Jump-Rope Challenge: Difference between revisions

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[[File:JumpRopeChallenge.png|thumb|250px]]
[[File:JumpRopeChallenge.png|thumb|250px]]
{{quote|The Jump-Rope Challenge in our [[Metro Kingdom]] is zippy-skippy!|New Donker|Super Mario Odyssey}}
{{quote|The Jump-Rope Challenge in our [[Metro Kingdom]] is zippy-skippy!|New Donker|Super Mario Odyssey}}
The '''Jump-Rope Challenge''' is a [[minigame]] that appears in ''[[Super Mario Odyssey]]''. The minigame takes place in the [[Metro Kingdom]] near the Main Street Entrance and involves [[jump]]ing over a jump rope held by two [[New Donker]]s as many times as possible. This minigame starts off slow, but after every five jumps, the New Donkers rotate the rope faster until 50 jumps, where the speed stops increasing. If [[Mario]] touches the rope or goes outside the area with the rope, it will count as a "MISS" and he will have to restart the minigame at zero jumps. There are two [[Power Moon]]s that can be obtained from this minigame: one for jumping at least 30 times, and another for jumping at least 100 times. After every 100 jumps, cheering from a crowd can be heard.
The '''Jump-Rope Challenge''' is a [[minigame]] that appears in ''[[Super Mario Odyssey]]''. The minigame takes place in the [[Metro Kingdom]] near the Main Street Entrance. There, two [[New Donker]]s are spinning a jump rope, and they invite [[Mario]] to try [[jump]]ing over it. The goal is to jump over the rope as many times as possible. This minigame starts off slow, but after every five jumps, the New Donkers rotate the rope faster until 50 jumps, where the speed stops increasing. Starting from the Version 1.2.0 update, the speed becomes variable starting at 110 jumps. If Mario touches the rope or goes outside the area with the rope, the action counts as a "MISS" and ends the minigame. When Mario backs up far enough, the New Donkers resume spinning the rope and Mario can restart. There are two [[Power Moon]]s that can be obtained from this minigame: the "[[List of Power Moons in the Metro Kingdom#Jump-Rope Hero|Jump-Rope Hero]]" Power Moon for jumping at least 30 times, and the "[[List of Power Moons in the Metro Kingdom#Jump-Rope Genius|Jump-Rope Genius]]" Power Moon for jumping at least 100 times. After every 100 jumps, cheering from a crowd can be heard.


==Names in other languages==
==Names in other languages==
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|JapR=Nawatobi Charenji
|JapR=Nawatobi Charenji
|JapM=Jump-Rope Challenge
|JapM=Jump-Rope Challenge
|Chi=跳绳挑战 (Simplified)<br>跳繩挑戰 (Traditional)
|ChiS=跳绳挑战
|ChiR=Tiàoshéng tiǎozhàn
|ChiSR=Tiàoshéng tiǎozhàn
|ChiM=Jump-Rope Challenge
|ChiSM=Jump-Rope Challenge
|ChiT=跳繩挑戰
|ChiTR=Tiàoshéng tiǎozhàn
|ChiTM=Jump-Rope Challenge
|Fre=Corde à sauter
|Fre=Corde à sauter
|FreM=Jump-Rope
|FreM=Jump-Rope
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==Trivia==
==Trivia==
*If a player performs the [[Talkatoo]] glitch in a certain way, the Jump-Rope Challenge can be cheated to reach 99,999 jumps.<ref>[https://www.youtube.com/watch?v=0k3O-ZBDjdg Super Mario Odyssey - Reach 99,999 Jump-Rope Challenge Glitch - Son of a Glitch Bonus Episode - YouTube]</ref>
*If a player performs the [[Talkatoo]] glitch in a certain way, the Jump-Rope Challenge can be cheated to reach 99,999 jumps.<ref>[https://www.youtube.com/watch?v=0k3O-ZBDjdg Super Mario Odyssey - Reach 99,999 Jump-Rope Challenge Glitch - Son of a Glitch Bonus Episode - YouTube]</ref>
**The same can be done with another glitch that frees the [[letter (Super Mario Odyssey)|letter]]s from being locked in their intended boundaries. The player must have a letter walk up to the jump rope, jump out to trigger the switch that activates the jump rope, and then stand on top of that letter.<ref>https://twitter.com/JustFlandre/status/995824951360831488</ref>
**The same can be done with another [[glitch]] that frees the [[letter (Super Mario Odyssey)|letter]]s from being locked in their intended boundaries. The player must have a letter walk up to the jump rope, jump out to trigger the switch that activates the jump rope, and then stand on top of that letter.<ref>https://twitter.com/JustFlandre/status/995824951360831488</ref>


==References==
==References==

Latest revision as of 14:47, December 13, 2024

JumpRopeChallenge.png
“The Jump-Rope Challenge in our Metro Kingdom is zippy-skippy!”
New Donker, Super Mario Odyssey

The Jump-Rope Challenge is a minigame that appears in Super Mario Odyssey. The minigame takes place in the Metro Kingdom near the Main Street Entrance. There, two New Donkers are spinning a jump rope, and they invite Mario to try jumping over it. The goal is to jump over the rope as many times as possible. This minigame starts off slow, but after every five jumps, the New Donkers rotate the rope faster until 50 jumps, where the speed stops increasing. Starting from the Version 1.2.0 update, the speed becomes variable starting at 110 jumps. If Mario touches the rope or goes outside the area with the rope, the action counts as a "MISS" and ends the minigame. When Mario backs up far enough, the New Donkers resume spinning the rope and Mario can restart. There are two Power Moons that can be obtained from this minigame: the "Jump-Rope Hero" Power Moon for jumping at least 30 times, and the "Jump-Rope Genius" Power Moon for jumping at least 100 times. After every 100 jumps, cheering from a crowd can be heard.

Names in other languages[edit]

Language Name Meaning Notes
Japanese なわとびチャレンジ[?]
Nawatobi Charenji
Jump-Rope Challenge
Chinese (simplified) 跳绳挑战[?]
Tiàoshéng tiǎozhàn
Jump-Rope Challenge
Chinese (traditional) 跳繩挑戰[?]
Tiàoshéng tiǎozhàn
Jump-Rope Challenge
French Corde à sauter[?] Jump-Rope
Italian Salto della corda[?] Rope jumping
Korean 줄넘기 챌린지[?]
Julleomgi Chaellinji
Jump-Rope Challenge
Spanish (NOA) Desafío de la cuerda[?] Rope challenge
Spanish (NOE) Desafío de la comba[?] Jump-Rope challenge

Trivia[edit]

  • If a player performs the Talkatoo glitch in a certain way, the Jump-Rope Challenge can be cheated to reach 99,999 jumps.[1]
    • The same can be done with another glitch that frees the letters from being locked in their intended boundaries. The player must have a letter walk up to the jump rope, jump out to trigger the switch that activates the jump rope, and then stand on top of that letter.[2]

References[edit]