Jump zone
| Jump zone | |||
|---|---|---|---|
| |||
| Description | |||
| Jump: You can jump to avoid a turtle's shell. When you press the CURSOR Button (in the 2-Player Mode, use the A Button on the controller) in the jump zone, you will perform a Super Jump.[1] | |||
| First appearance | Yoshi's Safari (1993) | ||
| Latest appearance | Super Mario Kodansha manga (Super Mario: Yoshi no Road Hunting 2) (1994) | ||
| Effect | Super Jump | ||
| |||
Jump zones[1] are areas in Yoshi's Safari that let Yoshi jump. They are a blue area with a yellow triangle inside.
By pressing the CURSOR button on the Super Scope (or the button on the controller in 2-Player Mode) at the right time, Yoshi will perform a Super Jump, which extends the distance of the jump. This is used to avoid incoming obstacles such as turtle's shells, bodies of water, pits, and lava pools.
In the Super Mario Kodansha manga, Kinoppe places the Dash Zones and jump zones for Mario and Yoshi through a magic pen created by her grandfather. In the story, she only creates two jump zones: one to reach a Lakitu and the second to take care of the Kame Hōdai.
Gallery[edit]
Yoshi performs a Super Jump
A jump zone in Super Mario: Yoshi no Road Hunting 2
Names in other languages[edit]
| Language | Name | Meaning | Notes |
|---|---|---|---|
| Japanese | Sankaku |
Triangle |
References[edit]
- ^ a b Nintendo (1993). Yoshi's Safari instruction manual (pdf). Page 14.
- ^ Kazuki Motoyama (1994). Super Mario: Yoshi no Road Hunting 2. KC Deluxe (Japanese). Page 80.
