Commander of the Protectors, LEO, generally grumpy
- Ray Trace
Let's face it. Boss fights in the Mario platformers have never been a particular strong point for the series. Whether it's facing a character a countless number of times in a row with slight variations (New Super Mario Bros. DS, Super Mario Bros., 2,), Koopalings who don't even perform any notable attacks before you smash them dead three times (Super Mario Bros. 3, Super Mario World, New Super Mario Bros. Wii) or have only slight variations between each other, bosses who only serve to look cool but otherwise don't last very long (Ruined Dragon from Super Mario Odyssey and the robot bosses from the Galaxy games), and bosses who are so forgettable that no one brings them up once their asses got kicked (name me one person other than myself and my sister who even mentioned Sorbetti or King Ka-Thunk at all the past few years).
Sure, we've got a few creative bosses. Yoshi's Island had a boss where you had to push some asshole off the cliff before he pushes you off the cliff, and the game has plenty of bosses like that. Final boss fights in the platformers can be challenging and intense (like New Super Mario Bros. Wii or Super Mario 3D Land, but ultimately, they have an anti-climax thanks to a boring switch). But for the most part, a lot of Mario platform bosses are tepid and are one of the least memorable parts of the game.
So, I'm wondering, why do Mario games have consistently weak bosses in an otherwise strong platformer series? Why are the levels inspirational and fun, but the bosses leave much to be desired? And what would you do to improve the boss fights in the Mario games?