Super move: Difference between revisions

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m (LinkTheLefty moved page Supercharge to Super move: Collective name of three different but similarly-activated attacks.)
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[[File:Dixierambi.gif|thumb|right|[[Rambi the Rhino|Rambi]] using his '''Supercharge'''.]]
[[File:Dixierambi.gif|thumb|right|[[Rambi the Rhino|Rambi]] using his '''Supercharge'''.]]
The '''super move'''<ref>''Donkey Kong Country 2: Diddy's Kong Quest'' instruction booklet, page 9.</ref> is a special ability used by certain [[Animal Friends]]. The moves need to be charged up and can be used to help the [[Kong]]s reach or unveil new areas. It first appears in ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'' and later in [[Donkey Kong Country 3: Dixie Kong's Double Trouble!|its sequel]]. To perform this on the [[Super Nintendo Entertainment System|Super Nintendo]], the player must hold down the {{button|snes|A}} and release it, whereas on the [[Game Boy Advance]], the player must hold down the {{button|gba|R}}. So far, three Animal Friends can do a super move. [[Rambi the Rhino]]'s "Supercharge"<ref>"''Press and hold the 'A' button to power him up, then release it for his Supercharge. Use this to destroy enemies and break open hidden doors!''" - [[Wrinkly Kong]], ''Donkey Kong Country 2: Diddy's Kong Quest''</ref> makes him run continuously until he hits an unbreakable wall. During his run, he can defeat numerous enemies at once. It also allows him to break through walls, allowing him to access [[Bonus Area]]s. [[Enguarde the Swordfish]]'s "Superstab"<ref>"''Press the 'A' button to power him up, then release it for his Superstab. Use this to break open hidden doors!''" - [[Wrinkly Kong]], ''Donkey Kong Country 2: Diddy's Kong Quest''</ref> is very similar to Rambi's; like Rambi, the move allows him to access underwater Bonus Areas and swim continuously until he hits an unbreakable wall. [[Rattly the Rattlesnake]]'s "Superjump"<ref>"''Press the 'A' button to power him up, then release it to activate his Superjump. Use this to access normally
The '''super move'''<ref>''Donkey Kong Country 2: Diddy's Kong Quest'' instruction booklet, page 9.</ref> is a special ability used by certain [[Animal Friends]]. The moves need to be charged up and can be used to help the [[Kong]]s reach or unveil new areas. It first appears in ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'' and later in [[Donkey Kong Country 3: Dixie Kong's Double Trouble!|its sequel]]. To perform this on the [[Super Nintendo Entertainment System|Super Nintendo]], the player must hold down {{button|snes|A}} and release it, whereas on the [[Game Boy Advance]], the player must hold down {{button|gba|R}}. So far, three Animal Friends can do a super move. [[Rambi the Rhino]]'s "Supercharge"<ref>"''Press and hold the 'A' button to power him up, then release it for his Supercharge. Use this to destroy enemies and break open hidden doors!''" - [[Wrinkly Kong]], ''Donkey Kong Country 2: Diddy's Kong Quest''</ref> makes him run continuously until he hits an unbreakable wall. During his run, he can defeat numerous enemies at once. It also allows him to break through walls, allowing him to access [[Bonus Area]]s. [[Enguarde the Swordfish]]'s "Superstab"<ref>"''Press the 'A' button to power him up, then release it for his Superstab. Use this to break open hidden doors!''" - [[Wrinkly Kong]], ''Donkey Kong Country 2: Diddy's Kong Quest''</ref> is very similar to Rambi's; like Rambi, the move allows him to access underwater Bonus Areas and swim continuously until he hits an unbreakable wall. [[Rattly the Rattlesnake]]'s "Superjump"<ref>"''Press the 'A' button to power him up, then release it to activate his Superjump. Use this to access normally
unreachable areas.''" - [[Wrinkly Kong]], ''Donkey Kong Country 2: Diddy's Kong Quest''</ref> is quite different; instead of dashing like Rambi or Enguarde, he jumps much higher than usual, allowing to reach areas and take objects located at greater heights.
unreachable areas.''" - [[Wrinkly Kong]], ''Donkey Kong Country 2: Diddy's Kong Quest''</ref> is quite different; instead of dashing like Rambi or Enguarde, he jumps much higher than usual, allowing to reach areas and take objects located at greater heights.



Revision as of 17:07, December 13, 2014

Rambi using his Supercharge.

The super move[1] is a special ability used by certain Animal Friends. The moves need to be charged up and can be used to help the Kongs reach or unveil new areas. It first appears in Donkey Kong Country 2: Diddy's Kong Quest and later in its sequel. To perform this on the Super Nintendo, the player must hold down A Button and release it, whereas on the Game Boy Advance, the player must hold down R Button. So far, three Animal Friends can do a super move. Rambi the Rhino's "Supercharge"[2] makes him run continuously until he hits an unbreakable wall. During his run, he can defeat numerous enemies at once. It also allows him to break through walls, allowing him to access Bonus Areas. Enguarde the Swordfish's "Superstab"[3] is very similar to Rambi's; like Rambi, the move allows him to access underwater Bonus Areas and swim continuously until he hits an unbreakable wall. Rattly the Rattlesnake's "Superjump"[4] is quite different; instead of dashing like Rambi or Enguarde, he jumps much higher than usual, allowing to reach areas and take objects located at greater heights.

References

  1. ^ Donkey Kong Country 2: Diddy's Kong Quest instruction booklet, page 9.
  2. ^ "Press and hold the 'A' button to power him up, then release it for his Supercharge. Use this to destroy enemies and break open hidden doors!" - Wrinkly Kong, Donkey Kong Country 2: Diddy's Kong Quest
  3. ^ "Press the 'A' button to power him up, then release it for his Superstab. Use this to break open hidden doors!" - Wrinkly Kong, Donkey Kong Country 2: Diddy's Kong Quest
  4. ^ "Press the 'A' button to power him up, then release it to activate his Superjump. Use this to access normally unreachable areas." - Wrinkly Kong, Donkey Kong Country 2: Diddy's Kong Quest