User:Salmancer/List of methods of flight

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As the franchise that defined the platforming genre, many Super Mario franchise games allow the character to fly as a powerful ability. Flying is powerful because normally the player's ability to move vertically is restricted by if there are platforms available to jump from. Some games instead use flight as a way to vary the gameplay in certain segments, instead of offering it as an option for the player at potentially all times. There are many different ways games implement flying, for purposes even more varied than the listed ones. This list compares and contrasts all methods that the player can use to fly in different games. Many varieties of floating are included due to similarities to items and abilities declared to be flight. Note that this list concerns player characters flying in games where it is possible for the player character to not be flying. Microgames, being as short and self-contained as they are, usually do not meet this criteria.

There are a number of abilities and items this list excludes for sanity reasons:

  • Flying vehicles whose controls are not synonymous with the player.
  • Abilities and items that only slow down the player's falling speed.
  • Jumping in the air, including moves such as Double Jumps and Flutter Jumps
  • Items that launch the player into the air, unless that item has effects in addition to launching the player into the air. Characters throwing or launching other characters is similarly excluded. Abilities that launch the player into the air and are not tied to using an item or performed by a second character are included as a major exception. (In more casual terms, shooting oneself into the air under one's own power is flying.)
  • Abilities and items allowing the player to move underwater like they are flying.
  • Abilities and items used exclusively in turn based combat scenarios that do not involve moving to other platforms.
  • Abilities and items used exclusively in cutscenes, including a flying vehicle being the means of accessing a separate map and "fast travel" systems.

Flying abilities are sorted into one or more of eleven categories:

  • "High ascent and slowly descend": Initially using the power sends Mario high into the air, then he enters a controlled descending state that makes it easier to land.
  • "Press/Hold jump button to rise": When the button is used in the specified manner, Mario rises. When the button is not being used, Mario falls.
  • "Steadily rises": Once this power is activated, Mario steadily rises into the air even without input from the player. Some powers may allow for Mario's height to be controlled past this point, others do not.
  • "Momentum based": Mario flies forward and can adjust his altitude freely to a point. If Mario slows down too much, flight is impaired or immediately ends. Mario's speed decreases when he flies upward. Mario can increase his speed by flying downward. Switching to flying upward during such a speed boost allows Mario to change direction more sharply than otherwise allowed.
  • "Free movement in all directions":Mario moves in any specified direction. This is usually also paired with an effect that has Mario fall very slowly or not fall at all.
  • "Decide direction then move": The player has to pick a direction for Mario, and then he moves in that direction. The result tends to be similar to "Free movement in all directions", but needing to pick a direction makes it slower to use overall. Some effects have an angle restriction on the direction choice, which reduces the range of possible movement. Like "Free movement in all directions", this is usually paired with an effect that has Mario fall very slowly or not fall at all.
  • "Constant height": While the power is in use, Mario does not rise or fall. He can still move in any other direction. Some of these may have Mario rise and fall in a a set pattern.
  • "Dash(es) in an upward direction": This power allows for Mario to dash in one or more upward directions. Some dashes are more extreme than others, with the most extreme types being similar to "High ascent and slowly descend" without the slowed down falling speed. (Dashes that cannot be aimed upward are better described as weak versions of "Constant height")
  • "Move to specified object": This power has Mario move to a specified object, archtypically one of a reasonable distance away that may or may not be able to be reached by walking. Some of these allow the player to change the trajectory midflight, while others do not and force Mario to specifically land on the object. A common variation on this often used in multiplayer modes: The destination object is another player, which makes it easy for players who have fallen behind to catch up with other players and ensures the player flying cannot get stuck in places players cannot normally reach.
  • "Fixed path": This power gives the player no control over Mario. He moves over a path in the air as specified by the power. Some of the powers listed here have a limited amount of control, but their use of a fixed path the player can only somewhat deviate from places them here.
  • "Hover along ground": This power does not allow Mario to move through the air at all. Instead, he floats just above the ground and follows the contours of it. The usual distinction made is that a power of this kind allows Mario to ignore hazards on the ground like Spike Traps, or move across otherwise harmful terrain like lava.

As a general rule, abilities that are not in the "Press/Hold jump button to rise" and "Momentum based" categories" generally cannot be used more than once for each time the user enters the air. "Free movement in all directions" is another exception: most of them can fly infinitely far or high without having to land.

If a item or ability appears in multiple games, it shares the same row if the mechanics are similar but has a different row if the mechanics are so far apart it falls into a different category. Certain items or abilities with similar mechanics and similar flavor share a row.

Item/Form/Move Image Debut year Games Type Notes
Wing
The Wing from Super Mario Bros. Special. Wing
1986 Press/Hold jump button to rise Uses the swimming controls in the air
Propeller Mario/Propeller Block Artwork of Propeller Mario in New Super Mario Bros. Wii A Propeller Block 2009 High ascent and slowly descend Activate with Spin Jump or Midair Spin. Any number of characters can hold another character in Propeller form or holding a Propeller Block, and this ability or item carries all characters into the air.
Propeller Box Mario jumping within a Propeller Box 2011 High ascent and slowly descend Slowly descend by holding the jump button. Can ascend three times in Super Mario Maker 2
Raccoon Mario/White Raccoon Mario/Tanooki Mario Raccoon Mario artwork from New Super Mario Bros. 2 White Raccoon Mario artwork from New Super Mario Bros. 2 Tanooki Mario in Super Mario Bros. 3. 1988 Press/Hold jump button to rise Requires a full P-Meter. The P-Meter fills as Mario dashes. Flying drains the P-Meter. Once the P-Meter is empty Mario can no longer fly. White Raccoon Mario fills the P-Meter faster. The P-Meter stays full permanently with a P-Wing.
Tanooki Mario Artwork of Tanooki Mario in Super Mario 3D Land 2011 Free movement in all directions Can only fly during the credits
Cape Mario Artwork of Caped Mario 1990 Press/Hold jump button to rise
Momentum based
Requires a running start. Initial flight is a extremely high jump of the "Press/Hold jump button to rise" type, performed by holding the jump button and stopping when that button is released. Afterward, transitions into "Momentum based" flight. Taking damage during the "Momentum based" flight cancels the flying state without Mario losing this power. Landing on the ground damages enemies. Landing on the ground with a fast dive defeats all enemies on screen.
Power Squirrel Mario P-Acorn Mario 2012 High ascent and slowly descend Can Flying Squirrel Jump an infinite number of times in place of the Midair Spin. Can glide before, in-between, or after Flying Squirrel Jumps as per Flying Squirrel Mario.
Wing Mario/Winged Yoshi Artwork of Wing Mario from Super Mario 64 DS 1996 Momentum based Requires a cannon or a Triple Jump.
Lakitu's Cloud Official artwork, from Super Mario Maker. 1990 Free movement in all directions Only lasts a limited time, disappears afterward
Koopa Clown Car/Junior Clown Car/Fire Koopa Clown Car/Fire Junior Clown Car Official artwork, from Super Mario Maker. Junior Clown Car artwork from Super Mario Maker SMW theme Fire Koopa Clown Car Artwork of a Monty Mole in the Fire Koopa Clown Car from Super Mario Maker for Nintendo 3DS 2015 Free movement in all directions
Bullet Bill Mask In-game artwork from Super Mario Maker 2. 2019 Constant height Is temporary. Lost upon crashing into walls.
Bullet Bill/Banzai Bill (via Capture) Super Mario Odyssey artwork The Banzai Bill capture icon. 2017 Constant height Is temporary. Explodes when that timer runs out or on contact with walls or enemies, returning Mario to normal.
Paragoomba/Parabones (via Capture) The Paragoomba capture icon. The Parabones capture icon. 2017 Press/Hold jump button to rise Maximum height is a little above highest platform that has ever been landed on.
Winged Yoshi Artwork of Blue Yoshi flying from Super Mario World. 1990 Press/Hold jump button to rise Is temporary when accessed with Koopa Shells, is permanent when accessed with Yoshi's Wings.
Winged Yoshi YoshiCraftedWorld - FlutterYoshi.png 2014 Constant height Moves in a sine wave, like a repeating Flutter Jump pattern. Is called "Flutter Flying". After performing, uses wings to slow down falling.
Umbrella Yoshi Umbrella Yoshi in Yoshi's Woolly World 2015 Press/Hold jump button to rise Heavily affected by wind
Sky Pop Yoshi Plane Yoshi in Yoshi's Woolly World 2015 Free movement in all directions
Launch Star Launch Star 2007 Fixed path Activate with spin.
Piranhacopter A Piranha Plant performing the move Piranhacopter in Super Smash Bros. Ultimate. 2018 High ascent and slowly descend Can be adjusted left and right
Pidgit’s carpets Artwork of a Pidgit riding a magic carpet from Super Mario Advance. 1988 Free movement in all directions Is temporary.
Propellerpack K. Rool's Helicopter Pack 2018 High ascent and slowly descend Can be adjusted left and right
Super Dragon Super Dragon trophy from Super Smash Bros. for Wii U 2008 Free movement in all directions Is temporary
Wario-Man Wario-Man trophy from Super Smash Bros. for Wii U 2008 Press/Hold jump button to rise Rises when using aerial attacks.
Spinning Kong Spinning Kong in Super Smash Bros. Ultimate 1999 Steadily rises Only rises when used in the air. Does not rise very high
Whirling Fortress Bowser performing Whirling Fortress in Super Smash Bros. Ultimate 2001 Steadily rises Only rises when used in the air.
Rocketbarrel Boost Diddy Kong trophy from Super Smash Bros. for Wii U 2008 Dash(es) in an upward direction Can be aimed mid-dash, defaults to upward. Can be charged to dash farther
Rocketbarrel Barrage Rocketbarrel Barrage trophy from Super Smash Bros. for Wii U 2008 Free movement in all directions Moves upward, but can be turned such that upward to Diddy is any direction. Is temporary.
Hyper Rocketbarrel The move Hyper Rocketbarrel being used in Super Smash Bros. Ultimate. 2018 Fixed path Attacks from various directions all around the screen with no control granted to the player. Returns to where the attack started when it concludes.
Jetpack[conjectural] Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2003 Steadily rises
Dash(es) in an upward direction
In one segment Left and right movement is automatic but Wario can dash upward. In the other segment left and right movement is free. Collecting fuel in the second segment makes it go faster, and it can break through an otherwise deadly ceiling at max speed.
Flying Mario Artwork of Flying Mario from Super Mario Galaxy 2007 Decide direction then move
Starts flying with a Spin. Automatically moves forward, can stop in place by holding a button. Is temporary.
Balloon Mario Balloon Mario from Super Mario 64 DS 2004 Press/Hold jump button to rise
Rocket Barrel Artwork of a Rocket Barrel from Donkey Kong Country Returns HD 2010 Press/Hold jump button to rise One of two kinds of Rocket Barrel gameplay in Donkey Kong Country Returns and its ports. Automatically moves to the right. Must counteract falling momentum to rise.
Rocket Barrel Artwork of a Rocket Barrel from Donkey Kong Country Returns HD 2010 Steadily rises
Press/Hold jump button to rise
One of two kinds of Rocket Barrel gameplay in Donkey Kong Country Returns and its ports. Automatically flies with upward scrolling screen. Can boost higher upward.
Green Balloon Artwork of a Green Balloon from Donkey Kong Country: Tropical Freeze. 2013 Steadily rises Rescues player from pits. Can pass through some solid objects. Ends with button press or after too long.
Helicopter Spin Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2014 Dash(es) in an upward direction Button has to be held briefly, moves upward
Squawks Artwork of Squawks the Parrot from Donkey Kong Country 2: Diddy's Kong Quest, also used for Donkey Kong Country 3: Dixie Kong's Double Trouble! 1995 Can be carried by Squawks by freeing him from his corresponding Animal crate, or transform into Squawks by using a Squawks Barrel. The latter case allows Squawks to move faster.
Quawks Official artwork of Quawks from Donkey Kong Country 3: Dixie Kong's Double Trouble! 1996 Can only transform into Quawks by using his corresponding Animal Barrel.
Rocket Barrel Rocket Barrel 1996 Steadily rises Normally falls, starts rising after hitting an Ignition Barrel
Blimp Yoshi Mario on Blimp Yoshi from Super Mario Galaxy 2 2010 Steadily rises Is temporary. Once the meter is empty, returns to normal. Can stop rising by holding the jump button, which also makes the power last longer.
Spin Jump Artwork of Mario doing a Spin Jump in Super Mario Sunshine 1996 High ascent and slowly descend Most games tie full slow descent functionality to an object like a tornado, with Spin Jumps done without the object not reducing falling speed as much. Some games lack the option to Spin Jump without an object.
Spin Jump Artwork of Mario and Luigi performing the Spin Jump in Mario & Luigi: Superstar Saga + Bowser's Minions. 2003 Constant height Trajectory can be affected by numerous objects, such as wind and whirlwinds. Waterspouts and rising air cause this to become "High ascent and slowly descend"
Baby Spin Baby Spin 2005 High ascent and slowly descend
Baboon Balloon Baboon Balloon in the game Donkey Kong 64. 1999 Steadily rises Is temporary. Can be ended early. Bounces off walls.
Remote-Controlled Clown Car Propeller Mario in a Remote-Controlled Clown Car 2009
Rocketbarrel Boost Rocketbarrel Boost in the game Donkey Kong 64. 1999
Bee Mario Bee Mario artwork for Super Mario Galaxy 2007
Boo Mario Boo Mario Super Mario Galaxy 2.png 2007
Joy Princess Peach from Super Princess Peach. 2005
Wicked Wario Artwork of Wicked Wario from Wario: Master of Disguise 2007
Jet Wario Artwork of Jet Wario, as seen in Wario Land: Super Mario Land 3. 1994 Constant height begins descending slowly after a short time.
Bat Wario Bat Wario 2000 Press/Hold jump button to rise" press jump button
Puffy Wario Puffy Wario 1998 Steadily rises
Eagle Wario Artwork of Eagle Wario from Virtual Boy Wario Land. 1995
King Dragon Wario Artwork of King Dragon Wario from Virtual Boy Wario Land. 1995
Helicopter Yoshi Helicopter Yoshi artwork for Super Mario World 2: Yoshi's Island 1995
Helicopter Yoshi Artwork of Helicopter Yoshi from Yoshi's New Island. 2014
Hot-Air Balloon Yoshi Hot-Air Balloon Yoshi from Yoshi's New Island 2014 Steadily rises Can slow down when a button is held.
Bubble Squared screenshot of Mario in a Bubble in Super Mario Galaxy. 2007 Decide direction then move Moves away from the freely placeable Star Pointer
Bubble Artwork of Luigi in a Bubble in New Super Mario Bros. U 2009 Fixed path
Constant height
Move to specified object
Only available in multiplayer mode. Defeated players return to the game this way, or any player can choose to enter one. Bubbles place players in an inactive state, and the level is failed if all players are inactive. Floats across the screen in a sine wave pattern, going through terrain, but without player control. The player can nudge the bubble to move closer to active players. Exit upon contact with an active player.
Bubble Small Mario in a bubble, from Super Mario Run. 2016 Fixed path Floats backward in course, either on demand or after dying. Exiting is done freely while not inside terrain, otherwise the player is nudged out of the terrain while continuing to float.
Bubble Super Mario Land 2: 6 Golden Coins Mario 1992 Press/Hold jump button to rise Uses the swimming controls in the air. Ends upon touching water or taking damage, the latter of which does not cause Mario to lose his current form.
Balloon Mario Squared screenshot of Balloon Mario from Super Mario Bros. Wonder. 2019 Decide direction then move
Press/Hold jump button to rise
Moves in specified direction when button is held, defaults to up. In Super Mario Maker 2, accelerates as the jump button is held for longer.
Balloon Mario Balloon Mario artwork from the Spanish Total magazine 1990 Free movement in all directions
Steadily rises
Steadily rises if no directional input is given
Rocket Bucket Rocket Bucket.png 2008
Fluzzard In-Game Model of Fluzzard 2010
Hover Spin The cone Luiginoid Formation executing the hover spin move in Mario & Luigi: Dream Team 2013 High ascent and slowly descend Does not go very high, can jump in the air again to extend distance traveled but not get higher than the height of the initial ascent. Is pushed by wind
Luiginary Tornado The cone Luiginoid Formation executing the tornado move in Mario & Luigi: Dream Team 2013 Free movement in all directions
Fixed path
Mario has "Free movement in all directions", but the screen does not scroll and Mario cannot move past the edges. Luiginoids have "fixed path", looping around the screen. When ending, returns all characters to the starting point
Luiginary Antigravity Mario and Dreamy Luigi in the form of a void. 2013 Decide direction then move
Press/Hold jump button to rise
Press button to move. Has heavy interia. Can brace against and jump off walls to move faster and break blocks but lose directional control.
Parakarry Mario and Parakarry 2000 Constant height
Lakilester Lakilester 2000 Hover along ground
Balloon Baby Yoshi WiiU NewMarioU 3 char03 E3.png 2012 Press/Hold jump button to rise Use Spin Jump/Midair Spin input to inflate a held Balloon Baby Yoshi and rise. This can be done a total of seven times between landings; after the seventh time the Yoshi deflates. An inflated Yoshi makes the player fall slower. Any number of characters can hold another character holding a Balloon Baby Yoshi, and it carries all characters into the air.
Pull Star Rendered model of a Pull Star in Super Mario Galaxy. 2007 Move to specified object Must be close enough to select with the Star Pointer
Wings Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2007
Peach Parasol/Daisy Parasol Princess Peach's up special move in Super Smash Bros. Ultimate
Daisy Parasol, Princess Daisy's up special move in Super Smash Bros. Ultimate
2001 High ascent and slowly descend Parasol can be closed while falling to fall normally, then reopened to fall slowly again. After floating with an open parasol for too long, it permanently closes until landing.
Floating Jump Artwork of Princess Peach from Super Mario 3D World 1988 Constant height Is temporary. In Super Smash Bros. games, attacks can be performed while floating. In Mini Mario & Friends: amiibo Challenge, used automatically at ledges and drops straight down afterward.
Mario Tornado/Luigi Cyclone/Dr. Tornado Mario's Mario Tornado, from Super Smash Bros. Melee.
Special move for Luigi.
Dr. Mario special moves from Super Smash Bros. for Nintendo 3DS / Wii U.
1999 Press/Hold jump button to rise Press attack button during attack to rise. From Melee onward, Mario Tornado does not cause Mario to rise.
Green Missile Special move for Luigi. 2001 Dash(es) in an upward direction Low arc by default, can have a higher arc randomly. Can be charged for extra distance.
UFO Spin Group artwork depicting UFO Spin from Mario & Luigi: Brothership 2024 Constant height
Tail Mario Raccoon Luigi 2014 Constant height Is temporary, can attack while floating.
Hover Nozzle Artwork of Mario using F.L.U.D.D.'s Hover Nozzle in Super Mario Sunshine 2002 Constant height Spends water, rises slightly.
Rocket Nozzle Artwork of Mario using F.L.U.D.D.'s Rocket Nozzle in Super Mario Sunshine 2002 Dash(es) in an upward direction Is an extreme dash. Spends water.
Jump out Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2007 Constant height Only available in multiplayer mode. Can fly infinitely, is pulled toward Mario if the horizontal distance between Cappy and Mario is too long. Can jump or ground-pound to change elevation, though jumping makes gravity act on Cappy until he lands. Ends when returning to Mario, can use a button to automatically return.
Float[conjectural] Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2007 Constant height Only after entering an 8-bit pipe. Only available in multiplayer mode. Is performed by Cappy but affects Mario.
Lunar Launch Mini Rosalina performing a Lunar Launch in Mini Mario & Friends: amiibo Challenge 2016 Dash(es) in an upward direction Automatically used at walls, is an extreme dash can only fall straight down.
Gravity Well Mini Mario getting pulled towards a Gravity Well in Mini Mario & Friends: amiibo Challenge 2016 Move to specified object If selected when character is close enough, pulls them to Gravity Well. Can pull characters through terrain. Can be ended to release character, dropping them straight down.
Balloon Image of an unnamed level in Mini Mario & Friends: amiibo Challenge 2016 Steadily rises Moves forward automatically as well. The balloon can be popped by the player or by spikes to drop the character straight down.
DK Barrel & Red Balloon Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2010 Move to specified object Only available in multiplayer mode. Defeated players can return to the game this way, spending a Red Balloon to do so. This is an inactive state, and the level is failed if there are no active players. They start from the top of the screen and drift down to the bottom of the screen, going through terrain. The player can nudge the barrel to move closer to the active player. Ends if it falls off the screen. Exit upon contact with the active player.
Ghost A screen shot of Ghost Mario from the Super Mario Bros. Wonder Direct 2023 Free movement in any direction Only available in multiplayer mode. Defeated players become ghosts instead of losing a life, or any player can choose to become a ghost. This is an inactive state, and the level is failed if all players are inactive. Goes through terrain and can dash. Is temporary, and the player is defeated and loses a life proper if time runs out. Return to normal upon contact with an active player or Standee.
Glide Artwork of Mario from Mario + Rabbids Sparks of Hope
Artwork of Rayman flying with his hair
2022 Constant height Used after Team Jumping, is temporary. Duration can be extended with Skill Tree upgrades. Rayman can additionally glide after using swinging from a Ring.
Hang glider (via Dashing Thief Peach) Artwork of Dashing Thief Peach from Princess Peach: Showtime! 2024
Mighty Peach Artwork of Mighty Peach from Princess Peach: Showtime! 2024
Trio Glider Trio Glider 2015
Plane Mode Plane Mode 2004 Momentum based
Side Drill Sidedrill MLDT.png 2013 Constant height Is temporary, cannot turn while moving, can enter and be launched out of tubes.
Peach Bomber/Daisy Bomber Peach Bomber in Super Smash Bros. Ultimate.
Daisy Bomber, Princess Daisy's side special move in Super Smash  Bros. Ultimate
2001 Constant height Bounces upward if it hits an opponent.
Wario Waft Wario uses his Wario Waft move in Super Smash Bros. Brawl. 2008 Dash(es) in an upward direction Has to charge up a substantial amount before it launches. Charges automatically. Is an extreme dash
Bullet Bill A Bullet Bill in Super Smash Bros. for Wii U 2014 Dash(es) in an upward direction Dash in any direction
Jet-Pack Dash Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2021 Dash(es) in an upward direction Moves in a jumping arc, ending at peak.
Bullet Bill Dash Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2021 Hover along ground
Glide Dash Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2021 High ascent and slowly descend
Fly Guy Dash Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2021
Luma Dash Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2021 Hover along ground
Carousel Dash Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2021 Hover along ground
Sky Pop Artwork of Mario piloting the Sky Pop from Super Mario Land 1989
Spike Guard MM&FaC SpikeGuard.png 2016 Hover along ground Immunity to spikes.
Launch Star Launch Star 2014 Dash(es) in an upward direction Is an extreme dash. Defaults to aim slightly forward but can be aimed straight up or farther forward.
Koopa Meteor Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2014 Dash(es) in an upward direction Is an extreme dash. After rising, the Junior Clown Car explodes to propel Bowser Jr. downward.
Balloon & Poltergust 5000 Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2013
Gyrocopter Artwork of the Gyrocopter from Donkey Kong Country 3: Dixie Kong's Double Trouble! 1996 Free movement in all directions Traverses world map, ignoring all obstacles.
Gyrocopter Aerial Loop 2004 Free movement in all directions
Luma Shot Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2014 Move to specified object Recalls Luma to Rosalina after having launched them with a prior Luma Shot.
Gravitational Pull Rosalina's Gravitational Pull in Super Smash Bros. for Wii U. 2014 Move to specified object Recalls Luma to Rosalina if they are separated without having used Luma Shot.
Bubble Artwork of Mario watching Luigi float in a bubble in Super Mario 3D World. 2013 Move to specified object Only available in multiplayer mode. Defeated players return to the game this way, or any player can choose to enter one. Bubbles place players in an inactive state, and the level is failed if there are no active players. They float over to other active players, going through terrain, but without player control. Exit with a button or upon contact with an active player.
Bubble Mario inside a Bubble in Mario vs. Donkey Kong on Nintendo Switch. 2024 Move to specified object In Casual Mode, if the player would be defeated they return to the last Checkpoint Flag by spending a bubble, ignoring walls. In multiplayer mode. Defeated players return to the game this way. Bubbles place one player in an inactive state, and the level is failed if there are no active players. They float over to other active player, going through terrain, but without player control over direction. Buttons can be mashed to move faster.
Air Fan An activated and deactivated Air Fan, respectively, from Mini Mario & Friends: Amiibo Challenge. 2016 Fixed path When active, blows the player in a single direction. They cannot move unless they either reach the end of the fan's air or a wall. Can be turned off to drop instantly
Flower Fan Cropped screenshot of a yellow Flower Fan from the Nintendo Switch remake of Mario vs. Donkey Kong 2024 Fixed oath When active, blows the player in a single direction. They cannot move unless they either reach the end of the fan's air or a wall. Can be blown in a different direction by another Flower Fan Can be turned off to drop instantly
Bubble Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2017 Fixed path Rescues the player from certain pits, placing them in a safe area they previously passed. In Assist Mode, activates in most pits and most pools of lava or poison, at the cost of one point of health.
Gushen (via Capture) The Gushen capture icon. 2017 Constant height
Press/Hold jump button to rise
Spends water, shooting it in the direction opposite of movement as an attack. Has two different moves, one for moving forward that ignores gravity and one for moving upward. Both are performed by holding a button, and the moves can be combined.