Wire Spin
It has been suggested that Bar Spin be merged with this page. (discuss) |
- Not to be confused with Bar Spin.
The Wire Spin, also referred to as the Bar Spin,[1] is an ability Mario can use when he grabs on to wires. The Super Whirl Jump and Bar Spin are similar to this.
History[edit]
Donkey Kong (Game Boy)[edit]
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[edit]
The move returns in Mario vs. Donkey Kong, where it is executed the same way as in Donkey Kong for the Game Boy.
Names in other languages[edit]
Language | Name | Meaning |
---|---|---|
Japanese | Daisharin |
Giant; translates literally to "big wheel" |
References[edit]
- ^ Mario vs. Donkey Kong American English Nintendo 3DS Virtual Console digital manual, tab 12: "Advanced Controls".
- ^ (1994). 『Game Boy Donkey Kong 取扱説明書』. Nintendo Co., Ltd. (Japanese). Page 9.
- ^ (2004). 『Mario vs. Donkey Kong
取扱説明書 』 (PDF). Nintendo Co., Ltd. (Japanese). Page 14.