Super move: Difference between revisions
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LinkTheLefty (talk | contribs) (Rambi's Smash trophies sometimes refer to it as a "super-charge".) |
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[[File:Dixierambi.gif|thumb|Rambi using his Supercharge]] | [[File:Dixierambi.gif|thumb|Rambi using his Supercharge]] | ||
'''Super moves'''<ref>''Donkey Kong Country 2: Diddy's Kong Quest'' instruction booklet | '''Super moves'''<ref>{{cite|language=en-us|date=1995|publisher=Nintendo of America|title=''Donkey Kong Country 2: Diddy's Kong Quest'' instruction booklet|page=9}}</ref><ref>{{cite|language=en-us|date=2004|title=''Donkey Kong Country 2'' Game Boy Advance instruction booklet|page=11|publisher=Nintendo of America}}</ref> are moves first appearing in ''[[Donkey Kong Country 2: Diddy's Kong Quest]]''. They are special abilities used by certain [[Animal Friends]] that can be charged up and released to allow the player character to reach higher or otherwise inaccessible areas. Super moves also appear in ''[[Donkey Kong Land 2]]'', and ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]'' They can be used by holding {{button|snes|A}} and releasing, or {{button|gb|Select}} in ''Donkey Kong Land 2'' and {{button|gba|R}} in the [[Game Boy Advance]] games. Three of the Animal Friends each have a super move of their own: | ||
*[[Rambi]]'s "'''Supercharge'''"<ref>{{cite|quote=Press and hold the 'A' button to power him up, then release it for his Supercharge. Use this to destroy enemies and break open hidden doors!|author=[[Wrinkly Kong]]|title=''Donkey Kong Country 2: Diddy's Kong Quest''|publisher=Nintendo|language=en|date=1995}}</ref> (or '''super-dash''') makes him run continuously until he hits an unbreakable wall. During his run, he can defeat numerous enemies at once. It also allows him to break through walls, allowing him to access [[bonus room|Bonus Area]]s. | |||
*[[Rambi]]'s "'''Supercharge'''"<ref> | *[[Enguarde]]'s "'''Superstab'''"<ref>{{cite|quote=Press the 'A' button to power him up, then release it for his Superstab. Use this to break open hidden doors!|author=[[Wrinkly Kong]]|title=''Donkey Kong Country 2: Diddy's Kong Quest''|publisher=Nintendo|date=1995|language=en}}</ref> is very similar to Rambi's move; like it, Enguarde's move allows him to break through underwater walls to access Bonus Areas and swim continuously (even through enemies) until he hits an unbreakable wall. | ||
*[[Enguarde]]'s "'''Superstab'''"<ref> | *[[Rattly]]'s "'''Superjump'''"<ref>{{cite|quote=Press the 'A' button to power him up, then release it to activate his Superjump. Use this to access normally unreachable areas.|author=[[Wrinkly Kong]]|title=''Donkey Kong Country 2: Diddy's Kong Quest''|date=1995|publisher=Nintendo|language=en}}</ref> (or '''Super Jump''')<ref>{{cite|date=February 1997|title=''Nintendo Magazine System'' (AU) Issue #47|page=49}}</ref> is quite different; instead of dashing like Rambi or Enguarde, Rattly jumps much higher than usual, allowing him to reach areas and take objects located at greater heights. | ||
*[[Rattly]]'s "'''Superjump'''"<ref> | |||
==Names in other languages== | ==Names in other languages== | ||
{{Foreign names | |||
|Ita=Super mossa<ref>{{cite|title=''[[Donkey Kong Country 2: Diddy's Kong Quest]]'' Italian manual|page=9}}</ref> | |||
|Ita2=Supermossa<ref>{{cite|language=it|date=2004|publisher=Nintendo of Europe|title=''[[Donkey Kong Country 2 (Game Boy Advance)|Donkey Kong Country 2]]'' European manual|page=109}}</ref> | |||
|ItaM=Super move | |||
|Ita2M=Supermove | |||
}} | |||
;Supercharge | ;Supercharge | ||
{{foreign names | {{foreign names | ||
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|JapR=Sūpādasshu | |JapR=Sūpādasshu | ||
|JapM=Super-dash | |JapM=Super-dash | ||
|Ita=Folle corsa<ref name=GBA-ITA>{{cite|language=it|date=2004|publisher=Nintendo of Europe|title=''[[Donkey Kong Country 2 (Game Boy Advance)|Donkey Kong Country 2]]'' European manual|page=117}}</ref> | |||
|ItaM=Crazy dash | |||
}} | }} | ||
;Superstab | ;Superstab | ||
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|JapR=Sūpādasshu | |JapR=Sūpādasshu | ||
|JapM=Super-dash | |JapM=Super-dash | ||
|Ita=Stoccata rapida<ref name=GBA-ITA/> | |||
|ItaM=Quick thrust/stab | |||
}} | }} | ||
;Superjump | ;Superjump | ||
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|JapR=Sūpājanpu | |JapR=Sūpājanpu | ||
|JapM=Super-jump | |JapM=Super-jump | ||
|Ita=Salto iperbolico<ref name=GBA-ITA/> | |||
|ItaM=Hyperbolic jump | |||
}} | }} | ||
==References== | ==References== | ||
<references/> | <references/> |
Latest revision as of 17:27, August 5, 2024
Super moves[1][2] are moves first appearing in Donkey Kong Country 2: Diddy's Kong Quest. They are special abilities used by certain Animal Friends that can be charged up and released to allow the player character to reach higher or otherwise inaccessible areas. Super moves also appear in Donkey Kong Land 2, and Donkey Kong Country 3: Dixie Kong's Double Trouble! They can be used by holding and releasing, or in Donkey Kong Land 2 and in the Game Boy Advance games. Three of the Animal Friends each have a super move of their own:
- Rambi's "Supercharge"[3] (or super-dash) makes him run continuously until he hits an unbreakable wall. During his run, he can defeat numerous enemies at once. It also allows him to break through walls, allowing him to access Bonus Areas.
- Enguarde's "Superstab"[4] is very similar to Rambi's move; like it, Enguarde's move allows him to break through underwater walls to access Bonus Areas and swim continuously (even through enemies) until he hits an unbreakable wall.
- Rattly's "Superjump"[5] (or Super Jump)[6] is quite different; instead of dashing like Rambi or Enguarde, Rattly jumps much higher than usual, allowing him to reach areas and take objects located at greater heights.
Names in other languages[edit]
Language | Name | Meaning | Notes |
---|---|---|---|
Italian | Super mossa[7] | Super move | |
Supermossa[8] | Supermove |
- Supercharge
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | スーパーダッシュ[?] Sūpādasshu |
Super-dash | |
Italian | Folle corsa[9] | Crazy dash |
- Superstab
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | スーパーダッシュ[?] Sūpādasshu |
Super-dash | |
Italian | Stoccata rapida[9] | Quick thrust/stab |
- Superjump
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | スーパージャンプ[?] Sūpājanpu |
Super-jump | |
Italian | Salto iperbolico[9] | Hyperbolic jump |
References[edit]
- ^ 1995. Donkey Kong Country 2: Diddy's Kong Quest instruction booklet. Nintendo of America (American English). Page 9.
- ^ 2004. Donkey Kong Country 2 Game Boy Advance instruction booklet. Nintendo of America (American English). Page 11.
- ^ "Press and hold the 'A' button to power him up, then release it for his Supercharge. Use this to destroy enemies and break open hidden doors!" – Wrinkly Kong (1995). Donkey Kong Country 2: Diddy's Kong Quest. Nintendo (English).
- ^ "Press the 'A' button to power him up, then release it for his Superstab. Use this to break open hidden doors!" – Wrinkly Kong (1995). Donkey Kong Country 2: Diddy's Kong Quest. Nintendo (English).
- ^ "Press the 'A' button to power him up, then release it to activate his Superjump. Use this to access normally unreachable areas." – Wrinkly Kong (1995). Donkey Kong Country 2: Diddy's Kong Quest. Nintendo (English).
- ^ February 1997. Nintendo Magazine System (AU) Issue #47. Page 49.
- ^ Donkey Kong Country 2: Diddy's Kong Quest Italian manual. Page 9.
- ^ 2004. Donkey Kong Country 2 European manual. Nintendo of Europe (Italian). Page 109.
- ^ a b c 2004. Donkey Kong Country 2 European manual. Nintendo of Europe (Italian). Page 117.