User:Salmancer/List of methods of flight: Difference between revisions
(All entries in the Fly article have a row.) |
No edit summary |
||
Line 1: | Line 1: | ||
As the franchise that defined the platforming genre, many {{a|SMFRANCHISE|l}} games allow the character to fly as a powerful ability in the game. Flying is powerful because normally the player's ability to move vertically is restricted by if there are platforms available to jump from. There are many different ways games implement flying. This list compares and contrasts all methods that the player can use to fly in different games. Note that this list concerns player characters flying in games where | As the franchise that defined the platforming genre, many {{a|SMFRANCHISE|l}} games allow the character to fly as a powerful ability in the game. Flying is powerful because normally the player's ability to move vertically is restricted by if there are platforms available to jump from. There are many different ways games implement flying. This list compares and contrasts all methods that the player can use to fly in different games. Note that this list concerns player characters flying in games where it is possible for the player character to not be flying. [[Microgame]]s, being as short and self-contained as they are, usually do not meet this criteria. It also excludes flying vehicles whose controls are not synonymous with the player. On a related note, abilities allowing the player to move in water like they are flying are excluded. | ||
Flying abilities are sorted into one or more of eight categories: | Flying abilities are sorted into one or more of eight categories: |
Revision as of 23:11, January 30, 2025
As the franchise that defined the platforming genre, many Super Mario franchise games allow the character to fly as a powerful ability in the game. Flying is powerful because normally the player's ability to move vertically is restricted by if there are platforms available to jump from. There are many different ways games implement flying. This list compares and contrasts all methods that the player can use to fly in different games. Note that this list concerns player characters flying in games where it is possible for the player character to not be flying. Microgames, being as short and self-contained as they are, usually do not meet this criteria. It also excludes flying vehicles whose controls are not synonymous with the player. On a related note, abilities allowing the player to move in water like they are flying are excluded.
Flying abilities are sorted into one or more of eight categories:
- "High ascent and slowly descend": Initially using the power sends Mario high into the air, then he enters a controlled descending state that makes it easier to land.
- "Press/Hold jump button to rise": When the button is used in the specified manner, Mario rises. When the button is not being used, Mario falls.
- "Steadily rises": Once this power is activated, Mario steadily rises into the air even without input from the player. Some powers may allow for Mario's height to be controlled past this point, others do not.
- "Momentum based": Mario flies forward and can adjust his altitude freely to a point. If Mario slows down too much, flight is impaired or immediately ends. Mario's speed decreases whe he flies upward. Mario can increase his speed by flying downward. Switching to flying upward during such a speed boost allows Mario to change direction more sharply than otherwise allowed.
- "Free movement in all directions":Mario moves in any specified direction. This is usually also paired with an effect that has Mario fall very slowly or not fall at all.
- "Constant height": While the power is in use, Mario does not rise or fall. He can still move in any other direction. Some of these may have Mario rise and fall in a a set pattern.
- "Dash(es) in a upward direction": This power allows for Mario to dash in one or more upward directions. (Dashes that cannot be aimed upward are better described as weak versions of "Constant height")
- "Fixed path":This power gives the player no control over Mario. He moves over a path in the air as specified by the power. Some of the powers listed here have a limited amount of control, but their use of a fixed path the player can only somewhat deviate from places them here.
As a general rule, abilities that are not in the "Press/Hold jump button to rise" and "Momentum based" categories" generally cannot be used more than once for each time the user enters the air. "Free movement in all directions" is another exception: most of them can fly infinitely far or high without having to land.
Item/Form/Move | Image | Debut year | Games | Type | Notes |
---|---|---|---|---|---|
Wing | 2007 | Press/Hold jump button to rise | Uses the swimming controls in the air | ||
Propeller Mario/Propeller Block | 2007 | High ascent and slowly descend | Activate with Spin Jump or Midair Spin. Any number of characters can hold another character in Propeller form or holding a Propeller Block, and this ability or item carries all characters into the air. | ||
Propeller Box | 2007 | High ascent and slowly descend | Slowly descend by holding the jump button. Can ascend three times in Super Mario Maker 2 | ||
Raccoon Mario/White Raccoon Mario/Tanooki Mario | 2015 | Press/Hold jump button to rise | Requires a full P-Meter. The P-Meter fills as Mario dashes. Flying drains the P-Meter. Once the P-Meter is empty Mario can no longer fly. White Raccoon Mario fills the P-Meter faster. The P-Meter stays full permanently with a P-Wing. | ||
Tanooki Mario | 2015 | Free movement in all directions | Can only fly during the credits | ||
Cape Mario | 2015 | Momentum based | Requires a running start. Taking damage cancels the flying state without Mario losing this power. Landing on the ground damages enemies. Landing on the ground with a fast dive defeats all enemies on screen. | ||
Power Squirrel Mario | 2015 | High ascent and slowly descend | Can Flying Squirrel Jump an infinite number of times in place of the Midair Spin. Can glide before, in-between, or after Flying Squirrel Jumps as per Flying Squirrel Mario. | ||
Wing Mario/Winged Yoshi | 2015 | Momentum based | Requires a cannon or a Triple Jump. | ||
Lakitu's Cloud | 2007 |
|
Free movement in all directions | Only lasts a limited time, disappears afterward | |
Koopa Clown Car/Junior Clown Car/Fire Koopa Clown Car/Fire Junior Clown Car | 2007 | Free movement in all directions | |||
Bullet Bill Mask | 2007 | Constant height | Is temporary. Lost upon crashing into walls. | ||
Bullet Bill/Banzai Bill (via Capture) | 2007 | Constant height | Is temporary. Explodes when that timer runs out or on contact with walls or enemies, returning Mario to normal. | ||
Paragoomba/Parabones (via Capture) | 2007 | Press/Hold jump button to rise | Maximum height is a little above highest platform that has ever been landed on. | ||
Winged Yoshi | 2007 | Press/Hold jump button to rise | Is temporary when accessed with Koopa Shells, is permanent when accessed with Yoshi's Wings. | ||
Winged Yoshi | 2007 | Constant height | Moves in a sine wave, like a repeating Flutter Jump pattern. | ||
Umbrella Yoshi | 2007 | Press/Hold jump button to rise | Heavily affected by wind | ||
Sky Pop Yoshi | 2007 | Free movement in all directions | |||
Launch Star | 2007 | Fixed path | Activate with spin. | ||
Piranhacopter | 2007 | High ascent and slowly descend | |||
Pidgit’s carpets | 2007 | Free movement in all directions | Is temporary. | ||
Propellerpack | 2007 | High ascent and slowly descend | |||
Super Dragon | 2007 | Free movement in all directions | Is temporary | ||
Wario-Man | 2007 | Press/Hold jump button to rise | Rises when using aerial attacks. | ||
Spinning Kong | 2007 | Steadily rises | Only rises when used in the air. Does not rise very high | ||
Whirling Fortress | 2007 | Steadily rises | Only rises when used in the air. | ||
Rocketbarrel Boost | 2007 | Dash(es) in a upward direction | Can be aimed mid-dash, defaults to upward. Can be charged to dash farther | ||
Rocketbarrel Barrage | 2007 | Free movement in all directions | Moves upward, but can be turned such that upward to Diddy is any direction. Is temporary. | ||
Hyper Rocketbarrel | 2007 | Fixed path | Attacks from various directions all around the screen with no control granted to the player. Returns to where the attack started when it concludes. | ||
Jetpack | 2007 | Steadily rises Dash(es) in a upward direction |
In one segment Left and right movement is automatic but Wario can dash upward. In the other segment left and right movement is free free in the next segment. Collecting fuel in the second segment makes it go faster, and it can break a ceiling at max speed. | ||
Flying Mario | 2007 | Free movement in all directions | Starts flying with a Spin. Has to be pointed in a specific direction, then can move forward. | ||
Balloon Mario | 2007 | Press/Hold jump button to rise | |||
Rocket Barrel | 2007 | Press/Hold jump button to rise | One of two kinds of Rocket Barrel gameplay in Donkey Kong Country Returns and its ports. Automatically moves to the right. Must counteract falling momentum to rise. | ||
Rocket Barrel | 2007 | Steadily rises Press/Hold jump button to rise |
One of two kinds of Rocket Barrel gameplay in Donkey Kong Country Returns and its ports. Automatically flies with upward scrolling screen. Can boost higher upward. | ||
Green Balloon | 2007 | Steadily rises | Rescues player from pits. Can pass through some solid objects. Ends with button press or after too long. | ||
Helicopter Spin | 2007 | Dash(es) in a upward direction | Upward | ||
Squawks | 2007 | Can be carried by Squawks with his corresponding Animal crate, or transform into Squawks with a Squawks Barrel. The latter case allows Squawks to move faster. | |||
Quawks | 2007 | Can only transform into Quawks with his corresponding Animal Barrel | |||
Rocket Barrel | 2007 | Steadily rises | Normally falls, starts rising after hitting an Ignition Barrel | ||
Blimp Yoshi | 2007 | Steadily rises | Is temporary. Once the meter is empty, returns to normal. Can stop rising by holding , which also makes the power last longer. | ||
Spin Jump | 2007 | High ascent and slowly descend | Most games tie full slow descent functionality to an object like a tornado, with Spin Jumps done without the object not reducing falling speed as much. Some games lack the option to Spin Jump without an object. | ||
Spin Jump | 2007 | Constant height | Trajectory can be affected by numerous objects, such as wind and whirlwinds. Waterspouts and rising air cause this to become "High ascent and slowly descend" | ||
Baby Spin | 2007 | High ascent and slowly descend | |||
Baboon Balloon | 2007 | Steadily rises | Is temporary. Can be ended early. Bounces off walls. | ||
Remote-Controlled Clown Car | 2007 | ||||
Rocketbarrel Boost | 2007 | ||||
Bee Mario | 2007 | ||||
Boo Mario | 2007 | ||||
Joy | 2007 | ||||
Wicked Wario | 2007 | ||||
Jet Wario | 2007 | Constant height | begins descending slowly after a short time. | ||
Bat Wario | 2007 | Press/Hold jump button to rise" | press jump button | ||
Puffy Wario | 2007 | Steadily rises | |||
Eagle Wario | 2007 | ||||
King Dragon Wario | 2007 | ||||
Helicopter Yoshi | 2007 | ||||
Helicopter Yoshi | 2007 | ||||
Hot-Air Balloon Yoshi | 2007 |