Has there ever been a Mario game that had actually good boss fights? Really the only one I can think of is Yoshi's Island and that's not really a Mario game. With how old Mario is and how many games he's had that's pretty atrocious.
seems silly to not consider YI a mario game. Very few enemies aren't established mario ones, and mario himself is partially a protagonist, plus the whole thing is just backstory to the series.
Yoshis Island is literally called Super Mario World 2.
But to answer your question, no, I can't think of any. Then again, I don't see how this would be a bad thing. The boss fights are so easy and quick that they don't matter. The focus was clearly level design, which is more important to a platformer anyway.
There isn't really much you can do when the boss's main weakness must be jumping on his head.
If Mario Maker had lockable doors and enemy health you could make some decent bosses yourself.
Shockingly the "New ..." Series has pretty great boss diversity.
The DS one has a series of unique bosses. The Wii title is especially great with boss battle diversity since each Koopaling battle has a wildly differant mechanic from the last (Larry is the normal fight, Morton has a giant wall you have to wait for him to destroy, Iggy is riding on a gigantic fucking chain chomp).
Third one required 3 hits. It was basicly doing what Mario 3 did where the fight was essentially the same, but Bowser had completely differant attacks in each.
Though he could be referring to the mini-bosses (King-Bobomb, Big Boo, Chief Chilly)
maybe yoshi's island but that's not really a typical mario game.
Why should mario have good bosses? I mean it shouldn't have bad bosses but 99% of the gameplay is platforming levels. boss fights are weird in the game.
If they spend so much time on making these bosses and you fight some of them so many times throughout some of the games then they should be good. There's really no excuse for it after 30+ years and why would you not want content in your game to be good?
I would like the unique designs of the DS OC bosses and the unique gameplay elements of the Koopalings from Wii/U to be combined, not either or.
Oh wait.... Yoshi's Island already did that.
Well... A-at least we have the 3D Mario bosses....
Iggy's later fights in general were god-tier.
>His psychotic laughter echoes throughout the whole level.
>Fucking Giant Chain Chomp Chariot
>That Warp Pipe room where he runs across the ceiling shooting fireballs at you.
>If they spend so much time on making these bosses
What makes you think they spend much time on it, considering their quality?
And why would I care about the quality of superflous content when the main content is far more important? Why would I want good Boss battles when I could have 10 better designed levels instead?
Honestely, they could just skip Boss battles entirely, except the mandatory fight against Bowser/Villain of the week at the end.
Galaxy games had some genuinely fun bosses.
But for the most part you're pretty limited in what you can do with platformer bosses, and I'm just thankful the games never pull a "use this mechanic only during boss fights" bullshit. I'd rather the entire experience be platforming when I play a platformer. In that regard, SMB bosses are just another platforming obstacle, that's all.
This dude looked hella interesting but the actuality of the fight left me feeling really underwhelming. Like... They didn't do enough to spice things up or prolong it.
Come to think of it... Most bosses in 3D World were hit and miss. A mixture of original enemies and Boom Boom/Pom Pom rehashes. The Motley Bob and that chrome looking Bully boss were great, but then you had a generic Playskool lava boulder and Playskool snakes in a circus tent. And all of them had the same problem as Ka Thunk until they "remixed" them in Champion Road at the end.
I hope the next Mario goes bqck to Galaxy 1 type bosses and not this unfocused mess, or cheap out on us with Koopalings or Boom Boom again. The Galaxy 1 and arguably 2 bosses were BOAT.