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{{about|the obstacle| | {{about|the obstacle|the move in [[Super Mario RPG: Legend of the Seven Stars]]|[[Skewer (move)]]|[[Ridley]]'s special move in [[Super Smash Bros. Ultimate]]|[[Ridley#Skewer|Ridley § Skewer]]|the obstacle also called a piston|[[jack]]}} | ||
{{ | {{species infobox | ||
|image=[[File:SMM-NSMBUSkewer.png | |image=[[File:SMM-NSMBUSkewer.png]] | ||
|first_appearance=''[[Super Mario World]]'' ([[List of games by date#1990|1990]]) | |first_appearance=''[[Super Mario World]]'' ([[List of games by date#1990|1990]]) | ||
|latest_appearance=''[[Mario Party Superstars]]'' ([[List of games by date#2021|2021]]) | |latest_appearance=''[[Mario Party Superstars]]'' ([[List of games by date#2021|2021]]) | ||
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}} | }} | ||
'''Skewers''' (also known as '''Spikes'''<ref>{{cite|title=Nintendo ''[[Mario Mania]]'' Player's Guide|date=August 1991|publisher=Nintendo of America|language=en-us|page=142-143, 147}}</ref> and '''Spike Pillars'''<ref>{{cite|author=von Esmarch, Nick|title=''Super Mario 3D Land'' PRIMA Official Game Guide|page=49, 50, 88|isbn=978-0-307-89386-4|date=November 13, 2011|publisher=[[Prima Games]]|language=en-us}}</ref><ref>''Super Mario Maker'' series in-game text (British English version)</ref>) are gray, blue, black or green metallic pillars with spikes on them, serving as major, indestructible course obstacles. They primarily appear in castle and tower levels, usually later in the game, with some exceptions. First appearing in ''[[Super Mario World]]'', their attack patterns are moving in a single direction, either vertically or horizontally, and they can either power-down [[Mario]] if they touch him or crush him for an instant life loss. In ''[[Super Mario World: Super Mario Advance 2]]'' and later titles, however, the Skewers can only power-down Mario. Unlike some other obstacles of the same manner, Mario can run through them if he is invincible or is undergoing post-damage invincibility frames. | '''Skewers''' (also known as '''Spikes'''<ref>{{cite|title=Nintendo ''[[Mario Mania]]'' Player's Guide|date=August 1991|publisher=Nintendo of America|language=en-us|page=142-143, 147}}</ref> and '''Spike Pillars'''<ref>{{cite|author=von Esmarch, Nick|title=''Super Mario 3D Land'' PRIMA Official Game Guide|page=49, 50, 88|isbn=978-0-307-89386-4|date=November 13, 2011|publisher=[[Prima Games]]|language=en-us}}</ref><ref>''Super Mario Maker'' series in-game text (British English version)</ref>) are gray, blue, black or green metallic pillars with spikes on them, serving as major, indestructible course obstacles. They primarily appear in castle and tower levels, usually later in the game, with some exceptions. First appearing in ''[[Super Mario World]]'', their attack patterns are moving in a single direction, either vertically or horizontally, and they can either power-down [[Mario]] if they touch him or crush him for an instant life loss. In ''[[Super Mario World: Super Mario Advance 2]]'' and later titles, however, the Skewers can only power-down Mario. Unlike some other obstacles of the same manner, Mario can run through them if he is invincible or is undergoing post-damage invincibility frames. | ||
==History== | ==History== | ||
===''Super Mario'' series=== | ===''Super Mario'' series=== | ||
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====''New Super Mario Bros.''==== | ====''New Super Mario Bros.''==== | ||
[[File:6-Tower NSMB.png|thumb|Horizontal Skewers from {{world|6|towern}} in ''New Super Mario Bros.'']] | [[File:6-Tower NSMB.png|thumb|Horizontal Skewers from {{world|6|towern}} in ''New Super Mario Bros.'']] | ||
Skewers return in ''[[New Super Mario Bros.]]'', which also introduces horizontally moving ones. They are now metallic military green with uniform yellow spikes on the front and sides of them, and they are rendered as static sprites. Due to their material being different, their thuds sound like a metallic gate slamming. They appear only in {{world link|3|castlen|World 3-Castle (New Super Mario Bros.)}} and {{world link|6|towern|World 6-Tower (New Super Mario Bros.)}}, though they are the main obstacles of both levels. Unlike in ''Super Mario World'', they are not treated as solid objects and cannot instantly take out Mario, unless he is [[Small Mario|small]] or [[Mini Mario (form)|mini]]. Additionally, [[Shell Mario]] can crouch in a Skewer's path without taking damage, and [[Mega Mario]] can walk past Skewers without taking any damage. | Skewers return in ''[[New Super Mario Bros.]]'', which also introduces horizontally moving ones. They are now metallic military green with uniform yellow spikes on the front and sides of them, and they are rendered as static sprites. Due to their material being different, their thuds sound like a metallic gate slamming. They appear only in {{world-link|3|castlen|World 3-Castle (New Super Mario Bros.)}} and {{world-link|6|towern|World 6-Tower (New Super Mario Bros.)}}, though they are the main obstacles of both levels. Unlike in ''Super Mario World'', they are not treated as solid objects and cannot instantly take out Mario, unless he is [[Small Mario|small]] or [[Mini Mario (form)|mini]]. Additionally, [[Shell Mario]] can crouch in a Skewer's path without taking damage, and [[Mega Mario]] can walk past Skewers without taking any damage. | ||
In {{world|3|castlen}}, vertical Skewers are the first obstacles encountered in the course, and they are encountered throughout the room, taking approximately 9 in-game seconds to cycle through their patterns. A total of sixteen of them appear in the course. The fifth Skewer goes in the path of the first [[Star Coin]], where Mario must go down to collect it, though he can hide in the crevice to avoid the Skewer. The sixth Skewer faces upward and activates sooner than the seventh one; in between them are [[Donut Block]]s. Past the [[Checkpoint Flag|checkpoint]], Skewers appear past the [[Whomp]]s, where an upward facing one penetrates through Donut Blocks and the rest appear in a row, smashing the ground at different times and being a mix between downward and upward facing ones. The last three Skewers in the row do not have safe areas, requiring Mario to run through them. An upward facing Skewer is found before the boss door. Finally, the third Star Coin is guarded by spikes and a Skewer. | In {{world|3|castlen}}, vertical Skewers are the first obstacles encountered in the course, and they are encountered throughout the room, taking approximately 9 in-game seconds to cycle through their patterns. A total of sixteen of them appear in the course. The fifth Skewer goes in the path of the first [[Star Coin]], where Mario must go down to collect it, though he can hide in the crevice to avoid the Skewer. The sixth Skewer faces upward and activates sooner than the seventh one; in between them are [[Donut Block]]s. Past the [[Checkpoint Flag|checkpoint]], Skewers appear past the [[Whomp]]s, where an upward facing one penetrates through Donut Blocks and the rest appear in a row, smashing the ground at different times and being a mix between downward and upward facing ones. The last three Skewers in the row do not have safe areas, requiring Mario to run through them. An upward facing Skewer is found before the boss door. Finally, the third Star Coin is guarded by spikes and a Skewer. | ||
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====''New Super Mario Bros. Wii''==== | ====''New Super Mario Bros. Wii''==== | ||
[[File:NSMBW World 6-T Screenshot.png|thumb|left|200px|A giant Skewer in {{world link|6|tower|World 6-Tower (New Super Mario Bros. Wii)|World 6-Tower}}, from ''[[New Super Mario Bros. Wii]]''.]] | [[File:NSMBW World 6-T Screenshot.png|thumb|left|200px|A giant Skewer in {{world-link|6|tower|World 6-Tower (New Super Mario Bros. Wii)|World 6-Tower}}, from ''[[New Super Mario Bros. Wii]]''.]] | ||
Skewers, referred to as '''pistons''' in the [[Prima Games|Prima]] game guide,<ref>{{cite|author=Bueno, Fernando|title=''New Super Mario Bros. Wii'' PRIMA Official Game Guide|page=88, 121, 148, 149|language=en-us|date=November 15, 2009|publisher=[[Prima Games]]|isbn=978-0-307-46592-4}}</ref> make a comeback in ''[[New Super Mario Bros. Wii]]'', where their coloration is black and they now spin as they move. In addition, their spikes are patterned through out the pillar rather than uniformly aligned on the front and sides of it. The game introduces a very long and extremely fast Skewer that runs along the floor for the length of a long room in {{world link|4|castle|World 4-Castle (New Super Mario Bros. Wii)}}, and very large vertical ones in {{world link|6|tower|World 6-Tower (New Super Mario Bros. Wii)}} and {{world link|7|castle|World 7-Castle (New Super Mario Bros. Wii)}}. The sound they make is that of a large sliding gate slamming. The three levels are the only appearances of Skewers in the game. | Skewers, referred to as '''pistons''' in the [[Prima Games|Prima]] game guide,<ref>{{cite|author=Bueno, Fernando|title=''New Super Mario Bros. Wii'' PRIMA Official Game Guide|page=88, 121, 148, 149|language=en-us|date=November 15, 2009|publisher=[[Prima Games]]|isbn=978-0-307-46592-4}}</ref> make a comeback in ''[[New Super Mario Bros. Wii]]'', where their coloration is black and they now spin as they move. In addition, their spikes are patterned through out the pillar rather than uniformly aligned on the front and sides of it. The game introduces a very long and extremely fast Skewer that runs along the floor for the length of a long room in {{world-link|4|castle|World 4-Castle (New Super Mario Bros. Wii)}}, and very large vertical ones in {{world-link|6|tower|World 6-Tower (New Super Mario Bros. Wii)|World 6-Tower}} and {{world-link|7|castle|World 7-Castle (New Super Mario Bros. Wii)}}. The sound they make is that of a large sliding gate slamming. The three levels are the only appearances of Skewers in the game. | ||
As in ''New Super Mario Bros.'', Skewers get introduced in a water-themed castle level, {{world|4|castle}}, though the ones featured in this level are horizontal Skewers. The first room contains 3 pairs of horizontal Skewers that slam against each other with a cycle of approximately 8 in-game seconds; players need to use [[Chain-Link|fence]]s to climb and avoid them as well as use areas they can safely duck in while the Skewers activate. The second room features six Skewers that slam against walls, with varying speeds. The first Skewer is the slowest one in the room, while the rest are faster, cycling in approximately 5 in-game seconds. Before the [[Warp Pipe]] to the third room, a pair of Skewers alternate between their activation. Past the third room, a very long and fast horizontal Skewer shoots through the length of the room; this Skewer makes a warning sound to indicate players when it is going to activate, makes a whirling when it moves, and players can avoid it by ducking or by jumping on moving platforms. This Skewer takes approximately 13 in-game seconds to cycle through. | As in ''New Super Mario Bros.'', Skewers first get introduced in a water-themed castle level, {{world|4|castle}}, though the ones featured in this level are horizontal Skewers. The first room contains 3 pairs of horizontal Skewers that slam against each other with a cycle of approximately 8 in-game seconds; players need to use [[Chain-Link|fence]]s to climb and avoid them as well as use areas they can safely duck in while the Skewers activate. The second room features six Skewers that slam against walls, with varying speeds. The first Skewer is the slowest one in the room, while the rest are faster, cycling in approximately 5 in-game seconds. Before the [[Warp Pipe]] to the third room, a pair of Skewers alternate between their activation. Past the third room, a very long and fast horizontal Skewer shoots through the length of the room; this Skewer makes a warning sound to indicate players when it is going to activate, makes a whirling when it moves, and players can avoid it by ducking or by jumping on moving platforms. This Skewer takes approximately 13 in-game seconds to cycle through. | ||
In {{world|6|Tower}}, two gigantic vertical Skewers that slam into each other are the main obstacle of the level, where players need to climb the tower while avoiding them. The first giant Skewer faces upward, while the second one faces downward. Similar to the long horizontal Skewer in {{world|4|castle}}, the two giant Skewers make a warning sound to alert players they are going to activate, and they both make a whirling sound when going up and down. The area where both of them meet is where players can find the Checkpoint Flag. These Skewers take approximately 17 seconds to cycle through their activation. Two Skewers are also featured in the [[ | In {{world|6|Tower}}, two gigantic vertical Skewers that slam into each other are the main obstacle of the level, where players need to climb the tower while avoiding them. The first giant Skewer faces upward, while the second one faces downward. Similar to the long horizontal Skewer in {{world|4|castle}}, the two giant Skewers make a warning sound to alert players they are going to activate, and they both make a whirling sound when going up and down. The area where both of them meet is where players can find the Checkpoint Flag. These Skewers take approximately 17 seconds to cycle through their activation. Two Skewers are also featured in the [[Morton Koopa Jr.]] tower boss fight, where they slam in the left and right parts of the stage; these ones move slower than the other Skewers in the game. | ||
{{world|7|castle}} features the most Skewers in the game, having a total of 38 Skewers, 6 of them being gigantic Skewers. The first two Skewers encountered in the level are gigantic similar to the ones in {{world|6|Tower}}, even taking the same amount of time to complete its cycle. The next Skewers are normal-sized, vertical pairs that slam into each other with a cycle of approximately 5 in-game seconds, where one Skewer in the area before the Checkpoint Flag is a very fast one that goes downward, which takes approximately 3 in-game seconds to complete its cycle. Giant Skewers do not appear until past a pair of [[Sledge Bro]]s., and two of them appear in a hidden Warp Pipe where second Star Coin is located. Past two Skewers slamming against each other is a long line of Skewers, mixed with alternating upward and downward facing Skewers, which activate at the same time with a cycle of 8 in-game seconds. In some places with downward-facing Skewers, marked by the arrow sign, players can duck to avoid them. | {{world|7|castle}} features the most Skewers in the game, having a total of 38 Skewers, 6 of them being gigantic Skewers. The first two Skewers encountered in the level are gigantic similar to the ones in {{world|6|Tower}}, even taking the same amount of time to complete its cycle. The next Skewers are normal-sized, vertical pairs that slam into each other with a cycle of approximately 5 in-game seconds, where one Skewer in the area before the Checkpoint Flag is a very fast one that goes downward, which takes approximately 3 in-game seconds to complete its cycle. Giant Skewers do not appear until past a pair of [[Sledge Bro]]s., and two of them appear in a hidden Warp Pipe where second Star Coin is located. Past two Skewers slamming against each other is a long line of Skewers, mixed with alternating upward and downward facing Skewers, which activate at the same time with a cycle of 8 in-game seconds. In some places with downward-facing Skewers, marked by the arrow sign, players can duck to avoid them. | ||
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Skewers from ''New Super Mario Bros. Wii'', referred as Spike Pillars, make a return in ''[[Super Mario 3D Land]]'', making their first appearance in a 3D ''Super Mario'' game; they are no longer in castles, instead appearing on two [[airship]] levels. They are colored to be dark blue rather than black. Spike Pillars typically face the player to take advantage of the [[Nintendo 3DS]] 3D effects, occupy the length of the platform they are shooting out from, and they always give a small movement before they shoot out. In addition, all Spike Pillars make a sound when they are moving. They cannot be destroyed, even while invincible; as [[Statue Mario]] or [[Invincible Mario]] (including [[White Tanooki Mario]]), they are like walls if run into with these powers. | Skewers from ''New Super Mario Bros. Wii'', referred as Spike Pillars, make a return in ''[[Super Mario 3D Land]]'', making their first appearance in a 3D ''Super Mario'' game; they are no longer in castles, instead appearing on two [[airship]] levels. They are colored to be dark blue rather than black. Spike Pillars typically face the player to take advantage of the [[Nintendo 3DS]] 3D effects, occupy the length of the platform they are shooting out from, and they always give a small movement before they shoot out. In addition, all Spike Pillars make a sound when they are moving. They cannot be destroyed, even while invincible; as [[Statue Mario]] or [[Invincible Mario]] (including [[White Tanooki Mario]]), they are like walls if run into with these powers. | ||
Spike Pillars first appear in {{world link|3|airship|World 3-Airship (Super Mario 3D Land)}}, where there are thirteen of them in total and all of them are horizontal. Two of them first appear when the camera angle shifts from overheard to towards the ground to make them visible. They have a 10 second cycle from when they shoot out and retract. Past the Checkpoint Flag and a single, closer, lone Spike Pillar, Mario needs to run past a long, consecutive line of them that activate all at once, though safe parts are marked on the platform that Mario can stay at. | Spike Pillars first appear in {{world-link|3|airship|World 3-Airship (Super Mario 3D Land)}}, where there are thirteen of them in total and all of them are horizontal. Two of them first appear when the camera angle shifts from overheard to towards the ground to make them visible. They have a 10 second cycle from when they shoot out and retract. Past the Checkpoint Flag and a single, closer, lone Spike Pillar, Mario needs to run past a long, consecutive line of them that activate all at once, though safe parts are marked on the platform that Mario can stay at. | ||
In {{world link|6|airship|World 6-Airship (Super Mario 3D Land)}}, Spike Pillars are the first obstacles encountered in the level, where they move faster, taking around 7 in-game seconds to complete their cycle, and additionally take place in an auto-scroll type level. Seven of them appear in the level. Vertical Spike Pillars make their first appearance in this level after the first [[Star Medal]], which feature a downward and an upward-facing Spike Pillar. Horizontal Spike Pillars that slam into the walls are found after the second Star Medal, and these feature [[Mushroom Trampoline]]s in the Spike Pillars' path that players can use to propel upwards. | In {{world-link|6|airship|World 6-Airship (Super Mario 3D Land)}}, Spike Pillars are the first obstacles encountered in the level, where they move faster, taking around 7 in-game seconds to complete their cycle, and additionally take place in an auto-scroll type level. Seven of them appear in the level. Vertical Spike Pillars make their first appearance in this level after the first [[Star Medal]], which feature a downward and an upward-facing Spike Pillar. Horizontal Spike Pillars that slam into the walls are found after the second Star Medal, and these feature [[Mushroom Trampoline]]s in the Spike Pillars' path that players can use to propel upwards. | ||
====''New Super Mario Bros. 2''==== | ====''New Super Mario Bros. 2''==== | ||
[[File:Skewer NSMB2.png|thumb|left|Skewers in {{world|3|towern2}} in ''[[New Super Mario Bros. 2]]'']] | [[File:Skewer NSMB2.png|thumb|left|Skewers in {{world|3|towern2}} in ''[[New Super Mario Bros. 2]]'']] | ||
In ''[[New Super Mario Bros. 2]]'', Skewers make a reappearance as rare obstacles. However, unlike past ''New Super Mario Bros.'' installments, they take their coloration from ''Super Mario 3D Land'', and twenty of them appear only in one, auto-scrolling course, {{world link|3|towern2|World 3-Tower (New Super Mario Bros. 2)}}, which is a water-filled course, similar to how the first two installments of the series have Skewers introduced in water-themed courses, and only horizontal Skewers are featured. Skewers in the game can defeat [[Fish Bone|Fishbone]]s. The sounds they make are a lighter clanging than in ''New Super Mario Bros. Wii''. The first appearances of the rows of Skewers are located right next to the [[Checkpoint Flag]] halfway through the level, and they move very slowly through the water, taking around 13 in-game seconds when they hit and retract. Two pairs of them hit the walls that enclose the Checkpoint Flag, while two pairs surround the top and bottom parts. Further up the level before the pipe that leads to the boss door, three more pairs of Skewers are encountered, moving quicker through the water than the first, taking 10 in-game seconds to complete their cycle; in this part, players can take cover in between walls to protect themselves from the Skewers. In the secret exit route of the level that requires [[Mini Mario (form)|Mini Mario]] to access, six Skewers are featured, with the first two being separate Skewers. Later above, two pairs of Skewers that hit each other appear with the moving platforms that can crush the player. | In ''[[New Super Mario Bros. 2]]'', Skewers make a reappearance as rare obstacles. However, unlike past ''New Super Mario Bros.'' installments, they take their coloration from ''Super Mario 3D Land'', and twenty of them appear only in one, auto-scrolling course, {{world-link|3|towern2|World 3-Tower (New Super Mario Bros. 2)}}, which is a water-filled course, similar to how the first two installments of the series have Skewers introduced in water-themed courses, and only horizontal Skewers are featured. Skewers in the game can defeat [[Fish Bone|Fishbone]]s. The sounds they make are a lighter clanging than in ''New Super Mario Bros. Wii''. The first appearances of the rows of Skewers are located right next to the [[Checkpoint Flag]] halfway through the level, and they move very slowly through the water, taking around 13 in-game seconds when they hit and retract. Two pairs of them hit the walls that enclose the Checkpoint Flag, while two pairs surround the top and bottom parts. Further up the level before the pipe that leads to the boss door, three more pairs of Skewers are encountered, moving quicker through the water than the first, taking 10 in-game seconds to complete their cycle; in this part, players can take cover in between walls to protect themselves from the Skewers. In the secret exit route of the level that requires [[Mini Mario (form)|Mini Mario]] to access, six Skewers are featured, with the first two being separate Skewers. Later above, two pairs of Skewers that hit each other appear with the moving platforms that can crush the player. | ||
====''New Super Mario Bros. U'' / ''New Super Luigi U'' / ''New Super Mario Bros. U Deluxe''==== | ====''New Super Mario Bros. U'' / ''New Super Luigi U'' / ''New Super Mario Bros. U Deluxe''==== | ||
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This is a list of the following official courses where Skewers have been used: | This is a list of the following official courses where Skewers have been used: | ||
;''Super Mario Maker'' | ;''Super Mario Maker'' | ||
{| | {| | ||
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This is a list of the following official courses where Skewers have been used: | This is a list of the following official courses where Skewers have been used: | ||
{| | {| | ||
|'''Main jobs''' | |'''Main jobs''' | ||
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===''Super Mario-kun''=== | ===''Super Mario-kun''=== | ||
Skewers appear in [[Super Mario-kun Volume 3|volume 3]] in the ''[[Super Mario-kun]]'' based off ''Super Mario World'', appearing in Wendy's Castle in page 124. Skewers, alongside other obstacles such as [[Grinder]]s, [[Chainsaw]]s, and [[ | Skewers appear in [[Super Mario-kun Volume 3|volume 3]] in the ''[[Super Mario-kun]]'' based off ''Super Mario World'', appearing in Wendy's Castle in page 124. Skewers, alongside other obstacles such as [[Grinder]]s, [[Chainsaw]]s, and [[Lil Sparky|Lil Sparkies]] also appear in [[Super Mario-kun Volume 4|volume 4]] in the ''Super Mario-kun'' also based off ''Super Mario World'', in page 185 where Mario narrowly avoids it. | ||
===''Super Mario World'' television series=== | ===''Super Mario World'' television series=== | ||
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===''Donkey Kong Country Returns'' / ''Donkey Kong Country Returns 3D''=== | ===''Donkey Kong Country Returns'' / ''Donkey Kong Country Returns 3D''=== | ||
[[File:SpikePillar-DKCR.png|thumb|The spiked shafts from ''[[Donkey Kong Country Returns]]'']] | [[File:SpikePillar-DKCR.png|thumb|The spiked shafts from ''[[Donkey Kong Country Returns]]'']] | ||
[[Jagged Jewels]], a Key Temple level in ''[[Donkey Kong Country Returns]]'' and ''[[Donkey Kong Country Returns 3D]]'' | [[Jagged Jewels]], a Key Temple level in ''[[Donkey Kong Country Returns]]'' and ''[[Donkey Kong Country Returns 3D]]'' contains some cylindrical, vertically-oriented Skewer-like obstacles, where they are found around the second [[Puzzle Piece (Donkey Kong Country series)|Puzzle Piece]], referred to as '''spiked shafts''' in the [[Prima Games|Prima]] guide.<ref>{{cite|quote=The third Puzzle Piece hovers over a '''spiked shaft'''. […] The next Puzzle Piece is below a '''spiked shaft'''.|author=Knight, Michael|title=''Donkey Kong Country Returns'' Prima Official Game Guide|page=161|publisher=[[Prima Games]]|date=November 21, 2010|isbn=978-0-307-47102-4}}</ref> These are encrusted with rows of sharp purple jewels, serving as spikes, and end with a large, similar pointy gem on their top. Much like the Skewers in the ''Super Mario'' games, spiked shafts are indestructible; they shoot vertically, moving back to their starting point after a strike and repeating the action, though they do not hit obstacles such as walls or ceilings. Their movements are quick, but they always signal their darting with a brief tremble and make a slashing noise when they activate. The first three spiked shafts move at succeeding times and are facing upward, while the next set of three spiked shafts alternate between pointing up and down and move slower than the other spiked shafts. The last two spiked shafts point upward. | ||
Notably, two [[Puzzle Piece (Donkey Kong Country series)|Puzzle Pieces]] are found at the tips of two spiked shafts, moving along with them. | Notably, two [[Puzzle Piece (Donkey Kong Country series)|Puzzle Pieces]] are found at the tips of two spiked shafts, moving along with them. | ||
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==Names in other languages== | ==Names in other languages== | ||
{{foreign names | {{foreign names | ||
| | |Jap=トゲ棍棒 | ||
| | |JapR=Toge Konbō | ||
| | |JapM=Spiked Club | ||
|Spa=Pilar Espinoso | |Spa=Pilar Espinoso | ||
|SpaM=Spiny Pillar | |SpaM=Spiny Pillar |