Warp

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This article is about the recurring game mechanic. For Palutena's up-special move in the Super Smash Bros. games, see List of fighters debuting in Super Smash Bros. for Nintendo 3DS / Wii U § Palutena.

Warping appears in the Super Mario franchise as an action and a gameplay mechanic in which a character instantly travels from one location to another. Super Mario Bros. is the first Super Mario game to feature warping. Warping is most often done through the use of Warp Pipes. Some installments of the Super Mario series have Warp Zones, which allow for even farther travel.

In Super Mario 64 , there are invisible warps (also known as Warp Points)[1] in ten courses: the Bob-omb Battlefield (which has two); Whomp's Fortress; Cool, Cool Mountain; Lethal Lava Land; Shifting Sand Land; Snowman's Land; Wet-Dry World; Tall, Tall Mountain; Tiny-Huge Island; and Rainbow Ride. These warps allow Mario to quickly travel between distant areas within the same course. In Super Mario 64 DS , once Mario or another character has warped, three down arrows briefly appear to point to the Touch Screen and show where he has been relocated.

In Super Mario Odyssey , Cappy can warp himself and Mario to any extant Checkpoint Flag they have ever activated as long as it is in the same kingdom they are currently in. This is done by selecting the Checkpoint Flag on the map screen and pressing A Button. Time stops for Cappy to pull Mario into himself and then fly off in an high arc toward the Checkpoint Flag. It uses yellow effects, similar to the Cap Throw. If there are no restrictions on the camera that would prevent it, the camera pans to keep Cappy in frame. The screen fades to white, and any background music stops. When the screen fades back to normal, time resumes and Cappy lands on the selected Checkpoint Flag. He spins around on it and then jumps a short distance away, at which point Mario pops out of Cappy and normal gameplay resumes. The animation for warping always has Cappy in the form of the Mario Cap, even if Cappy is currently a different hat. The Odyssey, the ship that brings the characters between kingdoms, has a Checkpoint Flag. This ensures it is always an available destination.

Cappy cannot warp if Mario is in the air or in the Deep Woods, during boss battles, or when the player is forced to collect a Power Moon or Multi Moon that a boss dropped. Warping requires Cappy, so it cannot be used if Cappy is separated from Mario by Klepto. In these cases, the Checkpoint Flags on the map screen are grayed out. However, Cappy can warp in cases where he is simply distant from Mario, such as during a Cap Throw or while using a scarecrow. The animation starts with Cappy at Mario's position, regardless of where Cappy was. If a Checkpoint Flag disappears from the map for any reason, it cannot be selected and therefore cannot be warped to.

Due to Cappy's movement being freer than Mario's own, especially in two-player mode and even more so if glitches are involved, some sequence breaks are performed by using Cappy to trigger a Checkpoint Flag in an area Mario is not able to reach normally yet, then warping to the Checkpoint Flag.

In the Donkey Kong Country series and Donkey Kong Land series, warping is most commonly achieved through Warp Barrels. In all versions of Donkey Kong Country , there is a warp behind the very start of Stop & Go Station. Donkey Kong Land also has a few warps at the start of Arctic Barrel Arsenal, Sky High Caper, and Skyscraper Caper. In Donkey Kong 64 , warping is done from activated Bananaport Pads, though also within the same area.

Gallery[edit ]

Names in other languages[edit ]

Warp
Language Name Meaning Note(s) Ref.
Finnish Harpata To warp [2]
Swedish Warpa To warp [3]
Warp Point
Language Name Meaning Note(s) Ref.
Japanese ワープゾーン
Wāpuzōn
Warp Zone [4]
Italian Passaggio segreto Secret passage [5]
Portale Portal Super Mario Bros. Encyclopedia [6]

References[edit ]

Warp coverage on other NIWA wikis:
  1. ^ June 1997. Nintendo Magazine System (AU) Issue #51. Page 47 and 48.
  2. ^ Nintendo-lehti (1990-1994, Finnish)
  3. ^ Nintendo Magasinet Nr 6-7 1991
  4. ^ Sawada, Yukio (January 27, 1996). Super Mario-kun Volume 15. Shogakukan (Japanese). ISBN 4-09-142245-4. Page 132.
  5. ^ NintendoItalia (August 27, 2015). Il Mario Gatto Show - Episodio 17 (video, 8:35). Italian. Retrieved from YouTube.
  6. ^ November 15, 2018. Super Mario Bros. Enciclopedia . Magazzini Salani (Italian). ISBN 889367436X. Page 92.
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