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Mario jumping

“As you know, the primary action for mobile creatures is the jump, if you follow.”
Stuffwell, Mario & Luigi: Partners in Time

Jumping is one of Mario's most commonly used moves. While it was originally only used to evade obstacles in the original Donkey Kong game, it has been Mario's primary method of attacking since Super Mario Bros. Depending on the type of game, Mario and other characters jump for a variety of different purposes.

Because Mario can jump in nearly all of his games, only significant examples are mentioned on this page.


Donkey Kong series[edit]

Donkey Kong[edit]

Mario jumping over a barrel in Donkey Kong

In the original arcade version of Donkey Kong, Mario has to jump over the barrels that Donkey Kong threw at him. He could only jump high enough to leap right over the barrel, in contrast to the impossibly high jumps in the Super Mario Bros. series. If Mario landed on a barrel in the game, he dies. In the early concept of Donkey Kong, Mario originally wasn't able to jump. It was implemented when Shigeru Miyamoto and his team thought "If you had a barrel rolling towards you, what would you do?"[1]

Donkey Kong (Game Boy)[edit]

In Donkey Kong on the Game Boy, Mario has a greater variety of moves related to jumping. If the player jumps then presses down on +Control Pad, Mario does a handstand. From the handstand position, Mario could perform high jumps and wide jumps depending on the situation. Mario could also backflip by walking and then immediately pressing the opposite direction and the jump button, resulting in him going high into the air backwards. Unlike all other 2D Mario titles, Donkey Kong also punishes the player for falling too far, resulting in Mario losing a life. This jump system has also been used in Mario vs. Donkey Kong.

Mario Bros.[edit]

In Mario Bros., jumping is the primary attack of Mario and Luigi and the only way to defeat enemies. By jumping from below to hit the platforms on which the enemies stand, the player can stun the enemies or turn them around. The enemies then have to be finished off with a kick. Unlike later games, stomping on enemies is deadly in Mario Bros. Because of this, the Shellcreepers have been changed to Spinies in all remakes of the game to remind players not to stomp on them.

Super Mario series[edit]


Since Super Mario Bros., jumping has been a much more integral part of the Mario franchise, and is no longer used solely to jump over gaps and enemies. In later games of the series, Mario and other playable characters use a greater variety of jump moves which can be used to reach certain areas or get bonus items from special blocks. These include the Spin Jump from Super Mario World, the Ground Pound first seen in Super Mario World 2: Yoshi's Island, and even the Double Jump, Triple Jump, and Wall Jump introduced in Super Mario 64.

Super Mario Bros.[edit]

Mario jumping in Super Mario Bros.

Super Mario Bros. features various types of Brick Blocks which Mario can find coins in, as well as ? Blocks that contain Super Mushrooms and Fire Flowers. To break these blocks, the player must jump while under them. Mario can also defeat enemies like Goombas and Hammer Bros. by stomping on them. Koopa Troopas are not defeated by the stomp, but hide in their Shells, which can then be kicked by the player. Hammer Bros., Cheep Cheeps, Bowser Impostors, and Bowser himself all jump in the game as well.

Super Mario Bros. 2[edit]

In Super Mario Bros. 2, jumps served a different purpose than in all other games, due to the game using the only slightly altered Yume Kōjō: Doki Doki Panic as its engine. The characters in the game could not defeat any enemies by stomping on them. Instead, they could stand on them and pick them up by using the B button. Players could even land on Birdo's eggs and throw them at Birdo. Enemies and items could be picked up and thrown to knock out other enemies. This system has been carried over to Donkey Kong on the Game Boy.

Super Mario Sunshine[edit]

In Super Mario Sunshine, Mario's jump can defeat most enemies. When using F.L.U.D.D.'s Hover Nozzle, Mario can float higher and longer. In addition, if Mario loses health, his jumps become weaker[citation needed]. Also, if Mario jumps over a gap or a void, his jumps are different.

Mario Kart series[edit]

In Super Mario Kart, players can hop with the press of a button. The Feather allows them to do a high jump. Hops can be used to cross gaps and to take shortcuts. In later games of the Mario Kart series, jumping is usually only possible when using ramps. In Mario Kart Wii, Mario Kart 7, Mario Kart 8 and Mario Kart 8 Deluxe, it is possible to do tricks after jumping off, giving players a mediocre boost in Mario Kart Wii, and a short boost in Mario Kart 7, Mario Kart 8 and Mario Kart 8 Deluxe.

Super Mario RPG: Legend of the Seven Stars[edit]

In Super Mario RPG: Legend of the Seven Stars, the Jump is a special move that requires 3 Flower Points. It does additional damage as a Timed Hit, and its power increases with the Jump Shoes. Mario can use this move from the beginning of the game. Mario's jump is also used by many characters in the game to verify his identity. Everyone also seems to think of it as his most defining characteristic.

Paper Mario series[edit]

Jumping is present in every installment of the Paper Mario series.

In Paper Mario and Paper Mario: The Thousand-Year Door, jumping is Mario's primary attack he can use from the beginning of the game. It can be used to defeat any kind of generic enemy like the Goombas, but some enemies like the Spiked Goombas prevent jump attacks with spikes, and the player then has to use the Hammer attacks instead. Jumping is also used on the overworld for platforming elements. In both games, Mario can increase his jump power and abilities with the Super Boots and the Ultra Boots.

In Super Paper Mario, all four characters have the ability to jump on foes as their primary means of attack.

Paper Mario: Sticker Star features multiple Jump stickers that can be used in battle, each with various strengths. There are seven different types of Jumps, each with their own variations: the Jump, Iron Jump, Hopslipper, Infinijump, Line Jump, and Clone Jump. All of these cards except the Infijump and Clone Jump reappear in Paper Mario: Color Splash, along with a new variation, the Spin Jump.

Mario & Luigi series[edit]

Mario & Luigi: Superstar Saga[edit]

Mario & Luigi: Superstar Saga used the same concept for jumps as the Paper Mario series. On the overworld, Mario and Luigi could also perform the High Jump and the Spin Jump to reach higher areas. Many Bros. Attacks also use jump moves. Mario & Luigi: Superstar Saga + Bowser's Minions retains this.

Glurps are extremely resistant to jump attacks.

Mario & Luigi: Partners in Time[edit]

Instruction as in Mario & Luigi: Partners in Time.

In Mario & Luigi: Partners in Time, the jump command was identical to how it was in Mario & Luigi: Superstar Saga, however, the piggyback jumps with Baby Mario and Baby Luigi increased the number of jump commands.

Mario & Luigi: Bowser's Inside Story[edit]

Mario jumping towards Bowser in Mario & Luigi: Bowser's Inside Story.

In Mario & Luigi: Bowser's Inside Story, the jump works similar to how it did in Mario & Luigi: Partners in Time, with Mario and Luigi performing multiple jumps with a well-timed Action Command.

Mario & Luigi: Dream Team[edit]

In Mario & Luigi: Dream Team, the Jump attacks for Mario and Luigi are identical in game-play to the ones in Mario & Luigi: Bowser's Inside Story, although in the Dream World, successful Jump attacks cause several Luiginoids to fall on to surrounding enemies after Mario attacks. In the overworld, this game uses the Jump field action as usual for the series, and features the Spin Jump and the Ball Hop, a move very similar to the High Jump from Mario and Luigi: Superstar Saga. The Luiginoid Generator also uses the Jump action while in the Luiginoid Stack formation.

The Jump attack is also used during the Giant Battles by Giant Luigi, the result of Dreamy Luigi and many Luiginoids' combination. This involves Luigi first bobbing down as if he was about to spring into the air, where the player must wait until Luigi flashes to slide up quickly on the Touch Screen. Perfect timing allows Luigi to land firmly on the target and perform a second jump on them if the player succeeds in repeating the command. Perfect timing with both jumps yields an Excellent! rating, perfect timing on only one yields a Great! rating, sliding up at the wrong time results in a Good! rating and not sliding up at all results in an OK! rating. Also the Jump command block shows a Boot rather than an arrow.

  • Mario - Press the A button as you land to jump again. Time two jumps for an Excellent!
  • Luigi - Press the B button as you land to jump again. Time two jumps for an Excellent!
  • Giant Luigi - Charge up for extra oomph!

Mario & Luigi: Paper Jam[edit]

In Mario & Luigi: Paper Jam, Mario and Luigi's jumps remain the same, but Paper Mario is unique as him and his copies can jump on enemies many times depending on how many copies he has. The Papercrafts can also perform a jump move.

Luigi's Mansion: Dark Moon[edit]

In Luigi's Mansion: Dark Moon, Luigi can jump while he is sucking up a ghost to avoid attacks from other ghosts. This is executed by pressing the B Button button while using the Poltergust 5000 to suck up the ghost.

Super Smash Bros. series[edit]

Mario performing a Midair Jump in Super Smash Bros. Brawl.

In the Super Smash Bros. series, a jump can be performed by all characters. Each character has a different jump height and different window of time where they crouch before they jump.

See also: Double Jump

List of jump types[edit]


Names in other languages[edit]

Language Name Meaning
Japanese ジャンプ
Spanish Saltar
To jump
French Sauter
To jump
Dutch Springen
To jump
German Springen
To jump
Italian Salto Jump
Portuguese Salto
Russian Прыжок
Korean 점프


  1. ^ http://us.wii.com/iwata_asks/nsmb/vol1_page1.jsp