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[[File:SM3Dart.png|thumb|[[Mario]] jumping.|200px]]
{{about|the uses of jumping throughout the Mario franchise|the attack from the ''[[Paper Mario (series)|Paper Mario series]]'' known as "Jump"|[[Boots]]}}
[[File:SMBW Mario Jump.png|thumb|200px|Mario jumping]]
{{quote|As you know, the primary action for mobile creatures is the jump, if you follow.|Stuffwell|Mario & Luigi: Partners in Time}}
{{quote|As you know, the primary action for mobile creatures is the jump, if you follow.|Stuffwell|Mario & Luigi: Partners in Time}}
'''Jumping''' is a generic move that became [[Mario]]'s most commonly used move. While it was originally used only to evade [[:Category:Hazardous objects|obstacles]] in the original ''[[Donkey Kong (game)|Donkey Kong]]'' game, it has been Mario's primary method of attacking since ''[[Super Mario Bros.]]'' Depending on the [[Genre|type of game]], Mario and other [[List of characters|characters]] jump for a variety of different purposes. When Mario jumps, he makes a fist in the air and splits his legs at the same time. In the early games, Mario keeps his legs split when landing on enemies to [[stomp]] them. In later games, Mario commonly lands on enemies by using his shoes.


'''Jumping''' is [[Mario]] and [[Luigi]]'s trademark move. While it has only been used to evade obstacles in the original ''[[Donkey Kong (game)|Donkey Kong]]'' game, it has been Mario's primary method of attacking since ''[[Super Mario Bros.]]'' Depending on the type of the game, Mario and other playable characters jump for very different purposes.
Because Mario can jump in most games of the [[Super Mario (franchise)|''Super Mario'' franchise]], only significant examples are mentioned.


==History==
==History==
===''Donkey Kong'' series===
===''Donkey Kong''===
====''Donkey Kong====
[[File:Donkey Kong Arcade 25m Screenshot.png|thumb|left|Mario jumping over a barrel in ''Donkey Kong'']]
[[Image:Donkey Kong arcade.PNG|thumb|left|Mario jumping over a barrel in ''Donkey Kong''.]]
In the original arcade version of ''Donkey Kong'', Mario has to jump over the [[barrel]]s that [[Donkey Kong]] throws at him. He can only jump high enough to leap right over the barrel, in contrast to the impossibly high jumps in the ''Super Mario Bros.'' series. If Mario lands on a barrel in the game, he dies. In the early concept of ''Donkey Kong'', Mario originally was not able to jump. It was implemented when [[Shigeru Miyamoto]] and his team thought, "If you had a barrel rolling towards you, what would you do?"<ref>[https://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/0 Iwata Asks - New Super Mario Bros: Volume 1] ''Nintendo''. Retrieved June 6, 2010.</ref>
In the original arcade version of ''Donkey Kong'', Mario had to jump over the [[barrel]]s that [[Donkey Kong]] threw at him. He could only jump high enough to leap right over the barrel, in contrast to the impossibly high jumps in the ''Super Mario Bros.'' series. If Mario landed on a barrel in the game, he would die. In the early concept of ''Donkey Kong'', Mario originally wasn't able to jump. It was implemented when [[Shigeru Miyamoto]] and his team thought "If you had a barrel rolling towards you, what would you do?".<ref>http://us.wii.com/iwata_asks/nsmb/vol1_page1.jsp</ref>


====''Donkey Kong'' (Game Boy)====
In the [[Game Boy]] [[Donkey Kong (Game Boy)|version]], Mario has a greater variety of moves related to jumping. If the player jumps then presses down on {{button|gb|Pad}}, Mario does a handstand. From the handstand position, Mario could perform high jumps and wide jumps depending on the situation. Mario could also backflip by walking and then immediately pressing the opposite direction and the jump button, resulting in him going high into the air backwards. Unlike all other 2D Mario titles, ''Donkey Kong'' also punishes the player for falling too far, resulting in Mario losing a life. This jump system has also been used in ''[[Mario vs. Donkey Kong]]''.
In ''[[Donkey Kong (Game Boy)|Donkey Kong]]'' on the [[Game Boy]], Mario has a greater variety of moves related to jumping. If the player jumped, then pressed down on the d-pad, Mario would make a handstand. From the handstand position, Mario could perform high jumps and wide jumps depending on the situation. Unlike all other 2D Mario titles, ''Donkey Kong'' would also punish the player for falling too far, resulting in Mario losing a life. This jump system has also been used in ''[[Mario vs. Donkey Kong]]''.
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===''Mario Bros.===
===''Mario Bros.''===
In ''[[Mario Bros. (game)|Mario Bros.]]'', jumping was the primary attack of Mario and Luigi and the only way to defeat enemies. By jumping at the platforms on which the enemies were standing on from below, the player could turn the enemies around. The enemies would then have to be finished off with a kick. Unlike future games, stomping on enemies is still deadly in ''Mario Bros.'' Because of this, the [[Shellcreeper]]s have been changed to [[Spiny|Spinies]] in all remakes of the game to remind players not to stomp on them.
In ''[[Mario Bros. (game)|Mario Bros.]]'', jumping is the primary attack of Mario and Luigi and the only way to defeat [[List of enemies|enemies]]. By jumping from below to hit the platforms on which the enemies stand, the player can stun the enemies or turn them around. The enemies then have to be finished off with a kick. Unlike later games, stomping on enemies is deadly in ''Mario Bros.'' Because of this, the [[Shellcreeper]]s have been changed to [[Spiny|Spinies]] in all remakes of the game to remind players not to stomp on them.
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===''Super Mario'' series===
===[[Super Mario (series)|''Super Mario'' series]]===
[[Image:Undeground_jump.jpg|thumb|Mario jumping in ''Super Mario Bros.''.]]
[[File:SMAS SMB3 Small Mario Jumping.png|thumb]]
Since ''[[Super Mario Bros.]]'', jumping has been a much more integral part of the games, and is not just used to jump over gaps and enemies. The game featured all kinds of [[Brick Block]]s in which Mario could find [[coin]]s, as well as [[Question Block]]s that contained [[Mushroom]]s and [[Fire Flower]]s. To break those blocks, the player has to jump at their bottom side. Mario could also defeat enemies like [[Goomba]]s and [[Hammer Bro.|Hammer Bros.]] in the game by [[stomp]]ing on them. [[Koopa Troopa]]s were not defeated by the stomp, but they hid in their [[Green Shell|shells]] which could then be kicked by the player.
Since ''[[Super Mario Bros.]]'', jumping has been a much more integral part of the [[Super Mario (franchise)|''Super Mario'' franchise]], and is no longer used solely to jump over gaps and enemies. In later games of the series, Mario and other playable characters use a greater variety of jump moves which can be used to reach certain areas or get bonus [[List of items|items]] from special [[block]]s. These include the [[Spin Jump]] from ''[[Super Mario World]]'', the [[Ground Pound]] first seen in ''[[Super Mario World 2: Yoshi's Island]]'', and even the [[Double Jump (consecutive)|Double Jump]], [[Triple Jump]], and [[Wall Jump]] introduced in ''[[Super Mario 64]]''.


In later games of the series, Mario and other playable characters use a greater variety of jump moves which can be used to reach certain other areas or get bonus items from special blocks. These include the [[Spin Jump]] from ''[[Super Mario World]]'', the [[Ground Pound]] first seen in ''[[Super Mario World 2: Yoshi's Island]]'', and even the [[Double Jump]], the [[Triple Jump]] and the [[Wall Jump]], introduced in ''[[Super Mario 64]]''.
====''Super Mario Bros.''====
[[File:SMB-World1-2-UndergroundJump.png|thumb|Mario jumping in ''Super Mario Bros.'']]
''[[Super Mario Bros.]]'' features various types of [[Brick Block]]s which Mario can find [[coin]]s in, as well as [[? Block]]s that contain [[Super Mushroom|Magic Mushroom]]s and [[Fire Flower]]s. To break these blocks, the player must jump while under them. Mario can also defeat enemies like [[Goomba|Little Goomba]]s and [[Hammer Bro]]thers by [[stomp]]ing on them. [[Koopa Troopa]]s are not defeated by the stomp, but hide in their [[Green Shell|Shells]], which can then be kicked by the player. Hammer Brothers, [[Cheep Cheep|Cheep-cheep]]s, [[Impostor Bowser|fake Bowsers]], and [[Bowser]] himself all jump in the game as well.


====''Super Mario Bros. 2====
====''Super Mario Bros. 2''====
In ''[[Super Mario Bros. 2]]'', jumps served a different purpose than in all other games, due to the game using the only slightly altered ''[[Yume Kōjō: Doki Doki Panic]]'' as its engine. The characters in the game could not defeat any enemies by stomping on them. Instead, they could stand on them and pick them up by using the B button. Players could even land on [[Birdo]]'s [[Birdo Egg|eggs]] and throw those at Birdo. Picked-up enemies and items could be thrown to knock out other enemies. This system has been carried over to ''Donkey Kong'' on the Game Boy.
In ''[[Super Mario Bros. 2]]'', jumps served a different purpose than in all other games, due to the game using the only slightly altered ''[[Yume Kōjō: Doki Doki Panic]]'' as its engine. The characters in the game could not defeat any enemies by stomping on them. Instead, they could stand on them and pick them up by pressing {{button|nes|b}}. Players could even land on [[Birdo]]'s [[Birdo's Egg|eggs]] and throw them at Birdo. Enemies and items could be picked up and thrown to knock out other enemies. This system has been carried over to ''Donkey Kong'' on the Game Boy.


====''Super Mario Sunshine====
====''Super Mario World''====
Mario's jump can defeat most enemies. When using [[F.L.U.D.D.]]'s hover nozzle, Mario can float higher and longer. In addition, if Mario loses health, he sounds weaker when he jumps.  Also, if Mario jumps over a [[Pit (obstacle)|gap or a void]], Mario's jumping sound would sound different.
While the standard jump (or '''Regular Jump''')<ref>Super NES Nintendo Player's Guide, page 15.</ref> remains mostly unchanged in ''[[Super Mario World]]'', Mario is also now capable of [[Spin Jump|spin-jump]]ing. It trades height for offense, as it can break blocks (as [[Super Mario (form)|Super Mario]]) and destroy enemies that are usually more durable. It also allows Mario to bounce off certain enemies, notably those with spines, where he would usually take damage.
 
''Super Mario World'' is the debut of [[Yoshi]], a dinosaur-like creature Mario can ride. His jump is greater than Mario's, but it defeats enemies as quickly as the Spin Jump, and Yoshi even bounces on spiny enemies, too. While on Yoshi, Mario or Luigi can perform a '''Yoshi Boost'''<ref>''[[Mario Mania]]'' Nintendo Player's Guide, page 43.</ref> (also named '''Double Jump'''),<ref>Super NES Nintendo Player's Guide, pages 13 and 15.</ref> which gives him a second, higher jump off Yoshi. Doing so leaves Yoshi alone unless Mario or Luigi hops back onto him.
 
====''Super Mario World 2: Yoshi's Island''====
[[File:SMW2 Flutter Jump.png|thumb|left|100px|Yoshi using the Flutter Jump to land slowly]]
The playable appearance of Yoshi, ''[[Super Mario World 2: Yoshi's Island]]'', introduces multiple aspects on top of the jump. By holding the jump button, Yoshi will [[Flutter Jump]], which stalls him momentarily, allowing for careful landings and covering greater distances. Pressing down makes him [[Ground Pound]], an offensive move that is stronger than landing on enemies. These are all new to the franchise, with Ground Pounding becoming a staple of ''Super Mario Bros.'' games, and Flutter Jumping being an iconic move of Yoshi's.
 
====''Super Mario Sunshine''====
In ''[[Super Mario Sunshine]]'', Mario's jump can defeat most enemies. When using [[F.L.U.D.D.|FLUDD]]'s [[Hover Nozzle]], Mario can float higher and longer. Additionally, if Mario jumps over a [[pit]], his jumps are different.{{ref needed}}
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===''Mario Kart'' series===
===''Mario Kart'' series===
In ''[[Super Mario Kart]]'', players could [[Hop (Mario Kart)|hop]] with the press of a button. The [[Cape Feather|Feather]] allowed them to do a high jump. Jumps can be used to cross gaps and to take shortcuts. In later games of the ''[[Mario Kart (series)|Mario Kart'' series]]'', jumping is usually only possible when using ramps. In ''[[Mario Kart Wii]]'' and ''[[Mario Kart 7]]'', it was possible to do [[trick]]s after jumping off, giving players a small boost.
[[File:BowserTrickSide.png|thumb|150px|[[Bowser]] doing a trick off a net]]
Throughout most games in the ''[[Mario Kart (series)|Mario Kart]]'' series, players can make a short [[hop (move)|hop]] to begin a [[drift]]. ''[[Super Mario Kart]]'' and ''[[Mario Kart: Super Circuit]]'' feature many narrow hazards that can be hopped over, such as puddles or cracks in the road. Otherwise, the series generally implements [[Dash Panel]]s and [[ramp]]s within courses to enable higher and farther jumps. ''[[Mario Kart Wii]]'' introduced [[Jump Boost|trick]]s, which allow racers to perform stunts when jumping from ramps to receive a brief speed boost upon landing. In ''[[Super Mario Kart]]'', ''[[Mario Kart 8 Deluxe]]'', and ''[[Mario Kart Tour]]'', the [[Cape Feather|Feather]] (exclusive to Battle Mode in the latter two games) allows players to jump over obstacles and racers.
 
As of ''Mario Kart Tour'', ''[[Mario Kart: Double Dash!!]]'' is the only game in the series where racers cannot hop. Drifting is still executed in a similar fashion to the other games.
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===''Super Mario RPG: Legend of the Seven Stars''===
In ''[[Super Mario RPG: Legend of the Seven Stars]]'' and its [[Super Mario RPG (Nintendo Switch)|remake]], the Jump is a special move that requires 3 [[Flower Point]]s. It does additional damage as a [[Action Command|Timed Hit]], and its power increases with the [[Jump Shoes]]. Mario can use this move from the beginning of the game. Mario's jump is also used by many characters in the game to verify his identity. Everyone also seems to think of it as his most defining characteristic.
 
[[File:SMRPG NS Jump icon.png|thumb|right|Jump element icon from ''Super Mario RPG'' (Nintendo Switch)]]
Mario's Jump, along with [[Super Jump (Super Mario RPG)|Super Jump]] and [[Ultra Jump]], are designated with the "Jump" element, one of the four elements assigned to Special attacks in the game (the others being [[Fire (element)|Fire]], [[Lightning (element)|Lightning]], and [[Ice (element)|Ice]]). Spiky enemies are restistant to Jump attacks unless Mario equips the Jump Shoes, in which case he can damage them. Mario is the only character in the game that can use attacks with this property.
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===''Mario Party'' series===
In the [[Mario Party (series)|''Mario Party'' series]], characters usually jump to hit [[Dice Block]]s. Characters can also jump in various [[minigame]]s. Sometimes characters can jump on their opponents to stun them temporarily (and to jump higher in a few minigames). In some minigames, such as [[Coin Cache]], stunned characters have a lower jumping ability.
 
===''Paper Mario'' series===
Jumping is present in every installment of the [[Paper Mario (series)|''Paper Mario'' series]].
 
In ''[[Paper Mario]]'' and ''[[Paper Mario: The Thousand-Year Door]]'', jumping is Mario's primary attack he can use from the beginning of the game. It can be used to defeat any kind of generic enemy like the [[Goomba]]s, but some enemies like the [[Spiked Goomba]]s prevent jump attacks with spikes, and the player then has to use the [[Hammer]] attacks instead. Jumping is also used on the overworld for platforming elements. In both games, Mario can increase his jump power and abilities with the [[Super Boots]] and the [[Ultra Boots]]; Super Boots make each hit have a power of 2, while Ultra Boots make each hit have a power of 3. [[Doopliss]] also uses Mario’s jump attack in battle when he copies Mario.


===''Super Mario RPG: Legend of the Seven Stars===
In ''[[Super Paper Mario]]'', all four characters have the ability to jump on foes as their primary means of attack.
In ''[[Super Mario RPG: Legend of the Seven Stars]]'', the Jump was a special move that requires [[Flower Point]]s. It does additional damage as a [[Action Command|Timed Hit]], and its power increases with the [[Accessories|Jump Shoes]]. Mario can use this move from the beginning of the game on. Mario's jump was also used by many characters in the game to verify his identity. Everyone also seems to think of it as his most defining characteristic.  


===[[Paper Mario (series)|''Paper Mario'' series]]===
''[[Paper Mario: Sticker Star]]'' features multiple Jump stickers that can be used in battle, each with various strengths. There are seven different types of Jumps, each with their own variations: the Jump, Iron Jump, Hopslipper, Infinijump, Line Jump, and Clone Jump. All of these types except the Infinijump and Clone Jump reappear as cards in ''[[Paper Mario: Color Splash]]'', along with a new variation, the Spin Jump.
In ''[[Paper Mario]]'' and ''[[Paper Mario: The Thousand-Year Door]]'', jumping is Mario's primary attack he can use from the beginning of the game. It can be used to defeat any kind of generic enemy like the [[Goomba]]s, but some enemies like the [[Spiked Goomba]]s would prevent jump attacks with spikes, and the player would have to use the [[Hammer]] attacks instead. Jumping is also used on the overworld for platforming elements. In both games, Mario can increase his jump power and abilities with the [[Super Boots]] and the [[Ultra Boots]].
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===[[Mario & Luigi (series)|''Mario & Luigi'' series]]===
===[[Mario & Luigi (series)|''Mario & Luigi'' series]]===
[[File:Mariojumpbowser.JPG|230px|thumb|right|[[Mario]] jumping towards Bowser in ''[[Mario & Luigi: Bowser's Inside Story]]''.]]
====''Mario & Luigi: Superstar Saga'' / ''Mario & Luigi: Superstar Saga + Bowser's Minions''====
''[[Mario & Luigi: Superstar Saga]]'' used the same concept for jumps as the ''Paper Mario'' series. On the overworld, Mario and Luigi could also perform the [[High Jump]] and the [[Spin Jump]] to reach higher areas. Many [[Bros. Attack]]s would also use jump moves. In ''[[Mario & Luigi: Partners in Time]]'', the piggyback jumps with [[Baby Mario]] and [[Baby Luigi]] increased the number of jump commands.
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|[[File:SS Jump M.png]] [[File:SS Jump L.png]]
===[[Super Smash Bros. (series)|''Super Smash Bros.'' series]]===
|align=left
[[File:SSBB Midairjump.png|thumb|200px|[[Mario]] performing a Midair Jump in ''Super Smash Bros. Brawl''.]]
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In the ''Super Smash Bros.'' series, jumping can be preformed by all characters.
''[[Mario & Luigi: Superstar Saga]]'' used the same concept for jumps as the ''Paper Mario'' series. In addition, the player controls both Mario and Luigi simultaneously using {{button|gba|Pad}}, with one brother in tow following the other's movements. Each brother has their own corresponding button &ndash; {{button|gba|A}} for the leading brother and {{button|gba|B}} for the following brother &ndash; and it is necessary to use both to get both brothers over pits. On the overworld, Mario and Luigi could also perform the [[High Jump]] and the [[Spin Jump]] to reach higher areas. In combat, Mario and Luigi can jump on their enemies to attack, with their attack's damage being boosted by pressing the respective brother's button (the {{button|gba|A}} button for Mario and the {{button|gba|B}} button for Luigi) upon landing. There are also enemies that cannot be jumped on, such as spiked enemies, and will counter if this happens, inflicting damage on the attacking Bro. and causing him to jump back to his spot in pain. Many [[Bros. Attack]]s also use jump moves, especially [[Splash Bros.]], [[Bounce Bros.]], and [[Swing Bros.]]. Jump attacks are stored in the Solo [[Command Block]], which displays a single face with the word "Solo" beneath it. Jumping is also used for defense, typically to avoid attacks traveling on the ground such as the corrupted [[Queen Bean]]'s shockwave slam attack. ''[[Mario & Luigi: Superstar Saga + Bowser's Minions]]'' retains this, although jumping on an enemy that cannot be jumped on will cause the text "Too bad..." to appear.
 
Some enemies and bosses resist jump or hammer attacks, even if they are spiky.
 
====''Mario & Luigi: Partners in Time''====
[[File:Instructions1.png|thumb|160px|Instruction in ''Mario & Luigi: Partners in Time'']]
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|[[File:Mario(PiT) - Jump.png]] [[File:Luigi(PiT) - Jump.png]]
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In ''[[Mario & Luigi: Partners in Time]]'', the jump command was identical to how it was in ''Mario & Luigi: Superstar Saga'', however, the [[Piggyback Jump|piggyback jumps]] with [[Baby Mario]] and [[Baby Luigi]] increased the number of jump commands in-battle; the players must press the baby's button ({{button|ds|x}} for Baby Mario and {{button|ds|y}} for Baby Luigi) before the adult's to deal extra damage. Jump attacks now have their own command block, which displays a white upward arrow against a red background. Jumping is used for defense as well. The Spin Jump returns, and later on the bros learn the [[Baby Spin]] move which allows them to Spin Jump into the babies to launch them even further upwards and makes it possible for them to cross large gaps along with the adult bros. In the overworld, Mario now always leads before Luigi, so Mario always uses {{button|ds|A}} while Luigi uses {{button|ds|B}}. Like Mario and Luigi, the player controls both Baby Mario and Baby Luigi simultaneously using the {{button|ds|pad}} while they are separated from their older selves, with Baby Mario leading before Baby Luigi. The two babies also have their own corresponding button - {{button|ds|X}} for Baby Mario and {{button|ds|Y}} for Baby Luigi.
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====''Mario & Luigi: Bowser's Inside Story'' / ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey''====
[[File:MLBIS Action Command screenshot.png|thumb|[[Mario]] jumping towards [[Bowser]] in ''Mario & Luigi: Bowser's Inside Story'']]
In ''[[Mario & Luigi: Bowser's Inside Story]]'' and ''[[Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey]]'', jumping in battles works similar to how it did in ''[[Mario & Luigi: Partners in Time]]'' when the adult brothers are with their infant counterparts; Mario and Luigi can perform two jumps with a well-timed action command, dealing twice the damage to enemies. Certain attacks also have to be jumped over. In the overworld, jumping functions the same as it did in ''Mario and Luigi: Partners in Time'', though there are also 2D side-scrolling segments that take place inside [[Bowser's body]], where the jumps use the mechanics of ''Mario & Luigi'' jumping in a typical ''Super Mario Bros.'' setting.
 
====''Mario & Luigi: Dream Team''====
[[File:MLDT JumpInstructions.png|thumb|left|Instructions on how to jump in battle from ''Mario & Luigi: Dream Team'']]
In ''[[Mario & Luigi: Dream Team]]'', the Jump attacks for Mario and Luigi are identical in gameplay to the ones in ''Mario & Luigi: Bowser's Inside Story''. In the [[Dream World]], when Mario is combined with [[Dreamy Luigi]], successful Jump attacks cause several [[Luiginoid]]s to fall on to surrounding enemies after Mario attacks for extra damage. The Jump command block shows a Boot in this game, rather than an arrow; however, arrows still serve as the symbol for the jump defense. [[Luiginary Ball]] is an [[Luiginary Attack]] which does not involve the brothers jumping, but deals extra damage to enemies weak to jumps all the same. Jump attacks definitionally deal damage using the [[boots]]. Jumping on a spiked enemy will cause the text "Miss..." to appear as the attacker jumps back to his spot in pain.
 
The Jump attack is also used during the Giant Battles by [[Giant Luigi]]. Luigi bends down and the player must wait until Luigi flashes and spreads his arms to slide up quickly on the Touch Screen. Perfect timing allows Luigi to land firmly on the target and perform a second jump on them if the player succeeds in repeating the command. Perfect timing with both jumps yields an ''Excellent!'' rating, perfect timing on only one yields a ''Great!'' rating, sliding up at the wrong time results in a ''Good!'' rating and not sliding up at all results in an ''OK!'' rating.
 
In the overworld, this game uses the Jump field action the same way as the previous two games, and continues to feature the Spin Jump move. [[Ball Hop]] is a new move where the Bros. curl into a ball to bounce forward, leaping higher than normal. The Dream World is a 2D space, much like Bowser's body. Spin Jump and Ball Hop are not used in the Dream World, as Dreamy Luigi instead uses [[Luiginary Work]]s to get past obstacles. Luiginary Works that float in the background can jump to cosmetic effect; if the Luiginary Work does not move (i.e. the tree slingshot and the pinwheel), Luigi will still raise his eyebrows as though jumping, but will not actually move. The [[Luiginoid Formation]] is a Luiginary Work that summons Luiginoids to form one of three shapes. The stack shape can jump. It can also crouch down to perform a high-flying Spring Jump that breaks blocks above it. The cone shape can Hover Spin as its jump, which falls slowly and can be repeated in air to keep most of its height.
 
As in other games, the Mario Bros. sometimes prove their prowess to other characters by jumping.
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=====Descriptions=====
*'''Mario''' - ''Press the A button as you land to jump again. Time two jumps for an Excellent!''
*'''Luigi''' - ''Press the B button as you land to jump again. Time two jumps for an Excellent!''
*'''Giant Luigi''' - ''Charge up for extra oomph!''
 
====''Mario & Luigi: Paper Jam''====
[[File:MLPJ JumpInstructions.png|thumb|Instructions on how to jump in battle from ''[[Mario & Luigi: Paper Jam]]''.]]
In ''[[Mario & Luigi: Paper Jam]]'', Mario and Luigi's jumps remain the same, but [[Paper Mario (character)|Paper Mario]] is unique due to having {{button|3ds|Y}} as his jump button. In battle, Paper Mario and his copies can jump on enemies many times depending on how many copies he has. The Jump defense is also used here to avoid low attacks, and Paper Mario can also float by flapping his arms, allowing Paper Mario to avoid taller or longer attacks for his version of the jumps. The [[Papercraft]]s can also perform a jump move to stomp on enemies, though the player has to retrieve the Papercraft after jumping.
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====''Mario & Luigi: Brothership''====
{{new subject|section=y}}
''[[Mario & Luigi: Brothership]]'' has a mechanic where when jumping on enemies to attack in combat, the Bro. whose turn did not come yet will walk up and can give his brother a boost to attack an enemy again. Additionally, jumping on a spiny enemy will cause the attacking Bro. to grab his foot in pain after the attack. The "Miss..." graphic that appears when jumping on a spiked enemy is now light-gray in color.<ref>https://www.youtube.com/watch?v=-dTE1FEvd6U</ref>
 
===''Luigi's Mansion'' series===
====''Luigi's Mansion: Dark Moon''====
In ''[[Luigi's Mansion: Dark Moon]]'', Luigi can jump while he is sucking up a ghost to avoid attacks from other ghosts. This is executed by pressing the {{button|3ds|B}} button while using the [[Poltergust 5000]] to suck up the ghost.
 
====''Luigi's Mansion 3''====
In ''[[Luigi's Mansion 3]]'', Luigi and [[Gooigi]] can jump by using the [[Burst]] move. Mario is also seen using his jumping abilities, such as the Wall Jump and [[Side Somersault]], to scale [[The Last Resort]] after Luigi defeats [[Hellen Gravely]] and rescues him.
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===''Super Smash Bros.'' series===
{{see also|Double Jump (airborne)}}
[[File:SSBB Midairjump.png|thumb|200px|[[Mario]] performing a Midair Jump in ''Super Smash Bros. Brawl'']]
In the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]], a jump can be performed by all characters. Each character has a different jump height and speed. A major mechanic in the series is that players can jump again while airborne, and some characters can do so multiple times. Also, Mario, Luigi and Dr. Mario's [[Super Jump Punch]] is executed similarly to the conventional jumps in the ''Super Mario'' games.
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==Profiles==
===''Super Mario Bros. 3''===
*'''Wii Virtual Console manual description:''' ''Press {{button|wii|2}} to jump, or hold it to jump higher. When in the water, press up on {{button|wii|Pad}} and {{button|wii|2}} to jump out of the water.''
*'''Wii Virtual Console manual description (Super Jump):''' ''Press {{button|wii|2}} when landing on an enemy to jump even higher.''
 
===''Super Mario Land''===
*'''Virtual Console manual description:''' ''Press {{button|3ds|A}} to jump. To jump higher, press and hold {{button|3ds|A}} or press {{button|3ds|A}} while running. You can adjust the direction of the jump by pressing {{button|3ds|Padleftright}} while in the air.''
 
===''Super Mario Land 2: 6 Golden Coins''===
*'''Virtual Console manual description:''' ''Press {{button|3ds|A}} to jump up. Use {{button|3ds|Pad}} to adjust the height and trajectory. You can defeat many enemies by jumping on them.''
 
===''Super Mario RPG: Legend of the Seven Stars''===
*'''Menu description:'''
**''Flower Used 3''
**''Mg. Power 25''
**''Stomp foes! Press "Y" just before hit!''
====''Super Mario RPG'' (Nintendo Switch)====
*'''Battle menu description:''' ''Stomp foes! Push {{button|switch|A}} just before the hit!''


The '''Midair Jump''' is a move that can be performed by all characters in all three games of the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]]: ''[[Super Smash Bros.]]'', ''[[Super Smash Bros. Melee]]'', and ''[[Super Smash Bros. Brawl]]''. This move can be performed by pressing the Jump button or tilting the {{button|Stick}} upward when a character is in midair, which will make a character to boost upward. This move can serve many helpful purposes in a match, such as reaching high platforms and recovering from being knocked off of the stage. Some characters' midair jumps can go higher than other characters', and certain characters, such as [[Kirby]], [[Jigglypuff]], [[King Dedede]], and winged characters can even perform multiple midair jumps without touching the ground.
===''Mario & Luigi: Bowser's Inside Story''===
*'''Instruction manual description (overworld; basic actions):''' ''Hit blocks and other things from below, and jump while moving to climb up platforms. When you're in the water, you can swim.''
*'''Instruction manual description (overworld; crossing gaps):''' ''Press {{button|ds|A}} and {{button|ds|B}} at the same time while moving with {{button|ds|pad}} to jump across gaps.''
*'''Instruction manual description (battle):''' ''If you time your jump attack right, you can stomp an enemy twice.''


Certain items can change the effect of a midair jump. For example, a [[Bunny Hood]] will augment the height gained from both a normal jump and a midair jump, and the [[Screw Attack]] item, when equipped, turns any character's midair jump into a spinning attack that deals damage to the opponent. When a character is carrying or using a heavy item, such as a [[Hammer]] or a [[Crate]], he/she will be unable to perform a midair jump.
===''Super Mario 3D Land''===
*'''North American website bio:''' ''Mario's iconic jump is a vital move to master in every stage.''


==List of Jumps==
===''New Super Mario Bros. 2''===
*[[Co-Star Super Jump]]
*'''European website bio:''' ''Press the A or B Button to jump, hold the button down to jump a little higher, or jump while dashing to go higher still! To perform Double Jumps or Triple Jumps, dash and jump twice or three times in a row. The timing is pretty exact, but you can make some mighty leaps!''
*[[Stomp]]
 
*[[Double Jump]]
===''Mario & Luigi: Dream Team''===
*[[Triple Jump]]
*'''Instruction manual description (overworld):''' ''Jump to hit blocks from below or to reach higher places.''
*[[Floaty Jump]]
*'''Instruction manual description (battle):''' ''Press the action button just before you land a jump on an enemy to attack twice.''
*[[Flutter Jump]]
 
*[[Long Jump (move)|Long Jump]]
===''Mario & Luigi: Paper Jam''===
*[[Hop (Mario Kart)|Hop]]
*'''Instruction manual description (overworld):''' ''Jumping can help you reach higher places or hit blocks.''
*[[Super Jump]]
*'''Instruction manual description (battle):''' ''If you press the action button just before you land on an enemy, you'll jump off and repeat the action for additional damage.''
*[[Super Jump Punch]]
*'''Instruction manual description (Paper Mario):''' ''If you press {{button|3ds|Y}} when a Paper Mario copy stomps on an enemy, the next copy in line will perform a stomp. This repeats until the copies run out or you miss a button press.''
*[[Spring Jump]]
 
*[[Tornado Jump]]
===''Paper Mario: The Thousand-Year Door'' (Nintendo Switch)===
*[[Spin Jump]]
*'''Battle description''': ''Attack enemies by stomping on them.''
*[[High Jump]]
*[[Fly (move)|Fly]]
*[[Power Squat Jump]]
*[[Somersault]]
*[[Wall Jump]]
*[[Back Flip]]


==Gallery==
==Gallery==
''<center><gallery>
{{main-gallery}}
File:Pitjump.PNG|[[Mario & Luigi: Partners in Time ]]
File:Luigijump.PNG|Mario & Luigi: Partners in Time
File:Marioluigijump.PNG|Mario & Luigi: Partners in Time
File:Mario luigi jump.jpg|''[[New Super Mario Bros.]]''.
</gallery></center>


==Names in Other Languages==
<gallery>
{{foreignname
Sm64jump.jpg|''Super Mario 64''
Mario and Luigi jumping NSMB artwork.png|''New Super Mario Bros.''
Luigi Artwork (alt) - Super Mario 3D World.png|''Super Mario 3D World''
NSMBUD Mariojump.png|''New Super Mario Bros. U Deluxe''
Mario Artwork TSMBM.png|''The Super Mario Bros. Movie''
</gallery>
 
==Names in other languages==
{{foreign names
|Jap=ジャンプ
|Jap=ジャンプ
|JapR=janpu
|JapR=Janpu
|JapM=Jump
|JapM=Jump
|Spa=Salto
|Chi=
|SpaM=Jump
|ChiR=Tiào
|Ger=Sprung
|ChiM=Jump
|GerM=Jump
|Dut=Springen<br>Sprong
|DutM=To jump<br>Jump
|Fre=Sauter<br>Saut
|FreM=To jump<br>Jump
|Ger=Springen<br>Sprung
|GerM=To jump<br>Jump
|Ita=Salto
|Ita=Salto
|ItaM=Jump
|ItaM=Jump
|Fra=Saut
|FraM=Jump
|Por=Salto
|PorM=Jump
|Kor=점프
|Kor=점프
|KorR=Jeompeu
|KorM=Jump
|KorM=Jump
|Dut=Sprong
|Por=Saltar
|DutM=Jump
|PorM=To jump
|Por2=Salto
|Por2M=Jump
|Rus=Прыжок
|RusR=Pryzhok
|RusM=Jump
|Spa=Saltar<br>Salto
|SpaM=To jump<br>Jump
}}
}}


==References==
==References==
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Latest revision as of 19:47, November 22, 2024

This article is about the uses of jumping throughout the Mario franchise. For the attack from the Paper Mario series known as "Jump", see Boots.
Mario jumping
Mario jumping
“As you know, the primary action for mobile creatures is the jump, if you follow.”
Stuffwell, Mario & Luigi: Partners in Time

Jumping is a generic move that became Mario's most commonly used move. While it was originally used only to evade obstacles in the original Donkey Kong game, it has been Mario's primary method of attacking since Super Mario Bros. Depending on the type of game, Mario and other characters jump for a variety of different purposes. When Mario jumps, he makes a fist in the air and splits his legs at the same time. In the early games, Mario keeps his legs split when landing on enemies to stomp them. In later games, Mario commonly lands on enemies by using his shoes.

Because Mario can jump in most games of the Super Mario franchise, only significant examples are mentioned.

History[edit]

Donkey Kong[edit]

A screenshot of 25m from the arcade game Donkey Kong
Mario jumping over a barrel in Donkey Kong

In the original arcade version of Donkey Kong, Mario has to jump over the barrels that Donkey Kong throws at him. He can only jump high enough to leap right over the barrel, in contrast to the impossibly high jumps in the Super Mario Bros. series. If Mario lands on a barrel in the game, he dies. In the early concept of Donkey Kong, Mario originally was not able to jump. It was implemented when Shigeru Miyamoto and his team thought, "If you had a barrel rolling towards you, what would you do?"[1]

In the Game Boy version, Mario has a greater variety of moves related to jumping. If the player jumps then presses down on +Control Pad, Mario does a handstand. From the handstand position, Mario could perform high jumps and wide jumps depending on the situation. Mario could also backflip by walking and then immediately pressing the opposite direction and the jump button, resulting in him going high into the air backwards. Unlike all other 2D Mario titles, Donkey Kong also punishes the player for falling too far, resulting in Mario losing a life. This jump system has also been used in Mario vs. Donkey Kong.

Mario Bros.[edit]

In Mario Bros., jumping is the primary attack of Mario and Luigi and the only way to defeat enemies. By jumping from below to hit the platforms on which the enemies stand, the player can stun the enemies or turn them around. The enemies then have to be finished off with a kick. Unlike later games, stomping on enemies is deadly in Mario Bros. Because of this, the Shellcreepers have been changed to Spinies in all remakes of the game to remind players not to stomp on them.

Super Mario series[edit]

Small Mario jumping from Super Mario All-Stars

Since Super Mario Bros., jumping has been a much more integral part of the Super Mario franchise, and is no longer used solely to jump over gaps and enemies. In later games of the series, Mario and other playable characters use a greater variety of jump moves which can be used to reach certain areas or get bonus items from special blocks. These include the Spin Jump from Super Mario World, the Ground Pound first seen in Super Mario World 2: Yoshi's Island, and even the Double Jump, Triple Jump, and Wall Jump introduced in Super Mario 64.

Super Mario Bros.[edit]

Mario jumping in World 1-2 in Super Mario Bros.'s original Nintendo Entertainment System release
Mario jumping in Super Mario Bros.

Super Mario Bros. features various types of Brick Blocks which Mario can find coins in, as well as ? Blocks that contain Magic Mushrooms and Fire Flowers. To break these blocks, the player must jump while under them. Mario can also defeat enemies like Little Goombas and Hammer Brothers by stomping on them. Koopa Troopas are not defeated by the stomp, but hide in their Shells, which can then be kicked by the player. Hammer Brothers, Cheep-cheeps, fake Bowsers, and Bowser himself all jump in the game as well.

Super Mario Bros. 2[edit]

In Super Mario Bros. 2, jumps served a different purpose than in all other games, due to the game using the only slightly altered Yume Kōjō: Doki Doki Panic as its engine. The characters in the game could not defeat any enemies by stomping on them. Instead, they could stand on them and pick them up by pressing B Button. Players could even land on Birdo's eggs and throw them at Birdo. Enemies and items could be picked up and thrown to knock out other enemies. This system has been carried over to Donkey Kong on the Game Boy.

Super Mario World[edit]

While the standard jump (or Regular Jump)[2] remains mostly unchanged in Super Mario World, Mario is also now capable of spin-jumping. It trades height for offense, as it can break blocks (as Super Mario) and destroy enemies that are usually more durable. It also allows Mario to bounce off certain enemies, notably those with spines, where he would usually take damage.

Super Mario World is the debut of Yoshi, a dinosaur-like creature Mario can ride. His jump is greater than Mario's, but it defeats enemies as quickly as the Spin Jump, and Yoshi even bounces on spiny enemies, too. While on Yoshi, Mario or Luigi can perform a Yoshi Boost[3] (also named Double Jump),[4] which gives him a second, higher jump off Yoshi. Doing so leaves Yoshi alone unless Mario or Luigi hops back onto him.

Super Mario World 2: Yoshi's Island[edit]

Yoshi seen Flutter Jumping
Yoshi using the Flutter Jump to land slowly

The playable appearance of Yoshi, Super Mario World 2: Yoshi's Island, introduces multiple aspects on top of the jump. By holding the jump button, Yoshi will Flutter Jump, which stalls him momentarily, allowing for careful landings and covering greater distances. Pressing down makes him Ground Pound, an offensive move that is stronger than landing on enemies. These are all new to the franchise, with Ground Pounding becoming a staple of Super Mario Bros. games, and Flutter Jumping being an iconic move of Yoshi's.

Super Mario Sunshine[edit]

In Super Mario Sunshine, Mario's jump can defeat most enemies. When using FLUDD's Hover Nozzle, Mario can float higher and longer. Additionally, if Mario jumps over a pit, his jumps are different.[citation needed]

Mario Kart series[edit]

Bowser performing a Trick in Mario Kart Wii
Bowser doing a trick off a net

Throughout most games in the Mario Kart series, players can make a short hop to begin a drift. Super Mario Kart and Mario Kart: Super Circuit feature many narrow hazards that can be hopped over, such as puddles or cracks in the road. Otherwise, the series generally implements Dash Panels and ramps within courses to enable higher and farther jumps. Mario Kart Wii introduced tricks, which allow racers to perform stunts when jumping from ramps to receive a brief speed boost upon landing. In Super Mario Kart, Mario Kart 8 Deluxe, and Mario Kart Tour, the Feather (exclusive to Battle Mode in the latter two games) allows players to jump over obstacles and racers.

As of Mario Kart Tour, Mario Kart: Double Dash!! is the only game in the series where racers cannot hop. Drifting is still executed in a similar fashion to the other games.

Super Mario RPG: Legend of the Seven Stars[edit]

In Super Mario RPG: Legend of the Seven Stars and its remake, the Jump is a special move that requires 3 Flower Points. It does additional damage as a Timed Hit, and its power increases with the Jump Shoes. Mario can use this move from the beginning of the game. Mario's jump is also used by many characters in the game to verify his identity. Everyone also seems to think of it as his most defining characteristic.

Jump icon from Super Mario RPG
Jump element icon from Super Mario RPG (Nintendo Switch)

Mario's Jump, along with Super Jump and Ultra Jump, are designated with the "Jump" element, one of the four elements assigned to Special attacks in the game (the others being Fire, Lightning, and Ice). Spiky enemies are restistant to Jump attacks unless Mario equips the Jump Shoes, in which case he can damage them. Mario is the only character in the game that can use attacks with this property.

Mario Party series[edit]

In the Mario Party series, characters usually jump to hit Dice Blocks. Characters can also jump in various minigames. Sometimes characters can jump on their opponents to stun them temporarily (and to jump higher in a few minigames). In some minigames, such as Coin Cache, stunned characters have a lower jumping ability.

Paper Mario series[edit]

Jumping is present in every installment of the Paper Mario series.

In Paper Mario and Paper Mario: The Thousand-Year Door, jumping is Mario's primary attack he can use from the beginning of the game. It can be used to defeat any kind of generic enemy like the Goombas, but some enemies like the Spiked Goombas prevent jump attacks with spikes, and the player then has to use the Hammer attacks instead. Jumping is also used on the overworld for platforming elements. In both games, Mario can increase his jump power and abilities with the Super Boots and the Ultra Boots; Super Boots make each hit have a power of 2, while Ultra Boots make each hit have a power of 3. Doopliss also uses Mario’s jump attack in battle when he copies Mario.

In Super Paper Mario, all four characters have the ability to jump on foes as their primary means of attack.

Paper Mario: Sticker Star features multiple Jump stickers that can be used in battle, each with various strengths. There are seven different types of Jumps, each with their own variations: the Jump, Iron Jump, Hopslipper, Infinijump, Line Jump, and Clone Jump. All of these types except the Infinijump and Clone Jump reappear as cards in Paper Mario: Color Splash, along with a new variation, the Spin Jump.

Mario & Luigi series[edit]

Mario & Luigi: Superstar Saga / Mario & Luigi: Superstar Saga + Bowser's Minions[edit]

Mario jumping. Luigi jumping.

Mario & Luigi: Superstar Saga used the same concept for jumps as the Paper Mario series. In addition, the player controls both Mario and Luigi simultaneously using +Control Pad, with one brother in tow following the other's movements. Each brother has their own corresponding button – A Button for the leading brother and B Button for the following brother – and it is necessary to use both to get both brothers over pits. On the overworld, Mario and Luigi could also perform the High Jump and the Spin Jump to reach higher areas. In combat, Mario and Luigi can jump on their enemies to attack, with their attack's damage being boosted by pressing the respective brother's button (the A Button button for Mario and the B Button button for Luigi) upon landing. There are also enemies that cannot be jumped on, such as spiked enemies, and will counter if this happens, inflicting damage on the attacking Bro. and causing him to jump back to his spot in pain. Many Bros. Attacks also use jump moves, especially Splash Bros., Bounce Bros., and Swing Bros.. Jump attacks are stored in the Solo Command Block, which displays a single face with the word "Solo" beneath it. Jumping is also used for defense, typically to avoid attacks traveling on the ground such as the corrupted Queen Bean's shockwave slam attack. Mario & Luigi: Superstar Saga + Bowser's Minions retains this, although jumping on an enemy that cannot be jumped on will cause the text "Too bad..." to appear.

Some enemies and bosses resist jump or hammer attacks, even if they are spiky.

Mario & Luigi: Partners in Time[edit]

Jumping
Instruction in Mario & Luigi: Partners in Time
Mario jumping from Mario & Luigi: Partners in Time Luigi jumping from Mario & Luigi: Partners in Time

In Mario & Luigi: Partners in Time, the jump command was identical to how it was in Mario & Luigi: Superstar Saga, however, the piggyback jumps with Baby Mario and Baby Luigi increased the number of jump commands in-battle; the players must press the baby's button (X Button for Baby Mario and Y Button for Baby Luigi) before the adult's to deal extra damage. Jump attacks now have their own command block, which displays a white upward arrow against a red background. Jumping is used for defense as well. The Spin Jump returns, and later on the bros learn the Baby Spin move which allows them to Spin Jump into the babies to launch them even further upwards and makes it possible for them to cross large gaps along with the adult bros. In the overworld, Mario now always leads before Luigi, so Mario always uses A Button while Luigi uses B Button. Like Mario and Luigi, the player controls both Baby Mario and Baby Luigi simultaneously using the +Control Pad while they are separated from their older selves, with Baby Mario leading before Baby Luigi. The two babies also have their own corresponding button - X Button for Baby Mario and Y Button for Baby Luigi.

Mario & Luigi: Bowser's Inside Story / Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey[edit]

Toadsworth teaching Mario about Action Commands of the Jump attack in his battle against Bowser in Peach's Castle conference hall.
Mario jumping towards Bowser in Mario & Luigi: Bowser's Inside Story

In Mario & Luigi: Bowser's Inside Story and Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey, jumping in battles works similar to how it did in Mario & Luigi: Partners in Time when the adult brothers are with their infant counterparts; Mario and Luigi can perform two jumps with a well-timed action command, dealing twice the damage to enemies. Certain attacks also have to be jumped over. In the overworld, jumping functions the same as it did in Mario and Luigi: Partners in Time, though there are also 2D side-scrolling segments that take place inside Bowser's body, where the jumps use the mechanics of Mario & Luigi jumping in a typical Super Mario Bros. setting.

Mario & Luigi: Dream Team[edit]

Screenshot of the instructions of jumping in battle from Mario & Luigi: Dream Team
Instructions on how to jump in battle from Mario & Luigi: Dream Team

In Mario & Luigi: Dream Team, the Jump attacks for Mario and Luigi are identical in gameplay to the ones in Mario & Luigi: Bowser's Inside Story. In the Dream World, when Mario is combined with Dreamy Luigi, successful Jump attacks cause several Luiginoids to fall on to surrounding enemies after Mario attacks for extra damage. The Jump command block shows a Boot in this game, rather than an arrow; however, arrows still serve as the symbol for the jump defense. Luiginary Ball is an Luiginary Attack which does not involve the brothers jumping, but deals extra damage to enemies weak to jumps all the same. Jump attacks definitionally deal damage using the boots. Jumping on a spiked enemy will cause the text "Miss..." to appear as the attacker jumps back to his spot in pain.

The Jump attack is also used during the Giant Battles by Giant Luigi. Luigi bends down and the player must wait until Luigi flashes and spreads his arms to slide up quickly on the Touch Screen. Perfect timing allows Luigi to land firmly on the target and perform a second jump on them if the player succeeds in repeating the command. Perfect timing with both jumps yields an Excellent! rating, perfect timing on only one yields a Great! rating, sliding up at the wrong time results in a Good! rating and not sliding up at all results in an OK! rating.

In the overworld, this game uses the Jump field action the same way as the previous two games, and continues to feature the Spin Jump move. Ball Hop is a new move where the Bros. curl into a ball to bounce forward, leaping higher than normal. The Dream World is a 2D space, much like Bowser's body. Spin Jump and Ball Hop are not used in the Dream World, as Dreamy Luigi instead uses Luiginary Works to get past obstacles. Luiginary Works that float in the background can jump to cosmetic effect; if the Luiginary Work does not move (i.e. the tree slingshot and the pinwheel), Luigi will still raise his eyebrows as though jumping, but will not actually move. The Luiginoid Formation is a Luiginary Work that summons Luiginoids to form one of three shapes. The stack shape can jump. It can also crouch down to perform a high-flying Spring Jump that breaks blocks above it. The cone shape can Hover Spin as its jump, which falls slowly and can be repeated in air to keep most of its height.

As in other games, the Mario Bros. sometimes prove their prowess to other characters by jumping.

Descriptions[edit]
  • Mario - Press the A button as you land to jump again. Time two jumps for an Excellent!
  • Luigi - Press the B button as you land to jump again. Time two jumps for an Excellent!
  • Giant Luigi - Charge up for extra oomph!

Mario & Luigi: Paper Jam[edit]

Screenshot of the instructions on how to jump in battle from Mario & Luigi: Paper Jam
Instructions on how to jump in battle from Mario & Luigi: Paper Jam.

In Mario & Luigi: Paper Jam, Mario and Luigi's jumps remain the same, but Paper Mario is unique due to having Y Button as his jump button. In battle, Paper Mario and his copies can jump on enemies many times depending on how many copies he has. The Jump defense is also used here to avoid low attacks, and Paper Mario can also float by flapping his arms, allowing Paper Mario to avoid taller or longer attacks for his version of the jumps. The Papercrafts can also perform a jump move to stomp on enemies, though the player has to retrieve the Papercraft after jumping.

Mario & Luigi: Brothership[edit]

This section is referring to a subject in an upcoming or recently released game. When the game is released, or more information about this subject is found, this section may need major rewriting.
This notice should be removed after a month has passed since the game was first released.

Mario & Luigi: Brothership has a mechanic where when jumping on enemies to attack in combat, the Bro. whose turn did not come yet will walk up and can give his brother a boost to attack an enemy again. Additionally, jumping on a spiny enemy will cause the attacking Bro. to grab his foot in pain after the attack. The "Miss..." graphic that appears when jumping on a spiked enemy is now light-gray in color.[5]

Luigi's Mansion series[edit]

Luigi's Mansion: Dark Moon[edit]

In Luigi's Mansion: Dark Moon, Luigi can jump while he is sucking up a ghost to avoid attacks from other ghosts. This is executed by pressing the B Button button while using the Poltergust 5000 to suck up the ghost.

Luigi's Mansion 3[edit]

In Luigi's Mansion 3, Luigi and Gooigi can jump by using the Burst move. Mario is also seen using his jumping abilities, such as the Wall Jump and Side Somersault, to scale The Last Resort after Luigi defeats Hellen Gravely and rescues him.

Super Smash Bros. series[edit]

See also: Double Jump (airborne)
Mario performing a Midair Jump in Super Smash Bros. Brawl

In the Super Smash Bros. series, a jump can be performed by all characters. Each character has a different jump height and speed. A major mechanic in the series is that players can jump again while airborne, and some characters can do so multiple times. Also, Mario, Luigi and Dr. Mario's Super Jump Punch is executed similarly to the conventional jumps in the Super Mario games.

Profiles[edit]

Super Mario Bros. 3[edit]

  • Wii Virtual Console manual description: Press Two Button to jump, or hold it to jump higher. When in the water, press up on +Control Pad and Two Button to jump out of the water.
  • Wii Virtual Console manual description (Super Jump): Press Two Button when landing on an enemy to jump even higher.

Super Mario Land[edit]

  • Virtual Console manual description: Press A Button to jump. To jump higher, press and hold A Button or press A Button while running. You can adjust the direction of the jump by pressing +Control Pad left or right while in the air.

Super Mario Land 2: 6 Golden Coins[edit]

  • Virtual Console manual description: Press A Button to jump up. Use +Control Pad to adjust the height and trajectory. You can defeat many enemies by jumping on them.

Super Mario RPG: Legend of the Seven Stars[edit]

  • Menu description:
    • Flower Used 3
    • Mg. Power 25
    • Stomp foes! Press "Y" just before hit!

Super Mario RPG (Nintendo Switch)[edit]

  • Battle menu description: Stomp foes! Push A Button just before the hit!

Mario & Luigi: Bowser's Inside Story[edit]

  • Instruction manual description (overworld; basic actions): Hit blocks and other things from below, and jump while moving to climb up platforms. When you're in the water, you can swim.
  • Instruction manual description (overworld; crossing gaps): Press A Button and B Button at the same time while moving with +Control Pad to jump across gaps.
  • Instruction manual description (battle): If you time your jump attack right, you can stomp an enemy twice.

Super Mario 3D Land[edit]

  • North American website bio: Mario's iconic jump is a vital move to master in every stage.

New Super Mario Bros. 2[edit]

  • European website bio: Press the A or B Button to jump, hold the button down to jump a little higher, or jump while dashing to go higher still! To perform Double Jumps or Triple Jumps, dash and jump twice or three times in a row. The timing is pretty exact, but you can make some mighty leaps!

Mario & Luigi: Dream Team[edit]

  • Instruction manual description (overworld): Jump to hit blocks from below or to reach higher places.
  • Instruction manual description (battle): Press the action button just before you land a jump on an enemy to attack twice.

Mario & Luigi: Paper Jam[edit]

  • Instruction manual description (overworld): Jumping can help you reach higher places or hit blocks.
  • Instruction manual description (battle): If you press the action button just before you land on an enemy, you'll jump off and repeat the action for additional damage.
  • Instruction manual description (Paper Mario): If you press Y Button when a Paper Mario copy stomps on an enemy, the next copy in line will perform a stomp. This repeats until the copies run out or you miss a button press.

Paper Mario: The Thousand-Year Door (Nintendo Switch)[edit]

  • Battle description: Attack enemies by stomping on them.

Gallery[edit]

For this subject's image gallery, see Gallery:Jump.

Names in other languages[edit]

Language Name Meaning Notes
Japanese ジャンプ[?]
Janpu
Jump
Chinese [?]
Tiào
Jump
Dutch Springen
Sprong
[?]
To jump
Jump
French Sauter
Saut
[?]
To jump
Jump
German Springen
Sprung
[?]
To jump
Jump
Italian Salto[?] Jump
Korean 점프[?]
Jeompeu
Jump
Portuguese Saltar[?] To jump
Salto[?] Jump
Russian Прыжок[?]
Pryzhok
Jump
Spanish Saltar
Salto
[?]
To jump
Jump

References[edit]

  1. ^ Iwata Asks - New Super Mario Bros: Volume 1 Nintendo. Retrieved June 6, 2010.
  2. ^ Super NES Nintendo Player's Guide, page 15.
  3. ^ Mario Mania Nintendo Player's Guide, page 43.
  4. ^ Super NES Nintendo Player's Guide, pages 13 and 15.
  5. ^ https://www.youtube.com/watch?v=-dTE1FEvd6U