User:Salmancer/List of methods of flight: Difference between revisions

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As the franchise that defined the platforming genre, many {{a|SMFRANCHISE|l}} games allow the character to fly as a powerful ability in the game. Flying is powerful because normally the player's ability to move vertically is restricted by if there are platforms available to jump from. There are many different ways games implement flying. This list compares and contrasts all methods that the player can use to fly in different games. Note that this list concerns player characters flying in games where flying is not true of gameplay in general. [[Microgame]]s, being as short and self-contained as they are, usually do not meet this criteria.  
As the franchise that defined the platforming genre, many {{a|SMFRANCHISE|l}} games allow the character to fly as a powerful ability in the game. Flying is powerful because normally the player's ability to move vertically is restricted by if there are platforms available to jump from. There are many different ways games implement flying. This list compares and contrasts all methods that the player can use to fly in different games. Note that this list concerns player characters flying in games where it is possible for the player character to not be flying. [[Microgame]]s, being as short and self-contained as they are, usually do not meet this criteria. It also excludes flying vehicles whose controls are not synonymous with the player. Abilities that only consist of slowing down the player's falling are excluded. On a related note, abilities allowing the player to move underwater like they are flying are excluded.


Flying abilities are sorted into one of eight categories:
Flying abilities are sorted into one or more of eight 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.
*"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.
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*"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.
*"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.
*"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.
*"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 a upward direction": This power allows for Mario to dash in one or more upward directions. (Dashes that cannot be aimed upward are better described as weak versions of "Constant height")
*"Dash(es) in an upward direction": This power allows for Mario to dash in one or more upward directions. (Dashes that cannot be aimed upward are better described as weak versions of "Constant height")
*"Fixed path":This power gives the player no control over Mario. He moves over a path in the air as specified by the power.
*"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.  


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.
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.


{|class="wikitable sortable" style="text-align: center; margin: auto"
{|class="wikitable sortable" style="text-align: center; margin: auto"
!rowspan=2 width=12%|Item/Form/Move
!width=12%|Item/Form/Move
!rowspan=2 width=5% class="unsortable"|Image
!width=5% class="unsortable"|Image
!rowspan=2 width=3% |Debut year
!width=3% |Debut year
!rowspan=2 width=20% class="unsortable"|Games
!width=20% class="unsortable"|Games
!colspan=8|Type
!Type
!rowspan=2 class="unsortable"|Notes
! class="unsortable"|Notes
|-
!width=5%|High ascent and slowly descend
!width=5%|Press/Hold jump button to rise
!width=5%|Steadily rises
!width=5%|Momentum based
!width=5%|Free movement in all directions
!width=5%|Constant height
!width=5%|Dash(es) in an upward direction
!width=5%|Fixed path
|-
|-
![[Wing (Super Mario Bros. Special)|Wing]]
![[Wing (Super Mario Bros. Special)|Wing]]
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|align=left|
|align=left|
*''[[Super Mario Bros. Special]]''
*''[[Super Mario Bros. Special]]''
|
|Press/Hold jump button to rise
|✔
|
|
|
|
|
|
|align=left|Uses the [[swim]]ming controls in the air
|align=left|Uses the [[swim]]ming controls in the air
|-
|-
![[Propeller Mario]]/[[Propeller Block]]
![[Propeller Mario]]/[[Propeller Block]]
|[[File:Propeller Mario NSMBW sprite.png|48px]] [[File:Propeller Block.png|48px]]
|[[File:NSMBW Propeller Mario.png|48px]] [[File:Propeller Block.png|48px]]
|2007
|2007
|align=left|
|align=left|
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*''[[Super Mario Maker 2]]''
*''[[Super Mario Maker 2]]''
*''[[New Super Mario Bros. U Deluxe]]''
*''[[New Super Mario Bros. U Deluxe]]''
|
|High ascent and slowly descend
|
|align=left|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.
|
|
|
|
|
|
|align=left|Activate with [[Spin Jump]] or [[Midair Spin]]
|-
|-
![[Propeller Box]]
![[Propeller Box]]
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*''[[Super Mario 3D World + Bowser's Fury]]''
*''[[Super Mario 3D World + Bowser's Fury]]''
*''[[Super Mario Maker 2]]''
*''[[Super Mario Maker 2]]''
|
|High ascent and slowly descend
|
|
|
|
|
|
|
|align=left|Slowly descend by holding the jump button. Can ascend three times in ''Super Mario Maker 2''
|align=left|Slowly descend by holding the jump button. Can ascend three times in ''Super Mario Maker 2''
|-
|-
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*''[[Super Mario Maker]]''
*''[[Super Mario Maker]]''
*''[[Super Mario Maker 2]]''
*''[[Super Mario Maker 2]]''
|
|Press/Hold jump button to rise
|✔
|align=left|Requires a full [[P-Meter]]. The P-Meter fills as Mario [[dash]]es. 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]]
|
|[[File:TanookiMarioSM3DL.png|70px]]
|
|2015
|
|align=left|
|
*''[[Super Mario 3D Land]]''
|align=left|Requires a full [[P-Meter]]. The P-Meter fills as Mario [[dash]]es. 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 can only fly in ''Super Mario Bros. 3''
|Free movement in all directions
|align=left|Can only fly during the credits
|-
|-
![[Cape Mario]]
![[Cape Mario]]
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*''[[Super Mario Maker]]''
*''[[Super Mario Maker]]''
*''[[Super Mario Maker 2]]''
*''[[Super Mario Maker 2]]''
|
|Momentum based
|
|align=left|Requires a running start. Taking damage 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.
|
|✔
|
|
|
|
|align=left|Requires a running start. Taking damage cancels the flying state without Mario being hurt. Landing on the ground damages enemies. Landing on the ground with a fast dive defeats all enemies on screen.
|-
|-
![[Power Squirrel Mario]]
![[Power Squirrel Mario]]
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*''[[New Super Mario Bros. U]]''
*''[[New Super Mario Bros. U]]''
*''[[New Super Luigi U]]''
*''[[New Super Luigi U]]''
|
|High ascent and slowly descend
|
|align=left|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]].
|
|
|
|
|
|
|align=left|Can Flying Squirrel Jump an infinite number of times in place of [[Midair Spin]], can glide before, inbetween, or after Flying Squirrel Jumps as per [[Flying Squirrel Mario]].
|-
|-
![[Wing Mario]]/[[Winged Yoshi]]
![[Wing Mario]]/[[Winged Yoshi]]
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*''[[Super Mario 64]]''
*''[[Super Mario 64]]''
*''[[Super Mario 64 DS]]''
*''[[Super Mario 64 DS]]''
|
|Momentum based
|
|
|✔
|
|
|
|
|align=left|Requires a [[cannon]] or a [[Triple Jump]].
|align=left|Requires a [[cannon]] or a [[Triple Jump]].
|-
|-
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*''[[Yoshi's Woolly World]]''
*''[[Yoshi's Woolly World]]''
*''[[Poochy & Yoshi's Woolly World]]''
*''[[Poochy & Yoshi's Woolly World]]''
|
|Free movement in all directions
|
|align=left|Only lasts a limited time, disappears afterward
|
|
|✔
|
|
|
|align=left|Only lasts a limited time
|-
|-
![[Koopa Clown Car]]/[[Junior Clown Car]]/[[Fire Koopa Clown Car]]/[[Fire Koopa Clown Car|Fire Junior Clown Car]]
![[Koopa Clown Car]]/[[Junior Clown Car]]/[[Fire Koopa Clown Car]]/[[Fire Koopa Clown Car|Fire Junior Clown Car]]
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*''[[Super Mario Maker]]''
*''[[Super Mario Maker]]''
*''[[Super Mario Maker 2]]''
*''[[Super Mario Maker 2]]''
|
|Free movement in all directions
|
|
|
|✔
|
|
|
|align=left|
|align=left|
|-
|-
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|align=left|
|align=left|
*''[[Super Mario Maker 2]]''
*''[[Super Mario Maker 2]]''
|
|Constant height
|
|
|
|
|✔
|
|
|align=left|Is temporary. Lost upon crashing into walls.
|align=left|Is temporary. Lost upon crashing into walls.
|-
|-
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|align=left|
|align=left|
*''[[Super Mario Odyssey]]''
*''[[Super Mario Odyssey]]''
|
|Constant height
|
|align=left|Is temporary. Explodes when that timer runs out or on contact with walls or enemies, returning Mario to normal.
|
|
|
|✔
|
|
|align=left|Is temporary. Explodes on contact with walls or enemies, returning Mario to normal.
|-
|-
![[Paragoomba]]/[[Parabones]] (via [[Capture]])
![[Paragoomba]]/[[Parabones]] (via [[Capture]])
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|align=left|
|align=left|
*''[[Super Mario Odyssey]]''
*''[[Super Mario Odyssey]]''
|
|Press/Hold jump button to rise
|✔
|align=left|Maximum height is a little above highest platform that has ever been landed on.
|
|
|
|
|
|
|align=left|Maximum height is a little above highest platform landed on.
|-
|-
![[Winged Yoshi]]
![[Winged Yoshi]]
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|align=left|
|align=left|
*''[[Super Mario World]]''
*''[[Super Mario World]]''
|
|Press/Hold jump button to rise
|✔
|align=left|Is temporary when accessed with [[Koopa Shell]]s, is permanent when accessed with [[Yoshi's Wings]].
|
|
|
|
|
|
|align=left|Temporary when accessed with [[Koopa Shell]]s, permanent when accessed with [[Yoshi's Wings]]
|-
|-
![[Winged Yoshi]]
![[Winged Yoshi]]
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*''[[Poochy & Yoshi's Woolly World]]''
*''[[Poochy & Yoshi's Woolly World]]''
*''[[Yoshi's Crafted World]]''
*''[[Yoshi's Crafted World]]''
|
|Constant height
|
|align=left|Moves in a sine wave, like a repeating [[Flutter Jump]] pattern.
|
|
|
|✔
|
|
|align=left|Moves in a sine wave, like a repeating [[Flutter Jump]] pattern
|-
|-
![[Umbrella Yoshi]]
![[Umbrella Yoshi]]
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*''[[Yoshi's Woolly World]]''
*''[[Yoshi's Woolly World]]''
*''[[Poochy & Yoshi's Woolly World]]''
*''[[Poochy & Yoshi's Woolly World]]''
|
|Press/Hold jump button to rise
|✔
|
|
|
|
|
|
|align=left|Heavily affected by [[wind]]
|align=left|Heavily affected by [[wind]]
|-
|-
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*''[[Yoshi's Woolly World]]''
*''[[Yoshi's Woolly World]]''
*''[[Poochy & Yoshi's Woolly World]]''
*''[[Poochy & Yoshi's Woolly World]]''
|
|Free movement in all directions
|
|
|
|✔
|
|
|
|align=left|
|align=left|
|-
|-
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*''[[Super Mario Galaxy]]''
*''[[Super Mario Galaxy]]''
*''[[Super Mario Galaxy 2]]''
*''[[Super Mario Galaxy 2]]''
|
|Fixed path
|
|align=left|Activate with [[spin]].
|
|
|
|
|
|✔
|align=left|
|-
|-
![[Piranhacopter]]
![[Piranhacopter]]
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|align=left|
|align=left|
*''[[Super Smash Bros. Ultimate]]''
*''[[Super Smash Bros. Ultimate]]''
|
|High ascent and slowly descend
|
|
|
|
|
|
|
|align=left|
|align=left|
|-
|-
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|align=left|
|align=left|
*''[[Super Mario Bros. 2]]''
*''[[Super Mario Bros. 2]]''
|
|Free movement in all directions
|
|align=left|Is temporary.
|
|
|✔
|
|
|
|align=left|Is temporary
|-
|-
![[Propellerpack]]
![[Propellerpack]]
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|align=left|
|align=left|
*''[[Super Smash Bros. Ultimate]]''
*''[[Super Smash Bros. Ultimate]]''
|
|High ascent and slowly descend
|
|
|
|
|
|
|
|align=left|
|align=left|
|-
|-
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*''[[Super Smash Bros. for 3DS]]''
*''[[Super Smash Bros. for 3DS]]''
*''[[Super Smash Bros. for Wii U]]''
*''[[Super Smash Bros. for Wii U]]''
|
|Free movement in all directions
|
|
|
|✔
|
|
|
|align=left|Is temporary
|align=left|Is temporary
|-
|-
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*''[[Super Smash Bros. for 3DS]]''
*''[[Super Smash Bros. for 3DS]]''
*''[[Super Smash Bros. for Wii U]]''
*''[[Super Smash Bros. for Wii U]]''
|
|Press/Hold jump button to rise
|✔
|align=left|Rises when using aerial attacks.
|
|
|
|
|
|
|align=left|Rises when using aerial attacks
|-
|-
![[Spinning Kong]]
![[Spinning Kong]]
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*''[[Super Smash Bros. for Wii U]]''
*''[[Super Smash Bros. for Wii U]]''
*''[[Super Smash Bros. Ultimate]]''
*''[[Super Smash Bros. Ultimate]]''
|
|Steadily rises
|
|✔
|
|
|
|
|
|align=left|Only rises when used in the air. Does not rise very high
|align=left|Only rises when used in the air. Does not rise very high
|-
|-
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*''[[Super Smash Bros. for Wii U]]''
*''[[Super Smash Bros. for Wii U]]''
*''[[Super Smash Bros. Ultimate]]''
*''[[Super Smash Bros. Ultimate]]''
|
|Steadily rises
|
|✔
|
|
|
|
|
|align=left|Only rises when used in the air.
|align=left|Only rises when used in the air.
|-
|-
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*''[[Super Smash Bros. for Wii U]]''
*''[[Super Smash Bros. for Wii U]]''
*''[[Super Smash Bros. Ultimate]]''
*''[[Super Smash Bros. Ultimate]]''
|
|Dash(es) in an upward direction
|
|align=left|Can be aimed mid-dash, defaults to upward. Can be charged to dash farther
|
|
|
|
|✔
|
|align=left|Can be aimed mid-dash, defaults to upward
|-
|-
![[Rocketbarrel Barrage]]
![[Rocketbarrel Barrage]]
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*''[[Super Smash Bros. for 3DS]]''
*''[[Super Smash Bros. for 3DS]]''
*''[[Super Smash Bros. for Wii U]]''
*''[[Super Smash Bros. for Wii U]]''
|
|Free movement in all directions
|
|align=left|Moves upward, but can be turned such that upward to Diddy is any direction. Is temporary.
|
|
|✔
|
|
|
|align=left|Moves upward, but can be turned such that that upward to Diddy is any direction. Is temporary
|-
|-
![[Hyper Rocketbarrel]]
![[Hyper Rocketbarrel]]
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|align=left|
|align=left|
*''[[Super Smash Bros. Ultimate]]''
*''[[Super Smash Bros. Ultimate]]''
|
|Fixed path
|
|align=left|Attacks from various directions all around the screen with no control granted to the player. Returns to where the attack started when it concludes.
|
|
|
|
|
|✔
|align=left|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
!Jetpack
|
|[[File:No image.png|48px]]
|2007
|2007
|align=left|
|align=left|
*''[[WarioWare, Inc.: Mega Microgame$!]]'' ([[Wario's Adventure]])
*''[[WarioWare, Inc.: Mega Microgame$!]]'' ([[Wario's Adventure]])
*''[[WarioWare, Inc.: Mega Party Game$!]]'' ([[Wario's Adventure]])
*''[[WarioWare, Inc.: Mega Party Game$!]]'' ([[Wario's Adventure]])
|
|Steadily rises<br>Dash(es) in an upward direction
|
|align=left|In one segment Left and right movement is automatic but Wario can dash upward. In the other segment left and right movement is free free in the next segment. Collecting fuel in the second segment makes it go faster, and it can break a ceiling at max speed.
|✔
|
|
|
|
|
|align=left|Left and right movement is fixed in one segment but free in the next segment. Collecting fuel makes it go faster, and it can break a ceiling at max speed.
|-
|-
|-
![[Flying Mario]]
![[Flying Mario]]
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|align=left|
|align=left|
*''[[Super Mario Galaxy]]''
*''[[Super Mario Galaxy]]''
|
|Free movement in all directions
|
|
|
|✔
|
|
|
|align=left|Starts flying with a [[Spin]]. Has to be pointed in a specific direction, then can move forward.
|align=left|Starts flying with a [[Spin]]. Has to be pointed in a specific direction, then can move forward.
|-
|-
|-
![[Balloon Mario]]
![[Balloon Mario]]
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|align=left|
|align=left|
*''[[Super Mario 64 DS]]''
*''[[Super Mario 64 DS]]''
|
|Press/Hold jump button to rise
|✔
|
|
|
|
|
|
|align=left|
|align=left|
|-
|-
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*''[[Donkey Kong Country Returns HD]]''
*''[[Donkey Kong Country Returns HD]]''
*''[[Donkey Kong Country: Tropical Freeze]]''
*''[[Donkey Kong Country: Tropical Freeze]]''
|
|Press/Hold jump button to rise
|✔
|align=left|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.
|
|
|
|
|
|
|align=left|Automatically moves to the right. Must counteract falling momentum to rise.
|-
|-
![[Rocket Barrel]]
![[Rocket Barrel]]
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*''[[Donkey Kong Country Returns 3D]]''
*''[[Donkey Kong Country Returns 3D]]''
*''[[Donkey Kong Country Returns HD]]''
*''[[Donkey Kong Country Returns HD]]''
|
|Steadily rises<br>Press/Hold jump button to rise
|✔
|align=left|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.
|
|
|
|
|
|
|align=left|Automatically flies with upward scrolling screen. Can boost higher upward
|-
|-
![[Green Balloon]]
![[Green Balloon]]
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*''[[Donkey Kong Country Returns HD]]''
*''[[Donkey Kong Country Returns HD]]''
*''[[Donkey Kong Country: Tropical Freeze]]''
*''[[Donkey Kong Country: Tropical Freeze]]''
|
|Steadily rises
|
|align=left|Rescues player from [[pit]]s. Can pass through some solid objects. Ends with button press or after too long.
|✔
|
|
|
|
|
|align=left|Recovers player from [[pit]]s. Can pass through some solid objects. Ends with button press or after too long.
|-
|-
![[Helicopter Spin]]
![[Helicopter Spin]]
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|align=left|
|align=left|
*''[[Donkey Kong Country: Tropical Freeze]]''
*''[[Donkey Kong Country: Tropical Freeze]]''
|Dash(es) in an upward direction
|align=left|Button has to be held briefly, moves upward
|-
![[Squawks]]
|[[File:Squawks DKC2 art.jpg|48px]]
|2007
|align=left|
*''[[Donkey Kong Country 2: Diddy's Kong Quest]]''
*''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]''
*''[[Donkey Kong Land 2]]''
*''[[Donkey Kong Land 3]]''
|
|
|align=left|Can be carried by Squawks with his corresponding [[Animal crate]], or transform into Squawks with a [[Animal Barrel|Squawks Barrel]]. The latter case allows Squawks to move faster.
|-
![[Quawks]]
|[[File:Quawks Artwork - Donkey Kong Country 3.png|48px]]
|2007
|align=left|
*''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]''
*''[[Donkey Kong Land 3]]''
|
|
|align=left|Can only transform into Quawks with his corresponding [[Animal Barrel]]
|-
![[Rocket Barrel]]
|[[File:RocketBarrel.png|48px]]
|2007
|align=left|
*''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]''
|Steadily rises
|align=left|Normally falls, starts rising after hitting an [[Ignition Barrel]]
|-
![[Blimp Yoshi]]
|[[File:Blimp Yoshi Art - Super Mario Galaxy 2.png|48px]]
|2007
|align=left|
*''[[Super Mario Galaxy 2]]''
|Steadily rises
|align=left|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]]
|[[File:Mario Spin Jump SMS.png|48px]]
|2007
|align=left|
*''[[Super Mario 64]]''
*''[[Super Mario 64 DS]]''
*''[[Super Mario Sunshine]]''
*''[[New Super Mario Bros.]]''
*''[[Super Mario Galaxy]]''
*''[[Super Mario Galaxy 2]]''
*''[[Super Mario Run]]''
*''[[Super Mario 3D World]]''
*''[[Super Mario Odyssey]]''
|High ascent and slowly descend
|align=left|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 (Mario & Luigi series)|Spin Jump]]
|[[File:M&LSSBMSpinJump.png|48px]]
|2007
|align=left|
*''[[Mario & Luigi: Superstar Saga]]''
*''[[Mario & Luigi: Superstar Saga + Bowser's Minions]]''
*''[[Mario & Luigi: Partners in Time]]''
*''[[Mario & Luigi: Bowser's Inside Story]]''
*''[[Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey]]''
*''[[Mario & Luigi: Dream Team]]''
|Constant height
|align=left|Trajectory can be affected by numerous objects, such as [[wind]] and [[whirlwind]]s. [[Waterspout]]s and [[rising air]] cause this to become "High ascent and slowly descend"
|-
![[Baby Spin]]
|[[File:Instructions5.png|48px]]
|2007
|align=left|
*''[[Mario & Luigi: Partners in Time]]''
|High ascent and slowly descend
|align=left|
|-
![[Baboon Balloon]]
|[[File:DK64 Baboon Balloon.png|48px]]
|2007
|align=left|
*''[[Donkey Kong 64]]''
|Steadily rises
|align=left|Is temporary. Can be ended early. Bounces off walls.
|-
![[Remote-Controlled Clown Car]]
|[[File:NSMBW RemoCon Clown and Mario Render.png|48px]]
|2007
|align=left|
*''[[New Super Mario Bros. Wii]]''
|
|
|align=left|
|-
![[Rocketbarrel Boost]]
|[[File:DK64 Rocketbarrel Boost.png|48px]]
|2007
|align=left|
*''[[Donkey Kong 64]]''
|
|
|align=left|
|-
![[Bee Mario]]
|[[File:Bee Mario Super Mario Galaxy.png|48px]]
|2007
|align=left|
*''[[Super Mario Galaxy]]''
*''[[Super Mario Galaxy 2]]''
|
|
|align=left|
|-
![[Boo Mario]]
|[[File:Boo Mario Super Mario Galaxy 2.png|48px]]
|2007
|align=left|
*''[[Super Mario Galaxy]]''
*''[[Super Mario Galaxy 2]]''
|
|
|
|align=left|
|-
![[Joy (vibe)|Joy]]
|[[File:Princess Peach (Joy Vibe) - Super Princess Peach.png|48px]]
|2007
|align=left|
*''[[Super Princess Peach]]''
|
|
|align=left|Upward
|align=left|
|-
|-
![[Blimp Fruit]]
![[Wicked Wario]]
|[[File:SMG2 Artwork Blimp Fruit.png|48px]]
|[[File:WMOD WickedWario.jpg|48px]]
|2010
|2007
|align=left|
|align=left|
*''[[Super Mario Galaxy 2]]''
*''[[Wario: Master of Disguise]]''
|align=left|Temporarily transforms Yoshi into [[Blimp Yoshi]], causing him to puff up and float, similarly to the [[Power Balloon]].
|
|align=left|
|-
![[Jet Wario]]
|[[File:WL JetWario.png|48px]]
|2007
|align=left|
*''[[Wario Land: Super Mario Land 3]]''
|Constant height
|align=left|begins descending slowly after a short time.
|-
![[Bat Wario]]
|[[File:Vampirewario.jpg|48px]]
|2007
|align=left|
*''[[Wario Land 3]]''
*''[[Wario Land 4]]''
|Press/Hold jump button to rise"
|align=left|press jump button
|-
![[Puffy Wario]]
|[[File:Puffywario.jpg|48px]]
|2007
|align=left|
*''[[Wario Land II]]''
*''[[Wario Land 3]]''
*''[[Wario Land 4]]''
|Steadily rises
|align=left|
|-
![[Eagle Wario]]
|[[File:VBWL EagleWario.png|48px]]
|2007
|align=left|
*''[[Virtual Boy Wario Land]]''
|
|align=left|
|-
![[King Dragon Wario]]
|[[File:VBWL KingDragonWario.png|48px]]
|2007
|align=left|
*''[[Virtual Boy Wario Land]]''
|
|
|align=left|
|-
![[Helicopter Yoshi]]
|[[File:Helicopter SMW2 art.jpg|48px]]
|2007
|align=left|
*''[[Super Mario World 2: Yoshi's Island]]''
*''[[Yoshi's Island DS]]''
|
|
|
|align=left|
|-
|-
![[Blue Shell]]
![[Helicopter Yoshi]]
|[[File:NSMB Blueshell.png|48px]]
|[[File:Yoshi's New Island - Yoshi Helicopter.png|48px]]
|2006
|2007
|align=left|
|align=left|
*''[[New Super Mario Bros.]]''
*''[[Yoshi's New Island]]''
*''[[Mario & Luigi: Bowser's Inside Story]]''
|align=left|Transforms Mario into [[Shell Mario]], allowing him to [[shell dash]], crouch in the shell to block most attacks, and swim faster with more control.
|✔
|
|
|align=left|
|-
![[Hot-Air Balloon Yoshi]]
|[[File:Yoshi Balloon Artwork.png|48px]]
|2007
|align=left|
*''[[Yoshi's New Island]]''
|
|
|align=left|
|-
![[Bubble]]
|[[File:No image.png|48px]]
|2007
|align=left|
*''[[Super Mario Galaxy]]''
|Free movement in any direction
|align=left|Moves away from the freely placeable [[Star Pointer]]
|-
|-
![[Yoshi's Wings]]
![[Bubble]]
|[[File:Yoshi%27s Wings.png|96px]]
|[[File:LuigiBubbleNSMBU.png|48px]]
|1990
|2007
|align=left|
*''[[New Super Mario Bros. 2]]''
*''[[New Super Mario Bros. Wii]]''
*''[[New Super Mario Bros. U]]''
|Free movement in any direction
|align=left|Entered on demand or after losing a life in multiplayer, placing player in a inactive state. floats across the screen on a fixed path, but the player can nudge the bubble to move closer to player characters not inside bubbles. Exit upon contact with a player character not in a bubble
|-
![[Bubble]]
|[[File:Bubble SMR.png|48px]]
|2007
|align=left|
*''[[Super Mario Run]]''
|Fixed path
|align=left|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]]
|[[File:SuperMarioLand2Artwork3.png|48px]]
|2007
|align=left|
*''[[Super Mario Land 2: 6 Golden Coins]]''
|Press/Hold jump button to rise
|align=left|Uses the [[swim]]ming 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]]
|[[File:SMBW Screenshot Balloon Mario.png|48px]]
|2007
|align=left|
*''[[Super Mario Maker 2]]''
*''[[Super Mario Bros. Wonder]]''
|Free movement in all directions
|align=left|Has to be pointed in a specific direction, then can move forward
|-
![[Balloon Mario]]
|[[File:Total Magazine Balloon Mario Artwork.jpg|48px]]
|2007
|align=left|
|align=left|
*''[[Super Mario World]]''
*''[[Super Mario World]]''
|align=left|Transforms [[Yoshi]] into a [[Winged Yoshi]], granting him infinite flight for one level and access to [[Coin Heaven]]. Clearing the level removes the wings and, in the [[Super Nintendo Entertainment System|SNES]] version only, makes Yoshi become a [[Yoshi (species)|Blue Yoshi]].
|Free movement in all directions<br>Steadily rises
|align=left|Steadily rises if no directional input is given
|-
![[Rocket Bucket]]
|[[File:Rocket Bucket.png|48px]]
|2007
|align=left|
*''[[Super Mario Galaxy]]''
*''[[Super Mario Galaxy 2]]''
|
|
|align=left|
|-
![[Fluzzard]]
|[[File:FluzzardBird.png|48px]]
|2007
|align=left|
*''[[Super Mario Galaxy 2]]''
|
|
|
|align=left|
|-
![[Hover Spin]]
|[[File:MLDT Luiginoid Cone Hover.png|48px]]
|2007
|align=left|
*''[[Mario & Luigi: Dream Team]]''
|High ascent and slowly descend
|align=left|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]]
|[[File:MLDT Luiginoid Cone Tornado.png|48px]]
|2007
|align=left|
*''[[Mario & Luigi: Dream Team]]''
|Free movement in all directions<br>Fixed path
|align=left|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]]
|[[File:No image.png|48px]]
|2007
|align=left|
*''[[Mario & Luigi: Dream Team]]''
|Free movement in all directions
|align=left|Has to be pointed in a specific direction, then can move forward
|-
![[Parakarry]]
|[[File:PM Mario and Parakarry Artwork.png|48px]]
|2007
|align=left|
*''[[Paper Mario]]''
|Constant height
|align=left|
|-
![[Lakilester]]
|[[File:Paper Mario Lakilester Artwork.png|48px]]
|2007
|align=left|
*''[[Paper Mario]]''
|Constant height
|align=left|
|}
|}

Latest revision as of 19:26, February 4, 2025

As the franchise that defined the platforming genre, many Super Mario franchise games allow the character to fly as a powerful ability in the game. Flying is powerful because normally the player's ability to move vertically is restricted by if there are platforms available to jump from. There are many different ways games implement flying. This list compares and contrasts all methods that the player can use to fly in different games. 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. It also excludes flying vehicles whose controls are not synonymous with the player. Abilities that only consist of slowing down the player's falling are excluded. On a related note, abilities allowing the player to move underwater like they are flying are excluded.

Flying abilities are sorted into one or more of eight 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 whe 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.
  • "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. (Dashes that cannot be aimed upward are better described as weak versions of "Constant height")
  • "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.

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.

Item/Form/Move Image Debut year Games Type Notes
Wing
The Wing from Super Mario Bros. Special. Wing
2007 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 2007 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 Artwork of a Propeller Box from Super Mario 3D World. 2007 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 Invincibility Raccoon Mario New Super Mario Bros. 2.png Tanooki Mario in Super Mario Bros. 3. 2015 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 2015 Free movement in all directions Can only fly during the credits
Cape Mario Artwork of Caped Mario 2015 Momentum based Requires a running start. Taking damage 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 2015 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 WingMarioSM64DS.png 2015 Momentum based Requires a cannon or a Triple Jump.
Lakitu's Cloud Promotional artwork of Lakitu's Cloud for Nintendo Switch Online 2007 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. SMM-JuniorClownCar-Artwork.png SMW theme Fire Koopa Clown Car Artwork of a Monty Mole in the Fire Koopa Clown Car from Super Mario Maker for Nintendo 3DS 2007 Free movement in all directions
Bullet Bill Mask In-game artwork from Super Mario Maker 2. 2007 Constant height Is temporary. Lost upon crashing into walls.
Bullet Bill/Banzai Bill (via Capture) Super Mario Odyssey artwork The Banzai Bill capture icon. 2007 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. 2007 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. 2007 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 2007 Constant height Moves in a sine wave, like a repeating Flutter Jump pattern.
Umbrella Yoshi Umbrella Yoshi in Yoshi's Woolly World 2007 Press/Hold jump button to rise Heavily affected by wind
Sky Pop Yoshi Plane Yoshi in Yoshi's Woolly World 2007 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. 2007 High ascent and slowly descend
Pidgit’s carpets Artwork of a Pidgit riding a magic carpet from Super Mario Advance. 2007 Free movement in all directions Is temporary.
Propellerpack K. Rool's Helicopter Pack 2007 High ascent and slowly descend
Super Dragon Super Dragon trophy from Super Smash Bros. for Wii U 2007 Free movement in all directions Is temporary
Wario-Man Wario-Man trophy from Super Smash Bros. for Wii U 2007 Press/Hold jump button to rise Rises when using aerial attacks.
Spinning Kong Spinning Kong in Super Smash Bros. Ultimate 2007 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 2007 Steadily rises Only rises when used in the air.
Rocketbarrel Boost Diddy Kong trophy from Super Smash Bros. for Wii U 2007 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 2007 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. 2007 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 Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2007 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 free in the next segment. Collecting fuel in the second segment makes it go faster, and it can break a ceiling at max speed.
Flying Mario Artwork of Flying Mario from Super Mario Galaxy 2007 Free movement in all directions Starts flying with a Spin. Has to be pointed in a specific direction, then can move forward.
Balloon Mario BalloonMario64DS.png 2007 Press/Hold jump button to rise
Rocket Barrel Artwork of a Rocket Barrel from Donkey Kong Country Returns HD 2007 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 2007 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. 2007 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. 2007 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! 2007 Can be carried by Squawks with his corresponding Animal crate, or transform into Squawks with 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! 2007 Can only transform into Quawks with his corresponding Animal Barrel
Rocket Barrel Rocket Barrel 2007 Steadily rises Normally falls, starts rising after hitting an Ignition Barrel
Blimp Yoshi Mario on Blimp Yoshi from Super Mario Galaxy 2 2007 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 2007 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. 2007 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 2007 High ascent and slowly descend
Baboon Balloon Baboon Balloon in the game Donkey Kong 64. 2007 Steadily rises Is temporary. Can be ended early. Bounces off walls.
Remote-Controlled Clown Car Propeller Mario in a Remote-Controlled Clown Car 2007
Rocketbarrel Boost Rocketbarrel Boost in the game Donkey Kong 64. 2007
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. 2007
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. 2007 Constant height begins descending slowly after a short time.
Bat Wario Bat Wario 2007 Press/Hold jump button to rise" press jump button
Puffy Wario Puffy Wario 2007 Steadily rises
Eagle Wario Artwork of Eagle Wario from Virtual Boy Wario Land. 2007
King Dragon Wario Artwork of King Dragon Wario from Virtual Boy Wario Land. 2007
Helicopter Yoshi Helicopter Yoshi artwork for Super Mario World 2: Yoshi's Island 2007
Helicopter Yoshi Artwork of Helicopter Yoshi from Yoshi's New Island. 2007
Hot-Air Balloon Yoshi Hot-Air Balloon Yoshi from Yoshi's New Island 2007
Bubble Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2007 Free movement in any direction Moves away from the freely placeable Star Pointer
Bubble Artwork of Luigi in a Bubble in New Super Mario Bros. U 2007 Free movement in any direction Entered on demand or after losing a life in multiplayer, placing player in a inactive state. floats across the screen on a fixed path, but the player can nudge the bubble to move closer to player characters not inside bubbles. Exit upon contact with a player character not in a bubble
Bubble Small Mario in a bubble, from Super Mario Run. 2007 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 2007 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. 2007 Free movement in all directions Has to be pointed in a specific direction, then can move forward
Balloon Mario Balloon Mario artwork from the Spanish Total magazine 2007 Free movement in all directions
Steadily rises
Steadily rises if no directional input is given
Rocket Bucket Rocket Bucket.png 2007
Fluzzard In-Game Model of Fluzzard 2007
Hover Spin The cone Luiginoid Formation executing the hover spin move in Mario & Luigi: Dream Team 2007 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 2007 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 Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. 2007 Free movement in all directions Has to be pointed in a specific direction, then can move forward
Parakarry Mario and Parakarry 2007 Constant height
Lakilester Lakilester 2007 Constant height