User:Salmancer/List of methods of flight: Difference between revisions
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![[Propeller Box]] | ![[Propeller Box]] | ||
|[[File:Propeller Box Artwork | |[[File:SM3DL-Mario Propeller Box Jump Artwork.png|48px]] | ||
|2007 | |2007 | ||
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![[Lakitu's Cloud]] | ![[Lakitu's Cloud]] | ||
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|2007 | |2007 | ||
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*''[[Yoshi's Crafted World]]'' | *''[[Yoshi's Crafted World]]'' | ||
|Constant height | |Constant height | ||
|align=left|Moves in a sine wave, like a repeating [[Flutter Jump]] pattern. After performing, uses wings to slow down falling. | |align=left|Moves in a sine wave, like a repeating [[Flutter Jump]] pattern. Is called "Flutter Flying". After performing, uses wings to slow down falling. | ||
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![[Umbrella Yoshi]] | ![[Umbrella Yoshi]] | ||
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*''[[New Super Luigi U]]'' | *''[[New Super Luigi U]]'' | ||
*''[[New Super Mario Bros. U Deluxe]]'' | *''[[New Super Mario Bros. U Deluxe]]'' | ||
|Fixed path<br>Decide direction then move | |Fixed path<br>Constant height <br>Decide direction then move | ||
|align=left|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 | |align=left|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. | ||
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![[Bubble]] | ![[Bubble]] |
Revision as of 19:08, February 21, 2025
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. Abilities that launch the player into the air and are not tied to using an item 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.
Flying abilities are sorted into one or more of ten 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. A common variation on this is objects that pull Mario toward them, which means the position of the object with respect to Mario decides which way Mario moves. 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")
- "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 | 2007 | Press/Hold jump button to rise | Uses the swimming controls in the air | ||
Propeller Mario/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 | ![]() |
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 | ![]() ![]() ![]() |
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 | ![]() |
2015 | Free movement in all directions | Can only fly during the credits | |
Cape 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 | ![]() |
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 | ![]() |
2015 | Momentum based | Requires a cannon or a Triple Jump. | |
Lakitu's Cloud | ![]() |
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 | ![]() ![]() ![]() ![]() |
2007 | Free movement in all directions | ||
Bullet Bill Mask | ![]() |
2007 | Constant height | Is temporary. Lost upon crashing into walls. | |
Bullet Bill/Banzai Bill (via Capture) | ![]() ![]() |
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) | ![]() ![]() |
2007 | Press/Hold jump button to rise | Maximum height is a little above highest platform that has ever been landed on. | |
Winged Yoshi | ![]() |
2007 | Press/Hold jump button to rise | Is temporary when accessed with Koopa Shells, is permanent when accessed with Yoshi's Wings. | |
Winged Yoshi | ![]() |
2007 | 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 | ![]() |
2007 | Press/Hold jump button to rise | Heavily affected by wind | |
Sky Pop Yoshi | ![]() |
2007 | Free movement in all directions | ||
Launch Star | ![]() |
2007 | Fixed path | Activate with spin. | |
Piranhacopter | ![]() |
2007 | High ascent and slowly descend | ||
Pidgit’s carpets | ![]() |
2007 | Free movement in all directions | Is temporary. | |
Propellerpack | ![]() |
2007 | High ascent and slowly descend | ||
Super Dragon | ![]() |
2007 | Free movement in all directions | Is temporary | |
Wario-Man | ![]() |
2007 | Press/Hold jump button to rise | Rises when using aerial attacks. | |
Spinning Kong | ![]() |
2007 | Steadily rises | Only rises when used in the air. Does not rise very high | |
Whirling Fortress | ![]() |
2007 | Steadily rises | Only rises when used in the air. | |
Rocketbarrel Boost | ![]() |
2007 | Dash(es) in an upward direction | Can be aimed mid-dash, defaults to upward. Can be charged to dash farther | |
Rocketbarrel Barrage | ![]() |
2007 | Free movement in all directions | Moves upward, but can be turned such that upward to Diddy is any direction. Is temporary. | |
Hyper Rocketbarrel | ![]() |
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[conjectural] | ![]() |
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. Collecting fuel in the second segment makes it go faster, and it can break through an otherwise deadly ceiling at max speed. | |
Flying Mario | ![]() |
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 | ![]() |
2007 | Press/Hold jump button to rise | ||
Rocket Barrel | ![]() |
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 | ![]() |
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 | ![]() |
2007 | Steadily rises | Rescues player from pits. Can pass through some solid objects. Ends with button press or after too long. | |
Helicopter Spin | ![]() |
2007 | Dash(es) in an upward direction | Button has to be held briefly, moves upward | |
Squawks | ![]() |
2007 | 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 | ![]() |
2007 | Can only transform into Quawks by using his corresponding Animal Barrel. | ||
Rocket Barrel | ![]() |
2007 | Steadily rises | Normally falls, starts rising after hitting an Ignition Barrel | |
Blimp Yoshi | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
2007 | High ascent and slowly descend | ||
Baboon Balloon | ![]() |
2007 | Steadily rises | Is temporary. Can be ended early. Bounces off walls. | |
Remote-Controlled Clown Car | ![]() |
2007 | |||
Rocketbarrel Boost | ![]() |
2007 | |||
Bee Mario | ![]() |
2007 | |||
Boo Mario | ![]() |
2007 | |||
Joy | ![]() |
2007 | |||
Wicked Wario | ![]() |
2007 | |||
Jet Wario | ![]() |
2007 | Constant height | begins descending slowly after a short time. | |
Bat Wario | ![]() |
2007 | Press/Hold jump button to rise" | press jump button | |
Puffy Wario | ![]() |
2007 | Steadily rises | ||
Eagle Wario | ![]() |
2007 | |||
King Dragon Wario | ![]() |
2007 | |||
Helicopter Yoshi | ![]() |
2007 | |||
Helicopter Yoshi | ![]() |
2007 | |||
Hot-Air Balloon Yoshi | ![]() |
2007 | Steadily rises | Can slow down when a button is held. | |
Bubble | ![]() |
2007 | Decide direction then move | Moves away from the freely placeable Star Pointer | |
Bubble | ![]() |
2007 | Fixed path Constant height Decide direction then move |
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 | ![]() |
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 | ![]() |
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 | ![]() |
2007 | 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 | ![]() |
2007 | Free movement in all directions Steadily rises |
Steadily rises if no directional input is given | |
Rocket Bucket | ![]() |
2007 | |||
Fluzzard | ![]() |
2007 | |||
Hover Spin | ![]() |
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 | ![]() |
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 | ![]() |
2007 | 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 | ![]() |
2007 | Constant height | ||
Lakilester | ![]() |
2007 | Hover along ground | ||
Balloon Baby Yoshi | ![]() |
2015 | 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 | ![]() |
2007 | Decide direction then move | Move toward any Pull Star close enough to select with the Star Pointer | |
Wings | ![]() |
2007 | |||
Peach Parasol/Daisy Parasol | ![]() ![]() |
2007 | 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 | ![]() |
2007 | 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 | ![]() ![]() ![]() |
2007 | 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 | ![]() |
2007 | Dash(es) in an upward direction | Low arc by default, can have a higher arc randomly. Can be charged for extra distance. | |
UFO Spin | ![]() |
2007 | Constant height | ||
Tail Mario | ![]() |
2007 | Constant height | Is temporary, can attack while floating. | |
Hover Nozzle | ![]() |
2007 | Constant height | Spends water, rises slightly. | |
Rocket Nozzle | ![]() |
2007 | Dash(es) in an upward direction | Is an extreme dash. Spends water. | |
Jump out | ![]() |
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] | ![]() |
2007 | Constant height | Only after entering an 8-bit pipe. Only available in multiplayer mode. Is performed by Cappy but affects Mario. | |
Lunar Launch | ![]() |
2007 | Dash(es) in an upward direction | Automatically used at walls, is an extreme dash can only fall straight down. | |
Gravity Well | ![]() |
2007 | Decide direction then move | 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 | ![]() |
2007 | 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 | ![]() |
2007 | Decide direction then move | 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 | ![]() |
2007 | 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 | ![]() ![]() |
2007 | 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) | ![]() |
2007 | |||
Mighty Peach | ![]() |
2007 | |||
Trio Glider | ![]() |
2007 | |||
Plane Mode | ![]() |
2007 | Momentum based | ||
Side Drill | ![]() |
2007 | Constant height | Cannot turn while moving, can enter and be launched out of tubes. | |
Peach Bomber/Daisy Bomber | ![]() ![]() |
2007 | Constant height | Bounces upward if it hits an opponent. | |
Wario Waft | ![]() |
2007 | Dash(es) in an upward direction | Has to charge up a substantial amount before it launches. Charges automatically. Is an extreme dash | |
Bullet Bill | ![]() |
2007 | Dash(es) in an upward direction | Dash in any direction | |
Jet-Pack Dash | ![]() |
2007 | |||
Bullet Bill Dash | ![]() |
2007 | Hover along ground | ||
Glide Dash | ![]() |
2007 | |||
Fly Guy Dash | ![]() |
2007 | |||
Luma Dash | ![]() |
2007 | Hover along ground | ||
Carousel Dash | ![]() |
2007 | Hover along ground | ||
Sky Pop | ![]() |
2007 | |||
Spike Guard | ![]() |
2007 | Hover along ground | Immunity to spikes. | |
Launch Star | ![]() |
2007 | 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 | ![]() |
2007 | 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 | ![]() |
2007 | |||
Gyrocopter | ![]() |
2007 | Free movement in all directions | Traverses world map, ignoring all obstacles. | |
Gyrocopter | ![]() |
2007 | Free movement in all directions |