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Bubbles in ''[[Super Mario Run]]'' serve as extra lives for the player, essentially replacing [[1-Up Mushroom]]s. Unlike in previous games, they are not carried over between levels. Each level starts the player off with two bubbles. If the player is defeated, they are encased in one of these bubbles and get launched to the left. Once the bubble slows down, they float slowly leftward on a set path. The path is the level's primary path, avoiding any hard to reach areas. The player can float for as long as they want, stopping at the beginning of the level, to access prior areas. Time does not count down while inside a bubble. At any point past the launch the player can pop the bubble by tapping the screen, returning to normal gameplay. The player falls straight down unless they interrupt the fall with a [[Midair Spin]] or other action. They are briefly invincible after leaving the bubble. If the player loses all of their bubbles and dies, they fail the level and have to restart from the beginning. [[Time]] running out ignores remaining bubbles and defeats the player.  
Bubbles in ''[[Super Mario Run]]'' serve as extra lives for the player, essentially replacing [[1-Up Mushroom]]s. Unlike in previous games, they are not carried over between levels. Each level starts the player off with two bubbles. If the player is defeated, they are encased in one of these bubbles and get launched to the left. Once the bubble slows down, they float slowly leftward on a set path. The path is the level's primary path, avoiding any hard to reach areas. The player can float for as long as they want, stopping at the beginning of the level, to access prior areas. Time does not count down while inside a bubble. At any point past the launch the player can pop the bubble by tapping the screen, returning to normal gameplay. The player falls straight down unless they interrupt the fall with a [[Midair Spin]] or other action. They are briefly invincible after leaving the bubble. If the player loses all of their bubbles and dies, they fail the level and have to restart from the beginning. [[Time]] running out ignores remaining bubbles and defeats the player.  


The player can manually activate a bubble by tapping the bubble icon at the top left corner of the screen, which skips to the floating portion. This first forces the player onto the primary path before the backward floating begins, and invincibility is not granted after leaving. If the player tries to exit a bubble while passing through a solid object, the bubble will jolt up or down instead. If the bubble is floating downward, it instead jolts left and right. Extra bubbles can be found in [[? Block]]s. Obtaining one this way stops all movement identically to obtaining a power-up. [[Easy Mode]] allows the player to use infinite bubbles.
The player can manually activate a bubble by tapping the bubble icon at the top left corner of the screen, which skips to the floating portion. This first forces the player onto the primary path before the backward floating begins, and invincibility is not granted after leaving. If the player tries to exit a bubble while passing through a solid object, the bubble will jolt up or down instead. If the bubble is floating downward, it instead jolts left and right. Extra bubbles can be found in [[? Block]]s. [[Easy Mode]] allows the player to use infinite bubbles.


Bubbles can float past [[pipe]]s, but they cannot go through doors. Therefore, in [[Ghost House]]s or the exterior of a [[Tower]], bubbles instead float to near the start of the room. Bubbles do not leave a room with [[Boom Boom]], instead floating to the center.  
Bubbles can float past [[pipe]]s, but they cannot go through doors. Therefore, in [[Ghost House]]s or the exterior of a [[Tower]], bubbles instead float to near the start of the room. Bubbles do not leave a room with [[Boom Boom]], instead floating to the center.  
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====''Super Mario Party''====
====''Super Mario Party''====
Bubbles in ''[[Super Mario Party]]'' are what allies travel down in when summoned by the player using an [[Ally Phone]] or landing on an [[Ally Space]]. The bubble pops upon touching the ground.
Bubbles in ''[[Super Mario Party]]'' are what allies travel down in when summoned by the player using an [[Ally Phone]] or landing on an [[Ally Space]]. The bubble pops upon touching the ground.
====''Super Mario Party Jamboree''====
Bubbles appear in ''[[Super Mario Party Jamboree]]''{{'}}s Bowser Kaboom Squad mode. Players are placed in a bubble if they come into contact with [[Impostor Bowser]]. They can be revived directly by other players.


===''Donkey Kong Country: Tropical Freeze''===
===''Donkey Kong Country: Tropical Freeze''===
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Starting from the version 3.0.0 update, bubbles can be popped earlier by constantly tapping the screen.
Starting from the version 3.0.0 update, bubbles can be popped earlier by constantly tapping the screen.
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===''Mario vs. Donkey Kong'' (Nintendo Switch)===
[[File:MarioVsDKSwitchCasualMode2.jpg|right|thumb|250px|Mario floating back to a [[Checkpoint Flag]] while in a bubble]]
In the [[Nintendo Switch]] version of ''[[Mario vs. Donkey Kong (Nintendo Switch)|Mario vs. Donkey Kong]]'', bubbles are only used in the [[Easy Mode|Casual]] play style, and are used to transport the player back to the last active [[Checkpoint Flag]] if they end up in situations where they would be normally defeated in Classic. However, the player has a limited supply of five bubbles, with one being used up if they are bubbled back to a checkpoint. Touching any hazard while having no bubbles left will cause the player to instead lose a life.
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