Spin Jump

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Not to be confused with Spin.
This article is about the ability to do a jump with a spin. For the move known as the Spin Jump in the Paper Mario series, see Ground Pound. For the move in the Mario & Luigi series of the same name, see Spin Jump (Mario & Luigi series).
Artwork of Mario doing a Spin Jump in Super Mario Sunshine
Mario performing the Spin Jump
“If you rotate the Control Stick before pressing A Button, you can do a Spin Jump!”
FLUDD, Super Mario Sunshine

The Spin Jump, also referred to as the Whirlwind Jump,[1] is a special move that lets the player character, as the name suggests, spin while jumping. Most of the time, it reaches a different height from the standard jump, and may offer protection against enemies and obstacles that would otherwise be harmful to land on.

History

Super Mario series

Super Mario World

Mario Spinning
Cape Mario spin-jumping through Star World 1 in Super Mario World
Caped Mario spin-jumping on some Rotating Blocks

The Spin Jump first makes its appearance in Super Mario World, where Mario or Luigi can spin-jump when the A Button button is pressed. The Spin Jump can instantly defeat most stomp-able enemies such as Goombas and Koopa Troopas, while allowing Mario or Luigi to bounce on spiky or hazardous enemies, such as Spinies and Chainsaws, without taking damage. It is possible to gain height from spin-jumping on enemies, though not as much as a regular jump. If Mario or Luigi is at least in his Super form, Spin Jumps can break Rotating Blocks from above. Furthermore, if either brother is in his Fire form, doing a Spin Jump will scatter fireballs rapidly in both directions, and if either brother is in his Caped form, he will perform a Cape Spin.[2] If Mario or Luigi rides Yoshi while spin-jumping, he can break Rotating Blocks from above while riding Yoshi.

In the Super NES Nintendo Player's Guide, the words "Spin Jump" and "Double Jump" are used interchangeably to refer to a Yoshi Boost. The name for the Spin Jump itself was retained in the guide.[3]

Super Mario Land 2: 6 Golden Coins

The Spin Jump also appears in Super Mario Land 2: 6 Golden Coins. As Super Mario or Fire Mario, the player can hold +Control Pad down and then press A Button, or +Control Pad down while in midair; Mario then either spin-jumps or spins in midair. Mario can hit or break blocks from above with this move (like with the Ground Pound). He can also destroy Koopa Troopas, Koopa Shells, and some multiple-hit enemies by landing on them with it, but other than that, the Spin Jump does not have quite the same power that it does in Super Mario World—it will function the same way as a normal jump when Mario lands on other enemies or hazards with it. This ability cannot be performed when Mario is Small Mario or Bunny Mario.

Super Mario 64 / Super Mario 64 DS

Another use for the Spin Jump is found in Super Mario 64 and Super Mario 64 DS when a character jumps on top of a Spindrift or Fly Guy or into a tornado. Luigi also uses it when he is coming down from a Backward Somersault. Also, in a pre-release video of Super Mario 64, Mario could activate a Spin Jump while doing a Triple Jump (it is unknown if doing a Triple Jump first is required). It looks identical to the spinning descent performed after the player jumps on a Fly Guy or Spindrift.

Super Mario Sunshine

In Super Mario Sunshine, the player can also use the Spin Jump at any time by rotating Control Stick and then jumping, or by rotating Control Stick while Mario is in midair. If Mario spin-jumps in this game, then any goop attached to him will gradually disappear from him. Mario can also perform a move called the Sprinkler Squirt by doing a Spin Jump while using FLUDD's Squirt Nozzle or Turbo Nozzle.

New Super Mario Bros.

Mario or Luigi can also spin-jump in New Super Mario Bros. when he jumps off a Spin Block. While spinning, he falls slower. Attempting to ground-pound in this state will cause him to spin downwards rapidly in a drill-like motion, known as the Drill Spin, which carries into later New Super Mario Bros. games.

Super Mario Galaxy

A different type of Spin Jump appears in Super Mario Galaxy. It is just like the normal spin, except it is done in midair, giving Mario or Luigi a little height in his jump. Ground-pounding while doing this causes Mario or Luigi to perform a homing stomp attack, which carries into the sequel.

In some levels of the game, if the player gets trapped in a tornado and spins inside it, the player will propel up high in the air and gently float down in a "helicopter-like" fashion, like with the Spin Jump from Super Mario 64 and Super Mario Sunshine.

New Super Mario Bros. Wii

E3 2009 screenshot of the characters in their Propeller Suits in New Super Mario Bros. Wii.
Early screenshot of Blue Toad and Yellow Toad using the Spin Jump in their Propeller forms

The Spin Jump is also usable in New Super Mario Bros. Wii. Unlike in the previous game, the player can spin-jump at any time by shaking the Wii Remote. It functions nearly the same as in Super Mario World, although Mario will still take damage from spin-jumping on spiked or fiery enemies. The two new characters, Yellow Toad and Blue Toad, are also capable of using the Spin Jump. It makes a very distinct sound if it is used to defeat an enemy.

The Spin Jump can also be used to get rid of area-obscuring clouds as well as fog produced by a new enemy, Foo, and it activates the new Propeller Suit. If the Spin Jump is used with the Propeller Suit's ability, ground-pounding by pressing down on the D-pad will perform a Drill Spin for as long as the down button is held. If the Spin Jump is used while the character is powered up with a Fire Flower or Ice Flower, the character will shoot one fireball or Ice Ball, respectively, in either direction. The Spin Jump can also be used in midair without the Propeller Suit to gain a little extra hang time; if the Wii Remote is shaken when in midair, the character will twirl, extending the horizontal distance of his jump or fall. Also, when the player spin-jumps in front of a flower, it will drop a coin. If the Spin Jump is used with a Mini Mushroom, spinning in the air will allow the player to fall slowly enough to wall-jump up one wall.

Super Mario Galaxy 2

The Spin Jump returns in Super Mario Galaxy 2, behaving exactly the same as in Super Mario Galaxy.

New Super Mario Bros. U / New Super Luigi U / New Super Mario Bros. U Deluxe

The Spin Jump functions the same in New Super Mario Bros. U, New Super Luigi U, and New Super Mario Bros. U Deluxe as it did in New Super Mario Bros. Wii. Additionally, if the player uses the Spin Jump in midair while gliding in Flying Squirrel form, their character will perform a midair jump and descend slowly. With a P-Acorn, the player can do these midair jumps indefinitely. Also, while the player is in Flying Squirrel form, the Spin Jump from the ground goes higher than the standard Spin Jump.

Super Mario 3D World / Super Mario 3D World + Bowser's Fury

The Spin Jump returns in Super Mario 3D World and its port, being performed the same way it was in Super Mario Sunshine, by rotating Nunchuk Control Stick and then jumping. The player will spin in place upon rotating the Control Stick, signifying that a Spin Jump can be performed during this spin. It is the highest jump any of the characters can perform, and it is also capable of slowing the player's descent. The Spin Jump will also be performed if a player jumps on another player in midair.

Super Mario Maker / Super Mario Maker for Nintendo 3DS

In Super Mario Maker and Super Mario Maker for Nintendo 3DS, spin-jumping can be used in the Super Mario World and New Super Mario Bros. U styles. In both styles, it can be used to jump on most spiked enemies. It retains its ability to break Rotating Blocks and defeat certain enemies such as Galoombas and Koopa Troopas in the Super Mario World style. The midair spin also returns in the New Super Mario Bros. U style.

Super Mario Odyssey

In Super Mario Odyssey, Mario performs the same Spin Jump move from Super Mario 64 when he jumps off a Hat Trampoline. He can also perform the variant seen in Super Mario Sunshine and Super Mario 3D World when the player rotates the Control Stick (which makes him spin in place) and then performs any jump. If Mario ground-pounds after spin-jumping, he will perform the Drill Spin from New Super Mario Bros. Pressing Y Button while spinning Control Stick will cause a Spin Throw to be performed instead.

There are also twisters present that spin Mario as well, similar to the tornadoes in Super Mario 64, Super Mario Galaxy, and Super Mario Galaxy 2 and the whirlwinds in the Mario & Luigi series.

Super Mario Maker 2

In Super Mario Maker 2, the Spin Jump and midair spin return with the same properties as in the game's predecessor. In the Super Mario 3D World style, the Spin Jump from that game can be performed by pressing B Button and one of the shoulder buttons (L Button, R Button, ZL Button, or ZR Button) while holding ↑ on Left Stick.

Mario Kart series

In the Mario Kart series, the player can use a Cape Feather to perform a Spin Jump, which also allows them to perform a Jump Boost.

Super Smash Bros. series

In the Super Smash Bros. series, Mario, Dr. Mario, and Luigi use moves known as Mario Tornado, Dr. Tornado, and Luigi Cyclone, respectively. These moves look similar to and could be based on the Spin Jump.

Paper Mario series

The Spin Jump appears as a Battle Card in Paper Mario: Color Splash. It uses red paint and has both a standard and Big variant. When using the move, Mario jumps above the targeted enemy and begins to spin. When A is pressed, Mario will slam downwards onto the enemy. A shockwave is created with a Nice or better Action Command, increasing in size with Great or Excellent, that deals half damage to other enemies. Unlike the Hammer cards, the shockwave can hit floating or aerial enemies. The jump can also hit spiked enemies without damaging Mario.

Mario & Luigi series

In Mario & Luigi: Superstar Saga, the Spin Jump is the inspiration for the Bros. Attack called Splash Bros. A technique of the same name appears in all titles of the series besides Mario & Luigi: Paper Jam, though it acts as a means of crossing wide gaps instead of an attack. Mario also performs a quick Spin Jump when greeting Popple and Rookie in the Woohoo Hooniversity.

Mario Sports Mix

In Mario Sports Mix, the Spin Jump is used as a tactic for blocking shots in basketball. While Mario is capable of performing this move, more characters are also able to perform this move such as Toad, Princess Peach, and Yoshi (though the latter two have variations of the move such as adding hearts or using a tongue as a part of the attack).

Mario & Sonic at the Olympic Winter Games

In the Nintendo DS version of Mario & Sonic at the Olympic Winter Games, the Spin Jump appears as Mario's special boost in Rocket Ski Jumping, where it is referred to as the Spinning Jump.

Official profiles

Super Mario Land 2: 6 Golden Coins

  • Virtual Console manual description: "To spin-jump, press +Control Pad down in midair. Spin jumps allow you to break blocks and defeat enemies. You can still pick up items and coins while spin jumping.

Note: Some blocks cannot be broken."

Super Mario Sunshine

  • Instruction booklet description: "Rotate Control Stick in a circle one time and press A Button to perform a high-flying Spin Jump."

Names in other languages

Language Name Meaning
Japanese スピンジャンプ
Supin Janpu
Spin Jump

Chinese (simplified) 旋转跳
Xuánzhuǎn Tiào
Spin Jump

Chinese (traditional) 旋轉跳
Xuánzhuǎn Tiào
Spin Jump

German Drehsprung (Super Mario World)
Wirbelsprung (SML2, M&L-games)
Spin Jump
Whirl Jump
Italian Salto con Rotazione[6]
Salto rotante[7]
Salto Avvitato
Jump with Rotation
Rotating jump
Screw Jump
Korean 스핀 점프
Seupin Jeompeu
Spin Jump

Portuguese Salto Giratório
Spinning Jump
Romanian Sărit în Spirală
Spiral Jump
Spanish Salto Giro (Super Mario World, Super Mario Land 2: 6 Golden Coins, Super Mario Galaxy, Super Mario Galaxy 2, and Super Mario Maker for Nintendo 3DS)
Salto de Giro
Salto con Giro (Mario & Luigi: Partners in Time)
Spin Jump

References

  1. ^ Hamm & Rudolf GmbH, Frankfurt. Super Game Boy Player's Guide. Page 21.
  2. ^ M. Arakawa. Nintendo Mario Mania Player's Guide. Pages 50 and 51.
  3. ^ "Break the Blocks above the key using a Spin Jump and use the key on the keyhole." – Super NES Nintendo Player's Guide, page 13.
  4. ^ Super Mario Galaxy instruction booklet, French segment
  5. ^ Super Mario Galaxy 2 move pamphlet, French side
  6. ^ Super Mario World Italian instruction booklet, page 12.
  7. ^ Super Mario World: Super Mario Advance 2 European instruction booklet, page 111.