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(Created page with "thumb|Mario and Luigi '''jumping'''. {{quote|As you know, the primary action for mobile creatures is the jump, if you follow.|Stuffwell|Mario &...")
 
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[[Image:Mario luigi jump.jpg|thumb|Mario and Luigi '''jumping'''.]]
[[File:NSMB Mario and Luigi jumping artwork.png|thumb|200px|Mario and Luigi '''jumping'''.]]
{{quote|As you know, the primary action for mobile creatures is the jump, if you follow.|Stuffwell|Mario & Luigi: Partners in Time}}
 
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==History==
===''Donkey Kong'' series===
====''Donkey Kong''====
[[Image:Donkey Kong arcade.PNG|thumb|left|MarioJumpman jumping over a barrel in ''Donkey Kong''.]]
In the original arcade version of ''Donkey Kong'', Mario (or [[Jumpman]]) 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 MarioJumpman landed on a barrel in the game, he would die. In the early concept of ''Donkey Kong'', MarioJumpman 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)====
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===''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, jumping 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 jump on them.
 
===''Super Mario'' series===
[[Image:Undeground_jump.jpg|thumb|180px|Mario jumping in ''Super Mario Bros.''.]]
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 jumping on them. [[Koopa Troopa]]s were not defeated by the jump, but they hid in their [[Green Shell|shells]] which could then be kicked by the player.
 
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. 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 jumping on them. Instead, they could stand on them and pick them up by using the B button. Players could even jump 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.
 
====''Super Mario Sunshine''====
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 gap or a void, Mario's jumping sound would sound different.
 
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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]]'', it was possible to do [[trick]]s after jumping off, giving players a small boost.
 
===''Super Mario RPG: Legend of the Seven Stars''===
 
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 like when the child in mushroom kingdom thinks he can jump higher then mario.
 
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[[File:Mariojumpbowser.JPG|230px|thumb|right|[[Mario]] jumping towards Bowser in ''[[Mario & Luigi: Bowser's Inside Story]]''.]]
''[[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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==List of Jumps==
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*[[Cap Jump]]
 
 
==Names in Other Languages==
==Names in other languages==
{{foreignname
{{foreign names
|Jap=ジャンプ
|JapR=janpu
|JapM=Jump
|Dut=Springen<br>Sprong
|Spa=Salto
|SpaMDutM=To jump<br>Jump
|Fra=Sauter<br>Saut
|Ger=Sprung
|GerMFraM=To jump<br>Jump
|Ger=Springen<br>Sprung
|GerM=To jump<br>Jump
|Ita=Salto
|ItaM=Jump
|Fra=Saut
|FraM=Jump
|Por=Pulo
|PorM=Jump
|Kor=점프
|KorR=jeompeu
|KorM=Jump
|Por=Saltar<br>Salto
|PorM=To jump<br>Jump
|Rus=Прыжок
|RusR=Pryzhok
|RusM=Jump
|Spa=Saltar<br>Salto
|SpaM=To jump<br>Jump
}}
 
==References==
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