• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Why do 2D Mario games have such terrible bosses?

Don't talk shit about

hqdefault.jpg
 
What makes it worse is that Kirby bosses are generally really awesome. Same company, different outcome.
Completely different games, though:

1) Kirby can fly and slide attack and has TONS of distinct offensive powerups and movesets, it's nearly a beat'em up/smash bros. game.

2) Kirby bosses are in dedicated levels.

3) Kirby is the reverse of Mario: good bosses, but mundane/very easy levels. To me Kirby boss rush mode is 50% of the appeal of Kirby. Completely different balance.

Really, this post nails it:

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.
It's always been like this, including on NES.
 
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.

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.
 
I think Mario bosses are designed to be able to be dispatched quickly as to not halt the pace of the game. Yoshi's Island had very long, more elaborate boss fights but it's a much slower, more deliberately-paced game than the standard Mario titles.
 
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.
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.

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.
Then don't?

The games are completely different, why compare them? In 3D Mario, bosses are (again) in dedicated levels - except when it's Boom Boom or Pom Pom, and then they're WORSE in the sense they're easier and more predictable than in 2D Mario. In 3D Mario, you generally have a full health bar, or powerups are thrown at you during the battle, versus in 2D Mario where you can at most take two hits and then Game Over and there goes your progress in the tower/castle. 3D Mario battles are huge set pieces, 2D Mario battles must take place in a single screen. 3D Mario stands on elaborate gimmicks, the whole purpose of 2D Mario is to have "back to basics" action with limited powerups and interaction.

That sort of comparison is entitlement at its worst, instead of trying to understand why the battles are different, you complain. Nintendo handles them differently because they happen in totally different settings and serve totally different purposes, they're not just "bad" because of some mysterious laziness that'd happen in some games and not others.
 
Don't talk shit about

hqdefault.jpg
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.
 
Honestly I don't really mind, they could be a little bit more creative but I don't want something like the new Donkey Kong Country games bosses which seem to go on forever.
 
Not only 2D Mario. The trend of NSMBfying continues with 3D World, Paper Mario and Mario&Luigi. Its sad, really.

I quite liked some bosses in 3D World. The snake and the big jester were cool and while the final Bowser fight was way too slow and easy, the idea behind it was great

Explain how SMB, SMB3 or SMW bosses are different or better than NSMB bosses.

I don't think anyone's really saying they're better. But those games are all over 25 years old.
 
NSMB Wii's final boss was great.

They should put more platforming challenges into the boss fights. A lot of the time it's just an arena with little room to really use Mario's abilities. A bit of variety would go a long way.
 
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.

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.
 
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.
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.
 
I don't think anyone's really saying they're better. But those games are all over 25 years old.

Except

A) we can point to a bunch of games as old as SMB3 and SMW with far more in depth bosses so time isn't really an excuses, and suggest that the "SonicMegaDrive's "designed to be able to be dispatched quickly as to not halt the pace of the game" theory has a lot of credence.

B) They have been making the boss fights more distinct in the NSMB series. I can make a list of the gameplay ideas involved in each of the non-Yoshi Island boss fights if that's what it takes.

C) Also yes some people have in fact said the SMB3 and SMW world fights were "better" for whatever better is supposed to mean here. It seems to mean you have to take awhile to beat them since games with slower paced boss fights tend to be held up as good boss fights.
 
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?

Yea... I guess Sunshine's bosses weren't too hot.

At least Galaxy 1 and 2's bosses were better.
 
They were at least new at the time?

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.
 
Because all NSMBs are simply incredibly lazy boring affairs. There was a nice evolution going from SMB2 to SMB3 to World doing kind of the same thing as 3 and then of course the great Yoshi Island. The 3D Mario's went even further turning them into battles. Then New Super Mario came along and.. well.. Wii U never stood a chance.
 
I can't remember a 2D platformer with good bosses unless you count Mega Man and action games like that as platformers.
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.
 
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.

Think 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?

For the DKC series, I also don't think the bosses were particularly great, especially because the collision detection was so imprecise.


But I agree with OP on NSMB. I think the boss fights in Super Mario World were fine (apart from the final boss) as they were new. But with the NSMB series, the bosses are just feeling too similar. Some boss levels were also hurt by motion controls iirc.
 
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.

Can't agree with any DKC games, the bosses there are just as bad as in any Mario game. All 2D platformers would be better off with a tough last level of a world rather than jumping on some lame big bad's head 3 times.

Lame boss fights is yet another reason why 2D platformers are vastly inferior to 3D platformers. And yet all that ever gets made is 2D! :(
 
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.

Donkey Kong Country 2,
too much "waiting for the game to give you an item to throw" for my tastes.
 
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.

No, SMW wasn't new at the time. What's your point though? New mechanics for the same "hit the koopaling 3 times" was fine in one sequel (a.k.a SMW). Doing so for another few games thereafter makes it feel that much less exciting each time.

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.

Sonic 1, 2, 3 and K all had cool boss fights. Yes it was often Dr. Robotnik each time... but he was usually in very cool gear/ships with level-layouts that made each fight feel mechanically distinct. These are all mid-game boss fights. If you're familiar with them, you'd know that the patterns are all very different.

sonic-the-hedgehog-2-casino-night-zone-boss-robotnik.png

Sonic%2Band%2BKnuckles%2B%2526%2BSonic%2B3045.bmp

double.png


s3-mgz-boss2img2.png


Fbzboss.png


boss-screen18.jpg


Slzboss.png
 
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.

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.

The catchy music also helps.
 
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.

Yeah I´m not defending the poor bosses in 2D Mario games, just trying to understand why they´re so simple while Nintendo has demonstrated it can make good platform-boss fights in other games. I´m sure that by introducing other elements in boss fights something neat could be achieved, but I´m also certain that they could never reach something as cool as the boss fights in Mega Man or Shovel Knight (besides, those type of fights would certainly be a big difficulty spike in a Mario game). But anyway, I agree with you. For example, Mario has the abbility to grab things and carry them to throw them when you want, yet that rarely gets used in boss fights, which is something I don´t understand. That alone could open so many possibilites...
 
The bosses ARE the levels.

Which I is why the best bosses in Mario are like "running away from huge bosses" type of 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.
 
That doesn't really fly when there are distinct bosses at the ends of Mario levels.

The idea is they are one final obstacle (notably one you can't just fly over) rather then the final center piece of the world. If you perfer the center piece version of boss battles that's fine, but the bosses in 2d Mario work perfectly for what they are trying to do.

Though I do agree "running away from huge boss" levels like the final Bowser boss of NSMB Wii are fun.

Though after NMSBW, NSMB2 and 3d Land did the chase boss people started complaining about it being over done.

As for not using different platforming elements, let's look at the boss fights from the first four worlds of NSMBW:

Larry:
1- Tower: introduces basic:, firing projectiles, jumping, shell spin
1-Castle: Add rising and falling floor.

Roy:
2-Tower: Basics, sets up stunning ground pound
2-Castle: adds pipes from ceiling of varying heights Roy goes in and out of.

Lemmy:
3-Tower: Basics, sets up bouncing balls Lemmy rolling back and forth and ice floor.
3-Castle: Need to use jump on balls to reach Lemmy or avoid his rolling.

Wendy
4-Tower: Basics, introduces Wendy's rings
4-Castle: Adds rising and lowing water.
 
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.
Okay, let's look at SMW's bosses and NSMB's bosses.

SMW:
iskBeAj.png

Iggy: really cool sumo match.

xDBwJOp.png

Morton: not really that good. He climbs walls and tries to stomp you. Jump on him 3 times.

b6aJOZE.png

Lemmy: an inventive battle. Stomp the real Lemmy 3 times.

yNTOJm1.png

Ludwig: he stands on a bridge and shoots fire at you. Stomp him 3 times.

G8QBSRI.png

Roy: oh hey, it's Morton again...

mybrJGg.png

Wendy: AKA Lemmy 2: Electric Podoboo.

qF4aYpl.png

Larry: Iggy again.

sJHanUi.png

Big Boo: this is cool. The floor is made of ice blocks and you have to throw them at Big Boo when he's vulnerable. 3 hits.

Cvy8QkJ.png

Bowser: an instant classic. Bowser attacks you with giant cannonballs from his clown car. You have to toss 3 mechakoopas at him to end the fight and Bowser changes attack phases after each hit.

0z0s6y6.png

There's also Reznor. You fight Reznor 4 times and it's the same each time.

SMW has a couple of interesting boss ideas, but they couldn't come up with a full set of ideas and ended up repeating them.

Now let's look at NSMB:
FvnLKMt.png

Bowser: straight up classic Bowser fight starts out the first 2D Mario game in over a decade. The fight isn't remarkable, but Bowser's death in this one is pretty damn gruesome for a Mario game: His flesh melts off...

7Sv1Ii7.png

Mummipokey: Mummipokey rises from the sand to various heights and tries to slam Mario with his head. 3 hits, but sometimes he can be too tall to jump on and requires wall jumps.

7UEJbG9.png

Cheepskipper: It occasionally jumps out of the water and skips along the bridge to attack Mario. Jump on it 3 times.

mQBE8NZ.png

Mega Goomba: a random goomba grows giant for no reason. You have to ground pound it 3 times. To get above it you have to wall jump or activate the switch in the middle of the room to create timed platforms.

T4yPuTI.png

Petey Piranha: Nintendo sure loved this guy, didn't they? He flies around the room and tries to dive bomb you. After he crashes you can jump on him. He changes patterns. 3 hits.

FbjwOna.png

Monty Tank: Probably the best boss in the game. This 3 tier tank shoots bullet bills and bob-ombs at you as it rolls around. Each Time you hit him the tank grows another level, giving it more attacks and making it harder to reach to monty mole you need to hit 3 times.

2IiGR59.png

Lakithunder: flies around the top of the screen raining lightning down. Jump on him when he swoops down 3 times.

Bsu2oTs.png

Dry Bowser: despite having his flesh melted off he puts up a good fight in his gaming debut. It's essentially a standard Bowser fight, but Dry Bowser is immune to fireballs.

EmdI8gy.png

Bowser and Bowser Jr: Bowser Jr. tosses his dad's corpse into a vat and he is reborn bigger and badder. Father and son fight you at the same time. Junior can be taken out by jumping on him, but Bowser requires fireballs or going under him to hit the switch.

Bowser Junior also acts as the miniboss of NSMB. You fight him in every tower. Each fight he gradually improves his fighting style. Sometimes you can just jump on him. Sometimes he will dive into his shell and hurt you if you try to jump on him and you have to hit him with the shells he throws at you.

Overall NSMB had some pretty cool and inventive bosses. The Bowser fights were a bit of a let down, but at least they kept changing things up.

NSMBWii:

NSMBWii is a bit different from other Mario games. Instead of having separate minibosses like Boom Boom, Reznor, or Bowser Jr. NSMBWii's towers feature a showdown with the world's Koopaling. The boss fights are suped up encounters thanks to Kamek.

VUyJNpRm.jpg
kjd99J8m.png

Larry 1: A standard SMB3 Larry fight with pits on each side.
Larry 2: Kamek makes the floor platforms rise and fall.

vM0BpjOm.jpg
yJZ1aZvm.png

Roy 1: Like Larry 1 except Roy can ground pound and stun Mario.
Roy 2: Kamek makes giant pipes appear in the ceiling that Roy can hide in. He will drop out of the pipes and cause a shockwave.

S745Ii0m.png
5zZEIwlm.png

Lemmy 1: Lemmy returns to riding his bouncy ball from SMB3 and tries to knock you into a pit. The floor is ice.
Lemmy 2: Kamek makes Lemmy's ball huge, requiring you to bounce off the smaller balls to reach him.

WLiaA1Sm.jpg
WBbWnBCm.png

Wendy 1: standard SMB3 Wendy fight. She leaps around shooting rings of energy that ricochet off walls.
Wendy 2: Kakek causes the boss room to periodically flood with water, making it impossible for Mario to jump on Wendy until the water goes away.

r8cGIuYm.png
n5TcdcZm.png

Iggy 1: Iggy leaps around a room with 3 moving platforms shooting magic at Mario.
Iggy 2: Kamek gives Iggy a chariot pulled by a giant chain chomp that chases Mario around the room in a loop.

s8Dfd2xm.png
MtA6nPlm.png

Morton 1: Morton shoots magic and ground pounds you on a platform surrounded by skewers and lava.
Morton 2: When Morton pounds the floor the pillars on either side of him will rise up to the ceiling, instantly KOing Mario if he gets crushed by them.

hdlANSQm.png
PZoeTIsm.png

Ludwig 1: Ludwing casts homing fireballs at Mario and flutter jumps around the room.
Ludwig 2: you fight on 3 elevators as they constantly speed up an infinitely tall tower.

LvmAgzQm.png
Kjs7A1Mm.jpg
96uUwJYm.jpg

You fight Bowser Jr. in the game's 3 airships.
Bowser Jr. 1: Say hello to the Junior Clown Car! Bowser Jr. sticks to the top of the screen and rains fireballs down. Mario has to use the propeller blocks to reach him and jump on him 3 times.
Bowser Jr. 2: Mario gets a Junior Clown Car of his own. Mario and Junior engage in a sumo match pushing each other into the electric walls.
Bowser Jr. 3: Bowser Jr. ditches the Junior Clown Car and hops in Bowser's Clown Car from SMW. He sets the ground on fire with his fireballs and drops giant spiked balls. Mario has to ground pound the floor to send the balls back up to Bowser Junior.

You also fight Kamek. It's a standard magikoopa fight with various shaped platforms that scroll left.

QhQJj2Ym.png

Bowser: probably the best final Bowser fight in a 2D Mario game. Bowser grows to insanely huge proportions and chases Mario through his lair. Mario has to stay alive through platforming skill and use Bowser's attacks to open paths forward until he reaches a switch that ends the fight.

NSMBWii serves to reintroduce the Koopalings after their long absence. Their miniboss encounters serve as callbacks to SMB3 while their full boss battles introduce new mechanics. Ludwig especially is a very cool fight. NSMBWii deserves a lot of credit for making Bowser Jr. enjoyable, as his boss fights in this game really shine. And of course the final boss of this game is amazing.

NSMB2:
nFiq1kRm.png
22PNFt9m.jpg

Reznor returns from SMW as the miniboss of the towers. This time, however, there are variations to the fights: 2 Reznor on 1 wheel, 4 Reznor on 1 wheel, 4 Reznor on 2 wheels, 4 Reznor on a gaint wheel.

NY6LEMUm.png

Roy gets first boss honors this round. He charges Mario like a chargin chuck and Mario needs to bait him into hitting the walls to stun him and leave him open to attack. The walls close in after each hit.

maZmBoUm.png

Iggy uses his chain chomp chariot again, but this time it moves along a more complex track.

g4Jq9Bcm.png

Larry is fought in a room divided in half by a bridge with 2 pillars that come out of the floor/ceiling.

uq87PWim.png

Wendy once again fights with rising/lowering water, but this time she's aided by cheep cheeps.

wEeVnr6m.png

Morton takes a page from Donkey Kong and stands at the top of a set of ramps rolling spiked balls down at Mario and stomping to stun him.

4nWwDsJm.png

Lemmy is fought on a conveyor belt and tries to push Mario to his death. Lemmy and Mario can change the direction of the conveyor belt by hitting the switch on the ceiling.

4xfW0Som.png

Ludwig swing from chains at the top of the screen and attacks Mario with fireballs. Mario has to use the cannons in the floor to knock Ludwig down to the ground so he can hit him.

iHIFKtEm.png

Koopalings: In the Castles of World 6 and Star the Koopalings chase Mario in the background using Bowser's Clown Car and use their combined magic to turn him to stone. The castles are full of conveyor belts and donut blocks, so turning to stone will dump Mario into the lava and kill him. Mario has to hide behind walls to avoid this.

Ngtnoram.png

Bowser gets huge and attacks Mario and the falling platforms Mario climbs on as Mario climbs to the top of a tower.

bNMJr72m.png

Dry Bowser: a slightly more challenging version of the Bowser fight.

As a project made largely by younger staff members, it's hard to fault them for reusing ideas from NSMBWii for a few of the bosses. None of the bosses really stand out, though, and the final boss is especially weak after NSMBWii's blew us away.

NSMBU:

Minibosses: Usually Boom Boom. Kamek uses magic to change up Boom Boom's tactics by giving him wings, making him faster, making him giant etc. There's also a giant Sumo Bro and Kamek.

JIGtyT8m.png

Lemmy turns his balls into giant bouncing bombs.

K7hwwywm.png

Morton turns his magic wand into a hammer. He stands on one side of the area and a giant pokey pops out of the sand. Morton hits pieces of the pokey at Mario.

rO57u7Xm.png

Larry is fought in a room with 3 geysers that shoot up at random intervals (there is a cool variation on this fight in challenge mode where you have to defeat Larry without touching the ground).

Wm1OCVIm.png

Wendy figure skates around a frozen room shooting her rings of magic. This time the rings knock down icicles from the ceiling.

RApm2FDm.png

Iggy runs around using the warp pipes to warp between sides of the room and even run on the ceiling. He summons magmaarghs from the lava that rise up and attack Mario.

t6advhLm.png

Roy attacks with a bullet bill bazooka.

puCC6Hem.png

Ludwig uses magic to fly to the top of the screen and summon clones of himself. He and his clones create a bullet hell of magic for Mario to dodge, then hop around for Mario to find the real Ludwig.

1TMoaCSm.png
pUJDigfm.png
bNFM5Vbm.png

Bowser Jr is encountered by himself 3 times.
Bowser Jr. 1: fought underwater. Mario must kite targeting teds to trick them into hitting Bowser Jr.
Bowser Jr. 2: Bowser Jr. uses bob-ombs and boxing gloves to attack Mario and the breakable platform Mario stands on. Mario has to jump on Jr. or throw bob-ombs at him 3 times by climbing up the clown car's arms or hitting him when he swoops down.
Bowser Jr. 3: using the dome from the first fight, Jr. is impervious to all attacks. He chases Mario around the castle and ground pounds at him, causing platforms to fall into the lava and other things. Mario just has to make it to the end.

CK2JkoAm.jpg

Bowser Jr and Bowser. Bowser is once again large and in charge. Jr. attacks Mario in his junior clown car. If Mario hits Bowser Jr he will be knocked out of the clown car and Mario can hijack it. Mario has to fly the clown car above Bowser and use it to ground pound Bowser. This knocks Mario out of the clown car and Jr. can take it back. Bowser Jr. cannot be defeated no matter how many times Mario hits him. Once Mario hits Bowser 3 times the fight ends.

NSMBU brings us all new boss mechanics for all of the koopalings once again. Standouts are Morton, Larry, Ludwig, Bowser Jr. and Bowser. While the final boss isn't quite as epic as NSMBWii's, attacking Bowser with the clown car is all kinds of awesome.
 
The boss fights are unremarkable on their own, but they are definitely not terrible either.

They don't negatively affect the overall 2D platforming experience.
 
I always found the 2D Mario bosses to never really be that great to be honest. The Koopalings were bland and repetitive in SMB3, pathetically easy in SMW, and the bowser fights were really samey in SMB1 but that was sort of understandable what with it being a launch game for a brand new system.

The only remotely interesting boss fights in the series for me where SMB2, but that's because they were essentially from a different game, and even then, the birdo battles got repetitive as all hell.

NSMB's bosses feel like they've been trodding the same ground over and over. It's a good thing most of the 2D games have good level design to compensate!
 
Yeah, I love the 2D Marios (mostly), but the vast majority of boss battles are incredibly disappointing. Not just in difficulty either, but there's very little spectacle or flashiness either. They don't feel satisfying when you beat them. The SMG games might have fairly easy bosses to defeat as well, but at least they have the spectacle.
 
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?
 
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?

Do you really have to question my intentions?
 
The bosses in SMB2 are posthumously exciting, because we never really saw them again.

They were fun as a kid. Haven't played that game since so I don't know how they hold up but I remember them being more fun than 1 and 3.

I guess the Bosses in SMB 1 especially were the bowser levels themselves. And those were always super intimidating as a kid
 
Top Bottom