Star Power: Difference between revisions
Dorsal Axe (talk | contribs) (Updating tables, adding images, splitting TTYD calculations into it's own section and rewriting it to be (hopefully) clearer to read and understand) Tag: Disambiguation links |
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{{distinguish|Countdown Timer}} | {{distinguish|Countdown Timer}} | ||
'''Star Power''', or '''Star Energy''' as it | '''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. | ||
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==Appearances== | ==Appearances== | ||
===''Paper Mario''=== | ===''Paper Mario''=== | ||
[[File:StarPowerPM.png | [[File:StarPowerPM.png|thumb|Star Energy in ''[[Paper Mario]]'']] | ||
In ''[[Paper Mario]]'', Mario receives the ability to gather Star Energy and perform Special Moves after he rescues [[Eldstar]] from the [[Koopa Bros.]] | In ''[[Paper Mario]]'', Mario receives the ability to gather Star Energy and perform Special Moves after he rescues [[Eldstar]] from the [[Koopa Bros.]] With each [[Star Spirit]] rescued, Mario will gain an additional unit of Star Energy as well as unlock new Special Moves to perform in battle. Mario's amount of Star Energy is represented by differently-colored bars at the top of the screen, which can be broken down into eights. | ||
⅛ of the bar is restored during battle after each enemy turn. Mario can use the [[Focus]] action to refill half a bar, or even more if a [[Deep Focus (Badge)|Deep Focus]] badge is equipped. Mario's partners have the ability to use Focus if the [[Group Focus]] badge is equipped. | |||
Star Energy can be recovered by: | |||
* Sleeping in a bed at an [[Toad House]] | |||
* [[Level up|Leveling up]] | |||
* Completing a chapter | |||
====Special Moves==== | ====Special Moves==== | ||
{| | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
! | ! colspan=2 | Special Move | ||
! | ! Star Energy | ||
! | ! Description | ||
! Requirement | |||
|- | |- | ||
| | | style="width: 100px;" | [[File:Refresh.png|100px]] | ||
| | | style="width: 100px;" | '''[[Refresh]]''' | ||
| | | '''1''' | ||
|Restores 5 [[Heart Point|HP]] and [[Flower Point|FP]] to Mario. | | style="text-align: left" | Restores 5 [[Heart Point|HP]] and [[Flower Point|FP]] to Mario. | ||
| [[File:PM Eldstar icon.png|25px]] '''[[Eldstar]]''' | |||
|- | |- | ||
| | | [[File:Lullaby.png|100px]] | ||
| | | '''[[Lullaby]]''' | ||
| | | '''1''' | ||
|Affects to put all enemies to [[Sleep|sleep]]. The base status duration of this move is four turns. | | style="text-align: left" | Affects to put all enemies to [[Sleep|sleep]]. The base status duration of this move is four turns. | ||
| [[File:PM Mamar icon.png|25px]] '''[[Mamar]]''' | |||
|- | |- | ||
| | | [[File:Star Storm.png|100px]] | ||
| | | '''[[Star Storm]]''' | ||
| | | '''2''' | ||
|Deals 7 points of star-element damage to each enemy, piercing [[Defense|Defense Power]]. | | style="text-align: left" | Deals 7 points of star-element damage to each enemy, piercing [[Defense|Defense Power]]. | ||
| [[File:PM Skolar icon.png|25px]]''' [[Skolar]]''' | |||
|- | |- | ||
| | | [[File:Chill Out.png|100px]] | ||
| | | '''[[Chill Out (move)|Chill Out]]''' | ||
| | | '''2''' | ||
|[[POW-Down|Decreases the Attack Power]] of all enemies by 3 points. | | style="text-align: left" | [[POW-Down|Decreases the Attack Power]] of all enemies by 3 points. | ||
| [[File:PM Muskular icon.png|25px]] '''[[Muskular]]''' | |||
|- | |- | ||
| | | [[File:Smooch.png|100px]] | ||
| | | '''[[Smooch (Paper Mario)|Smooch]]''' | ||
| | | '''3''' | ||
|Restores 20 HP to Mario. | | style="text-align: left" | Restores 20 HP to Mario. | ||
| [[File:PM Misstar icon.png|25px]] '''[[Misstar]]''' | |||
|- | |- | ||
| | | [[File:Time Out.png|100px]] | ||
| | | '''[[Time Out]]''' | ||
| | | '''2''' | ||
|Attempts to [[Immobilized|immobilize]] all enemies. The base status duration of this move is five turns. | | style="text-align: left" | Attempts to [[Immobilized|immobilize]] all enemies. The base status duration of this move is five turns. | ||
| [[File:PM Klevar icon.png]] '''[[Klevar]]''' | |||
|- | |- | ||
| | | [[File:PM Up and Away.png|100px]] | ||
| | | '''[[Up & Away]]''' | ||
| | | '''2''' | ||
|Has a chance to instantly defeat any non-boss enemy in battle. Every eligible target's susceptibility is 95%. | | style="text-align: left" | Has a chance to instantly defeat any non-boss enemy in battle. Every eligible target's susceptibility is 95%. | ||
| [[File:PM Kalmar icon.png]] '''[[Kalmar]]''' | |||
|- | |- | ||
| | | [[File:PM Star Beam.png|100px]] | ||
| | | '''[[Star Beam]]''' | ||
| | | '''0''' | ||
|A technique that nullifies [[Bowser]]'s invincibility bestowed upon him by the [[Star Rod (Paper Mario)|Star Rod]], as well as positive status effects on enemies. However has no effect on Bowser in their final encounter. | | style="text-align: left" |A technique that nullifies [[Bowser]]'s invincibility bestowed upon him by the [[Star Rod (Paper Mario)|Star Rod]], as well as positive status effects on enemies. However has no effect on Bowser in their final encounter. | ||
| [[File:PM Star Beam icon.png]] Learned in [[Star Haven]] | |||
|- | |- | ||
| | | [[File:PeachBeamPM.png|100px]] | ||
| | | '''[[Peach Beam]]''' | ||
| | | '''0''' | ||
|Has the same capabilities as Star Beam, however it affects Bowser on their final encounter. | | style="text-align: left" | Has the same capabilities as Star Beam, however it affects Bowser on their final encounter. | ||
| [[File:PM Peach Beam icon.png]] Final battle only | |||
|} | |} | ||
===''Paper Mario: The Thousand-Year Door''=== | ===''Paper Mario: The Thousand-Year Door''=== | ||
[[File:Star_Power.png | [[File:Star_Power.png|thumb|Star Power in ''[[Paper Mario: The Thousand-Year Door]]'']] | ||
In ''[[Paper Mario: The Thousand-Year Door]]'', the stat is | 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. | ||
Star Power is accumulated from performing [[Hammer]] or [[Jump]] attacks, or from partners using their own attacks. Succeeding at [[action command]]s and performing [[Stylish move]]s will increase the rate of Star Power gained. Mario and his partner can also use the [[Appeal]] or [[Super Appeal]] actions to gain a boost in Star Power, provided there is at least 1 active, awake and non-incapacitated audience member. | |||
Star Power can be recovered by: | |||
* | * Sleeping in a bed at an [[inn]], or in the champion's bed at the [[Glitz Pit]]. | ||
* | * [[Level up|Leveling up]] | ||
* Completing a chapter | |||
* 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. | |||
{| class="wikitable" | * Getting a Star or Shine Sprite [[Bingo!]] result | ||
====Special Moves==== | |||
All special moves that deal damage are [[piercing attack]]s, and bypass the [[Dodgy]] and [[Invisible]] status conditions. | |||
{| class="wikitable" style="text-align: center;" | |||
|- | |- | ||
| | ! colspan=2 | Special Move | ||
! Star Power | |||
! Description | |||
! Action Command | |||
! Requirement | |||
|- | |- | ||
| | | style="width: 100px;" | [[File:Sweet Treat PMTTYDNS.png|100px]] | ||
| | | style="width: 100px;" | '''[[Sweet Treat]]''' | ||
| [[File:Star Power PMTTYDNS icon.png|15px|link=]] '''1''' | |||
| style="text-align: left" | Cures all negative status conditions. Mario shoots stars to capture [[Heart]]s and [[Flower]]s falling from the ceiling that can restores up to 8 [[Flower Point|FP]], and 7 [[Heart Point|HP]] to both Mario and his partner. If Mario's partner is knocked out, the partner's hearts won't appear and Mario can instead restore up to 14 HP. | |||
| Repeatedly press {{button|gcn|Stick}} to the left to shoot stars at Hearts and Flowers. Shooting a [[Poison Mushroom]] will briefly prevent Mario from shooting stars. | |||
| '''{{PMTTYD item|Magical Map readable|link=Magical Map|text=Magical Map|game=NS}}''' | |||
|- | |- | ||
| | | [[File:Earth Tremor PMTTYDNS.png|100px]] | ||
| | | '''[[Earth Tremor]]''' | ||
| [[File:Star Power PMTTYDNS icon.png|15px|link=]] '''2''' | |||
| style="text-align: left" | Deals up to 6 damage to all enemies. The action commands must be succeeded 2 times to strike aerial enemies, and 4 times to hit enemies on the ceiling. | |||
| Press {{button|gcn|A}} in time with the buttons appearing on the gauge bar. | |||
| '''{{PMTTYD item|Diamond Star|game=NS}}''' | |||
|- | |- | ||
| | | [[File:Clock Out PMTTYDNS.png|100px]] | ||
| | | '''[[Clock Out]]''' | ||
| [[File:Star Power PMTTYDNS icon.png|15px|link=]] '''2''' | |||
| style="text-align: left" | Produces a huge bomb that is passed between Mario's side, the audience, and the enemy's side. When the bomb explodes it [[Immobilize]]s the targets. Succeeding at action commands will increase the size of the bomb, and the duration of the status condition. | |||
| Press the button (either {{button|gcn|A}}, {{button|gcn|B}}, {{button|gcn|X}}, or {{button|gcn|Y}}) that appears over the side the bomb should be passed to. The buttons will periodically change to different ones. | |||
| '''{{PMTTYD item|Emerald Star|game=NS}}''' | |||
|- | |- | ||
| | | [[File:Power Lift PMTTYDNS.png|100px]] | ||
|1. | | '''[[Power Lift]]''' | ||
| [[File:Star Power PMTTYDNS icon.png|15px|link=]] '''3''' | |||
| style="text-align: left" | A grid of panels appear, with red arrows, blue arrows, and [[Poison Mushroom]]s periodically appearing and disappearing. Bars representing Attack and Defense can be increased by shooting the arrows. Shooting [[Poison Mushroom]]s will slow down Mario's rate of fire. Mario and his partner will gain +1 [[Attack Up]] or [[Defense Up]] for every bar that is filled, up to a maximum of +5 for each stat. | |||
| Use {{button|gcn|Stick}} to aim the crosshairs, and {{button|gcn|A}} to shoot at a panel. | |||
| '''{{PMTTYD item|Gold Star|game=NS}}''' | |||
|- | |- | ||
| | | [[File:Art Attack PMTTYDNS.png|100px]] | ||
| | | '''[[Art Attack]]''' | ||
| [[File:Star Power PMTTYDNS icon.png|15px|link=]] '''4''' | |||
| style="text-align: left" | Summons a small cursor which allows the player can draw on the screen. Drawing a complete circle around an enemy will deal up to 3 points of damage per circle. | |||
| Use {{button|gcn|Stick}} to move the cursor. | |||
| '''{{PMTTYD item|Ruby Star|game=NS}}''' | |||
|- | |- | ||
| | | [[File:Sweet Feast PMTTYDNS.png|100px]] | ||
| | | '''[[Sweet Feast]]''' | ||
| [[File:Star Power PMTTYDNS icon.png|15px|link=]] '''5''' | |||
| style="text-align: left" | Cures all negative status conditions. Mario shoots stars to capture [[Heart]]s and [[Flower]]s falling from the ceiling that can restores up to 24 [[Flower Point|FP]], and 24 [[Heart Point|HP]] to both Mario and his partner. If Mario's partner is knocked out, the partner's hearts won't appear and Mario can instead restore up to 48 HP. Shooting a [[Poison Mushroom]] will briefly prevent Mario from shooting stars. | |||
| Hold {{button|gcn|Stick}} to the left to shoot stars at Hearts and Flowers. | |||
| '''{{PMTTYD item|Sapphire Star|game=NS}}''' | |||
|- | |- | ||
| | | [[File:Showstopper PMTTYDNS.png|100px]] | ||
|2. | | '''[[Showstopper]]''' | ||
| [[File:Star Power PMTTYDNS icon.png|15px|link=]] '''2''' | |||
| style="text-align: left" | Five sequences of action commands appear, in which buttons must be pressed in the order they appear. Each completed sequence increases the chance of the moves success. When successful, enemies will be instantly defeated depending on their susceptibility to the One-hit Knockout (OHKO) condition. | |||
| Press {{button|gcn|A}}, {{button|gcn|B}}, {{button|gcn|X}}, or {{button|gcn|Y}} in the order of the sequence presented. | |||
| '''{{PMTTYD item|Garnet Star|game=NS}}''' | |||
|- | |- | ||
| [[File:Supernova PMTTYDNS.png|100px]] | |||
| '''[[Supernova]]''' | |||
| [[File:Star Power PMTTYDNS icon.png|15px|link=]] '''6''' | |||
| style="text-align: left" | A gauge appears that can be filled by pressing the {{button|gcn|A}} button. Each time a sequence is completed, stars will crisscross the screen. Once time runs out, enemies will receive damage based on the number of sequences completed, up to a maximum of 15 damage to each enemy. | |||
| Rapidly press {{button|gcn|A}} to fill the gauge. | |||
| '''{{PMTTYD item|Crystal Star|game=NS}}''' | |||
|} | |} | ||
====Star Power calculation==== | |||
* | The formula for Star Power gain when attacking is calculated as follows: | ||
{| class="wikitable" | : <math>SPU% \lfloor(\sqrt{AudienceValue} \times ActionCommandValue \times HealthStatus \times BingoStatus)\rfloor</math><ref name=ABC>Jdaster64. January 19, 2013. [https://supermariofiles.wordpress.com/2013/01/19/now-youre-playing-with-star-power/]. ''Wordpress.com''. Retrieved June 24, 2023.</ref> | ||
! | |||
where: | |||
* <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. | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width:300px;" | |||
! colspan=2 | Audience values | |||
|- | |- | ||
! Type | |||
! Value | |||
|- | |- | ||
| | | [[File:PMTTYD Dull Bones Audience Sprite.png|25px]] [[Dull Bones]] | ||
| | | style="text-align: center;" | 0 | ||
| | |||
| | |||
|- | |- | ||
| | | [[File:PMTTYD Boo Audience Sprite.png|25px]] [[Boo]] | ||
| | | rowspan=11 style="text-align: center;" | 1 | ||
| | |||
| | |||
|- | |- | ||
| [[File:PMTTYD Bulky Bob-Omb Audience Sprite.png|25px]] [[Bulky Bob-omb]] | |||
|- | |||
| [[File:PMTTYD Crazee Dayzee Audience Sprite.png|25px]] [[Crazee Dayzee]] | |||
|- | |||
| [[File:PMTTYD Goomba Audience Sprite.png|25px]] [[Goomba]] | |||
|- | |||
| [[File:PMTTYD Hammer Bro Audience Sprite.png|25px]] [[Hammer Bro]] | |||
|- | |||
| [[File:PMTTYD Green Koopa Troopa Audience Sprite.png|25px]] [[Koopa Troopa]] | |||
|- | |||
| [[File:PMTTYD Luigi Audience Sprite.png|25px]] [[Luigi]] | |||
|- | |||
| [[File:PMTTYD Piranha Plant Audience Sprite.png|25px]] [[Piranha Plant]] | |||
|- | |||
| [[File:PMTTYD Puni Audience Sprite.png|25px]] [[Puni]] | |||
|- | |||
| [[File:PMTTYD Shy Guy Audience Sprite.png|25px]] [[Shy Guy]] | |||
|- | |||
| [[File:PMTTYD X-Naut Audience Sprite.png|25px]] [[X-Naut]] | |||
|- | |||
| [[File:PMTTYD Toad Audience Sprite.png|25px]] [[Toad]] | |||
| style="text-align: center;" | 3 | |||
|} | |} | ||
* <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. | |||
*The | ** 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. | |||
:* 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>Jdaster64. April 20, 2022. [https://www.youtube.com/watch?v=Vi8DwF0ezII]. ''Youtube''. Retrieved July 12, 2023.</ref> | |||
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: center; width:300px;" | |||
! colspan=3 | Action Command values | |||
|- | |||
! Tier | |||
==== | ! Normal value | ||
! Stylish value | |||
|- | |||
| Missed Action Command | |||
| 0 | |||
| 1.0 | |||
|- | |||
| style="background: #dde3ee;" | '''Nice (T1)''' | |||
| 0.50 | |||
| 3.0 | |||
|- | |||
| style="background: #ccd5e5;" | '''Nice (T2)''' | |||
| 0.75 | |||
| 3.5 | |||
|- | |||
| style="background: #bbc7dd;" | '''Nice''' | |||
| 1.0 | |||
| 4.0 | |||
|- | |||
| style="background: #aad7c3;" | '''Good''' | |||
| 1.25 | |||
| 4.5 | |||
|- | |||
| style="background: #f7ebbd;" | '''Great''' | |||
| 1.50 | |||
| 5.0 | |||
|- | |||
| style="background: #f7c3b5;" | '''Wonderful''' | |||
| 1.75 | |||
| 5.5 | |||
|- | |||
| style="background: #cdecfc;" | '''Excellent''' | |||
| 2.0 | |||
| 6.0 | |||
|- | |||
|} | |||
* <math>\mathrm{HealthStatus}</math> is a value determined by whether Mario or his partner are healthy, in [[Danger]], or in [[Peril]]. | |||
** If a partner is [[Down|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. | |||
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: center; width:300px;" | |||
! colspan=5 | Health status values | |||
|- | |||
! rowspan=2 colspan=2 | Character and status | |||
! colspan=3 | [[File:PMTTYDNS Goombella health icon.png|25px|link=Goombella]][[File:PMTTYDNS Koops health icon.png|25px|link=Koops]][[File:PMTTYDNS Flurrie health icon.png|25px|link=Flurrie]] [[File:PMTTYDNS Vivian health icon.png|25px|link=Vivian]][[File:PMTTYDNS Bobbery health icon.png|25px|link=Bobbery]][[File:PMTTYDNS Ms Mowz health icon.png|25px|link=Ms. Mowz]]<br>Partner | |||
|- | |||
! style="background: #ccffcc; width: 51px;" | Healthy | |||
! style="background: #ffe6cc; width: 51px;" | Danger | |||
! style="background: #ffcccc; width: 51px;" | Peril | |||
|- | |- | ||
! | ! rowspan=3 | [[File:PMTTYDNS Mario health icon.png|25px|link=Mario]]<br>Mario | ||
! | ! style="background: #ccffcc;" | Healthy | ||
| 1.0 | |||
| | | 1.5 | ||
| 2.0 | |||
|- | |- | ||
! style="background: #ffe6cc;" | Danger | |||
| | | 2.0 | ||
| | | 3.0 | ||
| | | 4.0 | ||
|- | |- | ||
! style="background: #ffcccc;" | Peril | |||
| | | 3.0 | ||
| 4.5 | |||
| | | 6.0 | ||
|} | |||
* <math>\mathrm{BingoStatus}</math> is a value normally at 1, but will change when getting a successful [[Bingo!]] depending on the result. | |||
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: center; width:300px;" | |||
! colspan=4 | Bingo! status values | |||
|- | |- | ||
! Bingo! result | |||
! Value | |||
! Duration | |||
|- | |- | ||
| [[File:Bingo Poison Mushroom PMTTYDNS icon.png|25px]][[File:Bingo Poison Mushroom PMTTYDNS icon.png|25px]][[File:Bingo Poison Mushroom PMTTYDNS icon.png|25px]] | |||
| 1 | |||
| No change | |||
|- | |- | ||
| | | [[File:Bingo Flower PMTTYDNS icon.png|25px]][[File:Bingo Flower PMTTYDNS icon.png|25px]][[File:Bingo Flower PMTTYDNS icon.png|25px]] | ||
| | | rowspan=3 | 2 | ||
| | | rowspan=3 | 4 turns | ||
|- | |- | ||
| | | [[File:Bingo Mushroom PMTTYDNS icon.png|25px]][[File:Bingo Mushroom PMTTYDNS icon.png|25px]][[File:Bingo Mushroom PMTTYDNS icon.png|25px]] | ||
|- | |- | ||
| | | [[File:Bingo Star PMTTYDNS icon.png|25px]][[File:Bingo Star PMTTYDNS icon.png|25px]][[File:Bingo Star PMTTYDNS icon.png|25px]] | ||
|- | |- | ||
| | | [[File:Bingo Shine Sprite PMTTYDNS icon.png|25px]][[File:Bingo Shine Sprite PMTTYDNS icon.png|25px]][[File:Bingo Shine Sprite PMTTYDNS icon.png|25px]] | ||
| 3 | |||
| 6 turns | |||
| | |||
|} | |} | ||
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=ABC>Jdaster64. January 19, 2013. [https://supermariofiles.wordpress.com/2013/01/19/now-youre-playing-with-star-power/]. ''Wordpress.com''. Retrieved June 24, 2023.</ref> | |||
where: | |||
* <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{\#ActiveAudience}</math> is the count of active, awake audience members | |||
==Names in other languages== | ==Names in other languages== |
Revision as of 12:39, May 30, 2024
- Not to be confused with 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. In both games, Star Power is used to fuel Special Moves, 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 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.
Appearances
Paper Mario
In Paper Mario, Mario receives the ability to gather Star Energy and perform Special Moves after he rescues Eldstar from the Koopa Bros. With each Star Spirit rescued, Mario will gain an additional unit of Star Energy as well as unlock new Special Moves to perform in battle. Mario's amount of Star Energy is represented by differently-colored bars at the top of the screen, which can be broken down into eights.
⅛ of the bar is restored during battle after each enemy turn. Mario can use the Focus action to refill half a bar, or even more if a Deep Focus badge is equipped. Mario's partners have the ability to use Focus if the Group Focus badge is equipped.
Star Energy can be recovered by:
- Sleeping in a bed at an Toad House
- Leveling up
- Completing a chapter
Special Moves
Special Move | Star Energy | Description | Requirement | |
---|---|---|---|---|
Refresh | 1 | Restores 5 HP and FP to Mario. | Eldstar | |
Lullaby | 1 | Affects to put all enemies to sleep. The base status duration of this move is four turns. | Mamar | |
Star Storm | 2 | Deals 7 points of star-element damage to each enemy, piercing Defense Power. | Skolar | |
Chill Out | 2 | Decreases the Attack Power of all enemies by 3 points. | Muskular | |
Smooch | 3 | Restores 20 HP to Mario. | Misstar | |
Time Out | 2 | Attempts to immobilize all enemies. The base status duration of this move is five turns. | Klevar | |
Up & Away | 2 | Has a chance to instantly defeat any non-boss enemy in battle. Every eligible target's susceptibility is 95%. | Kalmar | |
Star Beam | 0 | A technique that nullifies Bowser's invincibility bestowed upon him by the Star Rod, as well as positive status effects on enemies. However has no effect on Bowser in their final encounter. | Learned in Star Haven | |
Peach Beam | 0 | Has the same capabilities as Star Beam, however it affects Bowser on their final encounter. | Final battle only |
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 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.
Star Power is accumulated from performing Hammer or Jump attacks, or from partners using their own attacks. Succeeding at action commands and performing Stylish moves will increase the rate of Star Power gained. Mario and his partner can also use the Appeal or Super Appeal actions to gain a boost in Star Power, provided there is at least 1 active, awake and non-incapacitated audience member.
Star Power can be recovered by:
- Sleeping in a bed at an inn, or in the champion's bed at the Glitz Pit.
- Leveling up
- Completing a chapter
- 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
Special Moves
All special moves that deal damage are piercing attacks, and bypass the Dodgy and Invisible status conditions.
Special Move | Star Power | Description | Action Command | Requirement | |
---|---|---|---|---|---|
Sweet Treat | 1 | Cures all negative status conditions. Mario shoots stars to capture Hearts and Flowers falling from the ceiling that can restores up to 8 FP, and 7 HP to both Mario and his partner. If Mario's partner is knocked out, the partner's hearts won't appear and Mario can instead restore up to 14 HP. | Repeatedly press to the left to shoot stars at Hearts and Flowers. Shooting a Poison Mushroom will briefly prevent Mario from shooting stars. | Magical Map | |
Earth Tremor | 2 | Deals up to 6 damage to all enemies. The action commands must be succeeded 2 times to strike aerial enemies, and 4 times to hit enemies on the ceiling. | Press in time with the buttons appearing on the gauge bar. | Diamond Star | |
Clock Out | 2 | Produces a huge bomb that is passed between Mario's side, the audience, and the enemy's side. When the bomb explodes it Immobilizes the targets. Succeeding at action commands will increase the size of the bomb, and the duration of the status condition. | Press the button (either , , , or ) that appears over the side the bomb should be passed to. The buttons will periodically change to different ones. | Emerald Star | |
Power Lift | 3 | A grid of panels appear, with red arrows, blue arrows, and Poison Mushrooms periodically appearing and disappearing. Bars representing Attack and Defense can be increased by shooting the arrows. Shooting Poison Mushrooms will slow down Mario's rate of fire. Mario and his partner will gain +1 Attack Up or Defense Up for every bar that is filled, up to a maximum of +5 for each stat. | Use to aim the crosshairs, and to shoot at a panel. | Gold Star | |
Art Attack | 4 | Summons a small cursor which allows the player can draw on the screen. Drawing a complete circle around an enemy will deal up to 3 points of damage per circle. | Use to move the cursor. | Ruby Star | |
Sweet Feast | 5 | Cures all negative status conditions. Mario shoots stars to capture Hearts and Flowers falling from the ceiling that can restores up to 24 FP, and 24 HP to both Mario and his partner. If Mario's partner is knocked out, the partner's hearts won't appear and Mario can instead restore up to 48 HP. Shooting a Poison Mushroom will briefly prevent Mario from shooting stars. | Hold to the left to shoot stars at Hearts and Flowers. | Sapphire Star | |
Showstopper | 2 | Five sequences of action commands appear, in which buttons must be pressed in the order they appear. Each completed sequence increases the chance of the moves success. When successful, enemies will be instantly defeated depending on their susceptibility to the One-hit Knockout (OHKO) condition. | Press , , , or in the order of the sequence presented. | Garnet Star | |
Supernova | 6 | A gauge appears that can be filled by pressing the button. Each time a sequence is completed, stars will crisscross the screen. Once time runs out, enemies will receive damage based on the number of sequences completed, up to a maximum of 15 damage to each enemy. | Rapidly press to fill the gauge. | Crystal Star |
Star Power calculation
The formula for Star Power gain when attacking is calculated as follows:
where:
- is 1/100 of a Star Power unit
- 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.
Audience values | |
---|---|
Type | Value |
Dull Bones | 0 |
Boo | 1 |
Bulky Bob-omb | |
Crazee Dayzee | |
Goomba | |
Hammer Bro | |
Koopa Troopa | |
Luigi | |
Piranha Plant | |
Puni | |
Shy Guy | |
X-Naut | |
Toad | 3 |
- 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:
- The value for 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, 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, Multibonk, Shell Toss, Power Shell, and Shell Slam require all possible opportunities to be executed to be considered a successfully performed Stylish move.[2]
Action Command values | ||
---|---|---|
Tier | Normal value | Stylish value |
Missed Action Command | 0 | 1.0 |
Nice (T1) | 0.50 | 3.0 |
Nice (T2) | 0.75 | 3.5 |
Nice | 1.0 | 4.0 |
Good | 1.25 | 4.5 |
Great | 1.50 | 5.0 |
Wonderful | 1.75 | 5.5 |
Excellent | 2.0 | 6.0 |
- is a value determined by whether Mario or his partner are healthy, in Danger, or in Peril.
- If a partner is 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.
Health status values | ||||
---|---|---|---|---|
Character and status | Partner | |||
Healthy | Danger | Peril | ||
Mario |
Healthy | 1.0 | 1.5 | 2.0 |
Danger | 2.0 | 3.0 | 4.0 | |
Peril | 3.0 | 4.5 | 6.0 |
- is a value normally at 1, but will change when getting a successful Bingo! depending on the result.
Bingo! status values | |||
---|---|---|---|
Bingo! result | Value | Duration | |
1 | No change | ||
2 | 4 turns | ||
3 | 6 turns |
The formula for Star Power gain when using Appeal or Super Appeal is much simpler and is calculated as follows:
where:
- is 1/100 of a Star Power unit
- is the count of Super Appeal or Super Appeal P badges equipped to Mario or his partner, respectively
- is the count of active, awake audience members
Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | スターパワー[?] Sutā pawā |
Star Power | |
Chinese (simplified) | 星之能量[3] Xīng zhī Néngliàng |
Star Power | |
French | Energie Etoile[?] | Star Energy | |
German | Sternenergie[?] | Star Energy | |
Spanish | Energía Estrella (Paper Mario) PE - Poder Estelar (The Thousand-Year Door)[?] |
Star Energy SP - Star Power |