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What Makes a Good Platformer Boss? | Boss Battle Breakdown 

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Designing a platformer boss is tough, so today we’re looking at how to design a good platforming boss based off three bowser Boss battles from New Super Mario Bros Wii, Super Mario 3D Land, and Super Mario 3D World. These boss fights teach a lot about how to make a proper and fitting brawl in the quintessential Mario platforming series, so I’m on a hunt to see what I can learn for other platformers based off these three examples!
Footage used:
- NSMB Wii 100% / packattack04082
- NSMB Series Bowser Final Bosses / YTSunny
- Evolution of Bowser Battles / Nintendo Unity
- Super Mario 3D Land All Bosses with Luigi / packattack04082
- Super Mario 3D World - Meowser? / NinjaSyao
- Sonic the Hedgehog Green Hill Zone / MegamanNG
- Motley Bossblob / Inikkratos
- Super Mario 3D Land Final Boss / YTSunny
- Super Mario 3D World Full Game 2 Player / packattack04082
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29 сен 2024

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Комментарии : 289   
@LunalynDragon
@LunalynDragon 6 лет назад
Funny you should say this, because these are exactly what I don't like in a platformer boss and was significantly disappointed in all 3 fights when I got to them. I guess that's just my opinion though. I get why you like these, but I'd say they're very much not my cup of tea; It never feels like I'm damaging the boss or doing anything more than playing a standard level with a twist. There's nothing rewarding to me about hitting a switch at the end and winning, regardless of how I got there.
@trayson
@trayson 6 лет назад
Same. I think the change of game-play in boss battles acting more as an actual battle (if done well that is) can help emphasize the feeling of the game's end. Plus it can feel fresh after running and jumping through a level all the time.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Skylar! Appreciate the insight and your $0.02 on the matter - I would prefer a different conclusion to these sequences then hitting a switch or button, but I vastly prefer these three to a confined box fight in Mario games. In my opinion, if a platformer leans more action, like Mega Man, then it’s completely fine to have a head-to-head brawl when health bars and weapons are in the equation. My ideal platforming final boss fight actually would have played off of the setup to Odyssey’s Bowser finale, where instead of a fire ring fight, you could capture the various different species that were already shown in the Wedding Hall as you chase Bowser down in a 3D sequence around the moon, and having multiple different captures do different types of damage in different situations. But in the end, I agree with you that it comes down to personal preference, and I 100% appreciate that we can have this discourse 👍 Thanks for checking it out and I appreciate the feedback!
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Trayson! I’m with you on the change of context, but I think it comes down to how that change is presented. If the fight is able to still test on the prior gameplay elements while in a whole new situation, I’m totally down for that. Thanks for taking the time to check this out - means a lot that you wrote out a comment here!
@LunalynDragon
@LunalynDragon 6 лет назад
Totally understand it that way. I love the idea you describe about the Odyssey final boss, that sounds pretty fun. Anyway, thanks for hearing me out!
@skipthetutorial
@skipthetutorial 6 лет назад
For sure! I really dig that you took the time to lay your thoughts out down here - so thank you for that! Always happy to talk game design (especially bosses 🤣)
@vicctretamaj
@vicctretamaj 6 лет назад
Can we get a video on Kirby bosses and what makes them so much fun? They seem to be the most interesting part of Kirby games + True arena is HARD AF
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Vicctre! Thanks for the suggestion - I want to do a sort of special episode on Kirby boss design down the road because I really am fascinated by how they go about it. Stay tuned for that! Thanks for checking this one out
@vicctretamaj
@vicctretamaj 6 лет назад
Skip the Tutorial I was curious cuz most MARIO bosses are kinda meh and I like how interesting Kirby bosses are + I’ve been thinking about how a 3D Kirby game could work, and with more talk about bosses I’m curious how I can take all of this into account It’s fun
@MisterAppleEsq
@MisterAppleEsq 6 лет назад
I wonder if it would be possible to have a blend of the arena and chase sequence styles of boss battle, so that the game could test the player's prowess without removing their agency.
@skipthetutorial
@skipthetutorial 6 лет назад
That’s for the real game designers out there that are much smarter than me, but I’m positive it’s possible and I’d for sure love to check it out! Thanks for your insight, Mister Apple!
@squiddler7731
@squiddler7731 6 лет назад
That would be DJ Octavio from the original Splatoon.
@MisterAppleEsq
@MisterAppleEsq 6 лет назад
+@@squiddler7731 Oh, good point. And STT even has a video about that fight.
@serglian8558
@serglian8558 6 лет назад
Make a floating arena. Make it switch,and make you able to Juno from one 2 2
@Dinoman972
@Dinoman972 4 года назад
The Radiance from Hollow Knight kinda does that in her final phase. It's a pretty short section, though.
@Katt-ci6gw
@Katt-ci6gw 4 года назад
This was quite helpful! I’m working on an idea for a Metroidvainia with platformer style combat and I’m trying to figure out how to make a good boss wit said mechanic
@Jdudec367
@Jdudec367 5 лет назад
atleast nsmbw's final boss felt new and not the same thing from before plus bowser jr
@pyrrhickong
@pyrrhickong 6 лет назад
Hrm... I'm somewhat conflicted on how Mario boss design should be, really. Whilst I agree that Meowser is a great fight and a fantastic capstone to Mario 3D World, I also feel that it suffers greatly insofar as replayability goes. Having the NSMBWii and 3D World encounters essentially be autoscrollers I feel removes a lot of the player's agency. Whilst I don't believe that the Arena approach is an entirely elegant solution either, I do feel that those still serve as challenges of execution and adaptability in most situations where Bowser has more than one hit point. Still, I feel that the best application of Bowser is in Mario 64. It fully encapsulates what it means to have mastered Mario's controls in 3D, and whilst it isn't collection-based or platforming-based, it does show Mario adapting to his new 3D environment and watching as his options become more limited as Bowser carves away at the arena. The tension feels greater in that fight than any other given Bowser battle for me. I mean, besides the master class of game design that is Mario Party 4's final boss, clearly the height of all boss fights for years to come. By far. Unparalleled. I mean, this is still really well done and you make a solid point, just not one I entirely agree with. I feel like titles like A Hat In Time really mastered the arena boss fight in a platformer with just hectic introductions of elements reminiscent of the game prior, and hope those do become the standard, but the Bowser fights listed here are damn good and I hold nothing against anyone who loves them.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Pyrr! Thanks so much for your insight here, really appreciate you taking the time to watch the video and lay all this out. I agree with your notion in Meowser’s replay ability, and I think some more variation to the fight instead of its on rails feel would be much more exhilarating. I have an awkward relationship with Mario 64, so I do agree with your thoughts about it’s layout, but my silly subjectivity on my side keeps me from giving it full praise. Definitely more fitting than Sunshine’s boss though 🤣 Still need to try AHIT but based off your recommendation I’ll start booting it up now! Definitely will research for a video once it hits switch for convenience sake. Thanks for the comment and I appreciate your $0.02!
@pyrrhickong
@pyrrhickong 6 лет назад
Oh trust me, I'm awkward with Mario 64, too. Everything past the Fire Sea feels totally disjointed and disconnected to me, but something about the atmosphere of Ultimate Bowser and the way he interacts with the environment and the context of Mario 64 just gets me good. And hey, the Sunshine fight has good parts to it, too! Like.. uh... FLUDD dies! That's... good? Flattered that you're taking the recommendation! Hat In Time is one of those really rare games that makes me happy just playing it, just feeling good and enjoyable. The fact that I went "oh my god these are GREAT 3D PLATFORMER BOSSES I have waited 21 YEARS FOR THIS TO HAPPEN" was just icing on the cake. And hopefully you won't be too annoyed if I give you my two cents more often!
@skipthetutorial
@skipthetutorial 6 лет назад
I’ll make you a deal, right here. Whenever you spot your insight on a video, I’ll be right there to reply to it 👍🤣 Definitely getting more and more hyped about HIT with how you describe it - so it’s climbing my list of games to play. Thanks so much for your responses here - appreciate you taking the time to talk with me 🙏🤙
@N12015
@N12015 3 года назад
And well, you require well timed jumps to basically attacking him on the first place. The first one is nothing, and the second one can be easily cheesed, but the third phase you seriously require hability to dodge shock waves and his fast assault which requires more advanced movement to acheive.
@DarylTalksGames
@DarylTalksGames 6 лет назад
Congrats on making the Mark Recommends on GMTK! Keep up the great work my man :)
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Daryl! That was crazy to see - definitely wasn’t expecting it haha! Love your work too, man! Thanks for taking the time to comment
@nivolord
@nivolord 6 лет назад
The final challenge/boss of odyssey is actually the segment after the fight, where you capture Bowser and do a platforming section.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Nivolord- thanks for the $0.02! While I’ll give this sequence credit for at least using the capture ability, my personal thoughts on it are that it misses the way a conclusion can test the player’s skill with prior tested mechanics and skills - but rather just gives a fun narrative wrap up without throwing in much more in regard to the player’s connection with the game and the time they spent with it. Don’t get me wrong, I’m not against being fresh and new with the section’s context, but it can still hit this feeling without leaving out references and tests of the earlier gameplay skills and scenarios. I appreciate you taking the time to leave your thoughts!
@Alias_Anybody
@Alias_Anybody 5 лет назад
I think it's weird that you called your analysis "What Makes a Good Platformer Boss?" but only showed classic platformers (Jump'n'Runs, 2D and 3D) and never even mentioned action platformers which are famous for their bosses. There's obviously the Megaman series (Classic, X, Zero, ZX), their clones and spiritual successors but also more borderline examples like Shantae or Contra.
@plasmacrowcodile9145
@plasmacrowcodile9145 4 года назад
Kirby also has some insane boss fights.
@Yarch_
@Yarch_ 6 лет назад
Have you checked out Celeste? This was the first platforming game I played with boss fights I would consider to be true platforming boss fights. I've always been disappointed with Mario boss fights due to how easy they are and how most utilize the same jump 3 times on the head tactic. They always feel out of place in a platformer game aside from the Galaxy games which are more centered around exploring stationary locations and don't have the character constantly moving forward to progress. Celeste was the first game where I realized, damn. Now, this is a boss fight for a platforming game. The game wasn't designed with a focus on boss fights so they don't stand out as much as a traditional boss fight. They're more integrated into the game's "episodic" story structure with the boss fight being an additional element added onto the end of a chapter. The final stretch to the end of the level. I think if a game was to take the design philosophies Celeste's boss fights and iterate on it to make more than just a few unique encounters, we could maybe get a platforming game that has multiple worlds with different level designs each with a boss fight that integrates itself into each world's level design and not just be a still screen of jumping on top of a sprite's head.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Yarchyk! I’m currently playing through Celeste and chucking it toward the back part of my video planning list, so I’d love to talk about the boss design early part of 2019 with my schedule. Thanks for recommendation!
@Yarch_
@Yarch_ 6 лет назад
Skip the Tutorial I honestly can't recommend it enough. Celeste is what gave me a reason to support my interest in going for a game development degree. It made me think, this is why I want to do this. To tell a story like this and give other's an experience like the one I felt playing Celeste. Also note when playing Celeste. It's designed with speedrunning in mind. Meaning don't trudge your feet and be afraid to die. Just run in there and keep going. Repetition isn't a chore, it really just feels like you're learning. The hardest part should be just putting in the correct inputs at the right time and order. If you polish your movements and just keep moving forward you shouldn't have any problems with timing jumps and making cycles. Most times the correct path isn't hard to find if you just keep moving forward. Once you stop to take a break mid "level" you fall out of the predetermined timing set for the "level" and you can risk messing up your timing for other parts of the "level". I put level in quotes because when watching one of the developers' talk about the level design, he referred to each room in Celeste as a level. In my opinion, people might find Celeste to be much harder than it is because they stop moving. Honestly, I can't recommend it enough. Fantastic story, great level design, and it's short. Plus there's also 2 tiers of difficulty in end game content. There are shorter but harder levels for each chapter called B-Side, and then after that, there's C-Side. A level consisting of just 3 rooms of insane difficulty. Took me 9 hrs to beat the main story while also getting 70% of the collectibles. I haven't beaten all the B-Side levels yet, and I don't know if I'll ever have the time to grind at the C-Side levels. Really enjoyable to sit down after work and play. Fuck, I haven't even talked about the music. Phenomenal soundtrack, each chapter has its own track that intertwines with the narrative to tell the story. Its so well designed that one of the chapter's track's, it's main theme is the first level's track's main theme, played backwards (Chapter 5, mirror temple.) The level of polish design is superb. God I can go on forever, sorry. Let me just end with this. This isn't just a hard platformer. The degree of difficulty of the chapter, the music, and the story. It all interplays and builds on it'self to tell a story.
@francoismarais2945
@francoismarais2945 5 лет назад
@@Yarch_ Ori and the blind forest does not have bosses, but the chase sequences at the end of each dungeon serve the same role, as a final exam of the unique skills the player is forced to learn. It works very well, and like Celeste, blends music, visual, and story elements very well.
@mariocraft3067
@mariocraft3067 6 лет назад
It's great for a showdown to capture the essence of a game, and these are excellent moments, but I struggle to call them boss fights. I feel like bosses that can get the most out of Marios abilities without making just a more climactic version of a normal level (which is fine) are certainly possible. One of my favorite fights is the Bowser Jr. fight of World 5 of SMG2, which has you using the cloud flower to ascend high enough to get to his cockpit and hit it, avoiding obstacles while making your way from cloud to cloud.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey MC 👋 good to hear from you on this. I think arena style fights can definitely be possible, but it needs to be tunnel vision on the platforming side, because that’s where all the mechanics and design stems back from. The Jr fight you bring up is a solid example, especially in theming. Thanks for your two cents on this!
@Lugmillord
@Lugmillord 6 лет назад
Well, the 3D World boss may be better than others but the autoscrolling kills it. In the rest of the game, you usually don't have autoscrolling (and whenever you have, it's awfully slow - that's a thing Nintendo hasn't understood in 3 decades) so it turns more into a waiting game than a challenge. The 3D Land fight does this so much better. But really, why is Bowser always placing these switches after bridges in his castles? That's just such a dumb idea.
@skipthetutorial
@skipthetutorial 6 лет назад
I’m right there with you - his architects aren’t the best with safety code design 🤣 Thank you for taking the time to watch this one, Lug!
@Lugmillord
@Lugmillord 6 лет назад
Skip the Tutorial Wow, do you respond to every comment? That's quite the commitment. An appreciated commitment. As for safety in Bowser castles: Look no further than Mario World. When you defeat a Koopa kid, Mario destroys the castle so easily. They weren't all that stable to begin with it seems. I wouldn't have entered them in the first place.
@skipthetutorial
@skipthetutorial 6 лет назад
Haha totally! Since I can do it right now, I make sure to respond to every single comment on this channel - good or bad. It means a lot that people even take the time to look at my stuff, so leaving a comment really makes me happy! I’m also super down with conversation on this stuff 👍
@plasmacrowcodile9145
@plasmacrowcodile9145 4 года назад
I feel like the buttons were for BOWSER to use, but YOU get to them before he does.
@giant9211
@giant9211 5 лет назад
Zelda: nah Mega man: nah Metroid: get that outa here Mario: yea Ignores every boss fight expect Mario
@zerarch77
@zerarch77 6 лет назад
The early Sonic bosses are designed for a skilled player to beat extremely fast, maintaining the game's emphasis on speedrunning.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Zerarch77, I appreciate you taking the time to share your thoughts on this - I don’t think we’ll see eye-to-eye on this one. Granted, I didn’t grow up with Sonic at all, so all experience with it is in a more jaded and critical POV, which does the series some disservice - but I think that although going fast is the best part of the game, some features of the design (like the boss fight) completely remove this satisfying horizontal fluidity. Sure, you can beat a boss fast in regards to time, but the signature speed that Green Hill quintessentially builds up before this is locked down and ground to a halt when you reach the room. I appreciate you 2 cents on this - thanks for checking it out!
@painfulbroccolicube5946
@painfulbroccolicube5946 6 лет назад
Mark sent me, I'm certainly not disapointed
@skipthetutorial
@skipthetutorial 6 лет назад
Hey PBC! Glad you like the stuff - thanks for checking it out. Super humbled by Mark's recommendation haha
@nazek4216
@nazek4216 6 лет назад
I think this is something Sonic games do pretty well. They're rarely "final exam bosses" like you seem to appreciate in this video, but rather are designed with the same core idea in mind as the rest of the game: going fast. A skilled player can beat your average Sonic boss in under a minute, in much the same way that you can speed through a level if you know all the shortcuts. On the other hand, a first-time player might wait out long cycles until the obvious time to land a hit. Good examples of this kind of fight are the Egg Golem and Biolizard from Sonic Adventure 2, the Egg Dragoon from Sonic Generations, and the Heavy Rider from Sonic Mania.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Nazek! Thanks for the insight here - my take on Sonic is that I fall a little differently on them because I value a different kind of speed - horizontal flow and constant platforming prowess over just being able to take down an Eggman form in a little amount of time. I didn’t grow up with the series, so that’s likely why I’m not too big a fan of their bosses, since they didn’t serve as formative in my boss design appreciation. Thanks for laying your thoughts out here - it means a lot!
@nazek4216
@nazek4216 6 лет назад
@@skipthetutorial Good point! There are different kinds of speed. But to me, playing a Sonic level you're good at _is_ the same kind of speed as fighting a Sonic boss you're good at, even though the bosses don't have the same visceral feeling of speed.
@stepus8281
@stepus8281 5 лет назад
@@skipthetutorial Little late to the conversation here, but I feel like there do happen to be some bosses in the series that are along the same line as what you've said. Ones like the Sonic Advance 2 bosses, the Metal Sonic fight in Generations, and the Studiopolis fight in Mania. For the 3D games, Unleashed and the final bosses of Colors and Lost World do something similar. They all put Sonic on an infinite/looping track, and task the player with fighting the boss while staying at a constant run, often involving various uses of platforming and regulating Sonic's run speed to dodge projectiles and attack the boss. They might not be perfect implementations of the idea, but I feel like they're certainly more interesting than the single screen, stationary bosses that the Genesis or Adventure games gave us. But alas, just like everything else Sonic has done in recent memory, the idea suffers from wasted, unrealized potential.
@theutubepower1243
@theutubepower1243 5 лет назад
The sonic unleashed bosses are good in terms of keeping up with the speed of the game, depending on the time of day
@Chocohalation
@Chocohalation 6 лет назад
:o from mark brown
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Wizard! Thanks so much for checking it out based off his rec - really appreciate you taking the time to check out my stuff!
@sonicthehedge
@sonicthehedge 6 лет назад
Sonic and crash had all adapt there own ways of boss fights. look at modern sonic. in *sonic unleashed* all his fight were chasing down the boss while avoiding obstacles. in *sonic generations* , same concept but in the chaos boss fight you platformed and made your own way to hit him. (I haven't played sonic colors Wii so I can't have an opinion about it) What do they all have in common? you are always in the move trying to go as fast as possible to catch up the boss and hit him, and that is what sonic is known for, to go fast! Now for crash bandicoot, they were all mostly arena-like boss battles but they mostly tested your timing and jumping and avoiding in particular, (like dingodile's boss fights, crash 3's cortex fight, heck N.tropy's twinsanity boss fight) because crash bandicoot is mostly have timing your jumps and avoiding obstacles There is no way in general of how to make a good platformer boss fight. it all depends how the game handles it's platforming.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey KASS, that's a great point. My idea with bosses is that they should emanate to a T the prior concepts and themes in the rest of the video game, and everything else stems from that - and I've seen so many platformer examples that miss this mark too frequently. Thanks for watching this one and sharing your thoughts!
@rbwjakfjenwbw1009
@rbwjakfjenwbw1009 6 лет назад
Knight and SpaceShip You have put into words exactly why I think Sonic Unleashed and more specifically Sonic Generations have what I consider the perfect design philosophy for Sonic boss fights. This is a problem I have with the classics, Sonic 3 & Knuckles especially. Now don't get me wrong, it's still my favourite Sonic game, but I found the bosses to be the weakest part of the game, as they were painfully slow, almost all of them, if not all of them forced the player to wait around for the boss to attack, reveal it's weak spot, and repeat (which actually wasn't present in the games before it). Sonic Generations, Unleashed and to some extent Colours all take what Sonic's core mechanic is, and quite literally run with it.
@tattersthebat6253
@tattersthebat6253 6 лет назад
Personally, I really enjoyed Super Mario Odyssey's Final Battle. It was a simple, to-the-point Mario vs. Bowser Showdown; Think SMB1, to the extreme. The game throws him at you, with his own punching hat in tow, and says "So, you like capturing stuff? Okay, but can you win _without_ that ability (at least it's fullest potential)?" The player says YES! to this question, and is rewarded with an epic conclusion focused on the most epic capture in the game.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Link, that's fair. In my opinion, I would've liked to see those sections better blended. In addition, and this is personal preference, I'm not often a fan of boss design through subtraction, since I firmly believe it should be a finally review of everything the player has learned up to that point. Good to hear you enjoyed it though!
@ThatFanBoyGuy
@ThatFanBoyGuy 5 лет назад
I get what you're saying about New Super Mario Bros. Wii. It does shout back to the original Super Mario Bros. It does test the platforming skills of the player, which is pretty much the whole game. But I preferred the boss battle in New Super Mario Bros. U. A big part of a Mario platformer is also dodging some enemies while jumping on others. In New Super Mario Bros. U, the final boss battle allows Mario to do exactly that. He dodges attacks and jumps on Bowser and Bowser Jr. I prefer that to any other Bowser battle
@skipthetutorial
@skipthetutorial 5 лет назад
Hey accquizzer - I personally felt underwhelmed by NSMBU because it took a lot of the scale from Wii but made it so Mario is tiny, which I think is less fun to control. That's my own preference though. Thanks for checking this one out!
@Gh0zt421
@Gh0zt421 5 лет назад
The original Bowser fight in Super Mario was a good test of skill in the context of the game ! Avoiding the moving obstacles was challenging !
@albingrahn5576
@albingrahn5576 6 лет назад
2:18 *BOWSETT-* oh...
@skipthetutorial
@skipthetutorial 6 лет назад
Haha that'll be in the Cultural Battle Breakdown series special. If the concept had been around prior to the video - easy bet that I would've chucked a joke in! Thanks for checking this one out, Albin!
@spongyoshi
@spongyoshi 6 лет назад
So it seems you liked when bosses are just levels? :P Why not do it both? Battle For Bikini Bottom has 3 boss levels and they are amazing because they all take place in some sort of arena but are really about platforming and you switch character from character using all your arsenal of moves to take them down slowly but surely with each phase having an different gameplay than the last. It's surprising but the Spongebob bosses are one of the most memorable ones in gaming history and I played a lot of platformers in my life :P Besides that, I think 3D World & Galaxy games nailed what a 3D platformer boss should be. Simple yet effective and damn that 3D World final boss is probably my fav Bowser boss ever! Outside of Mario, I'd say Rayman 1 & Wario Land 4 bosses are one of the strongest ones. They really feel like great encounter while still being real platformer events & using the game's mechanism in very smart ways and especially, they are super fun to play against and as satisfying as normal platformer levels
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Spongyoshi! I think that bosses can be incorporated in a better way than just simply being levels, but out of Mario's catalogue - I think its best examples fall into this vein. My huge philosophy for boss battle design is that it should serve as a final review of what the player has learned in the mechanics up to that point in the game. For platformers, since so much is predicated off of mechanics that work in jumping / traversing situations, having closed off arena fights miss this point. Rayman has some great boss battles like this - and I'm looking forward to diving into that in the future! Thanks for checking this one out
@spongyoshi
@spongyoshi 6 лет назад
Welcome! Wonder if you tried out the Rhythm Heaven series before, with the Remixes acting as bosses, the series does that pretty well even if it's not a platform game.
@skipthetutorial
@skipthetutorial 6 лет назад
I’ll need to check it out! Hopefully the series has a future on the Switch 🤞
@spongyoshi
@spongyoshi 6 лет назад
Me too! Such an underrated Nintendo series and my second favorite videogame series overall!!
@Evitrea
@Evitrea 6 лет назад
Interesting. Can you set on community translation so I can put on subtitles in the future videos?
@skipthetutorial
@skipthetutorial 6 лет назад
For sure! I honestly haven’t known how to - but that means a lot to me that you would take the time to do that! I’ll look into it and set it on ASAP 👍
@skipthetutorial
@skipthetutorial 6 лет назад
All setup now! Thanks for turning me onto this, 小理飛刀飛呀飛 !
@grunclebottoms
@grunclebottoms 6 лет назад
Boss battle breakdown: Master Hand?
@skipthetutorial
@skipthetutorial 6 лет назад
Keep your calendar open for sometime in the next few weeks 👍 I actually had just started writing the script - thanks for the suggestion
@grunclebottoms
@grunclebottoms 6 лет назад
Your welcome
@keystone5750
@keystone5750 6 лет назад
Skip the Tutorial a video on platform fighter bosses actually sounds really interesting...
@gamebearart7675
@gamebearart7675 6 лет назад
That’s a great idea!
@ketrub
@ketrub 6 лет назад
Got here from Mark Brown and I'll definitely follow this channel, your vids are really interesting!
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Burtłomiej! Thanks so much for checking this out - good to have you in the community!
@aurcereal9046
@aurcereal9046 6 лет назад
this is like game makers toolkit and that's really good
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Aurelius! That’s high praise - I’m honored! Mark is a huge inspiration to me - his videos and Sequelitis got me excited about this stuff in the first place Thanks so much for checking out the video!
@aurcereal9046
@aurcereal9046 6 лет назад
Skip the Tutorial np
@wootmasterzorsx
@wootmasterzorsx 5 лет назад
7:46 This comment right here really brings home the point for how I feel on these boss "fights", in that is admits they're not fights at all, but rather chase sequences. Now, look, if these were Scooby Doo games, then I could understand just aimlessly running around just hoping you come across an item that will allow you to stop the big bad monster chasing you, but that's not the case. This is Mario we're talking about here, and Mario's games aren't about running away from something chasing you... Typically, there's the rare exception like the flood of Fuzzies in a few 3D World levels and the occasional lava smoke wall in a volcano level, but I digress. And when you make the final boss battle a chase sequence, how does it differentiate in a gameplay sense from a basic Goomba? Sure, I COULD stop and fight the Goomba, or I could just run to the goal where, at that point, the Goomba just poofs away into a point total and I clear the stage. But with these final boss "fights", you don't even have the option to fight the boss; rather, you have to run away until you find a switch at the end to just... Make the boss a point total and clear the stage. Granted, that's not the best example because with these final boss fights, there's a lot more spectacle and importance to them than a regular enemy confrontation (or lack thereof) but my point still stands that a boss fight should feel like an actual confrontation, in my opinion, rather than a chase sequence. Now, that's not to say that these boss fights are bad, far from it. The Meowser fight especially was a great sequence with an amusing concept of Bowser using power ups to combat Mario. But if you ask me, the final boss shouldn't have such a stark contrast to the game's prior bosses, rather, it should feel like the game's biggest and baddest enemy you have to fight, even if it's confined to an arena and doesn't test a player's platforming skills. I personally think the final boss of New Super Mario Bros U is the best of that series primarily because it's an actual confrontation, rather than NSMBWii and 2's "run from a giant Bowser without the player doing anything to affect Bowser and just being lucky Bowser included a collapse floor button in his castle." In retrospect, NSMB itself had a fine final boss, as you had the choice to wait through attacks to find an opening to hit the button OR you could fight Bowser with power-ups and actually defeat him, there was at least an option that allows players to feel like they're actually doing something different than just another level. And that's where I think I disagree the most, these boss fights shouldn't feel like standard levels that act as final exams for the game just because it, well, as I believe I've made quite clear up to this point, leads to the boss feeling like it has less impact rather than more impact when it's just another platforming challenge in a game where there's typically 80 plus platforming challenges. However, I feel like there's a much more elegant compromise to this issue that grants both sides of this "cramped arena vs. chase sequence" debate exactly what they want. Rather than having Bowser waiting for the player at the end of a platforming sequence just to make the player go through more platforming, make the chase sequence the regular portion of the level. Then, once the player has finally seemingly lost Bowser... BAM! Final boss fight in an arena that Bowser led the player to as a trap. It makes sense in universe a lot more than Bowser leading the player to what inevitably beats him in one attack (which, as I haven't mentioned yet, makes Bowser feel sort of cheaper as a threat compared to the Koopalings or other bosses if they require three hits and Bowser just needs an instant win button to be dispatched with). After all, why would Bowser honestly have a button that just destroys the bridge or ground under him and not immediately hit it himself to just get rid of Mario, instead allowing him the opportunity to be foiled by his own poor design choices? It would make a lot more sense for Bowser to lead Mario to an arena where Mario has to fight him off with tricks from the other bosses, to make the level a final exam in both senses. You start with the platforming chase sequence where Bowser is constantly chasing you and you need to use your skills gained over the course of the game to escape and then, when Bowser's cornered the player, fight back like you do with the other bosses... Kind of like New Super Mario Bros U's final level, when I think about it. Just with a greater emphasis on Bowser himself with a cooler sequence leading up to the final battle. But yeah, that's my stance on the matter. You make a good argument for these fights, and again, I do appreciate them for being cool sequences in these levels, but I've always found they really don't feel like fights for being the final boss fight.
@mxporygon2
@mxporygon2 6 лет назад
I like the bosses in Yoshi's Island even if they use random mechanics that you may or may not have learned on earlier stages, on that game you have to figure out how to beat every boss and I believe that is what makes them good. I get the point on your video, just saying I don't think is the only way to a good platformer boss.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Mx - good to hear from you! I see what you're saying, and I completely agree that the final boss in SNES Yoshi's Island has such a cool twist and vibe to the whole encounter. I've always had a personal belief that boss fights should mirror situations of the past and serve as a final test of what you learned, and there's some argument to be made that even the seeming randomness of the Yoshi's Island fights fall in that vein. I don't think that following this pattern in boss design hurts the elements of thinking on your feet, but rather shows how your skill prepeares you for those opportunities. Appreciate you taking the time to leave your thoughts and thanks for checking out the video!
@alden2085
@alden2085 6 лет назад
I'd be curious to hear what you think of Ori and the Blind Forest's escape sequences, which take the place of a conventional "boss" encounter at the end of the game's dungeon areas, and how they compare to this design philosophy.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Aiden! I'd love to talk more about Ori - sequences like the Ginso tree would definitely be fun to revisit in this light. Thanks for the suggestion - and i appreciate you checking out the video!
@samlindberg
@samlindberg 6 лет назад
Good video, more pls 🙏
@skipthetutorial
@skipthetutorial 6 лет назад
Haha I appreciate the concern, Sam! I really enjoy making the videos, so I have every intention of keeping up while I’ve got the ideas 👍 Wholeheartedly thank you though for checking this one out!
@General_Nothing
@General_Nothing 6 лет назад
I was watching this going, “New Super Mario Bros Wii is the best final boss fight in the series, so that should be number 1,” and sure enough.
@skipthetutorial
@skipthetutorial 6 лет назад
Haha - I guess quality leads to predictability. Thanks for watching the video, Andrew!
@____orphevs
@____orphevs 6 лет назад
You could've just named this one "thoughts on bowser battles" jeez.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Alve! Thanks for checking this one out - sorry it disappointed you a bit. I put Bowser in the thumbnail, but I agree that I could’ve been more direct - so thanks for the feedback 👍
@____orphevs
@____orphevs 6 лет назад
You never disappoint, don't say that.
@dragonstormx
@dragonstormx 6 лет назад
I feel more combat focused platformers like Mega Man and Kirby have more room to design a unique and challenging boss fight than Mario does. And it definitely shows given those two series are much more well known for their bosses than Mario is. Granted I find it really cheap how Kirby games have always lose your ability when a boss hits you. Well I always hated that mechanic in general but it is especially annoying with a boss. It's not so much the difficulty, Kirby games by their nature are fittingly quite easy due to them being designed to be more accessible, but a big part of the fun with them is experimenting with different powers to see which is the most fun. And the game can take the power you have a moment's notice and force you to rely on the basics to beat a boss.
@skipthetutorial
@skipthetutorial 6 лет назад
That’s a really solid point, Dragonstormx! Coincidentally, boss rushes in those games fit right in because of their heavier emphasis. I agree - I never liked losing my ability and then just having to wait for the boss to attack to get a star and spit it at the boss. It feels to reactionary and slow paced compared to the rest of the game, plus it punishes players that are not as good since they lose an optimal strategy that better players have.
@marx4538
@marx4538 5 лет назад
Actually no, not all Kirby games are like that. Kirby Super Star (Ultra) and it's modern followers (Return to Dreamland, Triple Deluxe, Planet Robobot, Star Allies) don't take your abilities immediantely - only when a big hit happens or you take too much hits in a small amount of time, but you can still have a lot of chances to pick it up again and those games give you a lot of ability options before bosses. I'd agree that games like Kirby's Adventure are really cheap and annoying in that department.
@SpaceRider15
@SpaceRider15 2 года назад
I remember when he wasn’t just Minecraft fact guy
@milddiffuse
@milddiffuse 6 лет назад
Ori and the Blind Forrest Ginso Tree... Other than most people I don't think this is that much better than the rest of the Game (which is amazing), but it definitely shows how the developers understood that fighting isn't what the Game is about. (All "boss fights" in the Game are like this really...)
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Stup - thanks for the suggestion! I’d love to check out these bosses for a future video
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Stup - thanks for the suggestion! I’d love to check out these bosses for a future video
@yamatanooroshikirin4001
@yamatanooroshikirin4001 5 лет назад
>Bowser fight in Odyssey doesn't use Capture What, you never get far enough in to see that you *capture bowser to escape the moon?*
@JUMPYCOOL
@JUMPYCOOL 4 года назад
I Was Playing Super Mario 3D Land While Watching This!
@musicalbrit3465
@musicalbrit3465 5 лет назад
I have to say I expected Celeste to have a mention. It’s fight against badeline in reflection is absolutely genius, as are all the other bosses in the game. They merge with the rest of the gameplay incredibly and force you to use what you have learned in the chapter to your advantage, while learning the boss’s movements and attack patterns as you progress. I LOVE how the first bosses, part of you and Oshiro are basically chase sequences, which up the action and force you to tackle difficult platforming challenges while under pressure to keep moving, and the battle in reflection is completely flipped- you are now the chaser. Actually fighting back feels incredible, and provides a new layer of challenge to an already hard game. I’d say ch.6, pre boss is pretty peaceful and calm, especially when compared to the unsettling mirror temple beforehand, and this is completely flipped by the boss at the end. IMO, Celeste demonstrates a perfect example of how to do boss fights in platformers. It gives you more of what you’re used to, but instead of being free to figure things out slowly and take your time, you’re forced to act fast. It doesn’t fall into the pitfall that I think some of the bosses in this video do- it doesn’t limit the speed of the encounter and turn it into an auto scroller. The boss will move as fast as you do and you don’t have to wait around for anything.
@rachaelchampion6195
@rachaelchampion6195 Год назад
I miss when you were a jack of all grades and not just a minecraft RU-vid....
@mr_indie_fan
@mr_indie_fan 2 года назад
Its crazy how they find ways to implement boss battles in platformers, stuff like rayman origins
@IBF69420
@IBF69420 Год назад
Yeh the superbell is something quite cool and gotta have good defeats LOL but whateves
@DaNintendude
@DaNintendude 6 лет назад
My favorite Bowser battle is in Super Mario 3D Land. It's an epic chase scene that always keeps you on your toes. You have to platform and dodge at the same time, and the stakes actually feel high. It's more than just a battle, it's the final one, and Bowser is doing everything he can to get you down. and when comparing it to 3D World and NSMBWii, I still like 3D Land better. NSMBWii and 3D World were very climactic, and 3D world was just insane, but I don't find myself enjoying them quite as much. The beginning of the Meowser fight actually starts fairly slow. It's a waiting game while you dodge his attacks and wait for the level to scroll up. It gets better in the end, but the stakes just don't feel as high for some reason. Yeah there are a ton of Meowsers, but they honestly aren't too hard to dodge. It's still a really fun boss though. Then we have NSMBWii. This boss started the trend of NSMB games having a Big bowser battle. This was really well done for the time and I don't think anyone expected it. Bowser chases you down a path and it's really tense. The music is so hopeless feeling, and you have to struggle to survive. But I still like 3D Land's better. I once saw a video where someone hacked NSMBWii and threw a ton of different minions in the boss. The bridge phase was abysmal and seemed like a terrible SMMaker level. But the 2nd phase really struck me. It wasn't just Bowser fighting you... it was all of his minions. They were all working together to kill you... to keep you from getting Peach. That would have been much more climactic than what we got. But when it originally came out, it was a great final boss. I still like 3D Land's better though.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey DN - thanks for sharing your thoughts! I think these games have really solid conclusions because they keep that chase / platforming style of motion throughout, whereas some just restrict or make the game far too linear compared to an expressive moveset. Thanks for checking this one out!
@DaNintendude
@DaNintendude 6 лет назад
No problem. I really enjoyed this video and I'll be checking out some of your other stuff. Best of luck in the future!
@skipthetutorial
@skipthetutorial 6 лет назад
That means a bunch to me - thank you!
@yungmuney5903
@yungmuney5903 5 лет назад
But the problem i have with those boss fights is that you aren't really fighting him at all, just running away from him. Then again all mario can do to damage an enemy is to jump on him so.... yeah.
@supremetacogames
@supremetacogames 5 лет назад
I think you should cover Terraria boss fights if you haven't already.
@noodle4655
@noodle4655 6 лет назад
Ok 3d world was meh but 3d land was the fucking SHIT
@Zororak
@Zororak 6 лет назад
how do you only have 4.5k subscribers?
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Zoroark Fan - I’m humbled you like the content! Thanks for checking it out 👍 As far as 4.5k - I’m just happy to have that much support haha
@crisis8v88
@crisis8v88 6 лет назад
Great analysis! If you take a look at mini-bosses in the future, Reznor is a pretty good fit for a platforming game boss as well.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Crisis8v88! Glad you liked it 👍 I want to do a mini boss appreciation mega episode down the road that will span several genres and be stupidly in depth, so I’ll chuck Reznor on the list! Thanks for the suggestion
@pacoramon9468
@pacoramon9468 5 лет назад
Bowser fight in Odyssey field generic to me.
@topichu970
@topichu970 6 лет назад
Huh. That's a neat channel.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Topichu! Thanks for checking it out - I'm glad you like the content!
@EakinSnyder
@EakinSnyder 6 лет назад
If you've played Celeste (and do, if you haven't) what are your thoughts about the boss sequence in the 2nd to last chapter? Does that even count as a boss fight?
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Eakin! I’ve played Celeste, but haven’t gotten too far just yet. Screen shotting this comment and setting a reminder to myself to reply when I’ve played more though! Thanks for checking this one out!
@blitz4506
@blitz4506 6 лет назад
to be honest Mario bosses usually feel like a pointless filler...since they aren't usually hard
@skipthetutorial
@skipthetutorial 6 лет назад
Hey BW - that’s a fair sentiment! I think there’s a lot of potential with the mechanics these games set up to have some really special conclusion fights - it’s just a matter of properly echoing the earlier concepts of the games. Hopefully future Mario titles will hit on this balance without feeling the need to just put it all in a gauntlet style challenge post credits. Thanks for sharing your thoughts on this!
@blitz4506
@blitz4506 5 лет назад
pikahelp 69 i never said it had to be like sonic dumbass
@davidc.
@davidc. 5 лет назад
@@blitz4506 Good. We don't need sonic trash leaking into Mario. Im kidding. Sonic bosses are quite fun from the few I have fought and played.
@davidc.
@davidc. 5 лет назад
@Bricky Boi 69 I think they should be more like Kirby and maybe even Mega man.
@blitz4506
@blitz4506 5 лет назад
David c. yeah...but I'm not saying that their bad since I've only experienced 1-3 Mario game. but from what I've seen they look pretty fun
@gamebearart7675
@gamebearart7675 6 лет назад
I love your videos! My hope for an episode is either how nefarious turns the boss battles around or how the bosses in binding of Isaac were made. Either way, keep up the good work!
@skipthetutorial
@skipthetutorial 6 лет назад
If you’re looking for a BoI boss episode, keep your eyes peeled for the next few weeks - just finished a script on a video about it! Thanks for checking this one out, GameBear!
@gamebearart7675
@gamebearart7675 6 лет назад
Thanks for answering, also Sorry for asking for so much.
@lordjack225pig2
@lordjack225pig2 6 лет назад
EXACTLY. This is the final fight, you should have to use everything you have learned over your journey
@skipthetutorial
@skipthetutorial 6 лет назад
Hey LordJack! I entirely agree - you and I are on the same page about boss design 👍 Thanks for sharing your thoughts here
@lordjack225pig2
@lordjack225pig2 6 лет назад
Skip the Tutorial I actually just found ur channel and am loving ur vids. Expect to see me in the future!
@skipthetutorial
@skipthetutorial 6 лет назад
Hey I appreciate that - thanks for joining the community! Good to have you around 👍😄
@SintasSays
@SintasSays 6 лет назад
Quality like this is something I usually see from much bigger channels. I'm sure you'll keep hitting milestone after milestone if you just keep doing what you're doing.
@skipthetutorial
@skipthetutorial 6 лет назад
That means a bunch to me - thank you for the kind words, Tucker! I appreciate the support
@OmegaChase1002
@OmegaChase1002 5 лет назад
Eh, I'm not a fan of boss battles where running away like a coward is the only way to defeat them.
@fernando98322
@fernando98322 5 лет назад
The first time I fought the Final Bowser in New Super Mario Bros Wii is one of my favorite moments in gaming. The build-up is similar to SM64 and Galaxy 1.
@nickpreveza
@nickpreveza 6 лет назад
Found you through /r/VideoGameAnalysis/, and it made my day. Your quality of content is excellent - I'm sure this channel will blow up very soon.
@skipthetutorial
@skipthetutorial 6 лет назад
Hey Nick! Thanks so much for taking the time to check out my stuff - I’m glad it brought you some value 👍 Good to know the videos on reddit has some payoff 🤣 Thank you for the kind words!
@od3stroyer771
@od3stroyer771 5 лет назад
That... That's a good thumbnail.
@LuckyX1113
@LuckyX1113 5 лет назад
An honorable mention would definitely be NSMB 2’s final bowser battle since you have to you have to quickly move up a vertical area using bone platforms that start to fall when you land on them with rising lava NSMB2 was bad we can all agree but they got their final bowser battle right
@Jdudec367
@Jdudec367 5 лет назад
eh...not bad more like decent but not the best and really the final fight kinda felt slow
@LuckyX1113
@LuckyX1113 5 лет назад
Yeah buts it’s definitely unique as this has never been done before
@Jdudec367
@Jdudec367 5 лет назад
@@LuckyX1113 true the most boring final boss of the new super Mario bros games is probably the ds one
@LuckyX1113
@LuckyX1113 5 лет назад
For sure
@myth9013
@myth9013 4 года назад
Me: *reading comment section of a king dedede vid* also me: *remembers the Kirby anime* Next vid (this one) Me, instantly: *******ITS DA SUPA MARIO SUPA SHOW!*******
@mermidion7552
@mermidion7552 3 месяца назад
rules for a great boss Battle: Rule #1 : be Bowser Rule #2: if you arent Bowser, you better hire him for your boss Battle. -the rules of a great boss, Written by Kamek ,Pulbished by KoopaINC
@snakevenom56
@snakevenom56 5 лет назад
I know you already got told about A Hat in Time, and I'm wondering about your thoughts there, but for 2d platformers, Shovel Kinght has bosses better than anything Mario ever put out, even if thats thanks to its Megaman inspirations. And for another 3d Platformer, have you looked into Astrobot? Each boss gives you some form of platforming to do in the fight, and makes use of one of the Controller Gadgets that you have, on top of fantastic presentation with their scale. Seriously, on the PSVR, a lot of games that try to have a realistic scale end up feeling a bit smaller than they should, like RE:7, but every boss in Astrobot feels like a proper titan towering over you.
@mredbadger
@mredbadger 5 лет назад
I disagree with your take on Meowser. It's a great fight and a good way to conclude the game, but it's severely held back by the auto-scrolling stage. You're not besting Bowser by outrunning him and using the cat powers better, you're dodging a pre-decided string of attacks while going at a slow pace decided by the game. I think the worst thing a platformer can make you do is wait, and that boss is full of waiting. To an extent, NSMB Wii is also like this. Both bosses are awesome spectacles, but they're not very fun to replay because they play out the same way each time and involve a lot of patience. You're very dismissive of the other bosses in 3D World, but the big snake and the jester do a much better job at using the Cat Suit and Double Cherry respectively. The former gives you more options to climb the smaller snakes to beat the boss quickly, and the latter gives you a higher chance of hitting the boss among its clones if you accumulate more clones yourself. Both bosses can be defeated without power ups, but the player is able to beat the bosses far more quickly if they're able to master the power ups. I think this is far more satisfying than a glorified auto-scroll stage. No complaints about 3D Land's final boss though. That fight is dope
@guyonyoutube3850
@guyonyoutube3850 4 года назад
3d World: You thought you knew our mechanics? Well why not give 'em to Bowser? 3d Land: You thought it would be that easy? Chase sequence! NSMBW: Expecting Princess Peach? Too bad, giant Bowser time!
@smeltstarverse7306
@smeltstarverse7306 5 лет назад
IMO I feel like the final LEVELS should be a test of everything you know, while bosses are more of a change of pace from the usual platforming. I do see what you're going for, though, and I would recommend keeping autoscrolling out of these "platforming" bosses at all costs. I do love when Bowser used the powerups, and think that should be used more with other bosses.
@iKhanKing
@iKhanKing 5 лет назад
See I don’t like the “level/boss hybrid levels” because A. I don’t feel like I’m actually fighting the boss, but instead just running away. B. Boss Battles to me are about a break in traditional horizontal/vertical play forming, and about effectively using the jump in a combat scenario. Galaxy and Odyssey’s bowser fights do that in spades, really encouraging use of Mario’s full range of jumps. I much prefer the strategy of building a level before and or after the final boss that brings back to platforming and core mechanics, as Odyssey did with its final sequence.
@sonicbelmont300
@sonicbelmont300 5 лет назад
While I find 3D World really bland overall and just a generally boring and lame game, Meowser is a fantastic final boss encounter. Although, if I had to say one of my favorite Mario boss fights, it'd definitely be Bowser in Mario Galaxy. I mean, it not only plays with the games mechanics in a fun way, it also makes you feel like you're actually damaging Bowser and you're truly FIGHTING him, not just outrunning/avoiding him.
@Eevian666
@Eevian666 2 месяца назад
When i was a kid i remember how crappy bowser was in Mario 64. The i fought Gruntilda. Best 3d platformer boss ever. It was awesome!
@delaneyelekes8660
@delaneyelekes8660 5 лет назад
Kirby Triple Deluxe's final boss focuses on pure fighting using the abilities you're given throughout the game, it's simple, but a fight in that way is good, and the fight ESPECIALLY takes advantage of the new 3D capabilities and hypernova ability. Both are good ways to end the game! Kirby Planet Robobot, though it has an interesting twist for a final boss fight, gameplay wise, it's treated as a starfox shooter, and has a clear disconnect from the rest of the game's gameplay or main mechanics. In Kirby Star Allies however, during the final boss, not only do you get to have an interesting new gameplay style introduced, similar to the shooting stars you can ride with your Allies throughout the game, only with a more 3D environment to fight in, but you also constantly go back and forth between that style of gameplay and traditionally fighting with your abilities. It tries to keep in mind that, although it can be fun to break formula, it's also important to remember not to forget the core mechanics, which I think is a good blend of what Kirby Triple Deluxe and Robobot were going for.
@FixTheWi-Fi
@FixTheWi-Fi 5 лет назад
Personally, I feel like the final battle of 3D World WOULD be great.... if it were faster. IT'S TOO BLOODY SLOW!
@ASquared544
@ASquared544 5 лет назад
Here's something that really annoys me in games: Predictable bosses. Essentially, bosses that have pre-prepared attack orders instead of random attack orders. I know it's sometimes necessary, but it can really ruin the fun of a boss battle, especially on second playthroughs. That 3D World Bowser battle is one of those, and all Kirby bosses follow this same example. The a major aspect of a boss is being unable to predict what they will do next, and reacting accordingly. This style of boss design sort of ruins that whole experience. When done right, or when it's necessary, I can accept it, but the Kirby franchise has just taken it way too far.
@thomasg26
@thomasg26 5 лет назад
Hey, you probably won't see this, but Bowser in Oddysey isn't what I would call the final boss, I'd say the final boss/culimination of the game is Darker side. It has you using basically everything you'd learned in your adventure, and really serves as a final exam. I feel like they'd have even used that as the final level had it not been so difficult. And after you clear Darker Side, you're treated to a direct thank you from nintendo. The triple moon you recieve is even called "Long Journey's End". Darker side is the true final level of Super Mario Odyssey, and the final test of everything you'd learned in the game. The reason nintendo didn't make it the final level in the story campaign is probably because they realized younger and more casual players wouldn't struggle to beat it after the first few failures, or something similar.
@neutraldalek4222
@neutraldalek4222 5 лет назад
I don't think the 3D World boss fight really works for 3 major reasons: 1: With stored power-ups you have 5 hits AND you get an extra bells as you ascend. This lets you take plenty of hits as you climb and if you get to the top with one extra hit you can damage boost all 4 pow block hits. This combination makes the final part where you actually get to fight back boring and not at all threatening. 2: You're locked in an auto-scroller. This makes speed and good use of the cat suit both unrewarding as all you get for outrunning Bowser is more difficulty seeing where you need to go next and it's harder to see threats until the screen catches up. For your best chance the average player is best off staying in the middle of the screen where you can best see the threats around you. 3: The battle doesn't work well atmospherically or provide much satisfaction. The battle doubling down on game-specific gimmicks makes the battle hard to take seriously. By splitting up Bowser into clones, the game makes the final showdown even less personal. As the attacks are always in the same places regardless of where the player is, it further diminishes the feeling that Bowser is fighting you. You leave the fight feeling like you completed a vertical auto-scroller, not a climactic battle. But Wii and 3D Land do a better job. For point 1: they are less both generous with power-ups and they put more emphasis on dodging attacks . For point 2: they both progress at the speed you can get through them. Wii does have a similar format to an auto-scroller, but the screen still centers on you, letting you platform as fast as you want when there aren't physical walls in your path. For point 3: Bowser targets you, making it feel more like a genuine fight. Both also do extra to make Bowser more intimidating. Wii has him tall enough to fill the screen as he chases you while 3D Land has his fireballs upgraded and gives him a whole new arsenal of attacks. A boss battle should still be a battle, not just another level with a boss slapped on it as an extra hazard.
@David-gt8fe
@David-gt8fe 4 года назад
I'd say that I would like a little bot of both types. For example, you could have bowser jump down, have him eat a super star, then have some sort of running sequence with obstacles. Or as a throwback to all of your progress, you could even replay the first level of the game with bowser chasing you. Afterwards, the super star runs out. Then you could have bowser jump into a staduim filled with minions and you would have a final showdown in there, but to switch it up, you would have to use the staduim's different parts (lights, the koopa shells from the audience, etc.) to hit bowser and knock him out after 3 hits. A button would fall down from the sky, you would hit it, the stadium would shake, you would quickly run into the back room, grab peach, and jump out the window as the stadium collapses on top of bowser. Just an idea to combine both types, and even make the box type battle interesting by using other means of defeating bowser.
@lunatic0verlord10
@lunatic0verlord10 5 лет назад
I always thought of "chase boss battles" as less "boss battles" and more "glorified auto-scrolling with hazards stage". A perfect combination of chasing, platforming and boss battle to be would be, well... your very first Boss Battle Breakdown. The problem with many Mario games is the disconnection between the platforming and the battling. Most of the abilities for both tend to not mesh well... With the exception of Odyssey, but that game didn't utilize those abilities that much with a lot of it's bosses. This is why I want a platformer where *Bowser* is the protagonist. Utilizing his abilities for one final battle would *require* a straight battle... Though some platforming could be involved...with the chaser of the battle being *you* as Bowser chases the final boss across the stage after each big hit. Kind of like what the original Spyro game did with it's bosses, but with a combination of chasing and fighting that is a bit more even.
@jokuemt
@jokuemt 5 лет назад
Hhey sk!p since you mentioned sonic and its bosses, have you played sonic advance 2? In that one you never literally stop moving(or going fast), even in boss battles.
@justsomeone4347
@justsomeone4347 4 года назад
In the final Bowser fight in Odyssey, yes the first part uses unrelated mechanic the 2nd and 3rd phase feel actually use the game staple mechanic by capturing Bowser. They even used the pixel sections from before.
@Chaossoul87
@Chaossoul87 2 года назад
Your bit at about 2:28 reminds me of Super Mario Land 2's final boss, Wario. He does the exact same thing, using your powerups himself.
@aidensavickas9227
@aidensavickas9227 5 лет назад
if I was two years old when new super Mario bros wii game came out, and the game came out in 2009, how old will I be the year 2019?
@alexbajcz7125
@alexbajcz7125 Год назад
The absolute best final boss of a platformer that I've played in terms of it being a final exam on all the mechanics was donkey Kong 64. And it's hilarious to boot!
@calebolds9609
@calebolds9609 5 лет назад
Shoutout to the entire Super Mario Galaxy series. Practically all of the bosses use the mechanics of the game - usually mechanics that'd been focused on during the past few missions
@KidzRuleStudios
@KidzRuleStudios 4 года назад
Super Mario 3D World is the best bowser fight in my opinion. I like how u believe Wii is the best because it is basically New Super Mario Bros with a Bowser fight twist.
@juicygoof
@juicygoof 3 года назад
I think an arena styled platformer boss fight that is perfect has to be Gruntilda in Banjo Kazooie. The game makes you use everything you’ve learned and you had the whole game to master the moves.
@Reubenaut
@Reubenaut 5 лет назад
I'm late but want to give my 2 cents. One platformer boss battle that is great is in Celeste where you have to chase after Badaline through the bottom of the mountain. Challenging you with platforming segments throughout testing the players skill up to the end. Also, other comments say that a battle like the given Mario examples don't feel fulfilling as you are just running to push a button not really damaging the opponent, the Badaline boss has this aspect as you have to run into her to progress the level and feel like you are "dealing damage". there is also the narrative aspect of the boss that gives the battle even greater meaning making it objectively one of the best platforming bosses giving all aspects of players a fulfilled battle.
@Yipper64
@Yipper64 5 лет назад
0:30 have you ever played sonic advance? MMM great sonic boss fights. also the studiopolice boss from Mania is pretty good.
@lincolnmiller4757
@lincolnmiller4757 3 года назад
I like how the Order of No Quarter fights in Shovel Knight tend to feature a gimmick from their respective stages, such as dark rooms, air currents, moving underwater, or digging enemies out of the ground.
@Funkopedia
@Funkopedia 5 лет назад
This is great, I had never played these 3, so just automatically dismissed a Mario boss fight to be impossible to make well: touch the axe or spin him around 3 times.
@peon9584
@peon9584 4 года назад
yeah I’ve been thinking this too. A final level should test what you learned in the game. Mario is a platforming game not even an action platformer, so it makes no sense that the test should be a boss battle. That would basically be like going through a year of history class, but the final exam is a science test.
@dreamlanderjoel8162
@dreamlanderjoel8162 5 лет назад
So essentially what you're saying is that Final Boss battles in Mario platformers are at their best when you're running away instead of actually fighting. I guess that makes sense since Mario games are more focused on the platforming rather action but I'm hoping that the next game has a nice mix between the two.
@sosasees
@sosasees 5 лет назад
When I'd put a Boss in a Platformer game, I wouldn't stray too far from the format that the rest of the Levels have. Boss Levels in Platformers should still be obstacle courses with platform, that feel similar to the normal platformer levels, just a little more intense.
@OriginalGameteer
@OriginalGameteer 5 лет назад
Still love Motley Bossblob even if he's just a minor character. I do hopes he comes back someday
@slateoffate9812
@slateoffate9812 2 года назад
I still don't know Bowser is defeated by a switch. In nearly every Bowser fight, the fight is won by an oversight in Bowser's own domain.
@corbinbarron8772
@corbinbarron8772 4 года назад
Oh, you mean what makes a good MARIO boss This isn’t the only platformer man
@crustyboyjosh2947
@crustyboyjosh2947 4 года назад
Clicked on this video just to say that the version of bowser in the thumbnail isnt from a platformer, the mario and luigi games are rpgs smh
@TheySayImTubby
@TheySayImTubby 5 лет назад
I'd love if in the boss battle you took control of those rabbit people to take down Bowser, with giving Bowser a health bar (hats on his head)
@xman987salvador8
@xman987salvador8 5 лет назад
...was the addition of the Super Bell, an item that, when collected, allowed Mario and friends to put on a cat suit and become furries
@Slayallday898
@Slayallday898 3 года назад
Super mario 3d land was my childhood game im happy someone actually meantions it in a youtube video i feel like its such an underrated game
@masonasaro2118
@masonasaro2118 4 года назад
mario boss tier list: s:mario world bowser a:mario 64 final bowser, mario 3 bowser b:wario c: d: f: literally anyone else
@invenblocker
@invenblocker 5 лет назад
My favorite platformer Bowser fight has got to be the one in Super Mario Galaxy.
@LPYoshi
@LPYoshi 5 лет назад
I would love to know what you think of the bosses in A Hat in Time! Will you ever make a video on A Hat in Time?
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