In Donkey Kong Jr., a Jump Board,[4] or spring board,[5] is prominently featured in the Jump Board Scene. Junior can use it to jump over a gap but can also use it as a shortcut to reach the hovering platform above it.
In Donkey Kong for the Game Boy, Jump Stands[6] 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 Bros. / Super Mario Bros.: The Lost Levels[edit]
A Super Spring in Super Mario Bros.: The Lost Levels.
Jumping boards[7] (also referred to as Jumpers[8], Springs[9], or Spring Blocks[10]) first appear in the Super Mario series in Super Mario Bros. Upon pressing the jump button at the right time, Mario will jump with increased height.
Trampolines[12][13] (originally known as Jumping Boards[14]) appear in Super Mario World. This is the first game in which Mario and Luigi can carry a Trampoline, an ability which would later be carried on to future games, including the New Super Mario Bros. series.
In Super Mario Sunshine, springboards appear in Noki Bay. When water touches them, they shrink and Mario is able to carry them around, allowing him to reach various high places.
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.
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 + Bowser's Fury[edit]
Mario carrying a springboard away from a Hop-Chop
Super Mario 3D World and Super Mario 3D World + Bowser's Fury features enemy springboards known as Hop-Chops. Hop-Chops often appear in groups where the player must find which is the 'correct' Hop-Chop 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.
A different type of trampoline, called a Jump Panel, also appears in certain levels, where it normally does not cause the player to bounce, but pressing the jump button will cause it to launch the player to distant heights.
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 them. In this form, however, they cannot be carried in any style except by SMB2 Mario in the Super Mario Bros. style. The Trampoline also appears in the original Super Mario Maker as a costume.
Mario bouncing off of a Trampoline in 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.
Jumping Boards appear in the Super Mario World television series in the episodes "The Wheel Thing" and "King Scoopa Koopa". They appear to be made of stone, and their springy part is green instead of white and orange.
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.[15] 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.
It has been requested that this article be rewritten and expanded to be more specific about which games they appear in and how they function (tagged on April 14, 2021).
In Paper Mario series, 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 Super Paper Mario, the player can also press when landing on the trampoline to jump higher, in a similar fashion as the 2D Super Mario games. In Paper Mario: Color Splash, a trampoline themed after its Super Mario Bros. appearance appears in the Green Energy Plant.
In Wario Land: Super Mario Land 3, trampolines take the form of blocks with smiling faces known as Spring-Ups[16] or sun blocks[17]. They appear scarcely; first in Course No.23 of Stove Canyon, where they lead Wario to the secret exit to Course No.24. They do not appear again until Courses No.39 and 40 in Syrup Castle. In these levels, they are required to progress, and in 40 especially, they help Wario reach many coins.
In Wario World, spring-like trampolines appear in every trapdoor course, giving Wario a means of escape. There are also a number of springboards outside of trapdoor rooms that boost Wario up and over walls and cliffs, taking the form of a rabbit. Additionally, a small ghostly pair of springs appear in Captain Skull's Showdown.
Trampolines appear in several levels in Wario Land: Shake It! as yellow springs, often line up in a row. Pressing as the player makes contact with one gives a higher bounce, and Ground Pounding it will give even greater height. They are especially prominent in stages such as Wreck Train and Mount Bighill.
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[18]) and Horizontal Springs (or Long Springs[19]). 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.
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.
The Trampoline in 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.
Small yellow trampolines appear as overworld objects, found in areas such as Yoshi's Island and Yoob's Belly. If the adult Bros. step on them, the trampoline releases air and deflates. If the baby Bros. step on it, it launches them high up into a different area.
Yoshi jumping on a springboard in Star-Crossed Skyway
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.
An item used to assist jumping. Jump on it, and it will send you bounding sky-high. You can also toss enemies onto it. It originally appeared in the second stage of Donkey Kong Jr., where it was used as a shortcut to leap to a distant platform. It resembles the bouncing projectiles that appeared in Donkey Kong, but those are said to be actually jacks, not springs.
Super Smash Bros. for Nintendo 3DS / Super Smash Bros. for Wii U trophy[edit]
Name
Image
Appears in
American English description
British English description
Spring
NESDonkey Kong Jr. (06/1986)
A strong spring that can send you flying higher than you ever have before. If you throw this down while you're in midair, you'll get a boost and sail even farther into the air! Try to be careful, though, since this spring may fall on its side and end up launching you sideways instead of up.
Jump onto this to jump higher than ever before! Throw it in the air, then land on it to jump even higher! Then use special attacks, or even do another jump in midair! If it's lying on its side, though, just bumping into it might be enough to launch you off the stage. You don't want that, so be careful!
^Campbell, Stuart. Game Boy Game Secrets, 1999 Edition Prima's Official Strategy Guide. Page 96. "Walk on a sun block to reach another platform with another sun block."
^Mort (August 28, 2015). Miiverse. "With all the High Springs in this level, this party is hopping!" Archived November 6, 2017, 04:13:35 UTC from the original via Wayback Machine. Retrieved June 8, 2019.
* In version 1.20 or later • ** In version 1.30 or later • *** In version 1.40 or later • † Only in the Wii U version. • ‡ Only in the Nintendo 3DS version