Wire Spin: Difference between revisions
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{{distinguish|Bar Spin}} | {{distinguish|Bar Spin}} | ||
[[File:Mario Spin.jpg|100px|thumb|right|Artwork of Mario performing a Wire Spin]] | [[File:Mario Spin.jpg|100px|thumb|right|Artwork of Mario performing a Wire Spin]] | ||
The '''Wire Spin''' is an ability [[Mario]] can use when he grabs | The '''Wire Spin''' is an ability [[Mario]] can use when he grabs on to [[rope|wire]]s. The [[Super Whirl Jump]] and [[Bar Spin]] are similar to this. | ||
==History== | ==History== | ||
===''Donkey Kong'' (Game Boy)=== | ===''Donkey Kong'' (Game Boy)=== | ||
The Wire Spin's first appearance is in ''[[Donkey Kong (Game Boy)|Donkey Kong]]'' for the [[Game Boy]]. In the game, Mario can use it | The Wire Spin's first appearance is in ''[[Donkey Kong (Game Boy)|Donkey Kong]]'' for the [[Game Boy]]. In the game, Mario can use it when the player holds {{button|padup}}; the longer {{button|padup}} is held, the faster he spins, and the higher and/or farther he can jump afterwards (depending on wire orientation). The player can also press {{button|paddown}} or let go of the D-Pad to make Mario slow down or stop. He can either do a small jump to make sure he does not go into a dangerous hazard (such as a bed of [[Spike Trap|spikes]]) by jumping too far, or do a larger jump to make it over large hazards or reach places he cannot reach normally. | ||
===''Mario vs. Donkey Kong''=== | ===''Mario vs. Donkey Kong''=== |
Revision as of 14:35, May 13, 2022
- Not to be confused with Bar Spin.
The Wire Spin is an ability Mario can use when he grabs on to wires. The Super Whirl Jump and Bar Spin are similar to this.
History
Donkey Kong (Game Boy)
The Wire Spin's first appearance is in Donkey Kong for the Game Boy. In the game, Mario can use it when the player holds ; the longer is held, the faster he spins, and the higher and/or farther he can jump afterwards (depending on wire orientation). The player can also press or let go of the D-Pad to make Mario slow down or stop. He can either do a small jump to make sure he does not go into a dangerous hazard (such as a bed of spikes) by jumping too far, or do a larger jump to make it over large hazards or reach places he cannot reach normally.
Mario vs. Donkey Kong
The move returns in Mario vs. Donkey Kong, where it is executed the same way as in Donkey Kong for the Game Boy.