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{{distinguish|Countdown Timer}}
{{distinguish|Countdown Timer}}
'''Star Power''', or '''Star Energy''' as it is called in ''[[Paper Mario]]'', often shortened to '''SP''' and '''SE''' respectively, is a special form of energy featured in the first two installments of the [[Paper Mario (series)|''Paper Mario'' series]]. In both games, Star Power is used to fuel [[Special Move]]s, a set of unique combat techniques that require [[Mario]] to use a special power taught by an entity like a [[Star Spirit]] or a [[Crystal Stars|Crystal Star]].
'''Star Power''', or '''Star Energy''' as it is called in ''[[Paper Mario]]'', often shortened to '''SP''' and '''SE''' respectively, is a special form of energy featured in the first two installments of the [[Paper Mario (series)|''Paper Mario'' series]]. In both games, Star Power is used to fuel [[Special Move]]s, a set of unique combat techniques that require [[Mario]] to use a special power taught by an entity like a [[Star Spirit]] or a [[Crystal Stars|Crystal Star]].


Breaking from the tradition of the series, Star Power no longer appears from ''[[Super Paper Mario]]'' onwards. The lack of Star Power in the subsequent games disables some of the features known from its predecessors, namely the possibility to perform Special Moves.
Breaking from the tradition of the series, Star Power no longer appears from ''[[Super Paper Mario]]'' onwards. The lack of Star Power in the subsequent games disables some of the features known from its predecessors, namely the possibility to perform Special Moves.
==History==
==History==
===''Paper Mario''===
===''Paper Mario''===
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*[[Level up|Leveling up]]
*[[Level up|Leveling up]]
*Completing a chapter
*Completing a chapter
====Special Moves====
====Special Moves====
{|class="wikitable" style="text-align:center;"
{|class="wikitable" style="text-align:center;"
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===''Paper Mario: The Thousand-Year Door''===
===''Paper Mario: The Thousand-Year Door''===
[[File:Star_Power.png|thumb|Star Power in ''[[Paper Mario: The Thousand-Year Door]]'']]
[[File:Star_Power.png|thumb|Star Power in ''[[Paper Mario: The Thousand-Year Door]]'']]
In ''[[Paper Mario: The Thousand-Year Door]]'', the stat is known as '''Star Power'''. It is unlocked at the end of the [[Paper Mario: The Thousand-Year Door#Prologue: A Rogue Welcome|prologue]] when Mario holds up the [[Magical Map]] in front of [[the Thousand-Year Door]]. With each Crystal Star obtained, Mario's Star Power increases and new Special Moves are unlocked. The Star Power gauge is composed of up to 8 dots, each representing one full unit of Star Power which can be further broken down to hundredths.
In ''[[Paper Mario: The Thousand-Year Door]]'', the stat is known as '''Star Power'''. It is unlocked at the end of the [[Paper Mario: The Thousand-Year Door#Prologue: A Rogue Welcome|prologue]] when Mario holds up the [[Magical Map]] in front of [[the Thousand-Year Door]]. With each Crystal Star obtained, Mario's Star Power increases and new Special Moves are unlocked. The Star Power gauge is composed of up to 8 dots, each representing one full unit of Star Power which can be further broken down to hundredths.


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*[[Level up|Leveling up]]
*[[Level up|Leveling up]]
*Completing a chapter
*Completing a chapter
*Consuming [[Trial Stew]] will fully replenish SP and triple SP gain for several turns, in addition to lowering the HP of the party member it was used on to 1 and the party's FP to 0.
*Consuming [[Trial Stew]] will fully replenish SP and triple SP gain for several turns, in addition to lowering Mario and his partner's HP to 1 and FP to 0.
*Getting a Star or Shine Sprite [[Bingo!]] result
*Getting a Star or Shine Sprite [[Bingo!]] result
====Special Moves====
====Special Moves====
All special moves that deal damage are [[piercing attack]]s, and bypass the [[Dodgy]] and [[Invisible]] status conditions.
All special moves that deal damage are [[piercing attack]]s, and bypass the [[Dodgy]] and [[Invisible]] status conditions.
{|class="wikitable"style="text-align:center;"
{|class="wikitable"style="text-align:center;"
|-
|-
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====Star Power calculation====
====Star Power calculation====
{{stub|section=y|Finish documenting changes in the remake, specifically Action Command and Stylish modifiers.}}
{{rewrite-expand|Finish documenting changes in the remake, specifically Action Command and Stylish modifiers.}}
 
The formula for Star Power gain when attacking is calculated as follows:  
The formula for Star Power gain when attacking is calculated as follows:  
:<math>SPU\%  \lfloor(\sqrt{AudienceValue} \times ActionCommandValue \times HealthStatus \times BingoStatus)\rfloor</math><ref name=starpower>{{cite|author=Jdaster64|language=en|date=January 19, 2013|url=supermariofiles.wordpress.com/2013/01/19/now-youre-playing-with-star-power|title=Now You’re Playing with Star Power!|publisher=Wordpress.com|accessdate=June 24, 2023}}</ref>
:<math>SPU%  \lfloor(\sqrt{AudienceValue} \times ActionCommandValue \times HealthStatus \times BingoStatus)\rfloor</math><ref name=starpower>{{cite|author=Jdaster64|language=en|date=January 19, 2013|url=supermariofiles.wordpress.com/2013/01/19/now-youre-playing-with-star-power|title=Now You’re Playing with Star Power!|publisher=Wordpress.com|accessdate=June 24, 2023}}</ref>
 
where:
where:
*<math>\mathrm{SPU\%}</math> is 1/100 of a Star Power unit
*<math>\mathrm{SPU%}</math> is 1/100 of a Star Power unit
*<math>\mathrm{AudienceValue}</math> is the combined value of individual [[audience]] members. Each type of audience member has their own value, and sleeping audience members always have a value of 0. The audience values in the remake are significantly increased from the original game.<ref name=abc>{{cite|author=Jdaster64|language=en|date=July 12, 2024|url=supermariofiles.wordpress.com/2024/07/12/ttyd-battle-bits-026-star-power-level|title=TTYD Battle Bits #026: Star Power Level|publisher=Wordpress.com|accessdate=August 5, 2024}}</ref>
*<math>\mathrm{AudienceValue}</math> is the combined value of individual [[audience]] members. Each type of audience member has their own value, and sleeping audience members always have a value of 0. The audience values in the remake are significantly increased from the original game.<ref name=abc>{{cite|author=Jdaster64|language=en|date=July 12, 2024|url=supermariofiles.wordpress.com/2024/07/12/ttyd-battle-bits-026-star-power-level|title=TTYD Battle Bits #026: Star Power Level|publisher=Wordpress.com|accessdate=August 5, 2024}}</ref>
{|class="wikitable mw-collapsible mw-collapsed"style="width:300px;"
{|class="wikitable mw-collapsible mw-collapsed"style="width:300px;"
!colspan=3|Audience values
!colspan=3|Audience values
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|style="text-align:center;"|7
|style="text-align:center;"|7
|}
|}
*<math>\mathrm{ActionCommandValue}</math> is determined by the success level of [[Action Command]] executed. The [[Simplifier]] badge will decrease this value by 1, while the [[Unsimplifier]] badge will increase it by 1.
*<math>\mathrm{ActionCommandValue}</math> is determined by the success level of [[Action Command]] executed. The [[Simplifier]] badge will decrease this value by 1, while the [[Unsimplifier]] badge will increase it by 1.
**Performing a [[Stylish move]] will further modify this value using the following formula: <math>(\mathrm{ActionCommandValue} + x) \times 2</math>  
**Performing a [[Stylish move]] will further modify this value using the following formula: <math>(\mathrm{ActionCommandValue} + x) \times 2</math>  
::The value for <math>x</math> is 1 for all moves in international versions of the game, but in the original Japanese release, some moves provide a different value. [[Fire Drive]], [[Quake Hammer]], [[Multibonk]], [[Power Shell]], [[Lip Lock]], [[Mini-Egg]], [[Veil]], [[Infatuate]] and [[Bob-ombast]] have a value of 2, and [[Tornado Jump (badge)|Tornado Jump]], [[Shell Slam]], and [[Tease]] have a value of 3.
::The value for <math>x</math> is 1 for all moves in international versions of the game, but in the original Japanese release, some moves provide a different value. [[Fire Drive]], [[Quake Hammer]], [[Multibonk]], [[Power Shell]], [[Lip Lock]], [[Mini-Egg]], [[Veil]], [[Infatuate]] and [[Bob-ombast]] have a value of 2, and [[Tornado Jump (badge)|Tornado Jump]], [[Shell Slam]], and [[Tease]] have a value of 3.
:*Although certain moves have more than one opportunity for a Stylish move to be executed, only a single execution will affect this calculation. Successive Stylish moves will only affect audience gain. However, in the original Japanese release of the game, Tornado Jump, [[Quake Hammer]], [[Hammer Throw (badge)|Hammer Throw]], Multibonk, [[Shell Toss]], Power Shell, and Shell Slam require ''all'' possible opportunities to be executed to be considered a successfully performed Stylish move.<ref>{{cite|author=Jdaster64|language=en|date=April 20, 2022|url=www.youtube.com/watch?v=Vi8DwF0ezII|title=<nowiki>[Super Mario Files]</nowiki> Paper Mario: TTYD - SP Regen Specificity|publisher=YouTube|accessdate=July 12, 2023}}</ref>
:*Although certain moves have more than one opportunity for a Stylish move to be executed, only a single execution will affect this calculation. Successive Stylish moves will only affect audience gain. However, in the original Japanese release of the game, Tornado Jump, [[Quake Hammer]], [[Hammer Throw (badge)|Hammer Throw]], Multibonk, [[Shell Toss]], Power Shell, and Shell Slam require ''all'' possible opportunities to be executed to be considered a successfully performed Stylish move.<ref>{{cite|author=Jdaster64|language=en|date=April 20, 2022|url=www.youtube.com/watch?v=Vi8DwF0ezII|title=<nowiki>[Super Mario Files]</nowiki> Paper Mario: TTYD - SP Regen Specificity|publisher=YouTube|accessdate=July 12, 2023}}</ref>
{|class="wikitable mw-collapsible mw-collapsed"style="text-align:center;width:300px;"
{|class="wikitable mw-collapsible mw-collapsed"style="text-align:center;width:300px;"
!colspan=3|Action Command values
!colspan=3|Action Command values
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|6.0
|6.0
|}
|}
*<math>\mathrm{HealthStatus}</math> is a value determined by whether Mario or his partner are healthy, in [[Danger]], or in [[Peril]]. Values are lower in the remake than the original game.<ref name=abc/>
*<math>\mathrm{HealthStatus}</math> is a value determined by whether Mario or his partner are healthy, in [[Danger]], or in [[Peril]]. Values are lower in the remake than the original game.<ref name=abc/>
**If a partner is [[downed|knocked out]], they are treated as being in Peril for the purposes of this calculation.
**If a partner is [[downed|knocked out]], they are treated as being in Peril for the purposes of this calculation.
**If Mario's max [[HP]] has been reduced to 5 by [[Chet Rippo]], the game will not consider Mario to be in Danger for the purposes of this calculation.
**If Mario's max [[HP]] has been reduced to 5 by [[Chet Rippo]], the game will not consider Mario to be in Danger for the purposes of this calculation.  
 
{|class="wikitable mw-collapsible mw-collapsed"style="text-align:center;width:300px;"
{|class="wikitable mw-collapsible mw-collapsed"style="text-align:center;width:300px;"
!colspan=5|Health status values (GCN)
!colspan=5|Health status values (GCN)
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|6.0
|6.0
|}
|}
{|class="wikitable mw-collapsible mw-collapsed"style="text-align:center;width:300px;"
{|class="wikitable mw-collapsible mw-collapsed"style="text-align:center;width:300px;"
!colspan=5|Health status values (Switch)
!colspan=5|Health status values (Switch)
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|2.380
|2.380
|}
|}
*<math>\mathrm{BingoStatus}</math> is a value normally at 1, but will change when getting a successful [[Bingo!]] depending on the result. Values in the remake are lower than those in the original game.<ref name=abc/>
*<math>\mathrm{BingoStatus}</math> is a value normally at 1, but will change when getting a successful [[Bingo!]] depending on the result. Values in the remake are lower than those in the original game.<ref name=abc/>
{|class="wikitable mw-collapsible mw-collapsed"style="text-align:center;width:300px;"
{|class="wikitable mw-collapsible mw-collapsed"style="text-align:center;width:300px;"
!colspan=4|Bingo! status values
!colspan=4|Bingo! status values
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|6 turns
|6 turns
|}
|}
The formula for Star Power gain when using [[Appeal]] or [[Super Appeal]] is much simpler and is calculated as follows:
The formula for Star Power gain when using [[Appeal]] or [[Super Appeal]] is much simpler and is calculated as follows:
:<math>25 \times (\#SuperAppeals (P) + 1) + (\#ActiveAudience) / 4 SPU\%</math><ref name=starpower/>
:<math>25 \times (\#SuperAppeals (P) + 1) + (\#ActiveAudience) / 4 SPU%</math><ref name=starpower/>
 
where:
where:
*<math>\mathrm{SPU\%}</math> is 1/100 of a Star Power unit
*<math>\mathrm{SPU%}</math> is 1/100 of a Star Power unit
*<math>\mathrm{\#SuperAppeals}</math> is the count of [[Super Appeal]] or [[Super Appeal P]] badges equipped to Mario or his partner, respectively
*<math>\mathrm{\#SuperAppeals}</math> is the count of [[Super Appeal]] or [[Super Appeal P]] badges equipped to Mario or his partner, respectively
*<math>\mathrm{\#ActiveAudience}</math> is the count of active, awake audience members
*<math>\mathrm{\#ActiveAudience}</math> is the count of active, awake audience members
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==Names in other languages==
==Names in other languages==
{{foreign names
{{foreign names
|Jpn=スターパワー
|Jap=スターパワー
|JpnR=Sutā pawā
|JapR=Sutā pawā
|JpnM=Star Power
|JapM=Star Power
|Ger=Sternenergie
|Ger=Sternenergie
|GerM=Star Energy
|GerM=Star Energy

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