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* One of the earliest examples can be found in the 1985 8-bit game ''Zorro'' by Datasoft. One part of the game involves getting a guy drunk enough to fall asleep so that Zorro can jump on his stomach and reach a building's roof. In another part, Zorro can do the same by picking up a trumpet that he plays, causing a guard to be distracted and fall on a springboard that Zorro stands on.
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Compare to CraniumRide where it's about riding on enemies, not jumping from them. One of the methods to do a SpringJump.

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Compare to CraniumRide where it's about riding on enemies, not jumping from them. One of the methods to do a SpringJump. See LivingCrashpad when a character's fall is cushioned by another character.
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* The SegaGenesis version of ''Film/{{Ghostbusters}}''--a platform game--featured a helpful ghost called Bouncing Buddy, who could get you out of a tight spot by bouncing you back up to where you fell (!).

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* The SegaGenesis UsefulNotes/SegaGenesis version of ''Film/{{Ghostbusters}}''--a platform game--featured a helpful ghost called Bouncing Buddy, who could get you out of a tight spot by bouncing you back up to where you fell (!).
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** [[https://youtu.be/ylm3TNzYDOs?t=38s Here's a nifty example]] with flying koopa's over a bottomless pit from DistortedTravesty 3. With spiked ceilings and bullet bills mixed in because [[NintendoHard why not?]]

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** [[https://youtu.be/ylm3TNzYDOs?t=38s Here's a nifty example]] with flying koopa's over a bottomless pit from DistortedTravesty VideoGame/DistortedTravesty 3. With spiked ceilings and bullet bills mixed in because [[NintendoHard why not?]]
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* Rom hacks and fan games love to chain goombas together on top of spikes or lava or similar forcing the player to springboard from one to the next with a single mistake resulting in death.
** [[https://youtu.be/ylm3TNzYDOs?t=38s Here's a nifty example]] with flying koopa's over a bottomless pit from DistortedTravesty 3. With spiked ceilings and bullet bills mixed in because [[NintendoHard why not?]]
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* In ''VideoGame/LittleBigPlanet'', jumping on the unprotected Creature Brain bounces the Sackboy, and some items hanging above the enemies requires this technique to be obtained. You may also crush the lower part of the brain but leave the score bubble part intact, it still bounces the Sackboy.

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* In ''VideoGame/LittleBigPlanet'', jumping on the unprotected Creature Brain bounces the Sackboy, and some items hanging above the enemies requires this technique to be obtained. You may also crush the lower part of the brain in Creation Mode but leave the score bubble part intact, it still bounces the Sackboy.
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* In ''VideoGame/LittleBigPlanet'', jumping on the unprotected Creature Brain bounces the Sackboy, and some items hanging above the enemies requires this technique to be obtained. You may also crush the lower part of the brain but leave the score bubble part intact, it still bounces the Sackboy.
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* Possible (and sometimes useful) in ''HighSeasHavoc'' for the SegaGenesis.

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* Possible (and sometimes useful) in ''HighSeasHavoc'' ''VideoGame/HighSeasHavoc'' for the SegaGenesis.UsefulNotes/SegaGenesis.
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** ''[[GundamVsSeries Gundam Extreme Vs.]]'' allows the player to re-create this moment, as well as giving similar moves to other mecha like the [[Anime/MobileSuitGundam00 Gundam Exia]].

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** ''[[GundamVsSeries ''[[VideoGame/GundamVsSeries Gundam Extreme Vs.]]'' allows the player to re-create this moment, as well as giving similar moves to other mecha like the [[Anime/MobileSuitGundam00 Gundam Exia]].
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* In ''Holy Umbrella'', jumping off mummies to gain height is the only way to land a hit on Donderasphinx.
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** Also required in ''VideoGame/SuperMarioBrosTheLostLevels'', which introduced the mechanic into the series and is possibly the TropeMaker.
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* Non-Video Game Example: In ''Anime/MobileSuitGundam'', when Amuro Ray fights the [[AcePilot Black Tri-Stars']], he manages to thwart their [[CombinationAttack Jet Stream Attack]] (in which the Tri-Stars' Doms line up single file and attack in quick succession) by using the lead machine as a springboard, allowing him to evade their attacks and counter.
** ''[[GundamVsSeries Gundam Extreme Vs.]]'' allows the player to re-create this moment, as well as giving similar moves to other mecha like the [[Anime/MobileSuitGundam00 Gundam Exia]].
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[[quoteright:350:[[VideoGame/SuperSmashBros http://static.tvtropes.org/pmwiki/pub/images/cfalcon_footstool_debigulated_3497.jpg]]]]
[[caption-width-right:350:[[VideoGame/FZero Captain Falcon]] demonstrates [[http://www.ssbwiki.com/Footstool_Jump the technique]] on an unwitting [[MirrorMatch Captain Falcon]].]]
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** This can be done in the ''VideoGame/WarioLand'' series as well, but you also need to hold up on the D-pad as you jump on the enemy. ''VideoGame/WarioLand3'' initially doesn't let you do it at all until you find the requisite treasure.

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** Soma, in the games where he appears (''VideoGame/CastlevaniaChroniclesOfSorrow'' and
''VideoGame/CastlevaniaHarmonyOfDespair''), can gain the Yorick soul, where he tosses a skull that can then be used for goomba springboarding.

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** Soma, in the games where he appears (''VideoGame/CastlevaniaChroniclesOfSorrow'' and
''VideoGame/CastlevaniaHarmonyOfDespair''),
appears[[note]]''VideoGame/CastlevaniaChroniclesOfSorrow'' and ''VideoGame/CastlevaniaHarmonyOfDespair''[[/note]], can gain the Yorick soul, where he tosses a skull that can then be used for goomba springboarding.


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* In ''VideoGame/ShovelKnight'' a Shovel Drop attack on most enemies will result in you bouncing higher than possible via normal jumps. This is used routinely to reach secret areas. Other enemies may produce less height on a bounce but are often the only option for crossing large gaps.

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* ''VideoGame/CastlevaniaPortraitOfRuin'' has a variant - defeating the first boss gives you a powerup where you can jump on your partner's head to get more height. The DoubleJump comes not much later, and you can combine them for a triple jump.
** Double jumps in the {{Metroidvania}} entries of Castlevania (with the exception of ''[[VideoGame/CastlevaniaCircleOfTheMoon Circle of the Moon]]''; also, ''[[VideoGame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]'' requires a secondary ability) tend to allow a variation: After the second jump, you can do a kick move that will propel you upward when you contact a foe or destructible object, after which you can do ''another'' midair jump. As long as you have enemies and/or destructible objects to propel yourself off of, you can continue "climbing" upward in this manner, though it does require some skill to pull off successfully.
** Soma, in the games where he appears (VideoGame/CastlevaniaChroniclesOfSorrow and CastlevaniaHarmonyOfDespair), can gain the Yorick soul, where he tosses a skull that can then be used for goomba springboarding.

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* ''Franchise/{{Castlevania}}''
**
''VideoGame/CastlevaniaPortraitOfRuin'' has a variant - defeating the first boss gives you a powerup where you can jump on your partner's head to get more height. The DoubleJump comes not much later, and you can combine them for a triple jump.
** Double jumps in the {{Metroidvania}} entries of Castlevania ''Castlevania'' (with the exception of ''[[VideoGame/CastlevaniaCircleOfTheMoon Circle of the Moon]]''; also, ''[[VideoGame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]'' requires a secondary ability) tend to allow a variation: After the second jump, you can do a kick move that will propel you upward when you contact a foe or destructible object, after which you can do ''another'' midair jump. As long as you have enemies and/or destructible objects to propel yourself off of, you can continue "climbing" upward in this manner, though it does require some skill to pull off successfully.
** Soma, in the games where he appears (VideoGame/CastlevaniaChroniclesOfSorrow and CastlevaniaHarmonyOfDespair), (''VideoGame/CastlevaniaChroniclesOfSorrow'' and
''VideoGame/CastlevaniaHarmonyOfDespair''),
can gain the Yorick soul, where he tosses a skull that can then be used for goomba springboarding.
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* The gimmick of Bouncing Training in ''VideoGame/{{Something}}''. Mario has to cross huge gaps and lava pits by jumping on the heads of Para-Masked Koopas.
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* In the ''VideoGame/{{Disgaea}}'' series, tossing a character onto a friendly monster unit's head will bounce them in the direction the monster is facing. While the technique is called "pass and receive", the best monsters for it are mostly ones that look like they'd have a springy body composition, as opposed to the big, brawny ones, which seems to imply that the characters are simply bouncing off them.

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* In the ''VideoGame/{{Disgaea}}'' ''Franchise/{{Disgaea}}'' series, tossing a character onto a friendly monster unit's head will bounce them in the direction the monster is facing. While the technique is called "pass and receive", the best monsters for it are mostly ones that look like they'd have a springy body composition, as opposed to the big, brawny ones, which seems to imply that the characters are simply bouncing off them.
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** One of said monsters, the Eryngya (A mushroom), exists in the ''[[PrinnyCanIReallyBeTheHero Prinny]]'' games as little more than a springboard, as it simply stands there and waits to be stomped on, launching you to great heights while remaining unharmed. There is [[BonusBoss one particular one]] that uses this springiness against you, though.

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** One of said monsters, the Eryngya (A mushroom), exists in the ''[[PrinnyCanIReallyBeTheHero Prinny]]'' ''VideoGame/{{Prinny|CanIReallyBeTheHero}}'' games as little more than a springboard, as it simply stands there and waits to be stomped on, launching you to great heights while remaining unharmed. There is [[BonusBoss one particular one]] that uses this springiness against you, though.
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* ''VideoGame/DonkeyKongCountry'' often involved bouncing off flying enemies to reach secret places.

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* ''VideoGame/DonkeyKongCountry'' often involved bouncing off flying enemies to reach secret places. In ''Returns'', it's no longer automatic: You have to press the jump button with the right timing, or you'll barely bounce.
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* In the ''{{Disgaea}}'' series, tossing a character onto a friendly monster unit's head will bounce them in the direction the monster is facing. While the technique is called "pass and receive", the best monsters for it are mostly ones that look like they'd have a springy body composition, as opposed to the big, brawny ones, which seems to imply that the characters are simply bouncing off them.

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* In the ''{{Disgaea}}'' ''VideoGame/{{Disgaea}}'' series, tossing a character onto a friendly monster unit's head will bounce them in the direction the monster is facing. While the technique is called "pass and receive", the best monsters for it are mostly ones that look like they'd have a springy body composition, as opposed to the big, brawny ones, which seems to imply that the characters are simply bouncing off them.



* ''Videogame/CrashBandicoot1996'' did this with certain enemies to reach extra lives. Some enemies were stunned by a jump attack, allowing you to jump on them over and over again - this was actually required for box completion in Level 1.

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* ''Videogame/CrashBandicoot1996'' ''VideoGame/CrashBandicoot1996'' did this with certain enemies to reach extra lives. Some enemies were stunned by a jump attack, allowing you to jump on them over and over again - this was actually required for box completion in Level 1.



* Appears in ''VideoGame/SuperSmashBros Brawl'' as the [[http://www.smashbros.com/en_us/howto/technique/technique03.html Footstool Jump]] technique.

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* Appears in ''VideoGame/SuperSmashBros Brawl'' ''VideoGame/SuperSmashBrosBrawl'' as the [[http://www.smashbros.com/en_us/howto/technique/technique03.html ssbwiki.com/Footstool_Jump Footstool Jump]] technique.



** ''SonicSpinball'' forces you to use this on the second level.

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** ''SonicSpinball'' ''VideoGame/SonicSpinball'' forces you to use this on the second level.



* The DoubleJump method used in VideoGame/{{Klonoa}}. You pick up an enemy, carry him around, and then jump off of him while in midair. Requires less precision, but more planning, and it's typically mandatory from stage 1 onwards.

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* The DoubleJump method used in VideoGame/{{Klonoa}}.''VideoGame/{{Klonoa}}''. You pick up an enemy, carry him around, and then jump off of him while in midair. Requires less precision, but more planning, and it's typically mandatory from stage 1 onwards.



* In ''FancyPantsAdventures'', employing this trope can get you an achievement or allows you to complete a trial; for example, from the first game, you have to continuously spring from one spider to the next to reach the top of a room.

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* In ''FancyPantsAdventures'', ''VideoGame/FancyPantsAdventures'', employing this trope can get you an achievement or allows you to complete a trial; for example, from the first game, you have to continuously spring from one spider to the next to reach the top of a room.
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** One of said monsters, the Eryngya (A mushroom), exists in the ''[[PrinnyCanIReallyBeTheHero Prinny]]'' games as little more then a springboard, as it simply stands there and waits to be stomped on, launching you to great heights while remaining unharmed. There is [[BonusBoss one particular one]] that uses this springiness against you, though.

to:

** One of said monsters, the Eryngya (A mushroom), exists in the ''[[PrinnyCanIReallyBeTheHero Prinny]]'' games as little more then than a springboard, as it simply stands there and waits to be stomped on, launching you to great heights while remaining unharmed. There is [[BonusBoss one particular one]] that uses this springiness against you, though.



** An interesting peculiarity is that the bounce is slightly taller then where you started falling from, which means continually bouncing on enemies gives you even more height, and bouncing off an enemy from a platform will get you above the platform even if you couldn't normally jump on the enemy to get up there.

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** An interesting peculiarity is that the bounce is slightly taller then than where you started falling from, which means continually bouncing on enemies gives you even more height, and bouncing off an enemy from a platform will get you above the platform even if you couldn't normally jump on the enemy to get up there.
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** Soma, in the games where he appears (VideoGame/CastlevaniaChroniclesOfSorrow and CastlevaniaHarmonyOfDespair), can gain the Yorick soul, where he tosses a skull that can then be used for goomba springboarding.
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If the game designer has a penchant for puzzles, expect there to be more than a few situations where you need to shepherd enemies to a certain unscalable cliff so you can springboard off them to reach the top. And in harder platformers such as the ''DonkeyKongCountry'' series, expect to find instances where you have to chain bounce off of a string of Mooks ([[NintendoHard or maybe even a fast-moving single Mook]]) just to cross a sufficiently large chasm.

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If the game designer has a penchant for puzzles, expect there to be more than a few situations where you need to shepherd enemies to a certain unscalable cliff so you can springboard off them to reach the top. And in harder platformers such as the ''DonkeyKongCountry'' ''VideoGame/DonkeyKongCountry'' series, expect to find instances where you have to chain bounce off of a string of Mooks ([[NintendoHard or maybe even a fast-moving single Mook]]) just to cross a sufficiently large chasm.



* ''DonkeyKongCountry'' often involved bouncing off flying enemies to reach secret places.

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* ''DonkeyKongCountry'' ''VideoGame/DonkeyKongCountry'' often involved bouncing off flying enemies to reach secret places.
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made a mistake


** It is however present in the Super Mario All-Stars version of Super Mario Bros.
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** It is however present in the Super Mario All-Stars version of Super Mario Bros.
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* ''CrashBandicoot'' did this with certain enemies to reach extra lives. Some enemies were stunned by a jump attack, allowing you to jump on them over and over again - this was actually required for box completion in Level 1.

to:

* ''CrashBandicoot'' ''Videogame/CrashBandicoot1996'' did this with certain enemies to reach extra lives. Some enemies were stunned by a jump attack, allowing you to jump on them over and over again - this was actually required for box completion in Level 1.

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* Quite common in ''SuperMarioBros'' games... but absent in the first ''VideoGame/SuperMarioBros'', where you gain very little height at all from a stomp.

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* Quite common in ''SuperMarioBros'' ''Franchise/SuperMarioBros'' games... but absent in the first ''VideoGame/SuperMarioBros'', where you gain very little height at all from a stomp.



* A highly useful mechanic in ''{{Spelunky}}'', where it prevents [[NotTheFallThatKillsYou fall damage]] and lets you reach places ''just'' out of reach of your unassisted jumps.
* The faster Sonic is falling in the 2D ''SonicTheHedgehog'' games when he attacks an enemy from above, the higher he bounces. Sonic can jump reeeally high by using this technique.
** It also works on item boxes.

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* A highly useful mechanic in ''{{Spelunky}}'', ''VideoGame/{{Spelunky}}'', where it prevents [[NotTheFallThatKillsYou fall damage]] and lets you reach places ''just'' out of reach of your unassisted jumps.
* The faster Sonic is falling in the 2D ''SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' games when he attacks an enemy from above, the higher he bounces. Sonic can jump reeeally high by using this technique.
**
technique. It also works on item boxes.



* The Sega Genesis version of ''Film/{{Ghostbusters}}''--a platform game--featured a helpful ghost called Bouncing Buddy, who could get you out of a tight spot by bouncing you back up to where you fell (!).
* Possible (and sometimes useful) in ''HighSeasHavoc'' for the Sega Genesis.

to:

* The Sega Genesis SegaGenesis version of ''Film/{{Ghostbusters}}''--a platform game--featured a helpful ghost called Bouncing Buddy, who could get you out of a tight spot by bouncing you back up to where you fell (!).
* Possible (and sometimes useful) in ''HighSeasHavoc'' for the Sega Genesis.SegaGenesis.



* ''CastlevaniaPortraitOfRuin'' has a variant - defeating the first boss gives you a powerup where you can jump on your partner's head to get more height. The DoubleJump comes not much later, and you can combine them for a triple jump.
** Double jumps in the {{Metroidvania}} entries of Castlevania (with the exception of ''[[CastlevaniaCircleOfTheMoon Circle of the Moon]]''; also, ''[[CastlevaniaChroniclesOfSorrow Aria of Sorrow]]'' requires a secondary ability) tend to allow a variation: After the second jump, you can do a kick move that will propel you upward when you contact a foe or destructible object, after which you can do ''another'' midair jump. As long as you have enemies and/or destructible objects to propel yourself off of, you can continue "climbing" upward in this manner, though it does require some skill to pull off successfully.

to:

* ''CastlevaniaPortraitOfRuin'' ''VideoGame/CastlevaniaPortraitOfRuin'' has a variant - defeating the first boss gives you a powerup where you can jump on your partner's head to get more height. The DoubleJump comes not much later, and you can combine them for a triple jump.
** Double jumps in the {{Metroidvania}} entries of Castlevania (with the exception of ''[[CastlevaniaCircleOfTheMoon ''[[VideoGame/CastlevaniaCircleOfTheMoon Circle of the Moon]]''; also, ''[[CastlevaniaChroniclesOfSorrow ''[[VideoGame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]'' requires a secondary ability) tend to allow a variation: After the second jump, you can do a kick move that will propel you upward when you contact a foe or destructible object, after which you can do ''another'' midair jump. As long as you have enemies and/or destructible objects to propel yourself off of, you can continue "climbing" upward in this manner, though it does require some skill to pull off successfully.



* In ''LegacyOfTheWizard'', jumping off enemies for greater height is an essential part of strategy, despite the CollisionDamage this usually entails.
* ''NewSuperMarisaLand'' allows you to do this with most enemies.

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* In ''LegacyOfTheWizard'', ''VideoGame/LegacyOfTheWizard'', jumping off enemies for greater height is an essential part of strategy, despite the CollisionDamage this usually entails.
* ''NewSuperMarisaLand'' ''VideoGame/NewSuperMarisaLand'' allows you to do this with most enemies.
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changing the namespace.


* The Sega Genesis version of ''{{Ghostbusters}}''--a platform game--featured a helpful ghost called Bouncing Buddy, who could get you out of a tight spot by bouncing you back up to where you fell (!).

to:

* The Sega Genesis version of ''{{Ghostbusters}}''--a ''Film/{{Ghostbusters}}''--a platform game--featured a helpful ghost called Bouncing Buddy, who could get you out of a tight spot by bouncing you back up to where you fell (!).
Is there an issue? Send a MessageReason:
Changing namespace thing


A peculiar property of JumpPhysics and the GoombaStomp, where stomping on an enemy - ''any'' enemy - lets you bounce upwards to greater height than your normal jump permits. Enemies in these games must have rubber bones or something.

Typically, to perform this technique, the player must be holding the Jump button when the character lands on the {{Mook}}. Though in some games, the player may have to do a [[TimedHits timely button press]] as he lands on it or almost immediately after for this to work.

to:

A peculiar property of JumpPhysics and the GoombaStomp, where stomping on an enemy - ''any'' enemy - lets you bounce upwards to greater height than your normal jump permits. Enemies in these games must have rubber bones or something.

something.

Typically, to perform this technique, the player must be holding the Jump button when the character lands on the {{Mook}}. Though in some games, the player may have to do a [[TimedHits timely button press]] as he lands on it or almost immediately after for this to work.
work.




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Compare to CraniumRide where it's about riding on enemies, not jumping from them. One of the methods to do a SpringJump.

to:

Compare to CraniumRide where it's about riding on enemies, not jumping from them. One of the methods to do a SpringJump.



* A primary puzzle element in ''VideoGame/{{Braid}}'', which clues you in on this trope by the springy sound made when you bounce off the enemies. [[spoiler:(And also, when they bounce off you...)]]

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* A primary puzzle element in ''VideoGame/{{Braid}}'', which clues you in on this trope by the springy sound made when you bounce off the enemies. [[spoiler:(And also, when they bounce off you...)]] )]]



* ''{{VideoGame/Bug}}!'' has several segments with them. Some of them are optional but lead to nice goodies, while others are ''mandatory''. And over a giant chasm (See this video [[http://www.youtube.com/watch?v=SNLXdxO28Vk#t=02m10s here]]).
* ''IWannaBeTheGuy'' lets you Goomba Springboard off of some Bullets Bill in one screen. These are the only enemies in the game you can GoombaStomp, and for just this reason.

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* ''{{VideoGame/Bug}}!'' ''VideoGame/{{Bug}}!'' has several segments with them. Some of them are optional but lead to nice goodies, while others are ''mandatory''. And over a giant chasm (See this video [[http://www.youtube.com/watch?v=SNLXdxO28Vk#t=02m10s here]]).
* ''IWannaBeTheGuy'' ''VideoGame/IWannaBeTheGuy'' lets you Goomba Springboard off of some Bullets Bill in one screen. These are the only enemies in the game you can GoombaStomp, and for just this reason.

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