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{{about|the uses of jumping throughout the Mario franchise|the attack from the ''[[Paper Mario (series)|Paper Mario series]]'' known as "Jump"|[[Boots]]}} | {{about|the uses of jumping throughout the Mario franchise|the attack from the ''[[Paper Mario (series)|Paper Mario series]]'' known as "Jump"|[[Boots]]}} | ||
[[File:SMBW Mario Jump.png|thumb|200px|Mario jumping]] | |||
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{{quote|As you know, the primary action for mobile creatures is the jump, if you follow.|Stuffwell|Mario & Luigi: Partners in Time}} | {{quote|As you know, the primary action for mobile creatures is the jump, if you follow.|Stuffwell|Mario & Luigi: Partners in Time}} | ||
'''Jumping''' is a generic move that became [[Mario]]'s most commonly used move. While it was originally used only to evade [[:Category:Hazardous objects|obstacles]] in the original ''[[Donkey Kong (game)|Donkey Kong]]'' game, it has been Mario's primary method of attacking since ''[[Super Mario Bros.]]'' Depending on the [[Genre|type of game]], Mario and other [[List of characters|characters]] jump for a variety of different purposes. When Mario jumps, he makes a fist in the air and splits his legs at the same time. In the early games, Mario keeps his legs split when landing on enemies to [[stomp]] them. In later games, Mario commonly lands on enemies by using his shoes. | |||
Because Mario can jump in most games of the [[Super Mario (franchise)|''Super Mario'' franchise]], only significant examples are mentioned. | |||
Because Mario can jump in | |||
==History== | ==History== | ||
===''Donkey Kong''=== | |||
[[File:Donkey Kong Arcade 25m Screenshot.png|thumb|left|Mario jumping over a barrel in ''Donkey Kong'']] | [[File:Donkey Kong Arcade 25m Screenshot.png|thumb|left|Mario jumping over a barrel in ''Donkey Kong'']] | ||
In the original arcade version of ''Donkey Kong'', Mario has to jump over the [[barrel]]s that [[Donkey Kong]] throws at him. He can 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 lands on a barrel in the game, he dies. In the early concept of ''Donkey Kong'', Mario originally was not 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?"<ref>[https://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/0 Iwata Asks - New Super Mario Bros: Volume 1] ''Nintendo''. Retrieved June 6, 2010.</ref> | In the original arcade version of ''Donkey Kong'', Mario has to jump over the [[barrel]]s that [[Donkey Kong]] throws at him. He can 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 lands on a barrel in the game, he dies. In the early concept of ''Donkey Kong'', Mario originally was not 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?"<ref>[https://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/0 Iwata Asks - New Super Mario Bros: Volume 1] ''Nintendo''. Retrieved June 6, 2010.</ref> | ||
In the [[Game Boy]] [[Donkey Kong (Game Boy)|version]], Mario has a greater variety of moves related to jumping. If the player jumps then presses down on {{button|gb|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]]''. | |||
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====''Super Mario Sunshine''==== | ====''Super Mario Sunshine''==== | ||
In ''[[Super Mario Sunshine]]'', Mario's jump can defeat most enemies. When using [[F.L.U.D.D.]]'s [[F.L.U.D.D.#Nozzles|Hover Nozzle]], Mario can float higher and longer. | In ''[[Super Mario Sunshine]]'', Mario's jump can defeat most enemies. When using [[F.L.U.D.D.]]'s [[F.L.U.D.D.#Nozzles|Hover Nozzle]], Mario can float higher and longer. Additionally, if Mario jumps over a [[pit]], his jumps are different.{{ref needed}} | ||
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===''Super Mario RPG: Legend of the Seven Stars''=== | ===''Super Mario RPG: Legend of the Seven Stars''=== | ||
In ''[[Super Mario RPG: Legend of the Seven Stars]]'', the Jump is a special move that requires 3 [[Flower Point]]s. It does additional damage as a [[Action Command|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. | In ''[[Super Mario RPG: Legend of the Seven Stars]]'' and its [[Super Mario RPG (Nintendo Switch)|remake]], the Jump is a special move that requires 3 [[Flower Point]]s. It does additional damage as a [[Action Command|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. | ||
[[File:SMRPG NS Jump icon.png|thumb|right|Jump element icon from ''Super Mario RPG'' (Nintendo Switch)]] | |||
Mario's Jump, along with [[Super Jump (Super Mario RPG)|Super Jump]] and [[Ultra Jump]], are designated with the "Jump" element, one of the four elements assigned to Special attacks in the game (the others being [[Fire (element)|Fire]], [[Lightning (element)|Lightning]], and [[Ice (element)|Ice]]). Spiky enemies are restistant to Jump attacks unless Mario equips the Jump Shoes, in which case he can damage them. Mario is the only character in the game that can use attacks with this property. | |||
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===''Mario Party'' series=== | ===''Mario Party'' series=== | ||
In the | In the [[Mario Party (series)|''Mario Party'' series]], characters usually jump to hit [[Dice Block]]s. Characters can also jump in various [[minigame]]s. Sometimes characters can jump on their opponents to stun them temporarily (and to jump higher in a few minigames). In some minigames, such as [[Coin Cache]], stunned characters have a lower jumping ability. | ||
===''Paper Mario'' series=== | ===''Paper Mario'' series=== | ||
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|align=left | |align=left | ||
}} | }} | ||
''[[Mario & Luigi: Superstar Saga]]'' used the same concept for jumps as the ''Paper Mario'' series. In addition, the player controls both Mario and Luigi simultaneously using {{button|gba|Pad}}, with | ''[[Mario & Luigi: Superstar Saga]]'' used the same concept for jumps as the ''Paper Mario'' series. In addition, the player controls both Mario and Luigi simultaneously using {{button|gba|Pad}}, with one brother in tow following the other's movements. Each brother has their own corresponding button – {{button|gba|A}} for the leading brother and {{button|gba|B}} for the following brother – and it is necessary to use both to get both brothers over pits. On the overworld, Mario and Luigi could also perform the [[High Jump]] and the [[Spin Jump (Mario & Luigi series)|Spin Jump]] to reach higher areas. Many [[Bros. Attack]]s also use jump moves. ''[[Mario & Luigi: Superstar Saga + Bowser's Minions]]'' retains this. | ||
Some enemies and bosses resist jump or hammer attacks, even if they are spiky. | Some enemies and bosses resist jump or hammer attacks, even if they are spiky. | ||
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}} | }} | ||
In ''[[Mario & Luigi: Partners in Time]]'', the jump command was identical to how it was in ''Mario & Luigi: Superstar Saga'', however, the [[Piggyback Jump|piggyback jumps]] with [[Baby Mario]] and [[Baby Luigi]] increased the number of jump commands in-battle. The Spin Jump returns, and later on the bros learn the [[Baby Spin]] move which allows them to Spin Jump into the babies to launch them even further upwards and makes it possible for them to cross large gaps along with the adult bros. Like Mario and Luigi, the player controls both Baby Mario and Baby Luigi simultaneously using the {{button|ds|pad}} while they are separated from their older selves. The two babies also have their own corresponding button - {{button|ds|X}} for Baby Mario and {{button|ds|Y}} for Baby Luigi. | In ''[[Mario & Luigi: Partners in Time]]'', the jump command was identical to how it was in ''Mario & Luigi: Superstar Saga'', however, the [[Piggyback Jump|piggyback jumps]] with [[Baby Mario]] and [[Baby Luigi]] increased the number of jump commands in-battle. The Spin Jump returns, and later on the bros learn the [[Baby Spin]] move which allows them to Spin Jump into the babies to launch them even further upwards and makes it possible for them to cross large gaps along with the adult bros. In the overworld, Mario now always leads before Luigi, so Mario always uses {{button|ds|A}} while Luigi uses {{button|ds|B}}. Like Mario and Luigi, the player controls both Baby Mario and Baby Luigi simultaneously using the {{button|ds|pad}} while they are separated from their older selves, with Baby Mario leading before Baby Luigi. The two babies also have their own corresponding button - {{button|ds|X}} for Baby Mario and {{button|ds|Y}} for Baby Luigi. | ||
{{br}} | {{br}} | ||
====''Mario & Luigi: Bowser's Inside Story'' / ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey''==== | ====''Mario & Luigi: Bowser's Inside Story'' / ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey''==== | ||
[[File:MLBIS Action Command screenshot.png|thumb|[[Mario]] jumping towards [[Bowser]] in ''Mario & Luigi: Bowser's Inside Story'']] | [[File:MLBIS Action Command screenshot.png|thumb|[[Mario]] jumping towards [[Bowser]] in ''Mario & Luigi: Bowser's Inside Story'']] | ||
In ''[[Mario & Luigi: Bowser's Inside Story]]'' and ''[[Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey]]'', jumping in battles works similar to how it did in ''[[Mario & Luigi: Partners in Time]]'' when the adult brothers are with their infant counterparts; Mario and Luigi can perform two jumps with a well-timed action command, dealing twice the damage to enemies. In the overworld, jumping functions the same as it | In ''[[Mario & Luigi: Bowser's Inside Story]]'' and ''[[Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey]]'', jumping in battles works similar to how it did in ''[[Mario & Luigi: Partners in Time]]'' when the adult brothers are with their infant counterparts; Mario and Luigi can perform two jumps with a well-timed action command, dealing twice the damage to enemies. In the overworld, jumping functions the same as it did in ''Mario and Luigi: Partners in Time'', though there are also 2D side-scrolling segments that take place inside [[Bowser's body]], where the jumps use the mechanics of ''Mario & Luigi'' jumping in a typical ''Super Mario Bros.'' setting. | ||
====''Mario & Luigi: Dream Team''==== | ====''Mario & Luigi: Dream Team''==== | ||
[[File:MLDT JumpInstructions.png|thumb|left|Instructions on how to jump in battle from ''Mario & Luigi: Dream Team'']] | [[File:MLDT JumpInstructions.png|thumb|left|Instructions on how to jump in battle from ''Mario & Luigi: Dream Team'']] | ||
In ''[[Mario & Luigi: Dream Team]]'', the Jump attacks for Mario and Luigi are identical in gameplay to the ones in ''Mario & Luigi: Bowser's Inside Story'', down to the 2D areas, although in the [[Dream World]], successful Jump attacks cause several [[Luiginoid]]s to fall on to surrounding enemies after Mario attacks for extra damage. In the overworld, this game uses the Jump field action as | In ''[[Mario & Luigi: Dream Team]]'', the Jump attacks for Mario and Luigi are identical in gameplay to the ones in ''Mario & Luigi: Bowser's Inside Story'', down to the 2D areas, although in the [[Dream World]], successful Jump attacks cause several [[Luiginoid]]s to fall on to surrounding enemies after Mario attacks for extra damage. In the overworld, this game uses the Jump field action the same way as the previous two games, and features the Spin Jump and the [[Ball Hop]], a move very similar to the High Jump from ''Mario & Luigi: Superstar Saga'', and seems to be a combination of the aforementioned move and the [[Ball Bros.]] move from ''Mario & Luigi: Partners in Time''. The {{conjectural|Luiginoid Generator|Luiginary Work}} 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. | 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. | ||
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===''Super Mario Land 2: 6 Golden Coins''=== | ===''Super Mario Land 2: 6 Golden Coins''=== | ||
*'''Virtual Console manual description:''' ''Press {{button|3ds|A}} to jump up. Use {{button|3ds|Pad}} to adjust the height and trajectory. You can defeat many enemies by jumping on them.'' | *'''Virtual Console manual description:''' ''Press {{button|3ds|A}} to jump up. Use {{button|3ds|Pad}} to adjust the height and trajectory. You can defeat many enemies by jumping on them.'' | ||
===''Super Mario RPG: Legend of the Seven Stars''=== | |||
*'''Menu description:''' | |||
**''Flower Used 3'' | |||
**''Mg. Power 25'' | |||
**''Stomp foes! Press "Y" just before hit!'' | |||
====''Super Mario RPG'' (Nintendo Switch)==== | |||
*'''Battle menu description:''' ''Stomp foes! Push {{button|switch|A}} just before the hit!'' | |||
===''Mario & Luigi: Bowser's Inside Story''=== | ===''Mario & Luigi: Bowser's Inside Story''=== | ||
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==Gallery== | ==Gallery== | ||
{{main-gallery}} | |||
<gallery> | <gallery> | ||
Sm64jump.jpg|''Super Mario 64'' | Sm64jump.jpg|''Super Mario 64'' | ||
Mario and Luigi jumping NSMB artwork.png|''New Super Mario Bros.'' | Mario and Luigi jumping NSMB artwork.png|''New Super Mario Bros.'' | ||
Luigi Artwork (alt) - Super Mario 3D World.png|''Super Mario 3D World'' | Luigi Artwork (alt) - Super Mario 3D World.png|''Super Mario 3D World'' | ||
NSMBUD Mariojump.png|''New Super Mario Bros. U Deluxe'' | NSMBUD Mariojump.png|''New Super Mario Bros. U Deluxe'' | ||
Mario Artwork TSMBM.png|''The Super Mario Bros. Movie'' | |||
</gallery> | </gallery> | ||
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|JapR=Janpu | |JapR=Janpu | ||
|JapM=Jump | |JapM=Jump | ||
|Chi=跳 | |||
|ChiR=Tiào | |||
|ChiM=Jump | |||
|Dut=Springen<br>Sprong | |Dut=Springen<br>Sprong | ||
|DutM=To jump<br>Jump | |DutM=To jump<br>Jump | ||
| | |Fre=Sauter<br>Saut | ||
| | |FreM=To jump<br>Jump | ||
|Ger=Springen<br>Sprung | |Ger=Springen<br>Sprung | ||
|GerM=To jump<br>Jump | |GerM=To jump<br>Jump |
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