Amp
Amp

AUTHOR: Alex Franklin
(Revision History)

GAMES: SM64, NSMB, SMG.

TYPE: Electric, Trap.

TURF: Castles.

AFFILIATIONS: Koopa Troop.

CLOSE RELATIVES: Sparky.

SKILLS AND ATTACKS: Electric Shock.

STRENGTHS: Indestructible.

WEAKNESSES: Predictable movement.

BACKGROUND: An Amp is an electron-like monster consisting of an electrified steel ball with glowing red-orange eyes and mouth. Like electrons, they tend to orbit certain objects, crystals being their favorites.
Amps are suspended in mid-air by some unknown force, possibly by manipulating their seemingly unlimited energy to create anti-gravity. Then again, a lot of things defy gravity in the Mushroom Kingdom's universe if you think about it.

EVOLUTION: Amps haven't changed much in appearance, but in behavior. Amps were first made by Bowser's troops to guard the alternate realities created in the paintings of Peach's castle in Super Mario 64. Amps reappeared when Bowser Jr. was given a chance to try to kidnap Peach. But Bowser Jr. had a hard time keeping the energetic monsters under control, perhaps to have more control over them, he had the next batch made immobile, and used them to make wire fences difficult to climb.
Amps return with their original, faceless design in Super Mario Galaxy. As in Super Mario 64, they usually patrol a small circular area, especially near poles.

QUOTES:
n/a.

STATS AND STRATEGIES:
Games: Super Mario 64, SM64DS, Super Mari Galaxy.
Speed: Moderate
Attack Pattern: Flies around in a circle, zapping anything it touches.
Basic Strategies: Just avoid crossing their path.
Advanced Strategies:

Games: New Super Mario Bros.
Offence: 1
Attack Pattern: Just stays in one place, shocking you if you touch it.
Basic Strategies: Avoid it!
Advanced Strategies: If several are blocking your path, get on the other side of the fence. If one is on one of those flip doors, punch the other side and the Amp will end up on the side you were, and you'll end up where the Amp was.

MEDIA:
AmpAmp