

In the Mario Party series, characters usually jump to hit Dice Blocks. Doing so leaves Yoshi alone unless Mario or Luigi hops back onto him. While on Yoshi, Mario or Luigi can perform a Yoshi Boost (also named Double Jump ), which gives him a second, higher jump off Yoshi. His jump is greater than Mario's, but it defeats enemies as quickly as the Spin Jump, and Yoshi even bounces on spiny enemies, too. Super Mario World is the debut of Yoshi, a dinosaur-like creature Mario can ride. It also allows Mario to bounce off certain enemies, notably those with spines, where he would usually take damage. It trades height for offence, as it can break blocks (as Super Mario) and destroy enemies that are usually more durable. While the standard jump (or Regular Jump ) remains mostly unchanged in Super Mario World, Mario is also now capable of spin-jumping. This system has been carried over to Donkey Kong on the Game Boy. Enemies and items could be picked up and thrown to knock out other enemies. Players could even land on Birdo's eggs and throw them at Birdo. Instead, they could stand on them and pick them up by pressing. The characters in the game could not defeat any enemies by stomping on them. 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. Hammer Brothers, Cheep-cheeps, fake Bowsers, and Bowser himself all jump in the game as well. Koopa Troopas are not defeated by the stomp, but hide in their Shells, which can then be kicked by the player. Mario can also defeat enemies like Little Goombas and Hammer Brothers by stomping on them. To break these blocks, the player must jump while under them. features various types of Brick Blocks which Mario can find coins in, as well as ? Blocks that contain Magic Mushrooms and Fire Flowers. This jump system has also been used in Mario vs. Unlike all other 2D Mario titles, Donkey Kong also punishes the player for falling too far, resulting in Mario losing a life. Mario could also backflip by walking and then immediately pressing the opposite direction and the jump button, resulting in him going high into the air backwards. From the handstand position, Mario could perform high jumps and wide jumps depending on the situation. If the player jumps then presses down on, Mario does a handstand.

In Donkey Kong on the Game Boy, Mario has a greater variety of moves related to jumping. It was implemented when Shigeru Miyamoto and his team thought, "If you had a barrel rolling towards you, what would you do?" Donkey Kong (Game Boy) In the early concept of Donkey Kong, Mario originally was not able to jump. If Mario lands on a barrel in the game, he dies. He can only jump high enough to leap right over the barrel, in contrast to the impossibly high jumps in the Super Mario Bros. In the original arcade version of Donkey Kong, Mario has to jump over the barrels that Donkey Kong throws at him. Mario jumping over a barrel in Donkey Kong
