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Donkey Kong series
Donkey Kong Jr.
In Donkey Kong Jr., a Jump Board, or spring board, is prominently featured in the game's second level. Junior can use it to jump over a gap but can also use it as a shortcut to reach the hovering platform above it.
Donkey Kong (Game Boy)
In Donkey Kong for the Game Boy, Jump Stands appear. They are found throughout levels, and occasionally use varying designs. If Mario jumps on one, he can jump higher than usual. In addition, some Jump Stands can be placed through the use of square icons. When Mario jumps at a Jump Stand item, the game freezes and the player has to place the Jump Stand to any free point in the level. The Jump Stand is timed and disappears after the time has passed. This timer indicated with a music that starts playing as soon as the road is placed and gets faster gradually. The timer can be reset to 0 if Mario places another Jump Stand within the first Jump Stand's time limit, or any other placeable objects such as Roads, Ladders, and blocks. After disappearing, the Jump Stand can then be reactivated.
Super Mario series
Super Mario Bros. / Super Mario Bros.: The Lost Levels
Jumping boards (also referred to as Jumpers or Spring Blocks) first appear in the Super Mario series in Super Mario Bros. Upon pressing the button at the right time, Mario will jump with increased height.
Super Mario World
Jumping Boards (also referred to as Trampolines) appear in Super Mario World. This game marks the first time the player is able to carry one, an ability which would later be carried on to future games, including the New Super Mario Bros. series.
Super Mario Sunshine
Super Mario Advance 4: Super Mario Bros. 3
Springboards appear in Super Mario Advance 4: Super Mario Bros. 3 in two World-e levels: Ice Dungeon and Vexing Doors. They use the same sprite as in Super Mario World and can be carried in the same way.
New Super Mario Bros. series
Super Mario Galaxy
In Super Mario Galaxy, large, round, orange springboards with a Ground Pound symbol appear, which can bounce Mario extra high if he Ground Pounds on them. These cannot be carried around, unlike in previous games.
Super Mario Galaxy 2
The orange springboards from Super Mario Galaxy return in Super Mario Galaxy 2, having the same function as they did in that game. Additionally, a new type of springboard appears, which is square, blue, and marked with a pair of footprints, and can be used by simply jumping on it. Like the orange variety, it cannot be carried around.
Super Mario 3D World
Super Mario 3D World features enemy springboards known as Hop-Chops. Hop-Chops often appear in groups where the player must find which is the 'correct' Hop-Chops that, rather than simply falling apart, will turn into a functional springboard upon defeat. When turned into a springboard, they function almost identically to their appearances in other Mario games: They can be carried with the run button, thrown, jumped on, and hitting them with a ground pound will cause the player to jump extra high. Springboards turn back into Hop-Chops after a short period of time if they are not attacked again.
Super Mario Maker series
Trampolines return in Super Mario Maker, Super Mario Maker for Nintendo 3DS and Super Mario Maker 2, as items placed throughout the course. Mario and various objects such as Bill Blasters can bounce on them. They can be carried in all styles except Super Mario Bros., as Mario cannot carry any objects in that style. Trampolines can be turned sideways in editing mode, making them able to bounce back objects that run into it. In this form, however, they cannot be carried in any style. The Trampoline also appears in the original Super Mario Maker as a costume.
Super Mario Run
Super Mario Run uses a new variation of Trampoline. This object is triggered when a player taps while their character runs across its surface. It launches the player upwards and, if held, the character will slowly spin downwards at a 45-degree angle. Players can use it to reach areas too high to be reached via normal jumps or take advantage of its slow descent to collect coins.
A spring plays an important role in the German Club Nintendo comic "Mario will hoch hinaus." Trying to impress Princess Peach, Mario uses one which launches him extremely high into the air. Mario does not return to the ground for a long period of time.
Super Mario RPG: Legend of the Seven Stars
In Super Mario RPG: Legend of the Seven Stars, two types of trampolines appear: warp trampolines make the player escape to the world map, and smile trampolines make the player exit the immediate area and enter a neighboring location. In the Coal Mines, one smile trampoline is a trap with an unseen ceiling. When Mario uses it, he hits his head and falls unconscious, which is required to reveal Croco.
In Paper Mario, two types of springboards appear. Red ones launch Mario straight up towards a set location, while blue ones retain the player's control over Mario's jump.
In Wario World, a small ghostly pair of springs appear in Captain Skull's Showdown.
Mario vs. Donkey Kong series
In the Mario vs. Donkey Kong series, springs are common objects and appear to have a simpler design than in previous games. In Mario vs. Donkey Kong, springs do not have enough force to launch Mario in the air, requiring the player to press the jump button while Mario is on a spring to make it effective, bouncing him higher than a normal jump.
Springs continue to appear in subsequent Mario vs. Donkey Kong games, where they can be picked up and placed in special slots throughout a stage to guide the Minis, much like other resource items, like Girders or Pink Blocks, are used. Minis automatically jump on the springs when they encounter them and are launched in the direction they are headed. Starting with Mario vs. Donkey Kong: Mini-Land Mayhem!, springs are either purple and bounce the Minis straight into the air, or yellow and bounce them on a wider arc. In this respect, they are named Vertical Springs (or High Springs) and Horizontal Springs (or Long Springs). In Mario vs. Donkey Kong 2: March of the Minis, there is a spiked springboard found in DK's Hideout which bounces around the room and minis will break upon contact with it.
Super Princess Peach
Springboards appear in two colors in Super Princess Peach: green springboards are fixed in place, and orange springboards can be picked up with Perry, moved via Poundbrella, or bounced off of Princess Peach's body by touching the side. Additionally, green springboards come in two sizes: normal or giant, which has a slightly longer charge time and allows the player to reach greater heights.
Mario & Luigi: Partners in Time
In Mario & Luigi: Partners in Time, Trampolines are powerful Bros. Items that require the availability of all four Bros. Each Bro. jumps onto the Trampoline and stomp on the foe in a random order. If timed correctly, they jump back onto the Trampoline. If timed poorly, they will knock the Trampoline away, until all four Bros. fall. It functions similarly to the Cannonballer, except attacks can be landed indefinitely. Differently designed Trampolines can also be found in the overworld, though only the babies can use them, as the adult brothers are too heavy to use them.
Super Smash Bros. series
In Super Smash Bros. Brawl, Super Smash Bros. for Nintendo 3DS, Super Smash Bros. for Wii U, and Super Smash Bros. Ultimate, the spring appears as a regular item. If jumped on, a player will be launched in the air much higher than with a normal jump. If the spring is knocked on its side, however, the player will be launched sideways. Its design is based on a jack. A different kind of springboard also appears as a stage element throughout the Super Smash Bros. series, including The Subspace Emissary and Smash Run.
Mario Party: Island Tour
In Mario Party: Island Tour, a springboard briefly appears on the Star-Crossed Skyway board, where the player jumps onto it to launch themselves to the fourth area of the board after the third Star Stage.
Super Smash Bros. Brawl
Super Smash Bros. for Nintendo 3DS / Wii U
Sprites and models
Names in other languages