Pokémon Jump: Difference between revisions
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==In the manga== | ==In the manga== | ||
[[File:Pokémon Jump Adventures.png|thumb|250px|Pokémon Jump in [[Pokémon Adventures]]]] | |||
===In the Pokémon Adventures manga=== | ===In the Pokémon Adventures manga=== | ||
The Pokémon Jump appeared as part of a training method designed by [[Ultima]] in order to teach {{adv|Red}} and {{adv|Blue}} the ultimate moves: {{m|Frenzy Plant}} and {{m|Blast Burn}}, respectively. It was their first of three challenges, taking place in what was referred to as The Path of Jumping (The Path of Skipping in the [[Chuang Yi]] translation). During the training, Blue had his {{TP|Blue|Charizard}} grab [[Saur]]'s {{m|Vine Whip|vine}} and run with it while Red and Blue had to {{wp|Skipping rope|jump rope}} over it without falling. The task was made harder with the floor sliding backwards. | |||
The Pokémon Jump appeared as part of a training method designed by [[Ultima]] in order to teach {{adv|Red}} and {{adv|Blue}} the ultimate moves: {{m|Frenzy Plant}} and {{m|Blast Burn}}, respectively. It was their first of three challenges, taking place in what was referred to as The Path of | |||
{{-}} | {{-}} | ||
Revision as of 17:48, 27 January 2021
Pokémon Jump (Japanese: ミニポケモンでジャンプ Jumping with Mini Pokémon) is a minigame of the Joyful Game Corner in Pokémon FireRed and LeafGreen or of the Mossdeep Game Corner in Pokémon Emerald which requires the Game Boy Advance Wireless Adapter.
In the games
Gameplay
In Pokémon Jump, the player uses their Pokémon to jump rope a Venusaur's Vine Whip while trying to keep in sync with other players' Pokémon. Players control one of their jumping-eligible Pokémon at a time. There is a time limit and the player that scores best by earning the most points wins. Bonus points are awarded per perfectly synchronous jump with other players.
Two to five players can connect using two to five individual systems, each equipped with a GBA wireless adapter. This game is not compatible with a Game Link Cable.
Players must enter Pokémon in their party that are smaller than 2'4" or 0.7 m and are capable of jumping.
Achieving 200 jumps in a singular game contributes to increasing a player's Trainer Card level.
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This video is not available on Bulbapedia; instead, you can watch the video on YouTube here. |
Allowed Pokémon
NOTE: Even though it requires Pokémon capable of jumping, Metapod, Kakuna, Silcoon and Cascoon are all eligible, despite their obvious immobility.
In the manga
In the Pokémon Adventures manga
The Pokémon Jump appeared as part of a training method designed by Ultima in order to teach Red and Blue the ultimate moves: Frenzy Plant and Blast Burn, respectively. It was their first of three challenges, taking place in what was referred to as The Path of Jumping (The Path of Skipping in the Chuang Yi translation). During the training, Blue had his Charizard grab Saur's vine and run with it while Red and Blue had to jump rope over it without falling. The task was made harder with the floor sliding backwards.
Trivia
- The only starter Pokémon that cannot be used in this minigame is Chikorita.
In other languages
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