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Top 10 Mario Flight/ Glide Moves and Abilities; aka "The Air Master" [top ten]
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11/11/13, 15:42 Edited: 11/11/13, 15:41
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Item used:Cape FeatherDebut:Super Mario World (SNES)After all this time, I'm still amazed at the versatility of the Cape; Mario looks great in it (like some kind of Mushroom Kingdom super hero), it's magical (really, how does it stay attached to his feet when he's gliding?), and it even has its own offensive capabilities as Mario nose dives and slams the ground with thunderous awe. This is one of the few power-ups on this list that Mario can use to remain flying indefinitely. As long as you can control the left-right taps of the D-pad to keep Mario swooping in a rhythmic wave pattern, he can glide all the way to the end of the stage (well, depending on the design of the stage!). Much like the Raccoon Tail, an added bonus is the ability to directly attack enemies! The Cape has even been the focus of a Negative World editorial exploring at how the powerful item could make a return in a modern Mario game. Make it happen Nintendo! And just a side note, but isn't it charming seeing the Super Koopas don their own capes? These little guys actually have excellent air superiority. But, man, they are so incredibly weak.
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11/11/13, 15:42 Edited: 11/11/13, 15:41 |
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@GameDadGrantOops! I did not even consider either the Lost Levels' mega-trampoline or the Space Zone stuff from SML 2. I knew there were probably a few things I didn't think about. It's been a while since I played Lost Levels (SNES version), so naturally I just didn't think about it. I should have remembered the space stuff as I have played SML 2 more recently. Honestly though, I'm not sure it would have cracked the Top Ten. Maybe. Oh yeah, that music is wonderful! |
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@roykoopa64Well, you did include stuff I wasn't even aware of...I mean, I didn't know there was a Red Star power-up in Super Mario Galaxy! It's good to have lists like this and be reminded of gaming info from others. It's surprising how much I've not been aware of and/or forgotten about, ha ha. Y'know, for being such a "rotund" fellow, Mario sure can fly. Pretty impressive. Super Mario World probably has the most flight out of any Mario game - with the right timing, you can keep Mario in the air for the entire stage! I was also a big fan of flying with Yoshi, when he ate a purple Koopa Troopa shell and sprouted wings, or if a purple Yoshi at any color shell. (the best was when Yoshi ate a flashing shell, and got the power of flight, ground-pound AND fire-breath all at once! He was Super Yoshi!) |
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@DrFinkelstein I didn't want to double post, but I guess I'll fill this one. Firstly, one difference is that the cape swing is instantaneous. The raccoon tail has a brief moment where Mario swings his tail forward, so this requires a small degree of timing to whap enemies, but with the cape, you can just mash the Y button and nothing can touch Mario from the front without getting smacked. Second, the cape hits enemies on both sides of Mario, whereas the raccoon tail strikes only what's in front of him. So now, if you mash the Y button then Mario is untouchable from both sides. Third is what the spin jump adds to the mix. This allows Mario to jump and spin the cape wildly, with a little more range than usual even, so, combined with the stomp power of the spin jump, Mario is now protected from three sides. Only a hit dropping from directly above can hurt Mario during a spin jump. Fourth is that, during the period of flight where Mario is holding his cape to glide, if you get hit by an enemy here, Mario will not take damage. Any hit here will simply knock him out of flight without damaging him. There may be more, but these four things are what make the cape so much more powerful than the raccoon tail. |
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