Because 2D Mario games are terrible.
I feel ashamed to share an avatar (kind of) with someone so wrong.
Because 2D Mario games are terrible.
Completely different games, though:What makes it worse is that Kirby bosses are generally really awesome. Same company, different outcome.
It's always been like this, including on NES.A boss is meant to be an exclamation point in a 2D Mario game, not a standalone item. It's just a unique, final obstacle in a level. It's not meant to be a big complicated affair.
Bad =/= easy and simple. Take Sonic Lost World, THOSE are bad bosses.
New Super Luigi U is easily the best 2D Mario game. I'm not seeing how SMB, SMB3 or SMW bosses are better, either.
I'm not seeing that at all. SMW bosses are quick and easy with basic patterns/ideas, and on top of that, they feel imprecise.The main issue is that when you look at the difference in quality, it is not uncommon to find that the New series' bosses simply are less interesting than World's especially.
Then don't?Now, you could probably make a similar case for the bosses in the New series, but that's the problem. When you compare 3D Mario, it becomes absolutely shameful.
SMW's last Bowser fight is weird. He's very easy to beat and requires a gameplay mechanic that players might never use until that point. It felt like he belonged in Super Mario Bros. 2, a game about picking up and throwing things.Don't talk shit about
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Explain how SMB, SMB3 or SMW bosses are different or better than NSMB bosses.Not only 2D Mario. The trend of NSMBfying continues with 3D World, Paper Mario and Mario&Luigi. Its sad, really.
Not only 2D Mario. The trend of NSMBfying continues with 3D World, Paper Mario and Mario&Luigi. Its sad, really.
Explain how SMB, SMB3 or SMW bosses are different or better than NSMB bosses.
Excluding Super Mario World 2: Yoshi's Island's for obvious reasons.
Playing New Super Mario Bros 2 with its repeated Reznors and pathetic Koopalings, I was struck by just how unexciting the bosses were in general. And it's not a problem unique to New Super Mario Bros 2, every 2D Mario I've played has been lacking in great bosses. Nintendo's stellar at level design, so it's weird I keep getting underwhelmed. I'm not even sure why the games have bosses when they're such a drop in quality from the levels that come before them.
It's not like 2D platformers have to have terrible bosses; Donkey Kong Country, Sonic, Mega Man, Shovel Knight all come to mind as 2D platformer series that have had fun, flashy, mechanically-interesting bosses. Yet I honestly can't think of a single 2D Mario boss that's really wowed me. At best they're just competent and at worst they're boring. Even the big Bowser fights are just... Eh.
Were the 3D Land bosses Koopalings? I didn't recognize them. I agree they were pretty weak. Most Bowser fights as well. Though 8-Castle was great I thought. One of the best 3D Mario Bowser encounters. Maybe the best. Just wish it was longer.It's not only 2D Mario : 3D land had like 2 types of bosses in the whole game (Koopalings girl and boy and Bowser). Also I like the koopalings but they feel recycled since Mario 3.
I don't think anyone's really saying they're better. But those games are all over 25 years old.
Sunshine's bosses include the likes of...
- The goopy piranhas you fight about 6 times in exactly the same unchallenging way
- Petey Piranha X2 who can't actually damage you unless you stand in his goop
- Three rounds of the Blooper squid which repeats itself in each fight to begin with, though pulling off those tentacles is at least fun the first few times
- An awkward teeth brushing exercise with an eel
- Bowser in a hot goop tub
- One that relies on a slot machine giving you the item you need to make any headway
- Arguably Shadow Mario who can be hosed down in mere seconds most times
I guess the rollercoaster robot and manta storm were okayish?
Explain how SMB, SMB3 or SMW bosses are different or better than NSMB bosses.
They were at least new at the time?
Sonic the Hedgehog 2 and Sonic 3 and Knuckles.I can't remember a 2D platformer with good bosses unless you count Mega Man and action games like that as platformers.
The bosses in SMB2 are posthumously exciting, because we never really saw them again.
Sonic the Hedgehog 2 and Sonic 3 and Knuckles.
Donkey Kong Country 2, Returns, and Tropical Freeze.
Shovel Knight and Yoshi's Island are kinda creeping into action game territory, but those games have very good bosses too.
LOL wutThink for Sonic games most can't tell whether the bosses are good because the game mechanics themselves are so mediocre already. What can you do with a great boss when the game character controls like shit?
Sonic the Hedgehog 2 and Sonic 3 and Knuckles.
Donkey Kong Country 2, Returns, and Tropical Freeze.
Shovel Knight and Yoshi's Island are kinda creeping into action game territory, but those games have very good bosses too.
too much "waiting for the game to give you an item to throw" for my tastes.Donkey Kong Country 2,
If were' looking at what the Koopalings are doing, because if it's just "fighting Koopalings isn't new, then SMW wasn't new at the time, then the Koopalings are doing new things in each NSMB game they've been in.
When did the original Sonic games start getting praised for any boss outside of the final ones? I always seen "Boss are too simple, just Eggman/Robotnic each time, over super fast, too easy " brought up as like the one criticism even big Sonic fans level at the original games.
As pointed out earlier in the thread, they still incorporated much more variety in level design and attack strategy than their Mario counterparts. I certainly enjoy them a hell of a lot more than Mario bosses.When did the original Sonic games start getting praised for any boss outside of the final ones? I always seen "Boss are too simple, just Eggman/Robotnic each time, over super fast, too easy " brought up as like the one criticism even big Sonic fans level at the original games.
I will concede that I didn't really consider the spindash, which is definitely another action of its own... however, the example you gave of its use highlights what I'm talking about. In the Casino Night Zone boss fight, Robotnik could have simply moved across the screen from left to right as Sonic ran across a flat plane waiting for him to lower during his attack before hitting him. This is what many Mario boss fights feel like. However in this case they've made the level itself integral to the boss fight by placing Robotnik out of Sonic's natural reach and make either the slopes of the pinball flippers his means of reaching Robotnik. Despite Mario's limited moveset, designs like this are entirely possible, as are many other types of fights seen in Sonic such as...
- Spring Yard's shrinking floor space
- Labyrinth Zone's vertical chase
- Star Light Zone's see-saw bomb returning
- Mushroom Hill's infinite runner style
- Lave Reef's self damaging battle of attrition
.. amongst others. Sonic been able to attack the enemy from more angles isn't the reason the boss battles are better. They're better because some imagination was actually used in their design. Many of them make use of the core platforming mechanics in order to create the challenge.. and for a platform game, that would seem like a no-brainer, rather than simply throwing the player and an enemy into the gaming equivalent of a UFC cage. Hell, the original Donkey Kong game pretty much serves as an example of how a Mario boss fight could look. Like I said, it's really not an excuse.
Again though, this is just a case of failing to think outside the box when designing the challenges. Mario also has means to survive hits, and ways of replenishing this can easily be worked into a boss fight. This would also allow boss fights to make use of the various powerups unique strengths too, as the first challenge in beating a boss could for example be a means of acquiring a fire flower to shoot at an otherwise unreachable target. If Mario bosses are designed to discourage any means of combat beyond jumping on the bosses head three times, then that's simply a fault of their design. Nothing about the types of games Mario games are, of the actions available to Mario are necessitating the type of bosses the games have.
That doesn't really fly when there are distinct bosses at the ends of Mario levels.The bosses ARE the levels.
Which I is why the best bosses in Mario are like "running away from huge bosses" type of levels
That doesn't really fly when there are distinct bosses at the ends of Mario levels.
Though I do agree "running away from huge boss" levels like the final Bowser boss of NSMB Wii are fun.
Yoshis Island
That's a Mario game, technically. Amazing bosses.
Come on man, first line in the op...
Okay, let's look at SMW's bosses and NSMB's bosses.If the New series' bosses were executed in Mario 3 and Mario World, that would be one thing. The main issue is that when you look at the difference in quality, it is not uncommon to find that the New series' bosses simply are less interesting than World's especially. Like, you take Iggy Koopa's boss battle - a tilting triangular platform in lava - where you need to hit him enough times to knock him into the lava. Morton? He climbs up the walls and tries to stomp on you. Lemmy? He comes out of pipes, along with doubles meant to fool you. Ludwig? He's all right
Now, you could probably make a similar case for the bosses in the New series, but that's the problem. When you compare 3D Mario, it becomes absolutely shameful. Big Bob-omb had you throw him three times while avoiding him throwing you off the edge (which to be fair was a novel first attempt). You compare that to the bosses in ANY 3D Mario game after that - Sunshine, Galaxy, Galaxy 2, 3D World (I forget if 3D Land even had non-Bowser bosses!), and you see a huge disparity between the two that you do not see occurring in the 2D series of games. I just wish that we saw the creativity and growth that occurred with 3D Mario happen in the 2D games.
If you weren't making the comment in jest and are having actual thoughts about suicide, the suicide prevention hotline for the United States is 1-800-273-8255. Please call them or your own national hotline if you live outside the US, they're always ready to help.Threads like these make we wanna commit suicide. There is no hope for humanity.
If you weren't making the comment in jest and are having actual thoughts about suicide, the suicide prevention hotline for the United States is 1-800-273-8255. Please call them or your own national hotline if you live outside the US, they're always ready to help.
If you were joking, what the hell?
The bosses in SMB2 are posthumously exciting, because we never really saw them again.
I don't know you, but if you're talking about suicide of course I'm going to be worried.Do you really have to question my intentions?