Wire Spin: Difference between revisions
From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
Line 5: | Line 5: | ||
==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 by holding {{button|padup}}; the longer he does so, he faster he spins, and the higher and/or | 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 by holding {{button|padup}}; the longer he does so, he faster he spins, and the higher and/or farther he can jump afterwards (depending on wire orientation). He can also press {{button|paddown}} or let go of the D-Pad to slow down or stop. Mario can either do a small jump to make sure he doesn't go into a dangerous hazard (like a bed of [[Spike Trap|Spikes]]) by jumping too far, or a larger jump to make it over large hazards or reach places he can't reach normally. | ||
===''Mario vs. Donkey Kong''=== | ===''Mario vs. Donkey Kong''=== |
Revision as of 22:01, March 22, 2018
- Not to be confused with Bar Spin.
The Wire Spin is an ability Mario can use when he grabs onto Wires.
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 by holding ; the longer he does so, he faster he spins, and the higher and/or farther he can jump afterwards (depending on wire orientation). He can also press or let go of the D-Pad to slow down or stop. Mario can either do a small jump to make sure he doesn't go into a dangerous hazard (like a bed of Spikes) by jumping too far, or a larger jump to make it over large hazards or reach places he can't 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.