They should have made the bosses more like DKC: Tropical freeze. And have the bosses use the wonder flower abilities from the world. (9 HP, with each hit a new mechanic is introduced )
I don't really see the Airship final sections as bosses, but rather as a new take on the goal axe from the original Super Mario Bros, in that it is just a more dramatic version of the flagpole that is guarded by a tricky obstacle you have to get past.
This BBBB is kinda let down by the fac that Nintendo has done "floating head and hands" so, so, SOOOO many times before. Multiple times in the Mario series itself. Tloz, starfox, the list goes on.
Remember how NSMB had Jr as the boss of every halfway tower, but a functionally unique boss in the actual castles? Seems they got so wrapped up in making the levels functionally unique, they decided to neglect the idea of bosses...
I really likes the boss fights, they were pretty creative and I liked the idea of it just being a father son operation. I also really liked seeing all of Junior’s different wonder abilities
I wish one of the worlds had a boss fight where you fought all the koopalings at once kinda like that level in NSMB 2 where they are all in the clown car trying to kill mario
I like the game a lot, it oozes charm and creativity at every turn. But I have to agree that the boss fights are its low point. Stages and wonder effects also often are over too quickly. At least the game manages to have a great first impression with the Piranha Plant Parade and final impression with levels mixing wonder effects and the tricky final level with all its badge challenges.
I honestly wouldve preferred the koopalings. At least there if they used wonder effects they could all be really cool. Lemmy would have you turn into one of the bouncy balls and so would he and youd have to bounce him into like an electric fence or something. You could toss wendys rings back at her. Ludwig couldve cloned himself a bunch. Morton and roy couldve used a lot of brute force attacks. And junior shouldve had cool clown car fights with unique gimmicks in the airships
They should have made the bosses more like DKC: Tropical freeze. And have the bosses use the wonder flower abilities from the world. (9 HP, with each hit a new mechanic is introduced )
Still the best 2d platformer available on the switch
Absolutely!!!
I don't really see the Airship final sections as bosses, but rather as a new take on the goal axe from the original Super Mario Bros, in that it is just a more dramatic version of the flagpole that is guarded by a tricky obstacle you have to get past.
This BBBB is kinda let down by the fac that Nintendo has done "floating head and hands" so, so, SOOOO many times before. Multiple times in the Mario series itself. Tloz, starfox, the list goes on.
What can we say? Miyamoto likes floating heads?
The Final Challenge was pretty hard in my opinion and I was glad there were checkpoints in it
Yea its probably my favorite level in the game, without the checkpoins would maybe even be the hardest mario level ever
Remember how NSMB had Jr as the boss of every halfway tower, but a functionally unique boss in the actual castles? Seems they got so wrapped up in making the levels functionally unique, they decided to neglect the idea of bosses...
I mean, it's mainstream Mario. They rarely have good bosses.
Kind of? They pretty much all suck except the final boss, the one time they take out the Koopalings, and even Boom Boom, the fights start to suffer
I really likes the boss fights, they were pretty creative and I liked the idea of it just being a father son operation. I also really liked seeing all of Junior’s different wonder abilities
I wish one of the worlds had a boss fight where you fought all the koopalings at once kinda like that level in NSMB 2 where they are all in the clown car trying to kill mario
Imagine their fight would involve each one taking him but each defeated Koopaling shoots projectiles in the background.
I think the most disappointing thing for me is that Kamek is in the game but we never fight him
Like why is he there??
I like the game a lot, it oozes charm and creativity at every turn. But I have to agree that the boss fights are its low point. Stages and wonder effects also often are over too quickly.
At least the game manages to have a great first impression with the Piranha Plant Parade and final impression with levels mixing wonder effects and the tricky final level with all its badge challenges.
I honestly wouldve preferred the koopalings. At least there if they used wonder effects they could all be really cool. Lemmy would have you turn into one of the bouncy balls and so would he and youd have to bounce him into like an electric fence or something. You could toss wendys rings back at her. Ludwig couldve cloned himself a bunch. Morton and roy couldve used a lot of brute force attacks. And junior shouldve had cool clown car fights with unique gimmicks in the airships
Mario Wonder is so close, but it’s wasn’t the peak or top tier due to reuse bosses.
Yea, really thought they were gnna take the New Super Mario DS route and make each world a unique boss
wonder
full
Their a step in the right direction but don't really do enough.
2:48 Rabies victims finding out they can't drink water
Luigi >> BBBB
Luigi clears @everyone
Wait, are you the guy who was able to defeat the raid boss Ganondorf made by Choctopus. I never knew you had a RUclips channel
Yea thats me!
@@AnActualEgg1Absolute GIGACHAD
not going to buy wonder anymore, thanks
I dont think mario will ever have a good boss fight
Boss fights from the rpg games
@@AnActualEgg1 fair, but you know what I mean
Mario Galaxy Series...
@FishSlap1 nah, I'm not sorry
@@SomeGuy-qd3li Bouldergeist, Kingfin, Bowser, Megaleg, all just from Galaxy 1
Go play metroid.
silly bad boss fights