restored with each level up. | ||
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{{br}} | {{br}} | ||
====''Paper Mario: Sticker Star'' and ''Paper Mario: Color Splash''==== | ====''[[Paper Mario: Sticker Star]]'' and ''[[Paper Mario: Color Splash]]''==== | ||
[[File:Sticker Star HP-Up Heart.png|220px|thumb|left|Mario obtaining an [[HP-Up Heart]] in ''[[Paper Mario: Sticker Star]]'' (British English version).]] | [[File:Sticker Star HP-Up Heart.png|220px|thumb|left|Mario obtaining an [[HP-Up Heart]] in ''[[Paper Mario: Sticker Star]]'' (British English version).]] | ||
[[File:Color Splash Hammer Scrap.png|120px|thumb|Mario obtaining a [[Hammer Scrap]] in ''[[Paper Mario: Color Splash]]''.]] | [[File:Color Splash Hammer Scrap.png|120px|thumb|right|Mario obtaining a [[Hammer Scrap]] in ''[[Paper Mario: Color Splash]]''.]] | ||
In both ''Paper Mario: Sticker Star'' and ''Paper Mario: Color Splash'', stats such as HP and attack power do not increase via enemy battles, as in previous installments. Instead, Mario gradually gets stronger as he progresses through the story, with progressively stronger [[Sticker (Paper Mario: Sticker Star)|Sticker]]s or [[Battle Card (Paper Mario: Color Splash)|Battle Card]]s appearing more often as Mario collects more [[Royal Sticker]]s and [[Big Paint Star]]s. However, items that permanently increase Mario's stats also exist, similarly to leveling up from previous games in the series. By collecting [[MAX UP Heart|HP-Up Heart]]s, Mario's HP increases by a certain amount (5 points in ''Sticker Star'' and 25 points in ''Color Splash''), allowing for a grand total of 100 HP in ''Sticker Star'' and 200 HP in ''Color Splash''. Mario's [[First Strike]] attack power also increases whenever he collects two HP-Up Hearts in the former game or a [[Big Paint Star]] in the latter game. | In both ''Paper Mario: Sticker Star'' and ''Paper Mario: Color Splash'', stats such as HP and attack power do not increase via enemy battles, as in previous installments. Instead, Mario gradually gets stronger as he progresses through the story, with progressively stronger [[Sticker (Paper Mario: Sticker Star)|Sticker]]s or [[Battle Card (Paper Mario: Color Splash)|Battle Card]]s appearing more often as Mario collects more [[Royal Sticker]]s and [[Big Paint Star]]s. However, items that permanently increase Mario's stats also exist, similarly to leveling up from previous games in the series. By collecting [[MAX UP Heart|HP-Up Heart]]s, Mario's HP increases by a certain amount (5 points in ''Sticker Star'' and 25 points in ''Color Splash''), allowing for a grand total of 100 HP in ''Sticker Star'' and 200 HP in ''Color Splash''. Mario's [[First Strike]] attack power also increases whenever he collects two HP-Up Hearts in the former game or a [[Big Paint Star]] in the latter game. | ||
In ''Paper Mario: Color Splash'', defeating enemies yields [[Hammer Scraps]], which function similarly to [[Star Points]] from the first two games in the series. By collecting a certain number of these, Mario's [[Paint Hammer|paint]] storage grows bigger, up to a maximum of 600 points. | In ''Paper Mario: Color Splash'', defeating enemies yields [[Hammer Scraps]], which function similarly to [[Star Points]] from the first two games in the series. By collecting a certain number of these, Mario's [[Paint Hammer|paint]] storage grows bigger, up to a maximum of 600 points. | ||
=== | ===[[Mario & Luigi series|''Mario & Luigi'' series]]=== | ||
[[File:MLDT Shot - Level Up.png|thumb|220px|left|Mario leveling up for the first time in ''[[Mario & Luigi: Dream Team]]''.]] | [[File:MLDT Shot - Level Up.png|thumb|220px|left|Mario leveling up for the first time in ''[[Mario & Luigi: Dream Team]]''.]] | ||
[[File:MLBIS Mario Level Up.png|thumb|The level up screen as seen in ''[[Mario & Luigi: Bowser's Inside Story]]''.]] | [[File:MLBIS Mario Level Up.png|thumb|right|The level up screen as seen in ''[[Mario & Luigi: Bowser's Inside Story]]''.]] | ||
In these games, max HP, max [[Bros. Point|BP]] (''[[Mario & Luigi: Superstar Saga]]'', ''[[Mario & Luigi: Dream Team]]'', ''[[Mario & Luigi: Paper Jam]]'', ''[[Mario & Luigi: Superstar Saga + Bowser's Minions]]'', ''[[Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey | In these games, max HP, max [[Bros. Point|BP]] (''[[Mario & Luigi: Superstar Saga]]'', ''[[Mario & Luigi: Dream Team]]'', ''[[Mario & Luigi: Paper Jam]]'', ''[[Mario & Luigi: Superstar Saga + Bowser's Minions]]'', and ''[[Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey]]'') or max [[Brawl Point|SP]] (''[[Mario & Luigi: Bowser's Inside Story]]'' only), [[Power]], [[Defense]], [[Speed]], and [[Stache]] (Horn for Bowser) are all initially increased immediately after leveling up (though in ''Mario & Luigi: Partners in Time'' and ''Mario & Luigi: Dream Team'', Stache never increases on its own), generally anywhere from zero to five points, but as high as fourteen in ''[[Mario & Luigi: Partners in Time]]''. The player can then choose any stat they want and give additional points to it, though this is not possible in ''Mario & Luigi: Paper Jam''. | ||
A roulette (carried by a [[Lakitu]] in the first three games in the series, or a [[Boo]], in the case for Bowser in ''Mario & Luigi: Bowser's Inside Story'' and its remake) determines how many additional points are added. The possibilities are one to five in ''Mario & Luigi: Superstar Saga'', ''Mario & Luigi: Dream Team'', ''Mario & Luigi: Superstar Saga + Bowser's Minions'', and ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey''; one to six in ''Mario & Luigi: Partners in Time''; and one to nine in ''Mario & Luigi: Bowser's Inside Story''. However, the roulette often does not include this entire range, since the numbers that appear on the roulette are reduced with each level-up a given stat is upgraded and increased with each level-up that it is not upgraded. | A roulette (carried by a [[Fishin' Lakitu]] in the first three games in the series, or a [[Boo]], in the case for Bowser in ''Mario & Luigi: Bowser's Inside Story'' and its remake) determines how many additional points are added. The possibilities are one to five in ''Mario & Luigi: Superstar Saga'', ''Mario & Luigi: Dream Team'', ''Mario & Luigi: Superstar Saga + Bowser's Minions'', and ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey''; one to six in ''Mario & Luigi: Partners in Time''; and one to nine in ''Mario & Luigi: Bowser's Inside Story''. However, the roulette often does not include this entire range, since the numbers that appear on the roulette are reduced with each level-up a given stat is upgraded and increased with each level-up that it is not upgraded. | ||
The highest level in ''Mario & Luigi: Superstar Saga'', ''Mario & Luigi: Bowser's Inside Story'', ''Mario & Luigi: Superstar Saga + Bowser's Minions'', and ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey'' is level 99, while the highest level in ''Mario & Luigi: Partners in Time'', ''Mario & Luigi: Dream Team'' | The highest level in ''Mario & Luigi: Superstar Saga'', ''Mario & Luigi: Bowser's Inside Story'', ''Mario & Luigi: Superstar Saga + Bowser's Minions'', and ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey'' is level 99, while the highest level in ''Mario & Luigi: Partners in Time'', ''Mario & Luigi: Dream Team'' and ''Mario & Luigi: Paper Jam'' is level 100. | ||
In ''Mario & Luigi: Bowser's Inside Story'' and its following games (excluding ''Mario & Luigi: Superstar Saga + Bowser's Minions''), if the player reaches a certain level, they [[rank]] up, and receive special benefits. | In ''Mario & Luigi: Bowser's Inside Story'' and its following games (excluding ''Mario & Luigi: Superstar Saga + Bowser's Minions''), if the player reaches a certain level, they [[rank]] up, and receive special benefits. | ||
{{br}} | {{br}} | ||
===''Itadaki Street'' series=== | ===''[[Itadaki Street DS|Itadaki]] [[Fortune Street|Street]]'' series=== | ||
The level system in the ''{{ | The level system in the ''{{wikia|square|Itadaki Street Series|Itadaki Street}}'' series, including ''[[Itadaki Street DS]]'' and ''[[Fortune Street]]'', is different. Instead of experience points, the player must collect all four Suits scattered around the board and return to the bank to level up. By using Suit Yourself cards, these reduce the amount of Suits required for a player to level up. | ||
In ''Fortune Street'', it is also known as a '''Promotion'''. | In ''Fortune Street'', it is also known as a '''Promotion'''. | ||
When a player levels up, a fanfare plays depending on which character levels up: | When a player levels up, a fanfare plays depending on which character levels up: | ||
*'' | *''Mario'' character: A remix of the "Course Clear" music from ''[[New Super Mario Bros.]]'' plays. | ||
*''Dragon Quest'' character: | *''Dragon Quest'' character: A remix of the "Gained Level" music from ''{{wp|Dragon Quest (video game)|Dragon Warrior}}'' plays. | ||
*[[Mii]] character: Based upon which board is being played. | *[[Mii]] character: Based upon which board is being played. | ||
There is one exception: In the | There is one exception: In the Practice Board, ''all'' characters use the ''Dragon Quest'' level up fanfare (even when [[Toad]] gets a promotion). | ||
When a player levels up, they get money for their salary as follows: | When a player levels up, they get money for their salary as follows: | ||
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|'''Total'''||Sum of the three values above | |'''Total'''||Sum of the three values above | ||
|} | |} | ||
The variables for determining the player's salary is: | The variables for determining the player's salary is: | ||
{|class="wikitable" | {|class="wikitable" | ||
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|'''S'''||The sum of all the player's shop value. | |'''S'''||The sum of all the player's shop value. | ||
|} | |} | ||
Should a player's Net Worth reach the target amount after the salary gets added to the player's bank upon leveling up, that player automatically wins the board. | Should a player's Net Worth reach the target amount after the salary gets added to the player's bank upon leveling up, that player automatically wins the board. | ||
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The player's teammates in ''[[Puzzle & Dragons: Super Mario Bros. Edition]]'' can not only level up by winning battles in courses (only for those in the player's active team, however), but can level up quicker by depowering other teammates in the player's Ally Box for their XP to other allies in the Power Up spot at [[Toad House]]s. Depowering teammates removes them from the player's Ally Box and up to five allies can be depowered at a time. Teammates getting an ally's XP receive 50% more if their attributes match. [[Coin Coffer]]s and [[King Coin Coffers]] provide a significant power up for teammates using this method. | The player's teammates in ''[[Puzzle & Dragons: Super Mario Bros. Edition]]'' can not only level up by winning battles in courses (only for those in the player's active team, however), but can level up quicker by depowering other teammates in the player's Ally Box for their XP to other allies in the Power Up spot at [[Toad House]]s. Depowering teammates removes them from the player's Ally Box and up to five allies can be depowered at a time. Teammates getting an ally's XP receive 50% more if their attributes match. [[Coin Coffer]]s and [[King Coin Coffers]] provide a significant power up for teammates using this method. | ||
The maximum level teammates can reach depends on the type of teammate: "low-tier" teammates that have not transformed into stronger forms have a maximum level of 25; "mid-tier" teammates that have transformed but have not transformed as far as they can, [[Hammer | The maximum level teammates can reach depends on the type of teammate: "low-tier" teammates that have not transformed into stronger forms have a maximum level of 25; "mid-tier" teammates that have transformed but have not transformed as far as they can, [[Hammer Bros]], and "[[Bob-omb]] and [[Lakitu]]"s have a maximum level of 50; Leaders, Helpers, the [[Koopaling]]s, [[Bowser Jr.]], [[Boom Boom]], "top-tier" teammates that have transformed as far as they can, Lakitus, [[Flame Chomp]]s, [[Magikoopa]]s, and [[Gold Goomba]]s have a maximum level of 99. Coin Coffers and King Coin Coffers have a maximum level of 1 and cannot level up any further. The higher the teammate's maximum level, the more XP is required to level up. | ||
===''Mario & Sonic at the Rio 2016 Olympic Games''=== | ===[[Mario & Sonic at the Rio 2016 Olympic Games (Nintendo 3DS)|''Mario & Sonic at the Rio 2016 Olympic Games'']]=== | ||
The ''Road to Rio'' mode in the 3DS version of '' | The ''Road to Rio'' mode in the 3DS version of ''Mario & Sonic at the Rio 2016 Olympic Games'' features several Training Gyms where the player can train by participating at an event of the 3DS version of ''[[Mario & Sonic at the London 2012 Olympic Games (Nintendo 3DS)|Mario & Sonic at the London 2012 Olympic Games]]''. Depending on the place reached, the player gains Training Points. After enough Training Points have been obtained, the Mii levels up and gain stars that are needed to wear outfits. The maximum level is 10. | ||
===''Mario Kart Tour''=== | ===''Mario Kart Tour''=== | ||
In ''[[Mario Kart Tour]]'', the player can raise their level or multiplayer rank by racing on courses and getting high placements. Characters, [[kart]]s, and [[glider]]s can also be leveled up by using [[level-boost ticket]]s and obtaining duplicates of them from pipes and the Shop. As of the [[ | In ''[[Mario Kart Tour]]'', the player can raise their level or multiplayer rank by racing on courses and getting high placements. Characters, [[kart]]s, and [[glider]]s can also be leveled up by using [[level-boost ticket]]s and obtaining duplicates of them from pipes and the Shop. As of the [[Mii Tour]], the maximum level the player can reach is 300. | ||
== | ==Official profiles== | ||
===''Mario & Luigi: Dream Team''=== | ===''Mario & Luigi: Dream Team''=== | ||
*'''Instruction manual description:''' ''To defeat enemies more easily, you need to train Mario and Luigi by actively seeking battles and leveling up.'' | *'''Instruction manual description:''' "''To defeat enemies more easily, you need to train Mario and Luigi by actively seeking battles and leveling up.''" | ||
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[[Category:Puzzle & Dragons: Super Mario Bros. Edition]] | [[Category:Puzzle & Dragons: Super Mario Bros. Edition]] | ||
[[Category:Mario & Sonic at the Rio 2016 Olympic Games]] | [[Category:Mario & Sonic at the Rio 2016 Olympic Games]] | ||