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Super Mario Mario Party Mario Kart

Amps, also known as (Electric Amps, Electro-Chomps, Electric Chomps, or Zaps) are recurring enemies in the Mario franchise and a possible relative of Chomps. Amps first appear in Super Mario 64. They commonly appear in the Super Mario series and Mario Party series, more commonly in the latter.

Profile[]

Physical description[]

In all of its appearances, an Amp is a small metal ball. In Super Mario 64 and earlier Mario Party games, Amps have a dark gray body, white "cross-popping" veins, joyful red eyes, and rounded metallic lips with an entirely red mouth. Since Super Mario 64 DS, an Amp's eyes and mouth were both made larger, and Amps were given a red tongue and a dark red interior. Mario Party Advance, which released shortly after Super Mario 64 DS, is the last game to use Amp's original design. In Super Mario Galaxy, Amps are closer to their appearance from Super Mario 64 DS, but have red eyes and mouth akin to their original design.

Behavior[]

Being made of electricity, an Amp can shock anyone who makes contact with them. Amps can be seen either spinning around objects or standing idly waiting for someone to make contact with them. When they shock someone, they have a brief moment where they lose their electricity before regaining it back seconds later. It is difficult to notice the relation to Chain Chomps.

In Super Mario series[]

Super Mario 64/Super Mario 64 DS[]

Amp Debut

Mario running by the Crystal-circling Amps.

Amp DS

Luigi makes it by the Amps.

Amps make their first appearance in Super Mario 64 and later in its remake Super Mario 64 DS. They act similar to Li'l Sparkys, Hotheads, and Roto-discs. They move around different objects circling them. When Mario or Yoshi touches an Amp, it electrocutes him, and Mario takes damage. If he is on one point of health, then he loses a life. When an Amp hits Mario, it will briefly stop before spinning again. Amps must be avoided at all costs as there is no attack that can defeat them. In Super Mario 64 DS, Amps act similarly with almost no differences.

Amps can be found in Bowser in the Dark World, Shifting Sand Land, Bowser in the Fire Sea, Snowman's Land, Wet-Dry World, Tick Tock Clock, Rainbow Ride, Vanish Cap Under the Moat, and Bowser in the Sky.

In Shifting Sand Land, there are three Amps that reveal themselves as Mario approaches and will home in on him in attempt to attack him. In the remake, these Amps have been replaced with regular spinning Amps.

New Super Mario Bros.[]

Amp NSMB sprite
Amp Painting

An Amp in the Castle.

They reappear as uncommon enemies in this game and can only be defeated by a Mega Mushroom, Blue Shell, and a Starman. They often appear in packs in fortresses, floating still and idly waiting for contact. Like its last appearance in Super Mario 64 DS, they electrocute Mario/Luigi as an attack. Amps can be found in World 3-Fortress, World 4-Fortress, and World 7-Castle.

Super Mario Galaxy[]

Amp Station

An Amp moving in Super Mario Galaxy.

Amps behave in a very similar manner as in previous Super Mario series installments, by spinning around certain objects or along paths, waiting for an opportunity to electrocute Mario or Luigi upon contact. Amps are encountered in Buoy Base Galaxy, Dreadnought Galaxy, and the Battlerock Galaxy. They are invincible in this game as well. Larger variations of the Amps called Big Amps also appear in this game as well.

New Super Mario Bros. Wii[]

Amp Elevator

The Mario Crew takes the elevator up while avoiding the Amps.

Amps have similar behavior as they did in their predecessor along with a similar appearance where they float idly waiting for contact. A new technique can defeat them, the Ice Flower, or by having a frozen enemy being thrown at it. They can also be defeated by the Starman similar to the predecessor. Amps can only be found World 3-Tower.

In the game's files, there is an unused sprite of Amps that could be controlled on platform lines similar to the Fuzzies, these Amps would later go on to be used in New Super Mario Bros. 2.

Super Mario Galaxy 2[]

Amp Tunnel

Amps in Super Mario Galaxy 2.

Amps behave the same as in Super Mario Galaxy, by moving along tracks and spinning around objects waiting for contact to electrocute Mario/Luigi by touching him. Amps can now also be defeated with the effects of the Rainbow Star. The Big Amps also return in this game as well. Amps are encountered in Sky Station Galaxy, Space Storm Galaxy, and Spin-Dig Galaxy.

New Super Mario Bros. 2[]

Amp Ice Cave

Amps spinning in the Ice Cave.

Amps retaining their behavior and electrical abilities from the previous games. In this game, they appear in World 4-B and World Flower-Cannon. They behave similarly to how they did in previous games but can also be seen moving on platform lines similar to Fuzzies. An Amp can be defeated with the effects of a Super Leaf, Starman, Gold Flower, or Invincibility Leaf, tossing Shells at an Amp can also be used to defeat one.

New Super Mario Bros. U/New Super Mario Bros. U Deluxe[]

Amp Fortress

An Amp in the middle.

Amps return in New Super Mario Bros. U as well as New Super Mario Bros. U Deluxe. Here, Amps behave identically as before, by idly waiting for shocking contact. They are only found in Snake Block Tower and Ludwig's Clockwork Castle, and Amps can be defeated with the effects of a Starman or frozen from an Ice Ball using the effect of an Ice Flower or a Penguin Suit. Two sub-species of Amps also appear in this game, these include the Big Amp and the Bowser Amp, the latter of which is more aggressive, can emit electric projectiles, and is invincible.

Amps are one of the few enemies to appear in New Super Mario Bros. U but not New Super Luigi U.

In Mario Party series[]

Amps have made several appearances throughout the Mario Party series, usually as obstacles in minigames but sometimes in the form of an item.

Mario Party 3[]

Amps are the main obstacles of the minigame Motor Rooter. They form an electrical current that covers the path except for one tile, indicated by shockwaves on the central map. If a character touches an Amp or their electrical currents, their movement is slowed. Characters can avoid Amps by changing lanes to an area not covered with electricity.

Mario Party 4[]

An Amp is featured in the form an item, the Sparky Sticker, which is a sticker of an Amp that can placed onto the game board as a trap. The Amp blends in with the spaces, hiding until someone passes over it. If a character passes over an Amp, they lose ten coins, and if they are under the effects of a Mini Mushroom or Mega Mushroom, touching an Amp causes them to lose the effect prematurely.

Mario Party 5[]

Shock Absorbers MP5

Several Amps, as seen in the Mario Party 5 minigame Shock Absorbers

Amps are the main obstacles in the Duel minigame Shock Absorbers, in which there are not just several moving Amps but also those that form a permanent barrier of electricity on the borders of the course. Like in Mario Party 3's Motor Rooter, these Amps can also form a line of electricity, where their indication to perform this attack occurs when they stop in place and begin to emit electricity. Both characters have to avoid touching an Amp or any of their electrical currents, as this results in them being eliminated from the minigame.

Mario Party 6[]

Amps return in the form of an item, this time being the Zap Orb. If a character passes over a Zap Orb, they lose five coins for each space they moved beyond it for the remainder of their turn.

Amps are the main obstacle of Circuit Maximus, where characters have to make a lap around a circular course. Here, some of the Amps are stationary whilst others are moving obstacles. The number of Amps progressively increases the more rooms are passed through.

Mario Party Advance[]

See also: Amp (character)
Amp MPA sprite

There is an Amp character who appears in the Town Area, at Town Game Room B. Here, Amp cannot win at Match 'Em, so the player's character has to win it on his behalf. If done successfully, the minigame is unlocked.

As a species, Amps appear in three minigames, Amplifried, Cloud Climb, and Broom Zoom, all in which they are the main obstacle. Amps retain their usual behavior of continuously emitting electricity that can harm the player's character. Amps most prominently appear in Amplifried, partly contributed by their name appearing in the minigame's title, and the goal is to avoid them. Similarly to Mario Party 5's Shock Absorbers, the Amps can move around and form electrical currents, and as the minigame goes on, the Amps move increasingly faster and form more electrical lines. In Cloud Climb and Broom Zoom, Amps are stationary obstacles, and if the player's character touches one, this impedes their progress rather than ending the minigame.

Mario Party 7[]

An Amp returns in the form of a Zap Orb, which was changed to be less penalizing, as a character now loses three coins for every space they move onto during a turn instead of five.

Mario Party 8[]

An Amp is one of the nine enemies that must be found in Specter Inspector, in which it appears under a cover on the table.

Mario Party: Island Tour[]

Amp My Style

Amps as seen in the minigame Amp My Style.

Amps are the main feature of the minigame Amp My Style, serving as obstacles for the characters. A line of Amps forms an electrical barrier around the characters, and these Amps can change positions to emit different shapes. Players who touch Amps and their electricity are eliminated.

Aside from appearing in Amplifried, Amps make a cameo in a few minigames. In Match Faker and Tap Dash, an Amp can appear amongst the enemy tiles, which can be tapped, and sometimes the minigame instructs the players to tap the Amp in particular. In Starring Artist, an Amp can appear as a constellation, in which case the players have to redraw their constellation by connecting stars using their stylus.

Mario Party 10[]

In Bowser's Wicked Wheel, two pairs of Amps form electrical bonds at the left and right sides of the running wheel. The characters need to keep running on the wheel as Bowser rotates without touching these bonds, as this eliminates them.

Mario Party: Star Rush[]

Amps are obstacles in the minigame Corkscrew Climb, in which characters have to jump over them as they automatically ascend a tower. If a character touches an Amp, they are knocked out and sent to the back of the line of the other characters. Amp also appear in the minigame Jewel Janitors, where they drop down periodically, briefly stunning whoever touches them.

In the Challenge Tower mode, Amps serve the main obstacles, where they are hidden, and the characters have to avoid touching them. The tower's spaces light up in accordance to the number of Amps adjacent to the space, and Amps never appear directly next to each other.

Super Mario Party[]

Amps appear as obstacles in Half the Battle, in which if a character touches an Amp, they are stunned for a brief moment.

Mario Party Superstars[]

Amps return in the Mario Party 3 minigame Motor Rooter, retaining the same role as before.

Minigame appearances[]

Bowser's Wicked Wheel

The Amps on the sides of the Exercise Wheel in Mario Party 10's Bowser's Wicked Wheel

  • Motor Rooter - Amps are seen on the slide creating electric rings around them. Players need to slide through the open gap to avoid the electricity. Players who are hit by the Amp's electricity will be slowed down.
  • Shock Absorbers - Amps are seen around the room, they shoot bolts between each other which players must avoid. If a player is hit by an Amps electricity, they are eliminated.
  • Circuit Maximus - Amps are seen in the octagon players race in, if players are hit by the Amps, they are slowed down. Each section of the octagon has more and more Amps.
  • Amplifried - Players need to dodge the Amps as they shoot electric bolts.
  • Cloud Climb - Players must bounce on Clouds whilst avoiding the moving Amps which stun them upon contact.
  • Broom Zoom - Amps appear as obstacles alongside Brick Blocks, touching an Amp will stun a player.
  • Spector Inspector - Amps are among one of the 11 enemies/creatures that need to be found in this minigame.
  • Amp My Style - Amps are seen around the room creating electric currents in between one other. Players need to avoid them, anyone hit by the currents is eliminated.
  • Match Faker / Tap Dash - Amps appear as one of the possible tiles in these minigames.
  • Starring Artist - Amps appear as a constellation in this minigame.
  • Bowser's Wicked Wheel - Bowser places his opponents in a large hamster-wheel with Amps on either side. Players need to avoid the Amps, players that are hit by the Amps lose hearts, players that lose all their hearts will be eliminated.
  • Corkscrew Climb - Players run up a winding tower while avoiding the Amps along the way. They have to jump over the Amps, as being hit by one sends a charater back very far.
  • Half the Battle - Amps are seen on either side of the room as players grab the items, as the minigame progresses, more Amps show up, players that are hit by the Amps are stunned briefly.

In Mario Sports Superstars[]

Amp Launch

Yellow Big Magikoopa launches an Amp.

Amps were used as a projectile by the Giant Yellow Magikoopa in his boss battle. The briefly stun you upon contact, The Yellow Magikoopa starts by firing one Amp but as the battle progresses, he fires more.

In Mario Kart Live: Home Circuit[]

Amps are gate features in three tracks—Lightning Lagoon, Glazed Gardens, and Windswept Prairie—where they zap any drivers who touch them as well as heavily reducing their speed temporarily.

Behind the scenes[]

Etymology[]

The name Amp is derived from "ampere" (often shortened to "amp"), the standard unit of measurement for electrical currents. Their Japanese name ビリキュー (Birikyū) essentially translates to electrical sphere, so an Amp's Japanese name describes its main physical characteristic.

Trivia[]

  • Amps strongly resemble Flame Chomps, a relative of the Chain Chomp.
  • Both of the Amps behaviors are strongly reminiscent of two enemies debuting in Super Mario Bros. 3, the spinning Amps are akin to the Roto-Discs and the still Amps are similar to Jelectros.

See also[]


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