Dash! Jump!: Difference between revisions
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|type=Goal Game | |type=Goal Game | ||
|players=1 | |players=1 | ||
|appeared=''[[Kirby: Canvas Curse]]'' | |appeared=''[[Kirby: Canvas Curse|{{KCC KPP}}]]'' | ||
}} | }} | ||
{{Good}} | {{Good}} | ||
{{distinguish|the Goal Game in [[Kirby: Canvas Curse]]|the [[Jumping]] Sub-Game from [[Kirby's Dream Land 3]]}} | {{distinguish|the Goal Game in [[Kirby: Canvas Curse|{{KCC KPP}}]]|the [[Jumping]] Sub-Game from [[Kirby's Dream Land 3]]}} | ||
'''Dash! Jump!''' (referred to in the manual as '''The Jump Game'''<ref>{{Cite manual|quote=The Jump Game|game= | '''Dash! Jump!''' (referred to in the manual as '''The Jump Game'''<ref>{{Cite manual|quote=The Jump Game|game={{KCC KPP}}|page=14 header}}</ref>) is a [[Goal Game]] in ''[[Kirby: Canvas Curse|{{KCC KPP}}]]'', accessed after completing any stage of the Main Game. Like all other Goal Games, the objective is to go as far as possible in order to collect [[Point Star]]s<ref>{{Cite manual|quote=You'll earn Point Stars based on how far he flies.|game={{KCC KPP}}|page=14}}</ref> for [[1-Up]]s. | ||
==Gameplay== | ==Gameplay== | ||
[[Kirby]] or any other character is dropped from a portal in the air to a dash pad in a mostly black and white col{{o}}red room. The room is sectioned off in 100 inch increments with different | [[Kirby]] or any other character is dropped from a portal in the air to a dash pad in a mostly black and white col{{o}}red room. The room is sectioned off in 100 inch increments with different col{{o}}rs appearing every 1000 inches. | ||
Kirby or any other character must use the [[Touch Dash]] move to increase his speed as he moves along the dash pad. Once the character ball has gained enough speed then reaches the end of the dash pad, the player must draw a ramp made of [[Rainbow Line]]s using their [[Nintendo DS]] stylus to launch the ball into the air. Note that the amount of Rainbow Lines the player can use is very limited compared to the main stages, and the selected character ball may perform differently in the game, based on its base characteristics. | Kirby or any other character must use the [[Touch Dash]] move to increase his speed as he moves along the dash pad. Once the character ball has gained enough speed then reaches the end of the dash pad, the player must draw a ramp made of [[Rainbow Line]]s using their [[Nintendo DS]] stylus to launch the ball into the air. Note that the amount of Rainbow Lines the player can use is very limited compared to the main stages, and the selected character ball may perform differently in the game, based on its base characteristics. | ||
Once Kirby or any other character ball is launched, he will eventually land on the ground at a specific distance, which is recorded in inches ( | Once Kirby or any other character ball is launched, he will eventually land on the ground at a specific distance, which is recorded in inches (centimet{{er}}s in the Japanese and European versions). For every 100 {{UserLang|us=inches|gb=centimetres}}, 10 Point Stars will be added to the player's total, which in turn makes 1000 {{UserLang|us=inches|gb=centimetres}} equivalent to a 1-UP. Recorded jump lengths are saved and marked on the field with a sign for the next playthrough. | ||
After completing the Main Game with each character ball, Dash! Jump! can be played without having to complete any level, being accessible from the main menu. | After completing the Main Game with each character ball, Dash! Jump! can be played without having to complete any level, being accessible from the main menu. | ||
==Trivia== | ==Trivia== | ||
*Using the [[Meta Knight]] ball, it is possible to blow completely out of the back wall of the game area, giving the highest record of 3,301 inches. | *Using the [[Meta Knight]] ball, it is possible to blow completely out of the back wall of the game area, giving the highest record of 3,301 {{UserLang|us=inches|gb=centimetres}}. | ||
**The same ball is also capable of landing on the tiny black platform at the end of the runway, which will reward the player with nine [[1-Up]]s. | **The same ball is also capable of landing on the tiny black platform at the end of the runway, which will reward the player with nine [[1-Up]]s. | ||
*When playing Dash! Jump! with the Old School music option selected, the [[Goal Game]] music from ''[[Kirby: Nightmare in Dream Land]]'' will play. | *When playing Dash! Jump! with the Old School music option selected, the [[Goal Game]] music from ''[[Kirby: Nightmare in Dream Land]]'' will play. |
Revision as of 04:16, 16 January 2022
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- This article is about the Goal Game in [[Kirby: Canvas Curse|Template:KCC KPP]], and should not be confused with the Jumping Sub-Game from Kirby's Dream Land 3.
Dash! Jump! (referred to in the manual as The Jump Game[1]) is a Goal Game in [[Kirby: Canvas Curse|Template:KCC KPP]], accessed after completing any stage of the Main Game. Like all other Goal Games, the objective is to go as far as possible in order to collect Point Stars[2] for 1-Ups.
Gameplay
Kirby or any other character is dropped from a portal in the air to a dash pad in a mostly black and white colTemplate:Ored room. The room is sectioned off in 100 inch increments with different colTemplate:Ors appearing every 1000 inches.
Kirby or any other character must use the Touch Dash move to increase his speed as he moves along the dash pad. Once the character ball has gained enough speed then reaches the end of the dash pad, the player must draw a ramp made of Rainbow Lines using their Nintendo DS stylus to launch the ball into the air. Note that the amount of Rainbow Lines the player can use is very limited compared to the main stages, and the selected character ball may perform differently in the game, based on its base characteristics.
Once Kirby or any other character ball is launched, he will eventually land on the ground at a specific distance, which is recorded in inches (centimetTemplate:Ers in the Japanese and European versions). For every 100 inches, 10 Point Stars will be added to the player's total, which in turn makes 1000 inches equivalent to a 1-UP. Recorded jump lengths are saved and marked on the field with a sign for the next playthrough.
After completing the Main Game with each character ball, Dash! Jump! can be played without having to complete any level, being accessible from the main menu.
Trivia
- Using the Meta Knight ball, it is possible to blow completely out of the back wall of the game area, giving the highest record of 3,301 inches.
- The same ball is also capable of landing on the tiny black platform at the end of the runway, which will reward the player with nine 1-Ups.
- When playing Dash! Jump! with the Old School music option selected, the Goal Game music from Kirby: Nightmare in Dream Land will play.
Gallery
Kirby makes use of the Rainbow Line to make his big jump.
Kirby is rewarded with 30 Point Stars.
References
- ↑ "The Jump Game" –Template:KCC KPP instruction manual (page 14 header)
- ↑ "You'll earn Point Stars based on how far he flies." –Template:KCC KPP instruction manual (page 14)