Editing Cape Mario

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Flight is done by running until Mario spreads out his arms, then jumping while holding {{button|snes|Y}}; the initial height depends on how long {{button|snes|B}} was held. Pressing forward on {{button|snes|Pad}} mid-flight makes Mario descend and speed up, while pressing backward makes him ascend; greater descents generally lead to higher ascents. Mario can also bounce off stomp-able enemies mid-flight. If the player does a '''fast dive'''<ref name=manual>{{cite|language=en-us|publisher=Nintendo of America|title=''Super Mario World'' instruction booklet|page=16|date=1991|author=Nintendo}}</ref> during flight and slams the ground, it causes a ground shake that instantly defeats all onscreen enemies. If Caped Mario glides more gently towards the ground, he can perform a '''Body Press'''<ref name=manual/> (also called the '''Sliding Cape Attack''').<ref>{{cite|language=en-us|date=August 1991|title=Nintendo ''[[Mario Mania]]'' Player's Guide|page=52|publisher=Nintendo of America}}</ref> If Caped Mario touches an enemy while flying, he automatically cape-spins in midair and falls, instead of taking damage. By releasing {{button|snes|Y}} and holding {{button|snes|B}}, Mario can stop flying and glide down slowly. After the Cape has attached to Mario's shoes and inflated, he can turn around by spinning mid-flight when the player presses {{button|snes|X}} if {{button|snes|Y}} is being used to fly, or vice versa. If Mario climbs a climbable object while flying, he retains the properties of flight.<ref>{{cite|deadlink=y|archive=web.archive.org/web/20201105122601/https://www.suppermariobroth.com/post/633609656174067712|publisher=Supper Mario Broth|date=November 1, 2020|title=In Super Mario World, properties of flight are conserved while climbing. If Mario clings to a climbable surface while flying, he will resume flying as soon as he lets go. In addition, he retains the extra hit that flight normally grants, as seen near the end of the footage where he is hit by a Koopa Troopa but does not lose his Cape Mario form. Thus, it is advisable to always start flying before clinging to ropes and fences if possible.|accessdate=June 5, 2024}}</ref>
Flight is done by running until Mario spreads out his arms, then jumping while holding {{button|snes|Y}}; the initial height depends on how long {{button|snes|B}} was held. Pressing forward on {{button|snes|Pad}} mid-flight makes Mario descend and speed up, while pressing backward makes him ascend; greater descents generally lead to higher ascents. Mario can also bounce off stomp-able enemies mid-flight. If the player does a '''fast dive'''<ref name=manual>{{cite|language=en-us|publisher=Nintendo of America|title=''Super Mario World'' instruction booklet|page=16|date=1991|author=Nintendo}}</ref> during flight and slams the ground, it causes a ground shake that instantly defeats all onscreen enemies. If Caped Mario glides more gently towards the ground, he can perform a '''Body Press'''<ref name=manual/> (also called the '''Sliding Cape Attack''').<ref>{{cite|language=en-us|date=August 1991|title=Nintendo ''[[Mario Mania]]'' Player's Guide|page=52|publisher=Nintendo of America}}</ref> If Caped Mario touches an enemy while flying, he automatically cape-spins in midair and falls, instead of taking damage. By releasing {{button|snes|Y}} and holding {{button|snes|B}}, Mario can stop flying and glide down slowly. After the Cape has attached to Mario's shoes and inflated, he can turn around by spinning mid-flight when the player presses {{button|snes|X}} if {{button|snes|Y}} is being used to fly, or vice versa. If Mario climbs a climbable object while flying, he retains the properties of flight.<ref>{{cite|deadlink=y|archive=web.archive.org/web/20201105122601/https://www.suppermariobroth.com/post/633609656174067712|publisher=Supper Mario Broth|date=November 1, 2020|title=In Super Mario World, properties of flight are conserved while climbing. If Mario clings to a climbable surface while flying, he will resume flying as soon as he lets go. In addition, he retains the extra hit that flight normally grants, as seen near the end of the footage where he is hit by a Koopa Troopa but does not lose his Cape Mario form. Thus, it is advisable to always start flying before clinging to ropes and fences if possible.|accessdate=June 5, 2024}}</ref>
   
   
In the [[Super Mario World: Super Mario Advance 2|GBA version]], Mario can no longer turn around mid-flight, as there is only one run button. Also, Luigi flies higher and more slowly than Mario.
In the [[Super Mario World: Super Mario Advance 2|GBA version]], Mario cannot turn around mid-flight at all, because there is only one run button. Also, Luigi flies higher and more slowly than Mario.
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====''Super Mario Maker'' / ''Super Mario Maker for Nintendo 3DS''====
====''Super Mario Maker'' / ''Super Mario Maker for Nintendo 3DS'' / ''Super Mario Maker 2''====
Cape Mario returns in ''[[Super Mario Maker]]'' and its [[Nintendo 3DS]] port, ''[[Super Mario Maker for Nintendo 3DS]]'', under its current name. It appears only in the ''Super Mario World'' style, where it functions as it did in ''Super Mario World: Super Mario Advance 2''. Also, knocking on a [[Warp Door]] in the ''Super Mario World'' style may cause [[Weird Mushroom (item)|Weird Mario]] to appear in this form, in one of two possible poses.
Cape Mario returns in ''[[Super Mario Maker]]'', ''[[Super Mario Maker for Nintendo 3DS]]'', and ''[[Super Mario Maker 2]]''. It appears only in the ''Super Mario World'' style, where it functions as it did in that game. However, Mario can no longer turn around while flying. Also, knocking on a [[Warp Door]] in the ''Super Mario World'' style may cause [[Weird Mushroom (item)|Weird Mario]] to appear in this form, in one of two possible poses.
 
====''Super Mario Maker 2''====
Cape Mario returns in ''[[Super Mario Maker 2]]'', behaving as it did in its predecessor. Here, Luigi, [[Toad]], and [[Toadette]] can also transform into their Cape forms.


===''Super Mario World'' television series===
===''Super Mario World'' television series===

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