Unpopular opinions about the Mario series

The biggest missed opportunity of NSMB2 is all of it.
 
Super Mario Maker's level editor feels so restricted. I mean, I was able to make my infamous (in my family, at least) airship level "No Invaders, No Yoshis" with no problems, but my other near-impossible level, "The Ultimate Test of Skill", is something that I wish could have more than 1 sub-area.
 
Felonius Gru said:
The biggest missed opportunity with NSMB2 is the exclusion of Wario.
I know right? It's like making a game about paint and completely excluding Bowser Jr.

oh...

Well, it's like making a game about dreams and barely referencing Super Mario Bros 2.

wait...
 
I found the bosses of Super Mario Odyssey to be dull and a weak point of the game. I was disappointed in particular with Torkdrift, Mechawiggler and Lord of Lightning; although menacing, they barely seem to use their attacks to their full potential, like they absolutely intentionally let openings for Mario to strike back. This could have been done a lot more seamlessly, in my opinion.

Super Mario Galaxy (2) did not have this problem, the bosses there were more engaging and creative. Take Boogaboom, which you had to assault from a height while he circulated around a tree. Bouldergeist raised chunks of rock from the ground to impede you, throwing floating stones all the while. You could attack him with Black Boos, but the rock chunks made it difficult, so you had to clear a few of them before having a chance to strike Bouldergeist--that is, if you had any more Boos after the clean-up. Even Peewee Piranha was a good sport--fun to see him bravely charging into you, only to suddenly turn the tables on him and kick his ass while he ran away screaming. And do I have to even mention Bowser Jr's Megaleg? There are many more examples...

I'd say this all owes to the Spin move, which accounted as an additional, important attack method. The Cap Throw's forte was instead capturing enemies, not battling them directly.

Back to Odyssey, I'd say the Broodals were okay for their role. Reminded me of the quadrillion times I fought Boom Boom in 3D Land.
 
I think part of the plumber rap goes "To the Brink", instead of "To the Bridge", because the former makes more sense to me.
 
Super Radio said:
I found the bosses of Super Mario Odyssey to be dull and a weak point of the game. I was disappointed in particular with Torkdrift, Mechawiggler and Lord of Lightning; although menacing, they barely seem to use their attacks to their full potential, like they absolutely intentionally let openings for Mario to strike back. This could have been done a lot more seamlessly, in my opinion.

Super Mario Galaxy (2) did not have this problem, the bosses there were more engaging and creative. Take Boogaboom, which you had to assault from a height while he circulated around a tree. Bouldergeist raised chunks of rock from the ground to impede you, throwing floating stones all the while. You could attack him with Black Boos, but the rock chunks made it difficult, so you had to clear a few of them before having a chance to strike Bouldergeist--that is, if you had any more Boos after the clean-up. Even Peewee Piranha was a good sport--fun to see him bravely charging into you, only to suddenly turn the tables on him and kick his ass while he ran away screaming. And do I have to even mention Bowser Jr's Megaleg? There are many more examples...

I'd say this all owes to the Spin move, which accounted as an additional, important attack method. The Cap Throw's forte was instead capturing enemies, not battling them directly.

Back to Odyssey, I'd say the Broodals were okay for their role. Reminded me of the quadrillion times I fought Boom Boom in 3D Land.

I don't think either games have even remotely close to having good boss fights. Super Mario Galaxy 2's boss fights I felt had the same types of bad as Odyssey.
 
Probably depends at what age you played those games. SMG and SMG2 were among the first Mario games I've ever played and my memory tells that bosses like Rollodillo, Megahammer and Gobblegut were very energetic. Maybe it was also the gravity gimmick that contributed. Glamdozer was a lot of fun to battle.
 
MnSG said:
Most Super Mario installments are pretty much known for having boss fights that are too easy.
The Mario series has never been combat-heavy outside of the RPGs and that's probably a factor. Out of every platformer, 2D or 3D, I think the Galaxy duology has the most impressive bosses due to the variety of ways they all play and, as Baby Luigi mentioned, that's not necessarily a high bar when compared to most other games.

Super Radio said:
Is that so with Sunshine too? I'm asking since I've never played it.
Sunshine reuses a lot of bosses and generally, most are simple/easy once you know what you're doing and how they work.
Also, Bowser's fight is infamous for how easy it is. Mecha-Bowser is probably harder and more climatic.
 
ThatGuy62 said:
The Mario series has never been combat-heavy outside of the RPGs and that's probably a factor. Out of every platformer, 2D or 3D, I think the Galaxy duology has the most impressive bosses due to the variety of ways they all play and, as Baby Luigi mentioned, that's not necessarily a high bar when compared to most other games.

Yeah, one of the most notable trends with the Super Mario boss fights is knowing that most bosses fall after taking just three hits. And most of the harder phases in a boss fight don't raise the difficulty all that much. Fiery Dino Piranha and Fire Gobblegut are probably a small portion of bosses who could give you a run for your money, but in all fairness, they are meant to be harder variants of Dino Piranha and Gobblegut respectively.