I like the koopalings even when their presence in Mario games gets repetitive. These are some great ideas. However, if Roy were to use his bill blaster cannon in a boss fight, then I think he should be the boss of Petal Isles. Or more specifically, the last line of defense before taking on Castle Bowser because it wasn’t until those last couple of levels when all the bullet bills had appeared to establish their gimmicks.
I honestly never got bored of the Koopalings. I think they have been some great boss fights and their previous mechanics combined with the Wonder Flower could have lead to some incredible boss fights
As a huge Koopalings fan , I really enjoyed what you come up with if they were in Super Mario Bros. WONDER. It certainly captures their traits and their personality.
Really happy to see a fellow Koopaling fan! Bosses really were the low light of Mario Wonder. I guess they took the critique "Koopalings are repetetive" too strong, and removed them completely. Even tho they could've been mega cool if they all got new powers in this game, and utilize Wonder's many transformations like in your concept here!
While we're at it, why not also give Kamek a proper boss fight too? Imagine him channeling the power of the Wonder Flowers in his wand and sending tons of different Wonder Effects to hinder you...
I personally believe that without kamek Bowser would not have been able to control the wonder power like he did. Seeing as the wonder effect is unpredictable there is no way he could've guaranteed becoming what he did and having control over it. Not without a smart master of magic like kamek to somehow control what the wonder power did.
I love the Koopalings. Their problem was always that they never had their full potential explored with their bosses. I feel like Wonder could've brought it out finally.
It’s funny how everyone was like “it better not just be the Koopalings again!” before the game came out, but now everyone is saying “I wish the Koopalings were there and not just Bowser Jr.!”
I had this exact same idea Here is what I had. World 1 you fight Morton First. With the size manipulation as his wonder gimmick. World 2 you fight Larry Koopa, with the platform gimmick. World 3, Roy Koopa is fought, and he fights you in an arena, where his duel has you tackling him with different character transformations. World 4 is Wendy. (The water arena fits her perfectly.) World 5 you fight Iggy Koopa. He uses Wonder transformations that makes his battle more of an escape type thing. You have to avoid his attacks until you can damage him. World 6 is Ludwig. (Ludwig uses the cloning, and making everything dark as his gimmick. Added with multiple projectiles and his ability to levitate or flutter jump, would make him a major threat. World Bowser would have Lemmy as the final Koopaling. As the koopaling who is a circus fan, he goes ahead and has exclusive wonder effects that make him have an effect on his movement. (so jet, spring, and invisible) He would also be fought right before you fight Bowser's Level. It would be as if he is the last line of defense from you stopping Bowser. You would also fight the Bowser castle itself in a style similar to Newers final boss fight. Defeating castle Bowser would leave it open for you to tackle the final world. Now for Kamek... his 3 Airship appearances would now be turned into Boss fights. You'd fight Kamek himself in the airship right before you do the whole Bowser button section. Defeating him would leave it open for you to destroy it. So you have to defeat Kamek before you destroy the airship. Bowser Junior would be the tower boss in the main 6 worlds. Getting stronger and maybe even using wonder effects of his own. In the special world, you'd get a special Bowser Junior Boss fight where he uses all wonder effects and power-ups to try and stop you. leading to a secret final battle.
I've always loved the kooplings, no matter what! They would've been PERFECT in this game with all the wonder possibilities! Even if there were only 4 palaces still, they could have two kooplings each, and then Ludwig would be in the final Bowser area!
@@LCharles34even more weirder the bosses that they do have are not even designed to differently from past games (they could’ve went nuts with bowser jr variations)
I actually think these ideas are really cool! I like idea of having to chase after some of Koopalings or having to go through maze while dodging them and I'm actually kinda suprised that the boss fights in Super Mario Bros Wonder weren't as fleshed out as the most of the other Wonder effects sections that are in rest of the game
"The koopaling battles are too repetitive!" "Alright, we'll get rid of them" "Woo- wait, who's their replacement?" "Replacement? That wasn't part of the deal"
People: We do not want Koopalings! Devs: Wish granted. Mario Wonder: *only has Bowser Jr., WHATEVER THAT DUMB EASY ROBOT BOWSER BOSS IN THE AIRSHIPS, and Bowser. Not even Kamek had a chance to shine.* People: No, this is not what we meant! We wanted original bosses, not just Jr. and Bowser, and that easy robot Bowser in the airship!
They definitely felt like they were meant to be in. But sadly, they warned like they would have had crazy things. Like I really wanted them in really badly
I think all your ideas were amazing, maybe the devs will see this video and take more time with the bosses, I think it would have been so cool if we got a boss dedicated to that weird dark cosmic energy, the stuff where that mario clone appears during like 2 wonder events in the game, I just feel like it hasn't been used in the game that much
Ludwig would be super cool if he played the organ, that is firing out flaimng pirrhana plant notes and he would ochestate the singing pirrhana plants, spike dancer, dancing ninjies and singing boos+ king boos would have been amazing. You could hurt him either when his organ jams and he flys from the background to the foreground.
I second this, new original bosses would make the game feel even more fresh and new, adding the koopalings would’ve taken it a step back to the NSMB era which is likely what Nintendo was trying to avoid.
@@VolcanoFarts15no the koopalings have been around for a while now, they’ve been here since the golden era with the original super Mario games on the NES
I absolutely miss the Koopalings now. Here are my ideas! Larry: (my personal favorite) A battle were he masters the water elements and makes them come alive, no, not something lame like Bowser jrs water fight. Wendy: a ballerina dance fight. She uses a mirror to shoot evil hearts at you occasionally. Iggy: a scientific potions fight. Iggy is the craziest of the bunch, and can boil up potions that erupt like volcanoes. Roy: he owns a bright purple car now, and it plays hard rock. A music fight. Morton: a strength related fight we’re you each acquire a magic hammer and break through pillars to get to each other. Lemmy: a circus performance fight. You know it would work. Ludwig: a fight were he plays a piano summoning evil music notes with teeth that try and attack you. Those are my ideas!
I thought of a boss battle idea for Morton, in which he gets extremely large. When he stomps, it stuns you, but when he ground pounds, it makes the bottom platforms go upwards, similar to his castle fight in Nsmbw, albeit faster and all the platforms one after the other. At certain points, he will do a series of jumps, and at the end, if you time it correctly, you can do a super bounce that lands on his head, incorporating the effects of the platforms in the Bowser boss fight.
I didn't really mind the bosses being just Junior. The Bosses just weren't really the focus of this game, the Devs were just more focused on the Wonder Events than the Boss Battles. Maybe if they see that we miss the Koopalings, they could maybe bring them back for a Mario Wonder 2. Or whatever the next Mario game is.
The problem with the Koopalings Imo is that they don't really do anything outside the spin-offs. If Bowser can constantly have different forms and appearances, why not the Koopalings.
It’s honestly not even about the koopalings. I think it’s more to do with just not having fleshed out boss battles with unique gimmicks. People originally complained about the koopalings because they were more or less the same mechanic-wise
I agree. The bosses is where this game dropped the ball. And if they did an expansion/DLC (which I think they should, even if there's some kind of philosophy that says they shouldn't), that should definitely have more, better, and more varied bosses. Maybe even Kamek says "Bowser and Bowser Junior were hoping to do this as a father and son bonding event. But sadly, someone had to wreck this triumph, so we've had no choice but to bring a few heavy hitters back. You shall pay for this right now!"
Honestly that would be SUPER interesting I like the fact that we need to make them more unique With their special ability it way better than we actually have Really good job 👍
usually for me the third most important factor for a game is the bosses so i was pretty dissapointed to see that only 2 bosses were actually somewhat decent
Here is an idea where we can have Bowser Jr. as a boss. Maybe he can be the boss at the end of every Battleship instead of the Robot Bowser thing. This is what Jr. does in NSMBWII and in NSMBU where he is the boss in the airships.
What I think they should’ve done: Koopalings as tower bosses And then the main boss of every world can be an actual original boss(of course, including Bowser Jr.) We could’ve had Petey Piranha, Boom Boom, even King Bob-bomb if we wanted!
I rlly wished the koopalings were the bosses in the palaces and bowser jr were a miniboss in a tower and they all have this cool wonder look like bowser jr, dang this would have changed the game 😕
I think if the koopalings were to come back, they would work with some sort of new mechanic, like Larry could have Petey piranha with him and Roy could have the unused clow car launcher (For anyone who doesn't know the game had some unused bossfights and one of them was a koopa clown car with a bullet launcher)
My time has come, I made a google doc with this premise the Koopalings plus Kamek. They are not in order and in addition they are the least plausible type of boss fights. How I made these fights I chose the last time we saw the Koopalings in a 2d game based on that so for example I watched a video on all of wendy's boss fights and one of them had her ice skating so that's the context for her fight Ludvig Von Koopas After knocking him out we’re about to grab the royal seed, when he comes back for an encore riding a boo and he grabs the seed merging with the boo turning into Ludvig Von Boo. Now to be fair and honest this is just a repeat of the boo opera level with Ludvig just throwing boos at you until you get to a button that turns on light immediately defusing the two. Lemmy Koopa After knocking him down he gets wonderfied and we enter the Hoppo wonder effect where the ceiling and floor is lava. Lemmy will throw some conjured Hoppos at you trying to knock you into the lava, now even if you don’t have the elephant power up you can knock the hoppos back at him to do the same thing Roy Koopa After knocking him down he gets wonderfied and enters the ground as he’s merged with the drill power up, but wait that’s not all as he also has the Seeker Bullet Bills. Now it’s obvi that you can’t jump on him because he has the drill hat and while you can beat him with the elephant fruit, fire flower and even the drill your supposed to use the seeker bill to hit him when he comes out the ground Iggy Koopa Now to those reading this, as the lankiest member of the Koopa, most would think to choose the stretch wonder effect, but you would be wrong. After knocking him down the lanky koopa he gets wonderfied and he is now riding on a cloud made of gnashers. Wendy O. Koopa After defeating her she gets wonderfied and we get a unique wonder effect. Teaming up with the ice kicking Outmaways, Wendy can ice skate onto the blocks. Obviously you just have to jump on her head to defeat her, but the aforementioned ice block might make this task difficult as they easily spell your doom. Morton Koopa Jr. After knocking him down he gets wonderfied. Morton disappears then holes in the walls open up and we hear the familiar sound of a bullrush stampede and riding on top of them is Morton. Now the Bullrushes will exit one hole and enter the hole perpendicular to the exit while Morton throw magic or something at you and just for the record the room were in is three platforms. Now all we got to do is jump on mortons head while not being trampled by the stampede Larry Koopa After knocking him down he gets wonderfied kind of. To reiterate context I looked at the koopalings boss fights from other games the exception being Ludvigs and Morton and matched them with an appropriate wonder effect, but with Larry he got nothing interesting. That being said, for Larry wonder fight, a combination of living pipes and light bridges happen. Kamek After knocking him down he gets wonderfied sort of. Yes Kamek gets a wonder form, but it is more of the stage and player changes. Everytime Kamek gets hit he changes the wonder event happening in the boss fight. Its start off with the slow down and speed up wonder event then after you hit him he changes the wonder event into the falling pipe wonder event. After you hit him again he turn you into a goomba in tandem with the living pipe wonder effect.
I agree with all of these and I also feel like Bowser Jr. should’ve replaced the airship “bosses” since those weren’t really anything in the first place. I think if you just took all of Junior’s fights (not the water one) and put them in each airship, it’s automatically better. And also the final Bowser world could have a Kamek fight somewhere in the middle because it’s absolutely criminal that he doesn’t have a fight.
This is where koopalings should be, koopalings + wonder flower could be interesting, but only as a hard mode, so the first koopaling doesn't bore people out
Some ideas I had thought of was: Maybe Iggy's Boss fight wiuld have him turn into a hoppycat mid-way, then he would jump high and try to meteor towards the player. Or maybe their hoppycat form could latch onto walls, floor and the ceiling, and ricoche erraticaly to catch the player off guard. Another idea would of been for one of the koopalings to have a spikeball form mid-battle, they would roll around the stage, maybe the walls in some areas lead to a tunnel from where the koopaling could go into, and then apepar in aother tunnel to surprise the player.
I miss haunted houses for once. When i discovered that there was like 1 (one) ghost house level i got pretty disapointed, honestly. This and the bosses could've been better.
The Wonder effects for Boss Battles NEED correspond with the rest of the World. It wouldn't make sense to have the Jelly Blob transformation in the first world. W1 Pipe-Rock Plateau: Lemmy will be a basic boss battle starting with Moving Pipes. Then he'll summon Singing Piranhas from the pipes. Finally the pipes will spawn a bunch of Hoppos. Using goofy Lemmy is perfect for the the early goofy Wonder effects. W2 Fluffpuff Peaks: Larry will summons a climbable tower of Pole Blocks, and after each hit, you'll free fall down to the ground as he attacks you. W3 Shining Falls: Ludwig, the clever one, will turn Mario into a Hoppycat and send Giant Hoppycats to attack. W4 Sunbaked Desert: Wendy steals all the water for a personal spa will angrily send you to the dungeon at the BEGGINING of the level. The level itself is a more puzzle-like maze to get through like the Color-Switch palace and the Shova Mansion. All the wonder effects make traps, as well as fire Wendy's signature rings. The final phase is being chased by a giant boulder WHILE turned into a spiked ball. The giant spike boulder will actually crash through the castle, freeing all the water from the castle. W5 Fungi Mines: Roy, the Bully that he is kidnapped the miners. The entire level will play similarly to the Poison Ruins mixed with an enemy gauntlet, each gauntlet has a kidnapped Popplin. W6 Deep Magma Bog: Iggy will befriend an evil version of the Bone Dragon and you'll have a Boss Fight while the dragons you stand on dip in and out of lava. Iggy tends to like using monsters to fight for him. Hub Petal Isles (Fightable after exploring all of the Petal Isles): This will be a GOOMBA Boss fight. Morton will spend the whole auto scroller trying to Smash you or send waves of Munchers and Maw-Maws. Using Morton here cuz he's the fat one lol. W7 Bowser's Castle: Bowser Jr. basically does the Bullet Bill launcher battle you said in the video. He does it from his new Wonder-fied Clown Car.
I feel like with the wonder effects, this game would’ve been the best game for the Koopalings to appear in because they could each have their own unique wonder mechanic.
I dont get why they weren't in this game, if anything they made bosses interesting since they all play differently (there's also seven of them, which is the same amount of wonder seeds)
I say Nintendo should’ve given us boss fights that were just Kamek with his Yoshi’s Island antics, either a souped up enemy, or the environment morphs itself into a boss. Basically Kamek could’ve had his magic amped up by the Royal Seed and we have to beat whatever boss he spawns to extract that seed
I think one of the Koopalings should team up with another so there's one boss fight where you fight both at the same time. I was thinking about combing the wonder effects. Particularly slowing down and speeding up time. This might work with any combination, but I was thinking Larry and Iggy since they both "ride" on objects so they'll focus on trying to run you over while trying to trip you up with the time adjustments.
I like these ideas, but I would do some rearranging: -If Larry turned you into a Wubba, which is a really good idea by the way, then it would be better for him to be in Fungi Mines, which is the only world where Wubbas and the Wubba transformation are. -Since Lemmy would use Hoppos, he should be the first boss, allowing for a nice and easy mechanic. -Roy should be in the Petal Isles, since the fight would lead up to the Bowser Castle, which is where the new Bullet Bill variants were introduced. Other than that, I love it!
I thought it'd be cool if Morton and iggy were swapped, iggy could be chasing you through a maze as a wubba, and Morton could've used the hammer to cause stalactites to fall because shining falls is a big cave
Do you know what I thought would’ve been fun? Make the koopalings mid level bosses, and for final boss battles instead of fighting them again, they use their wands to transform regular enemies into wonder monsters.
I played through Wonder wondering (haha) where the koopalings were. I went through every boss battle like “okkk which one am I facing” and was disappointed every time it was bowser jr again and again.
I like to think of some of the Wonder Effects as bosses: the giant enemies, Cosmic Mario, King Boo, and even that Bowser-shaped robot in the airship levels.
honestly, the koopalings in my opinion were ALWAYS great despite being overused. imo their only issue is that theyre extremely easy to chain attack. their bosses always has cool concepts (morton using a frickin hammer to launch a pokey at you, wendy flooding the stage, iggy walking on the ceiling or riding a chain chomp, ludwig in nsmb wii), but they hardly matter since theyre so easy to hit out of their shells. the only fix they need is to have them make a shockwave before leaving their shells to knock mario back. that said, the koopalings in this regard would have been PERFECT for wonder
I feel like one creative idea wouldve been like, having all the koopalings showing up at the last level before the bowser fight, using the wonder flower powers to combine as one, having the fight change everytime they get hit, to represent the boss arean you fought each on individually, with the fusion each of the koopalings attacks
Here are my ideas, although I invision a boss-rush DLC taking place in a more traditional castle that has been changed by wonder power: Larry would enter a badminton-minigame, where he uses a tennis racquet to play badminton with a big bomb, which acts similarly to the number bubbles in game. When the bomb hits the ground, it lights that side ablaze, so you need to bounce it back to Larry until he fails to hit it back. He then takes a break while a few more enemies come to your side to beat you up (haters, presumably). Morton would summon an entire buffet (in fact, his wonder event was active long before you arrive sand you can even hear Ludwig telling Morton not to waste the wonder effect). Morton, after noticing the player (or getting hit by them if the invisibility badge is used for a free hit), gets his hammer, which is now a burning cake on a candy cane. Morton hits the ground with his his hammer, causing burning shockwaves on the ground. He also swings his hammer around himself, spinning, which allows you to attack him via jumping. After being hit, Morton jumps on the edge of one of the dining tables, causing the food on it to fling upwards and come crashing down for you to dodge, after the second hit, he does this twice and three times if you tricked him using the invisibility badge for the first hit. Wendy summons giant rings around the players inside of an underwater arena, forcing the players to stay inside it for some time until it breaks, Wendy however will fire small rings at the players and summon cheep cheeps as assistance she also uses the dolphin kick mush more often than BJ. If players are too spread out, shell summon a larger ring that includes all of them and shrinks it down to be about 10 tiles wide (inside circle about 8). Iggy would grow really TALL, like to high for anyone to jump at including wall jumps. His hair would form a palm tree like structure, with coconuts resembling chain chomps growing on it. The coconuts drop and then run towards the player, chomping. They can’t change direction so they’ll hit the wall and crack open. Iggy himself will at times become smaller, in fact, he’ll be compressed to the point of him being the same height as lemmy. He’ll be held up by his longer hair acting as legs, allowing you to go under him, as he’ll come closer to you, reducing your space. Some coconuts resemble a bob-omb, which can be picked up and thrown at Iggy, although they explode shortly after spawning. After being hit, his size rapidly shifts, disorienting him while he accidentally summons a giant coconut chain chomp that jumps and charges at the player, cracking open after hitting the wall five times, then Iggy gets up, starting to also spit fire. Roy will use the wonder flower to summon a battalion of bullet bills while he chills on a catwalk above you, jump on the bullet bills to reach the catwalks, after which Roy becomes metallic and morphs his arms into bullet blasters, shooting bullets at you and occasionally using them as jet-packs. As Roy is metallic, he is immune to your attacks and must be hit by seeker bullet bills being redirected on him. After each hit he uses his arms as jet-packs and flies to the next floor, requiring the player to parkour across bullet bills yet again. Lemmy uses the wonder effect to create a circus act, turning the player into a goomba, although he takes a bit of time so the player actually gets quite close to hitting Lemmy, with him playing this for laughs of course. The player must then dodge lemmy’s projectiles and avoid falling into a pit, then ambushing Lemmy as he was busy listening to the audience applauding him. Lemmy then turns the player into a wubba (the slime) and putting them into a tube maze filled with enemies, repeat the stick and hit Lemmy again, and he turns you into a hoppycat and goes to the top of the tent, thus the player must jump towards lemmy and hit him while he is performing a trapeze act for the final hit. Ludwig will use the wonder Flower, although he’d use it on his wand instead, upgrading his magic abilities directly. Apparently he is the only one to think of doing that. He then transforms himself into an albino crow, then summoning a murder of additional black crows, some of which make the boss music including the chants while others are part of the attacks, I’ll call the real Ludwig the white crow for now as it’s easier to visualize. The other koopalings as well as other audience members show up in clown cars (or in Kameks case on a broom) to watch. In the first phase, a small flock of crows will encircle the white (real) one and fly around, swooping at the player before performing a kamikaze ram attack, leaving behind the white one who casts a spell before getting new crows to protect him, during that time being vulnerable. In the second phase, a larger swarm would chase down the player across a bridge, while the white one casts magic spells and summons henchmen, some of them being buzzy beetles, which can be thrown at the white crow to damage it. The audience follows the fight. After this phase is beaten, the player enters an enclosed area with a power up block, if it’s not hit, the crows destroy it. In the third phase, the swarm would fly across the screen constantly, almost entirely blocking vision, with the audience peeking in through windows and cameras being present. The white crow will then summon ricochet magic blasts that bounce around the room. The player has to navigate towards the constantly moving white crow and hit it. In the fourth phase, the white crow is constantly encircled by a good chunk of black crows. The other ones fly across the ceiling and drop lethal potions they picked up from shelves on the ground, leaving an area of effect. If the player puts a cushion below a falling potion, the bottle doesn’t break and can be picked up and thrown at the crows, which will eliminate the black ones, while the white one is immune to the effect, although Ludwig bragging about that ability gives one the prime opportunity to just jump on him. After that all the crows leave through a trapdoor in the ceiling, the audience going there as well with the exception of junior who only leaves when the player does.The player will leave using a ladder that the crows purposefully dropped down to follow them, although a power up block also falls into place on the opposite side, be quick however as the room is slowly filling with deadly gas from the potions. In the fifth phase, taking place at the top of the entire castle with the audience watching from afar, the swarm would encircle the arena and occasionally fly across it while the real Ludwig uses his crow form to permanently soar high up above, casting some spells and then repositioning. You’d have to jump on the other crows and use the gained height to reach and him. In the sixth phase the white crow hides inside a giant Ludwig shaped swarm in the background, sending swarms of black ones in clumps of five above the screen to drop down on the ground, with them spreading into cardinal and diagonal directions. Meanwhile the white crow casts lightning upon the arena and commands the giant Ludwig to hit the arena with its arms, releasing crows flying from it at the player. After one of arms is gone, you can quickly enter its hollow insides and fight the white crow in the background, who still casts spells like Ludwig regularly would.
Larry's done a few more things elsewhere. I like to often think, since he was a former leader for the group. I vaguely recall him doing some stealth such before, which works well with that. So, what if Larry was a stealth focus, to compensate for being physically weak compared to the rest of the koopalings?
NSMB DS set the gold standard back in 2006. Koopaling mini boss + unique world boss for every world. As far as I can recall, the games haven’t had the same boss variety since. I can understand the Wonder mechanics have the primary focus this time, but it’s still a little strange to see Bowser Jr take the role of every world boss
Lemmy and Iggy are probably the most obvious ones, just giant balls and a giant chain chomp personally would put Lemmy in world 1 because hoppos are very similar to his bouncy balls, Wendy in world 4 because of her usual water theming, and Roy in the Petal isles since all 3 new Bullet Bill types are introduced there
This is a pretty cool concept, but here’s my order you fight the Koopalings: W1: Iggy (Wonder Effect: Ride a giant Chain Chomp that chases you through the whole castle and pressing a button outside the castle for the entire thing to collapse) W2: Wendy (Wonder Effect: Throws rings which move constantly and can multiply each time you hit her and the room shrinks each time you hit her as well) W3: Lemmy (Wonder Effect: You and Lemmy are standing in a slippery floor with gaps in the sides and Lemmy will throw either balls you can jump on to hit him or balls with spikes which damage you or even balls with fire which can kill you instantly) W4: Morton (Wonder Effect: He will have a shield with radiation that can kill you instantly but each 20 second a pipe of water flows down to destroy the shield making you able to hit him) W5: Roy (Wonder Effect: You will battle against him with bullet bills everywhere, the bullet bills can be normal, faster, follows you, with fire which kills you instantly or a banzai bill) W6: Larry and Ludwig (Wonder Effect: You’re standing above a pit of lava, Larry will lower the ground slowly to the lava and will jump onto Ludwig which flies around the room and there will be a invisible platform you can find before you burn into the lava and after you jump on the platform and get onto a shell machine and throw the shell to Ludwig (must be Ludwig) than the ground will rose again and after you hit Ludwig both him and Larry will fall down to the ground)
an idea for morton: have the floor of the stage be covered in the jelly from the wubba ruins, and when he hits it with his hammer, the other parts of it rise up and launch you into the air and another for ludwig: have the magma bog be erupting, with you and ludwig both trying to get out, because iirc there werre mentions of the lava rising in that world
For Morton, I imagine his wonder effect is him becoming resistant to all of your attacks and summoning Konks in his battle. Your attacks won’t deal normal damage to him but they will stun him for a split second, which, if timed properly, will allow a Konk to fall on top of him which will cause actual damage. And for the last hit, Morton summons one of the Giant Konks that Crush the entire stage and he breaks crystal blocks below him with his hammer. There will be small gaps that you can run through, but Morton can’t, which is why he uses his hammer to break them. You need to hit him on the head enough times so that he stays stunned long enough that he gets crushed by the Giant Konk before you. It might be kind of hard to create in practice, but I feel like it would be an interesting idea as you’ve said you didn’t have a great idea for his boss fight.
For me: Lemmy's ball is a vortex that either pull or pushes depending on how he rolls it. Wendy's would turn into shapes that can separate and target you Roy's would turn into a Mammoth that shoots water to stun you. Iggy's would be stretching parts of his body which you have to use to smack back at him Mortons turns into a mole that trys to get under you leaving jagged shards as he moves Larry's would turn him into a spring that makes him invincible to jump attacks so you have to get him to jump into spikes. Ludwig would turn into a Vulture that shoots feathers and rises Lava from the ground, walls, and ceiling.
My ideas: World 1 (Pipe-Rock Plateau): Larry. (Same idea) World 2 (Fluff-Puff Peaks): Iggy. (Same idea) World 3 (Shining Falls): Wendy. (Wendy at first uses her pattern from New Super Mario Bros. Wii, jumping around and throwing bouncing rings, but after taking a certain amount of damage, she floods the room, becomes a Mer-Koopa, and uses SplashWoman's attack pattern in RockMan 9: The Ambition's Revival!!, swimming up in a wavy path while Cheep Cheeps charge in from the sides. When she reaches the top, she launches fireballs, rings, and light spears downward. The spears pierce through terrain, the rings bounce off it, and the fireballs are stopped dead by it. After more hits, she, still in Mer-Koopa form, switches to the pattern she had in Super Mario World, albeit throwing rings and fireballs if she pops out headfirst. If she pops out tail-first, she can only be damaged by fire.) World 4 (Sunbaked Desert): Roy. (Same idea) World 5 (Fungī Mines): Lemmy. (Same idea at first, but Lemmy may summon exploding balls. After a few hits, however, Lemmy will create ghost bombs that summon ghost enemies, and his arena becomes spookier.) World 6 (Deep Magma Bog): Morton. (Same idea) World 7 (Petal Isles): Ludwig. (Same idea, except Ludwig should incorporate music into his fight, with the battle being rhythm-based. Ludwig is also the gatekeeper to Castle Bowser.)
"Uuuugh we hate getting the Koopalings all the time!" "Oh, this game is diverging a lot from the New Soup series? No Koopalings, yay! Can't wait for a lot of unique bosses!" (Nintendo slides a small plate over containing all 3 bosses this game has despite its creative premise for boss flexibility) "...GIVE US THE KOOPALINGS BACK PLEASE!!"
I like the koopalings even when their presence in Mario games gets repetitive. These are some great ideas. However, if Roy were to use his bill blaster cannon in a boss fight, then I think he should be the boss of Petal Isles. Or more specifically, the last line of defense before taking on Castle Bowser because it wasn’t until those last couple of levels when all the bullet bills had appeared to establish their gimmicks.
That would also be a call back to paper Mario color splash in that game he was also the last line of defense
agree
Agree + he could shoot different bullet bill varients each time I mean come on Nintendo didn’t add 3 new bullet bill types for nothing
Yeah, The Koopalings are pretty cool even if there boss fights weren't usually all that creative
That makes sense!
I honestly never got bored of the Koopalings. I think they have been some great boss fights and their previous mechanics combined with the Wonder Flower could have lead to some incredible boss fights
As a huge Koopalings fan , I really enjoyed what you come up with if they were in Super Mario Bros. WONDER. It certainly captures their traits and their personality.
Amen
I don't want to see Koopalings.
I would like to see new characters that acts similarly to the Koopalings.
Mmm
@@superbirdo1430good enough I just didn’t want to just see bowser jr in every map
@@superbirdo1430true, kinda like what they did in 3D World and the Galaxy games.
Really happy to see a fellow Koopaling fan!
Bosses really were the low light of Mario Wonder. I guess they took the critique "Koopalings are repetetive" too strong, and removed them completely.
Even tho they could've been mega cool if they all got new powers in this game, and utilize Wonder's many transformations like in your concept here!
The Koopalings would've made the bosses a lot better and not just Bowser JR in there
Which is ironic because everyone wanted them gone but now……we want them back
@@clonetrooper2003that’s what I’m saying! 😂
@@clonetrooper2003well thats what people get for complaining too much
@@Moonshine568 yeah
@@yoshiponyoschannel6471 ikr
Ludwig should have came in just before Bowser. Making his music very important to the fight. I would have thought that would have been cool
While we're at it, why not also give Kamek a proper boss fight too? Imagine him channeling the power of the Wonder Flowers in his wand and sending tons of different Wonder Effects to hinder you...
Cool!
I personally believe that without kamek Bowser would not have been able to control the wonder power like he did. Seeing as the wonder effect is unpredictable there is no way he could've guaranteed becoming what he did and having control over it. Not without a smart master of magic like kamek to somehow control what the wonder power did.
@@thatgayguy9365 Oh that's true
I love the Koopalings. Their problem was always that they never had their full potential explored with their bosses. I feel like Wonder could've brought it out finally.
It’s funny how everyone was like “it better not just be the Koopalings again!” before the game came out, but now everyone is saying “I wish the Koopalings were there and not just Bowser Jr.!”
I had this exact same idea
Here is what I had.
World 1 you fight Morton First. With the size manipulation as his wonder gimmick. World 2 you fight Larry Koopa, with the platform gimmick. World 3, Roy Koopa is fought, and he fights you in an arena, where his duel has you tackling him with different character transformations.
World 4 is Wendy. (The water arena fits her perfectly.) World 5 you fight Iggy Koopa. He uses Wonder transformations that makes his battle more of an escape type thing. You have to avoid his attacks until you can damage him. World 6 is Ludwig. (Ludwig uses the cloning, and making everything dark as his gimmick. Added with multiple projectiles and his ability to levitate or flutter jump, would make him a major threat. World Bowser would have Lemmy as the final Koopaling. As the koopaling who is a circus fan, he goes ahead and has exclusive wonder effects that make him have an effect on his movement. (so jet, spring, and invisible) He would also be fought right before you fight Bowser's Level. It would be as if he is the last line of defense from you stopping Bowser.
You would also fight the Bowser castle itself in a style similar to Newers final boss fight. Defeating castle Bowser would leave it open for you to tackle the final world. Now for Kamek... his 3 Airship appearances would now be turned into Boss fights. You'd fight Kamek himself in the airship right before you do the whole Bowser button section. Defeating him would leave it open for you to destroy it. So you have to defeat Kamek before you destroy the airship.
Bowser Junior would be the tower boss in the main 6 worlds. Getting stronger and maybe even using wonder effects of his own. In the special world, you'd get a special Bowser Junior Boss fight where he uses all wonder effects and power-ups to try and stop you. leading to a secret final battle.
I've always loved the kooplings, no matter what! They would've been PERFECT in this game with all the wonder possibilities! Even if there were only 4 palaces still, they could have two kooplings each, and then Ludwig would be in the final Bowser area!
The wonder flower gave bosses so much potential in this game.
Yet, for some reason, Nintendo chose to make Jr the boss of EVERY location instead of making original designs.
@@ma3mc3mu-Xeven weirder how the game gives you freebies with no bosses (only world 3 and 5 I believe)
@@LCharles34even more weirder the bosses that they do have are not even designed to differently from past games (they could’ve went nuts with bowser jr variations)
I actually think these ideas are really cool! I like idea of having to chase after some of Koopalings or having to go through maze while dodging them and I'm actually kinda suprised that the boss fights in Super Mario Bros Wonder weren't as fleshed out as the most of the other Wonder effects sections that are in rest of the game
"The koopaling battles are too repetitive!"
"Alright, we'll get rid of them"
"Woo- wait, who's their replacement?"
"Replacement? That wasn't part of the deal"
People: We do not want Koopalings!
Devs: Wish granted.
Mario Wonder: *only has Bowser Jr., WHATEVER THAT DUMB EASY ROBOT BOWSER BOSS IN THE AIRSHIPS, and Bowser. Not even Kamek had a chance to shine.*
People: No, this is not what we meant! We wanted original bosses, not just Jr. and Bowser, and that easy robot Bowser in the airship!
shadow mario has left the chat
@@ryanepic45 If you wanna count him, sure. But I meant bosses that die from taking damage, not by poofing outta existence.
Devs: What do you WANT!?
I really thought that we were getting unique Bosses when I first saw those Airship Factory Bowser Things 😭
They definitely felt like they were meant to be in. But sadly, they warned like they would have had crazy things.
Like I really wanted them in really badly
I think all your ideas were amazing, maybe the devs will see this video and take more time with the bosses, I think it would have been so cool if we got a boss dedicated to that weird dark cosmic energy, the stuff where that mario clone appears during like 2 wonder events in the game, I just feel like it hasn't been used in the game that much
Yeah maybe like the Cosmic Mario could turn gigantic and chase after you breaking an entire level, along with little Cosmic Marios trying to stop you
Hate to be a wet blanket, but the possibility of the devs seeing this and taking more time with the bosses is like zero
Love the idea of having the foreground/background mechanic in one of the bosses, honestly they should've made an entire world themed around that.
It’s also really annoying because fungi mines and shining falls both don’t have bosses, so I feel we didn’t get enough boss action
Nin10do Land showing up with all the ideas for making every Nintendo game a 10/10
I was hoping they would be in there! For once people actually cared about them finally!
Ludwig would be super cool if he played the organ, that is firing out flaimng pirrhana plant notes and he would ochestate the singing pirrhana plants, spike dancer, dancing ninjies and singing boos+ king boos would have been amazing. You could hurt him either when his organ jams and he flys from the background to the foreground.
The koopalings would've been awesome to see in Super Mario Bros Wonder
Honey, wake up, Nin10do Land uploaded
I don't get it, it's only been 1 day
He’s a multi daily uploader? What are you even talking about man
@@GalacticalSceron the whole thing is that Nin10do Land uploading is important, no matter how far apart uploads are
This video is making me hope that we somehow get a DLC for Wonder and it comes with the Koopalings bosses and their respective wonder effects
Like Jr, the Koopalings are TOO repetitive. Why didn’t they re-establish original bosses?
I second this, new original bosses would make the game feel even more fresh and new, adding the koopalings would’ve taken it a step back to the NSMB era which is likely what Nintendo was trying to avoid.
The koopalings have only been in 5 mainline games that is far from repetitive you’re right about Jr tho
@@VolcanoFarts15no the koopalings have been around for a while now, they’ve been here since the golden era with the original super Mario games on the NES
The fact that New Super Mario Bros (DS) is the only 2D Mario to have truly unique bosses is baffling.
@@Pleasestopnoguingso? They are unique that’s a good thing
I absolutely miss the Koopalings now. Here are my ideas!
Larry: (my personal favorite) A battle were he masters the water elements and makes them come alive, no, not something lame like Bowser jrs water fight.
Wendy: a ballerina dance fight. She uses a mirror to shoot evil hearts at you occasionally.
Iggy: a scientific potions fight. Iggy is the craziest of the bunch, and can boil up potions that erupt like volcanoes.
Roy: he owns a bright purple car now, and it plays hard rock. A music fight.
Morton: a strength related fight we’re you each acquire a magic hammer and break through pillars to get to each other.
Lemmy: a circus performance fight. You know it would work.
Ludwig: a fight were he plays a piano summoning evil music notes with teeth that try and attack you.
Those are my ideas!
I thought of a boss battle idea for Morton, in which he gets extremely large. When he stomps, it stuns you, but when he ground pounds, it makes the bottom platforms go upwards, similar to his castle fight in Nsmbw, albeit faster and all the platforms one after the other. At certain points, he will do a series of jumps, and at the end, if you time it correctly, you can do a super bounce that lands on his head, incorporating the effects of the platforms in the Bowser boss fight.
That would actually be sick! Nintendo, HIRE THIS MAN/WOMAN
@yoshiponyoschannel6471 thank you 😊
@@ProdigyMaster100 no problem!
Me watching wonder trailer: Oh wow! Cool bowser jr boss! I bet there will be more original bosses like this one.
All the bosses end up being jr:
I didn't really mind the bosses being just Junior. The Bosses just weren't really the focus of this game, the Devs were just more focused on the Wonder Events than the Boss Battles. Maybe if they see that we miss the Koopalings, they could maybe bring them back for a Mario Wonder 2. Or whatever the next Mario game is.
The problem with the Koopalings Imo is that they don't really do anything outside the spin-offs. If Bowser can constantly have different forms and appearances, why not the Koopalings.
It’s honestly not even about the koopalings. I think it’s more to do with just not having fleshed out boss battles with unique gimmicks. People originally complained about the koopalings because they were more or less the same mechanic-wise
Never in my life would I ever miss the Koopalings, but I’ve grown appreciative of these guys!
Especially after Wonder lacked any meaningful bosses.
If the Koopalings were in Wonder it would have been better than having to fight Bowser Jr. EVERY. SINGLE. CASTLE.
I agree. The bosses is where this game dropped the ball.
And if they did an expansion/DLC (which I think they should, even if there's some kind of philosophy that says they shouldn't), that should definitely have more, better, and more varied bosses. Maybe even Kamek says "Bowser and Bowser Junior were hoping to do this as a father and son bonding event. But sadly, someone had to wreck this triumph, so we've had no choice but to bring a few heavy hitters back. You shall pay for this right now!"
I never got bored of the koopalings
Finally someone finally sees why the koopalings should of been in super Mario bros wonder at
The Koopalings are so underrated in Mario Kart 8 Deluxe. You just almost never see them online.
My go-to is Larry Koopa, and I almost never change it. I love all the Koopalings.
@@mattdickson627fellow Larry main 🤝🏻
@@sicklyeel let’s gooooo I can’t believe it
It’s almost as if they took all of the Koopalings’ gimmicks and put them in the game but they just got rid of the actual Koopas.
Fans: It's all just Bowser jr.
Nintendo: but he's not a Koopaling.
Honestly that would be SUPER interesting
I like the fact that we need to make them more unique
With their special ability it way better than we actually have
Really good job 👍
usually for me the third most important factor for a game is the bosses so i was pretty dissapointed to see that only 2 bosses were actually somewhat decent
Here is an idea where we can have Bowser Jr. as a boss. Maybe he can be the boss at the end of every Battleship instead of the Robot Bowser thing. This is what Jr. does in NSMBWII and in NSMBU where he is the boss in the airships.
What I think they should’ve done:
Koopalings as tower bosses
And then the main boss of every world can be an actual original boss(of course, including Bowser Jr.)
We could’ve had Petey Piranha, Boom Boom, even King Bob-bomb if we wanted!
I rlly wished the koopalings were the bosses in the palaces and bowser jr were a miniboss in a tower and they all have this cool wonder look like bowser jr, dang this would have changed the game 😕
Hopefully Nintendo takes notes and there will be Koopalings DLC. These ideas will work out almost perfectly
I think if the koopalings were to come back, they would work with some sort of new mechanic, like Larry could have Petey piranha with him and Roy could have the unused clow car launcher (For anyone who doesn't know the game had some unused bossfights and one of them was a koopa clown car with a bullet launcher)
My time has come, I made a google doc with this premise the Koopalings plus Kamek. They are not in order and in addition they are the least plausible type of boss fights. How I made these fights I chose the last time we saw the Koopalings in a 2d game based on that so for example I watched a video on all of wendy's boss fights and one of them had her ice skating so that's the context for her fight
Ludvig Von Koopas
After knocking him out we’re about to grab the royal seed, when he comes back for an encore riding a boo and he grabs the seed merging with the boo turning into Ludvig Von Boo. Now to be fair and honest this is just a repeat of the boo opera level with Ludvig just throwing boos at you until you get to a button that turns on light immediately defusing the two.
Lemmy Koopa
After knocking him down he gets wonderfied and we enter the Hoppo wonder effect where the ceiling and floor is lava. Lemmy will throw some conjured Hoppos at you trying to knock you into the lava, now even if you don’t have the elephant power up you can knock the hoppos back at him to do the same thing
Roy Koopa
After knocking him down he gets wonderfied and enters the ground as he’s merged with the drill power up, but wait that’s not all as he also has the Seeker Bullet Bills. Now it’s obvi that you can’t jump on him because he has the drill hat and while you can beat him with the elephant fruit, fire flower and even the drill your supposed to use the seeker bill to hit him when he comes out the ground
Iggy Koopa
Now to those reading this, as the lankiest member of the Koopa, most would think to choose the stretch wonder effect, but you would be wrong. After knocking him down the lanky koopa he gets wonderfied and he is now riding on a cloud made of gnashers.
Wendy O. Koopa
After defeating her she gets wonderfied and we get a unique wonder effect. Teaming up with the ice kicking Outmaways, Wendy can ice skate onto the blocks. Obviously you just have to jump on her head to defeat her, but the aforementioned ice block might make this task difficult as they easily spell your doom.
Morton Koopa Jr.
After knocking him down he gets wonderfied. Morton disappears then holes in the walls open up and we hear the familiar sound of a bullrush stampede and riding on top of them is Morton. Now the Bullrushes will exit one hole and enter the hole perpendicular to the exit while Morton throw magic or something at you and just for the record the room were in is three platforms. Now all we got to do is jump on mortons head while not being trampled by the stampede
Larry Koopa
After knocking him down he gets wonderfied kind of. To reiterate context I looked at the koopalings boss fights from other games the exception being Ludvigs and Morton and matched them with an appropriate wonder effect, but with Larry he got nothing interesting. That being said, for Larry wonder fight, a combination of living pipes and light bridges happen.
Kamek
After knocking him down he gets wonderfied sort of. Yes Kamek gets a wonder form, but it is more of the stage and player changes. Everytime Kamek gets hit he changes the wonder event happening in the boss fight. Its start off with the slow down and speed up wonder event then after you hit him he changes the wonder event into the falling pipe wonder event. After you hit him again he turn you into a goomba in tandem with the living pipe wonder effect.
I really miss the Koopalings, but I know they got rid of them because people complained about Nintendo’s over reliance of them as bosses.
I really miss the koopalimgs because there my favourite Mario bosses
I feel like a Petey Piranha fight would be so cool in this game.
I agree with all of these and I also feel like Bowser Jr. should’ve replaced the airship “bosses” since those weren’t really anything in the first place. I think if you just took all of Junior’s fights (not the water one) and put them in each airship, it’s automatically better. And also the final Bowser world could have a Kamek fight somewhere in the middle because it’s absolutely criminal that he doesn’t have a fight.
This is where koopalings should be, koopalings + wonder flower could be interesting, but only as a hard mode, so the first koopaling doesn't bore people out
1:15 "If you enjoy today's video, stop what you're doing."
So... I stop watching the video?
I think they would've made a great wonder event musical in nature in the bowser level.
Some ideas I had thought of was:
Maybe Iggy's Boss fight wiuld have him turn into a hoppycat mid-way, then he would jump high and try to meteor towards the player. Or maybe their hoppycat form could latch onto walls, floor and the ceiling, and ricoche erraticaly to catch the player off guard.
Another idea would of been for one of the koopalings to have a spikeball form mid-battle, they would roll around the stage, maybe the walls in some areas lead to a tunnel from where the koopaling could go into, and then apepar in aother tunnel to surprise the player.
I miss haunted houses for once. When i discovered that there was like 1 (one) ghost house level i got pretty disapointed, honestly. This and the bosses could've been better.
i love the koopalings best charectors
The Wonder effects for Boss Battles NEED correspond with the rest of the World. It wouldn't make sense to have the Jelly Blob transformation in the first world.
W1 Pipe-Rock Plateau: Lemmy will be a basic boss battle starting with Moving Pipes. Then he'll summon Singing Piranhas from the pipes. Finally the pipes will spawn a bunch of Hoppos. Using goofy Lemmy is perfect for the the early goofy Wonder effects.
W2 Fluffpuff Peaks: Larry will summons a climbable tower of Pole Blocks, and after each hit, you'll free fall down to the ground as he attacks you.
W3 Shining Falls: Ludwig, the clever one, will turn Mario into a Hoppycat and send Giant Hoppycats to attack.
W4 Sunbaked Desert: Wendy steals all the water for a personal spa will angrily send you to the dungeon at the BEGGINING of the level. The level itself is a more puzzle-like maze to get through like the Color-Switch palace and the Shova Mansion. All the wonder effects make traps, as well as fire Wendy's signature rings. The final phase is being chased by a giant boulder WHILE turned into a spiked ball. The giant spike boulder will actually crash through the castle, freeing all the water from the castle.
W5 Fungi Mines: Roy, the Bully that he is kidnapped the miners. The entire level will play similarly to the Poison Ruins mixed with an enemy gauntlet, each gauntlet has a kidnapped Popplin.
W6 Deep Magma Bog: Iggy will befriend an evil version of the Bone Dragon and you'll have a Boss Fight while the dragons you stand on dip in and out of lava. Iggy tends to like using monsters to fight for him.
Hub Petal Isles (Fightable after exploring all of the Petal Isles): This will be a GOOMBA Boss fight. Morton will spend the whole auto scroller trying to Smash you or send waves of Munchers and Maw-Maws. Using Morton here cuz he's the fat one lol.
W7 Bowser's Castle: Bowser Jr. basically does the Bullet Bill launcher battle you said in the video. He does it from his new Wonder-fied Clown Car.
I feel like with the wonder effects, this game would’ve been the best game for the Koopalings to appear in because they could each have their own unique wonder mechanic.
I dont get why they weren't in this game, if anything they made bosses interesting since they all play differently
(there's also seven of them, which is the same amount of wonder seeds)
“You couldn’t live with your own failure, where did that bring you? Back to me.”
I say Nintendo should’ve given us boss fights that were just Kamek with his Yoshi’s Island antics, either a souped up enemy, or the environment morphs itself into a boss. Basically Kamek could’ve had his magic amped up by the Royal Seed and we have to beat whatever boss he spawns to extract that seed
I think one of the Koopalings should team up with another so there's one boss fight where you fight both at the same time.
I was thinking about combing the wonder effects. Particularly slowing down and speeding up time.
This might work with any combination, but I was thinking Larry and Iggy since they both "ride" on objects so they'll focus on trying to run you over while trying to trip you up with the time adjustments.
I haven’t even seen the video and I like it already just by the thumbnail alone.
I like these ideas, but I would do some rearranging:
-If Larry turned you into a Wubba, which is a really good idea by the way, then it would be better for him to be in Fungi Mines, which is the only world where Wubbas and the Wubba transformation are.
-Since Lemmy would use Hoppos, he should be the first boss, allowing for a nice and easy mechanic.
-Roy should be in the Petal Isles, since the fight would lead up to the Bowser Castle, which is where the new Bullet Bill variants were introduced.
Other than that, I love it!
I thought it'd be cool if Morton and iggy were swapped, iggy could be chasing you through a maze as a wubba, and Morton could've used the hammer to cause stalactites to fall because shining falls is a big cave
Do you know what I thought would’ve been fun? Make the koopalings mid level bosses, and for final boss battles instead of fighting them again, they use their wands to transform regular enemies into wonder monsters.
I played through Wonder wondering (haha) where the koopalings were. I went through every boss battle like “okkk which one am I facing” and was disappointed every time it was bowser jr again and again.
I like to think of some of the Wonder Effects as bosses: the giant enemies, Cosmic Mario, King Boo, and even that Bowser-shaped robot in the airship levels.
That's a lot harder if the koopalings are in this game!
honestly, the koopalings in my opinion were ALWAYS great despite being overused. imo their only issue is that theyre extremely easy to chain attack. their bosses always has cool concepts (morton using a frickin hammer to launch a pokey at you, wendy flooding the stage, iggy walking on the ceiling or riding a chain chomp, ludwig in nsmb wii), but they hardly matter since theyre so easy to hit out of their shells. the only fix they need is to have them make a shockwave before leaving their shells to knock mario back.
that said, the koopalings in this regard would have been PERFECT for wonder
I feel like one creative idea wouldve been like, having all the koopalings showing up at the last level before the bowser fight, using the wonder flower powers to combine as one, having the fight change everytime they get hit, to represent the boss arean you fought each on individually, with the fusion each of the koopalings attacks
Amazing video keep up the good work
Check out “Designing Wonder Versions of all the Koopalings” made by the Worguy
Cause these ideas Suck.
Don’t worry, it’s the only vid I’m disliking.
I know that everyone hates the koopalings but without them everything seems wrong
We never knew how much we actually loved the koopalings until they were gone
Here are my ideas, although I invision a boss-rush DLC taking place in a more traditional castle that has been changed by wonder power:
Larry would enter a badminton-minigame, where he uses a tennis racquet to play badminton with a big bomb, which acts similarly to the number bubbles in game. When the bomb hits the ground, it lights that side ablaze, so you need to bounce it back to Larry until he fails to hit it back. He then takes a break while a few more enemies come to your side to beat you up (haters, presumably).
Morton would summon an entire buffet (in fact, his wonder event was active long before you arrive sand you can even hear Ludwig telling Morton not to waste the wonder effect). Morton, after noticing the player (or getting hit by them if the invisibility badge is used for a free hit), gets his hammer, which is now a burning cake on a candy cane. Morton hits the ground with his his hammer, causing burning shockwaves on the ground. He also swings his hammer around himself, spinning, which allows you to attack him via jumping.
After being hit, Morton jumps on the edge of one of the dining tables, causing the food on it to fling upwards and come crashing down for you to dodge, after the second hit, he does this twice and three times if you tricked him using the invisibility badge for the first hit.
Wendy summons giant rings around the players inside of an underwater arena, forcing the players to stay inside it for some time until it breaks, Wendy however will fire small rings at the players and summon cheep cheeps as assistance she also uses the dolphin kick mush more often than BJ. If players are too spread out, shell summon a larger ring that includes all of them and shrinks it down to be about 10 tiles wide (inside circle about 8).
Iggy would grow really TALL, like to high for anyone to jump at including wall jumps. His hair would form a palm tree like structure, with coconuts resembling chain chomps growing on it. The coconuts drop and then run towards the player, chomping. They can’t change direction so they’ll hit the wall and crack open. Iggy himself will at times become smaller, in fact, he’ll be compressed to the point of him being the same height as lemmy. He’ll be held up by his longer hair acting as legs, allowing you to go under him, as he’ll come closer to you, reducing your space.
Some coconuts resemble a bob-omb, which can be picked up and thrown at Iggy, although they explode shortly after spawning. After being hit, his size rapidly shifts, disorienting him while he accidentally summons a giant coconut chain chomp that jumps and charges at the player, cracking open after hitting the wall five times, then Iggy gets up, starting to also spit fire.
Roy will use the wonder flower to summon a battalion of bullet bills while he chills on a catwalk above you, jump on the bullet bills to reach the catwalks, after which Roy becomes metallic and morphs his arms into bullet blasters, shooting bullets at you and occasionally using them as jet-packs. As Roy is metallic, he is immune to your attacks and must be hit by seeker bullet bills being redirected on him. After each hit he uses his arms as jet-packs and flies to the next floor, requiring the player to parkour across bullet bills yet again.
Lemmy uses the wonder effect to create a circus act, turning the player into a goomba, although he takes a bit of time so the player actually gets quite close to hitting Lemmy, with him playing this for laughs of course. The player must then dodge lemmy’s projectiles and avoid falling into a pit, then ambushing Lemmy as he was busy listening to the audience applauding him. Lemmy then turns the player into a wubba (the slime) and putting them into a tube maze filled with enemies, repeat the stick and hit Lemmy again, and he turns you into a hoppycat and goes to the top of the tent, thus the player must jump towards lemmy and hit him while he is performing a trapeze act for the final hit.
Ludwig will use the wonder Flower, although he’d use it on his wand instead, upgrading his magic abilities directly. Apparently he is the only one to think of doing that. He then transforms himself into an albino crow, then summoning a murder of additional black crows, some of which make the boss music including the chants while others are part of the attacks, I’ll call the real Ludwig the white crow for now as it’s easier to visualize. The other koopalings as well as other audience members show up in clown cars (or in Kameks case on a broom) to watch.
In the first phase, a small flock of crows will encircle the white (real) one and fly around, swooping at the player before performing a kamikaze ram attack, leaving behind the white one who casts a spell before getting new crows to protect him, during that time being vulnerable.
In the second phase, a larger swarm would chase down the player across a bridge, while the white one casts magic spells and summons henchmen, some of them being buzzy beetles, which can be thrown at the white crow to damage it. The audience follows the fight. After this phase is beaten, the player enters an enclosed area with a power up block, if it’s not hit, the crows destroy it.
In the third phase, the swarm would fly across the screen constantly, almost entirely blocking vision, with the audience peeking in through windows and cameras being present. The white crow will then summon ricochet magic blasts that bounce around the room. The player has to navigate towards the constantly moving white crow and hit it.
In the fourth phase, the white crow is constantly encircled by a good chunk of black crows. The other ones fly across the ceiling and drop lethal potions they picked up from shelves on the ground, leaving an area of effect. If the player puts a cushion below a falling potion, the bottle doesn’t break and can be picked up and thrown at the crows, which will eliminate the black ones, while the white one is immune to the effect, although Ludwig bragging about that ability gives one the prime opportunity to just jump on him. After that all the crows leave through a trapdoor in the ceiling, the audience going there as well with the exception of junior who only leaves when the player does.The player will leave using a ladder that the crows purposefully dropped down to follow them, although a power up block also falls into place on the opposite side, be quick however as the room is slowly filling with deadly gas from the potions.
In the fifth phase, taking place at the top of the entire castle with the audience watching from afar, the swarm would encircle the arena and occasionally fly across it while the real Ludwig uses his crow form to permanently soar high up above, casting some spells and then repositioning. You’d have to jump on the other crows and use the gained height to reach and him.
In the sixth phase the white crow hides inside a giant Ludwig shaped swarm in the background, sending swarms of black ones in clumps of five above the screen to drop down on the ground, with them spreading into cardinal and diagonal directions. Meanwhile the white crow casts lightning upon the arena and commands the giant Ludwig to hit the arena with its arms, releasing crows flying from it at the player. After one of arms is gone, you can quickly enter its hollow insides and fight the white crow in the background, who still casts spells like Ludwig regularly would.
Larry's done a few more things elsewhere. I like to often think, since he was a former leader for the group. I vaguely recall him doing some stealth such before, which works well with that. So, what if Larry was a stealth focus, to compensate for being physically weak compared to the rest of the koopalings?
Ludwig is the piano guy so I'd assume his boss fight would be a musical
NSMB DS set the gold standard back in 2006. Koopaling mini boss + unique world boss for every world. As far as I can recall, the games haven’t had the same boss variety since.
I can understand the Wonder mechanics have the primary focus this time, but it’s still a little strange to see Bowser Jr take the role of every world boss
2:55 maybe it would be moving pipes with eyes, just like in the first level of world 1 (world 1 being themed after pipes)
Dose anyone else love that people where begging for the kooplings to be removed but now they’re wanted back
The Koopalings were overused, but at least every time it was different
Lemmy and Iggy are probably the most obvious ones, just giant balls and a giant chain chomp
personally would put Lemmy in world 1 because hoppos are very similar to his bouncy balls, Wendy in world 4 because of her usual water theming, and Roy in the Petal isles since all 3 new Bullet Bill types are introduced there
I miss the seven koopalings Ludwig Larry Lemmy Morton Iggy Roy Wendy
I wish/hope they add the koopalings as a dlc challenge
At 10:03, I would straight up laugh if both you and Ludwig turn into balloons.
This is a pretty cool concept, but here’s my order you fight the Koopalings:
W1: Iggy (Wonder Effect: Ride a giant Chain Chomp that chases you through the whole castle and pressing a button outside the castle for the entire thing to collapse)
W2: Wendy (Wonder Effect: Throws rings which move constantly and can multiply each time you hit her and the room shrinks each time you hit her as well)
W3: Lemmy (Wonder Effect: You and Lemmy are standing in a slippery floor with gaps in the sides and Lemmy will throw either balls you can jump on to hit him or balls with spikes which damage you or even balls with fire which can kill you instantly)
W4: Morton (Wonder Effect: He will have a shield with radiation that can kill you instantly but each 20 second a pipe of water flows down to destroy the shield making you able to hit him)
W5: Roy (Wonder Effect: You will battle against him with bullet bills everywhere, the bullet bills can be normal, faster, follows you, with fire which kills you instantly or a banzai bill)
W6: Larry and Ludwig (Wonder Effect: You’re standing above a pit of lava, Larry will lower the ground slowly to the lava and will jump onto Ludwig which flies around the room and there will be a invisible platform you can find before you burn into the lava and after you jump on the platform and get onto a shell machine and throw the shell to Ludwig (must be Ludwig) than the ground will rose again and after you hit Ludwig both him and Larry will fall down to the ground)
an idea for morton: have the floor of the stage be covered in the jelly from the wubba ruins, and when he hits it with his hammer, the other parts of it rise up and launch you into the air
and another for ludwig: have the magma bog be erupting, with you and ludwig both trying to get out, because iirc there werre mentions of the lava rising in that world
For Morton, I imagine his wonder effect is him becoming resistant to all of your attacks and summoning Konks in his battle. Your attacks won’t deal normal damage to him but they will stun him for a split second, which, if timed properly, will allow a Konk to fall on top of him which will cause actual damage. And for the last hit, Morton summons one of the Giant Konks that Crush the entire stage and he breaks crystal blocks below him with his hammer. There will be small gaps that you can run through, but Morton can’t, which is why he uses his hammer to break them. You need to hit him on the head enough times so that he stays stunned long enough that he gets crushed by the Giant Konk before you. It might be kind of hard to create in practice, but I feel like it would be an interesting idea as you’ve said you didn’t have a great idea for his boss fight.
For me:
Lemmy's ball is a vortex that either pull or pushes depending on how he rolls it.
Wendy's would turn into shapes that can separate and target you
Roy's would turn into a Mammoth that shoots water to stun you.
Iggy's would be stretching parts of his body which you have to use to smack back at him
Mortons turns into a mole that trys to get under you leaving jagged shards as he moves
Larry's would turn him into a spring that makes him invincible to jump attacks so you have to get him to jump into spikes.
Ludwig would turn into a Vulture that shoots feathers and rises Lava from the ground, walls, and ceiling.
Everyone: "WE HATE KOOPALINGS!!!!!"
Wonder Flower: *exists*
Also Everyone: actually...
The broodals would’ve also been a welcome return, being that they’ve only been in one game so far (to my knowledge).
i feel like the koopalings would have been an amazing addition to mario wonder, especially if they were teamed up with the broodals
Tienes razón amo alos koopallings y alos broodals de super Mario odyssey
They needed a few of the Koopalings or those rambling rabbits from Odyssey.
hello miyamoto, im so glad to meet you! what a blessing
No this is patrick
@@MashupProductions22 i’m pretty sure this is miyamoto bud
No this is patrick
@@kyzomario2639 OMG ITS EIJI ANOUMA
To this day, I still find it criminal that Kamek was literally RIGHT THERE IN THE FIRST INTRO SCENE but didn't become a boss in the game.
I've honestly never cared that the koopaling boss fights have been repetitive I just like fighting them
I think the fights are over all good I just wanted more of them in the main game!
My ideas:
World 1 (Pipe-Rock Plateau): Larry. (Same idea)
World 2 (Fluff-Puff Peaks): Iggy. (Same idea)
World 3 (Shining Falls): Wendy. (Wendy at first uses her pattern from New Super Mario Bros. Wii, jumping around and throwing bouncing rings, but after taking a certain amount of damage, she floods the room, becomes a Mer-Koopa, and uses SplashWoman's attack pattern in RockMan 9: The Ambition's Revival!!, swimming up in a wavy path while Cheep Cheeps charge in from the sides. When she reaches the top, she launches fireballs, rings, and light spears downward. The spears pierce through terrain, the rings bounce off it, and the fireballs are stopped dead by it. After more hits, she, still in Mer-Koopa form, switches to the pattern she had in Super Mario World, albeit throwing rings and fireballs if she pops out headfirst. If she pops out tail-first, she can only be damaged by fire.)
World 4 (Sunbaked Desert): Roy. (Same idea)
World 5 (Fungī Mines): Lemmy. (Same idea at first, but Lemmy may summon exploding balls. After a few hits, however, Lemmy will create ghost bombs that summon ghost enemies, and his arena becomes spookier.)
World 6 (Deep Magma Bog): Morton. (Same idea)
World 7 (Petal Isles): Ludwig. (Same idea, except Ludwig should incorporate music into his fight, with the battle being rhythm-based. Ludwig is also the gatekeeper to Castle Bowser.)
This was interesting idea for the koopalings
"Uuuugh we hate getting the Koopalings all the time!" "Oh, this game is diverging a lot from the New Soup series? No Koopalings, yay! Can't wait for a lot of unique bosses!"
(Nintendo slides a small plate over containing all 3 bosses this game has despite its creative premise for boss flexibility)
"...GIVE US THE KOOPALINGS BACK PLEASE!!"