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{{about|the uses of jumping throughout the Mario franchise|the attack from the ''[[Paper Mario (series)|Paper Mario series]]'' known as "Jump"|[[Boots]]}}
{{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}}
The generic '''jump''' is one of the most common moves in the [[Super Mario (franchise)|''Super Mario'']] franchise, usually indicated by a pose with a raised fist and split legs.


[[File:Mario Jumping NSMB2.png|thumb|200px|[[Mario]] jumping]]
In the original ''[[Donkey Kong (game)|Donkey Kong]]'' game, [[Mario]]'s jump can only dodge [[:Category:Hazardous objects|obstacles]] and collect items. Later games added the ability to hit [[Floor (Mario Bros.)|platforms]] and [[block]]s from below for beneficial results, and to [[stomp]] on many [[List of enemies|enemies]] and [[:Category:Switches|switches]] while falling. This promoted jumping to a primary method of attack and interaction in the franchise, in addition to a form of locomotion, giving it various purposes across [[genres]].
{{quote|As you know, the primary action for mobile creatures is the jump, if you follow.|Stuffwell|Mario & Luigi: Partners in Time}}


'''Jumping''' is [[Mario]]'s most commonly used move. While it was originally only used 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.


Because Mario can jump in several ''Mario'' games, most notably in the ''[[Super Mario (series)|Super Mario]]'' series, only significant examples are mentioned. This also goes for the respective ''[[Yoshi (franchise)|Yoshi]]'', ''[[Wario (franchise)|Wario]]'', and ''[[Donkey Kong (franchise)|Donkey Kong]]'' franchises.
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'' series]]===
===''Donkey Kong''===
====''Donkey Kong''====
[[File:Donkey Kong Arcade 25m Screenshot.png|thumb|left|Mario jumping over a barrel in ''Donkey Kong'']]
[[File:Donkey Kong Arcade 25m Screenshot.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 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>


====''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 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]]''.
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===[[Super Mario (series)|''Super Mario'' series]]===
===[[Super Mario (series)|''Super Mario'' series]]===
[[File:SMAS SMB3 Small Mario Jumping.png|thumb]]
[[File:SMAS SMB3 Small Mario Jumping.png|thumb]]
Since ''[[Super Mario Bros.]]'', jumping has been a much more integral part of the [[Mario (franchise)|''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]]''.
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]]''.


====''Super Mario Bros.''====
====''Super Mario Bros.''====
[[File:SMB-World1-2-UndergroundJump.png|thumb|Mario jumping in ''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, [[fake Bowser]]s, and [[Bowser]] himself all jump in the game as well.
''[[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''====
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====''Super Mario World''====
====''Super Mario World''====
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]]ing. It trades height for offence, as it can break blocks (as [[Super Mario (form)|Super Mario]]) and destroys enemies that are usually more durable. It also allows Mario to bounce off of certain enemies, notably those with spines, where he would usually take damage.
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 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 them a second, higher jump off of Yoshi. Doing so leaves Yoshi alone unless Mario or Luigi hop back onto him again.
''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''====
====''Super Mario World 2: Yoshi's Island''====
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====''Super Mario Sunshine''====
====''Super Mario Sunshine''====
In ''[[Super Mario Sunshine]]'', Mario's jump can defeat most enemies. When using [[F.L.U.D.D.]]'s [[F.L.U.D.D.#Nozzles|Hover Nozzle]], Mario can float higher and longer. In addition, if Mario loses health, his jumps become weaker{{ref needed}}.  Also, if Mario jumps over a [[pit]], his jumps are different.
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===
[[File:BowserTrickSide.png|thumb|150px|[[Bowser]] doing a trick jump off a net]]
[[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.
Throughout most games in the [[Mario Kart (series)|''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 which can be hopped over, such as puddles or cracks in the road. Otherwise, the series generally implements [[Dash Panel]]s and [[Ramp|ramps]] within courses to enable higher and further jumps. ''[[Mario Kart Wii]]'' introduced the [[Trick|trick]] mechanic, allowing racers to perform stunts when jumping from ramps to receive a brief speed boost upon landing. In ''[[Super Mario Kart]]'' and ''[[Mario Kart 8 Deluxe]]'', the [[Cape Feather|Feather]] item 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.
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''===
===''Super Mario RPG: Legend of the Seven Stars''===
In ''[[Super Mario RPG: Legend of the Seven Stars]]'', 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.  
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===
===''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. In some minigames, such as [[Coin Cache]], stunned characters have a lower jumping ability.
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===
===''Paper Mario'' series===
Jumping is present in every installment of the [[Paper Mario (series)|''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]]. [[Doopliss]] also uses Mario’s jump attack in battle when he copies Mario.
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.


In ''[[Super Paper Mario]]'', all four characters have the ability to jump on foes as their primary means of attack.
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 Infijump and Clone Jump reappear as cards in ''[[Paper Mario: Color Splash]]'', along with a new variation, the Spin Jump.
''[[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.
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''[[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 Luigi in tow following Mario's movements. Each brother has their own corresponding button &ndash; {{button|gba|A}} for Mario and {{button|gba|B}} for Luigi &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 (Mario & Luigi series)|Spin Jump]] to reach higher areas. Many [[Bros. Attack]]s also use jump moves. ''[[Mario & Luigi: Superstar Saga + Bowser's Minions]]'' retains this.
''[[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.
Some enemies and bosses resist jump or hammer attacks, even if they are spiky.
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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 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. 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. The two babies also have their own corresponding button - {{button|ds|X}} for Baby Mario and {{button|ds|Y}} for Baby Luigi.
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''====
====''Mario & Luigi: Bowser's Inside Story'' / ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey''====
[[File:MLBIS Action Command screenshot.png|thumb|right|[[Mario]] jumping towards [[Bowser]] in ''Mario & Luigi: Bowser's Inside Story'']]
[[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. In the overworld, jumping functions the same as it always had in previous games, 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.
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''====
====''Mario & Luigi: Dream Team''====
[[File:MLDT JumpInstructions.png|thumb|left|Instructions on how to jump in battle from ''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'', down to the 2D areas, although in the [[Dream World]], successful Jump attacks cause several [[Luiginoid]]s to fall on to surrounding enemies after Mario attacks for extra damage. In the overworld, this game uses the Jump field action as usual for the series, and features the Spin Jump and the [[Ball Hop]], a move very similar to the High Jump from ''Mario & Luigi: Superstar Saga'', and seems to be a combination of the aforementioned move and the [[Ball Bros.]] move from ''Mario & Luigi: Partners in Time''. The {{conjectural|Luiginoid Generator|Luiginary Work}} also uses the Jump action while in the Luiginoid Stack formation.
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]], the result of [[Dreamy Luigi]] and many Luiginoids' combination. This involves Luigi first bobbing down as if he was about to spring into the air, where the player must wait until Luigi flashes 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. Also the Jump command block shows a Boot rather than an arrow.
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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====''Mario & Luigi: Paper Jam''====
====''Mario & Luigi: Paper Jam''====
[[File:MLPJ JumpInstructions.png|thumb|Instructions on how to jump in battle from ''[[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 [[Papercraft]]s can also perform a jump move to stomp on enemies, though the player has to retrieve the Papercraft after jumping.
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.
{{br}}
{{br}}
====''Mario & Luigi: Brothership''====
''[[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'' series===
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{{see also|Double Jump (airborne)}}
{{see also|Double Jump (airborne)}}
[[File:SSBB Midairjump.png|thumb|200px|[[Mario]] performing a Midair Jump in ''Super Smash Bros. Brawl'']]
[[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 ''Mario'' games.
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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===''Super Mario Land 2: 6 Golden Coins''===
===''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.''
*'''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!''


===''Mario & Luigi: Bowser's Inside Story''===
===''Mario & Luigi: Bowser's Inside Story''===
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*'''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 (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 {{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.''
*'''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.''
===''Paper Mario: The Thousand-Year Door'' (Nintendo Switch)===
*'''Battle description''': ''Attack enemies by stomping on them.''


==Gallery==
==Gallery==
{{main-gallery}}
<gallery>
<gallery>
Donkey Kong Mario Jumping Artwork.png|''[[Donkey Kong (game)|Donkey Kong]]''
SMB Mario Jumping Artwork.png|''[[Super Mario Bros.]]''
SMBLL Jumping Mario With Mushroom Artwork.jpg|''[[Super Mario Bros.: The Lost Levels]]''
SMBLL Jumping Mario No Mushroom Artwork.jpg|''Super Mario Bros.: The Lost Levels''
SMB2 - Mario cover artwork.png|''[[Super Mario Bros. 2]]''
Raccoon Mario jumping SMB3 art.jpg|''[[Super Mario Bros. 3]]''
SMW Cape Mario jumping.jpg|''[[Super Mario World]]''
SuperMarioLand2Artwork1.png|''[[Super Mario Land 2: 6 Golden Coins]]''
SMAS Mario Luigi.png|''[[Super Mario All-Stars]]''
MariojumpsSM64.png|''[[Super Mario 64]]''
Sm64jump.jpg|''Super Mario 64''
Sm64jump.jpg|''Super Mario 64''
Mario Double Jump Artwork - Super Mario 64.png|''Super Mario 64''
Marioparty1.jpg|''[[Mario Party]]''
Mario Paper.jpg|''[[Paper Mario]]''
SMA Mario Running Artwork.jpg|''Super Mario Advance''
Mario SSBM art.png|''[[Super Smash Bros. Melee]]''
Mario Jumping Artwork Super Mario Sunshine.png|''[[Super Mario Sunshine]]''
Mario Artwork - Mario Party 6.png|''[[Mario Party 6]]''
MP6 Luigi Artwork.jpg|''Mario Party 6''
PMTTYD Mario Jumping Artwork.png|''[[Paper Mario: The Thousand-Year Door]]''
Pitjump.PNG|''[[Mario & Luigi: Partners in Time]]''
Luigijump.PNG|''Mario & Luigi: Partners in Time''
Marioluigijump.PNG|''Mario & Luigi: Partners in Time''
NSMB Art - Mario Jump.png|''[[New Super Mario Bros.]]''
Luigi jumping NSMB side artwork.png|''New Super Mario Bros.''
Mario and Luigi jumping NSMB artwork.png|''New Super Mario Bros.''
Mario and Luigi jumping NSMB artwork.png|''New Super Mario Bros.''
SMG Mario Jump Artwork.png|''[[Super Mario Galaxy]]''
SMG Mario Jumping Artwork.jpg|''Super Mario Galaxy''
NSMBW Mario Jumping Artwork.png|''[[New Super Mario Bros. Wii]]''
NSMBW Mario and Yoshi Jumping Artwork.png|''New Super Mario Bros. Wii''
NSMBW Luigi Jumping Artwork.png|''New Super Mario Bros. Wii''
Luigi and Yellow Yoshi NSMBWii artwork.png|''New Super Mario Bros. Wii''
NSMBW Yellow Toad Jumping Artwork.png|''New Super Mario Bros. Wii''
NSMBW Blue Toad Jumping Artwork.png|''New Super Mario Bros. Wii''
SM3Dart.png|''[[Super Mario 3D Land]]''
SM3DL-Mario Jumping Artwork.png|''Super Mario 3D Land''
MarioNSMB2.png|''[[New Super Mario Bros. 2]]''
PMSSMario.png|''[[Paper Mario: Sticker Star]]''
NSMBU Mario Jumping Artwork.png|''[[New Super Mario Bros. U]]''
NSMBU Luigi Jumping Artwork.png|''New Super Mario Bros. U''/''[[New Super Luigi U]]''/''[[New Super Mario Bros. U Deluxe]]''
NSMBUYellowToad.png|''New Super Mario Bros. U''/''New Super Luigi U
NSMBUBlueToad.png|''New Super Mario Bros. U''/''New Super Luigi U''
NSMBU Four Characters Jumping Artwork.png|''New Super Mario Bros. U''
NSMBU Mario and Yoshi Jumping Artwork.png|''New Super Mario Bros. U''
Mario Artwork - Mario Party Island Tour.png|''[[Mario Party: Island Tour]]''
Mario Artwork - Super Mario 3D World.png|''[[Super Mario 3D World]]''
Luigi Artwork (alt) - Super Mario 3D World.png|''Super Mario 3D World''
Luigi Artwork (alt) - Super Mario 3D World.png|''Super Mario 3D World''
NSLU Luigi and Yoshi Artwork.png|''New Super Luigi U''
YWW Yoshi Jumping.jpg|''[[Yoshi's Woolly World]]''
Mario_-_Mario_Party_10.png|''[[Mario Party 10]]''
Luigi MP10.png|''Mario Party 10''
Mario - MarioPartyStarRush.png|''[[Mario Party: Star Rush]]''
NSMBUD Mariojump.png|''New Super Mario Bros. U Deluxe''
NSMBUD Mariojump.png|''New Super Mario Bros. U Deluxe''
NSMBUDXYellowToad.png|''New Super Mario Bros. U Deluxe''
Mario Artwork TSMBM.png|''The Super Mario Bros. Movie''
NSMBU Deluxe cast2.png|''New Super Mario Bros. U Deluxe''
SMM2 Mario Jump.jpg|''[[Super Mario Maker 2]]''
</gallery>
</gallery>


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{{foreign names
{{foreign names
|Jap=ジャンプ
|Jap=ジャンプ
|JapR=janpu
|JapR=Janpu
|JapM=Jump
|JapM=Jump
|Chi=跳
|ChiR=Tiào
|ChiM=Jump
|Dut=Springen<br>Sprong
|Dut=Springen<br>Sprong
|DutM=To jump<br>Jump
|DutM=To jump<br>Jump
|Fra=Sauter<br>Saut
|Fre=Sauter<br>Saut
|FraM=To jump<br>Jump
|FreM=To jump<br>Jump
|Ger=Springen<br>Sprung
|Ger=Springen<br>Sprung
|GerM=To jump<br>Jump
|GerM=To jump<br>Jump
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|ItaM=Jump
|ItaM=Jump
|Kor=점프
|Kor=점프
|KorR=jeompeu
|KorR=Jeompeu
|KorM=Jump
|KorM=Jump
|Por=Saltar<br>Salto
|Por=Saltar
|PorM=To jump<br>Jump
|PorM=To jump
|Por2=Salto
|Por2M=Jump
|Rus=Прыжок
|Rus=Прыжок
|RusR=Pryzhok
|RusR=Pryzhok
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<references/>
<references/>


{{nav templates|
{{navboxes|
{{DK}}
{{DK}}
{{MB}}
{{MB}}
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{{SMB2}}
{{SMB2}}
{{YI}}
{{YI}}
{{Super Mario RPG}}
{{SMRPG}}
{{SM64}}
{{SM64}}
{{Yoshi's Story}}
{{Yoshi's Story}}
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{{NSMB2}}
{{NSMB2}}
{{PMSS}}
{{PMSS}}
{{NL}}
{{NSMBU}}
{{NSMBU}}
{{NL}}
{{LMDM}}
{{LMDM}}
{{M&LDT}}
{{M&LDT}}
{{SM3DW}}
{{SM3DW}}
{{SMM}}
{{SMO}}
{{SMO}}
{{SSBU}}
{{SMM2}}
}}
}}
[[de:Sprung]]
[[de:Sprung]]
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[[Category:New Super Mario Bros. Wii]]
[[Category:New Super Mario Bros. Wii]]
[[Category:New Super Mario Bros.]]
[[Category:New Super Mario Bros.]]
[[Category:Nintendo Land]]
[[Category:Nintendo Land moves]]
[[Category:Paper Mario special moves]]
[[Category:Paper Mario special moves]]
[[Category:Paper Mario: Color Splash]]
[[Category:Paper Mario: Color Splash]]
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[[Category:Super Mario Land 2: 6 Golden Coins]]
[[Category:Super Mario Land 2: 6 Golden Coins]]
[[Category:Super Mario Maker]]
[[Category:Super Mario Maker]]
[[Category:Super Mario Maker 2]]
[[Category:Super Mario Odyssey]]
[[Category:Super Mario Odyssey]]
[[Category:Super Mario RPG: Legend of the Seven Stars moves]]
[[Category:Super Mario RPG: Legend of the Seven Stars moves]]
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[[Category:Super Smash Bros. for Nintendo 3DS / Wii U]]
[[Category:Super Smash Bros. for Nintendo 3DS / Wii U]]
[[Category:Super Smash Bros. Melee]]
[[Category:Super Smash Bros. Melee]]
[[Category:Super Smash Bros. Ultimate]]
[[Category:Super Smash Bros. series moves]]
[[Category:Super Smash Bros. series moves]]
[[Category:Virtual Boy Wario Land]]
[[Category:Virtual Boy Wario Land]]
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[[Category:Yoshi's Story]]
[[Category:Yoshi's Story]]
[[Category:Yoshi's Woolly World]]
[[Category:Yoshi's Woolly World]]
[[Category:Elements]]

Latest revision as of 14:09, December 26, 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

The generic jump is one of the most common moves in the Super Mario franchise, usually indicated by a pose with a raised fist and split legs.

In the original Donkey Kong game, Mario's jump can only dodge obstacles and collect items. Later games added the ability to hit platforms and blocks from below for beneficial results, and to stomp on many enemies and switches while falling. This promoted jumping to a primary method of attack and interaction in the franchise, in addition to a form of locomotion, giving it various purposes across genres.

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]

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