Because to be perfectly honest, none of the power ups in the 3D games seem to exist to be anything other than a glorified key to beat a puzzle or unlock a door with.
And this is Nintendo's biggest issue with their current series, they seem like they're more focused on making puzzle based games than ones with similar gameplay to their 2D counterparts.
2D Mario was a platformer, but frankly, most of the 3D games ae basically puzzle collethathons which could really do to be a bit more like the 2D ones gameplay wise.
Why is the Wing Cap/Red Star timed? Why make the Fire Flower timed, or the Ice Flower? They should really just work like the power ups of old, you kept it til you got hit, then you'd have to pick it up again to use it again.
Would
this be overpowered? Possibly, but let's face it, that's part of the
fun. Going into those fortresses, killing Roto Discs with the Tanooki
Suit's statue ability, throwing a single hammer to one hit kill the poor
Boom Boom at the end of the level... Heck, remember flying over all
those levels in Super Mario World with the cape?
Because to be
honest, it shouldn't matter if they're overpowered, as long as it's fun
for the player. *** what the developer personally wants, the customer
and fan is king here.
If any games did this somewhat right, I'd
say it might be either the Banjo Kazooie series with the
transformations, or Donkey Kong 64.
Oh, and another thing, let us
bring power ups between levels! Why can't Yoshi just be brought into
any level? Why can't I see how the Boo Mushroom would work in the
Haunty Halls Galaxy, or the Cloud Flower in the Slipsand Galaxy? Sure,
it breaks your precious puzzle designs, but didn't getting a star at the
beginning of a level in the 2D games, or just the existance of the Cape
in general?
2. 'Out of bounds'
Or in simpler terms, when Mario flies into the distance and dies with the word 'Too Bad' because he went off the path slightly.
There's no reason at all to use this, and quite honestly, it's a reason Super Mario 64 was such a fun game for the time.
Again,
Nintendo should reward, not punish innovation and skill in games, and
consider that it's the player's choice how they should beat a 3D Mario
level.
3. Silly Mini Games and Gimmicks
Especially
when they seem to be some kind of moon lander inspired mini game, like
Rocket Rush in Donkey Kong Country 3 or Launchpad Labyrinth in Wario
Land Shake It.
Considering
how I've seen that kind of gameplay a fair amount, what game was ultra
popular in the 80s to warrant the gimmick being common in platformers?
But
it doesn't end there, it seems nearly every 3D Mario game to date tends
to have at least one aggravating, badly controlled mini game which
really isn't particularly fun to play and requires odd controls.
In Super Mario 64, to some extent we were spared from this. Thank God.
In Super Mario sunshine, you had two: Mud boats, and blooper surfing. Guess what happened when you hit a wall using them?
In Super Mario Galaxy, you had the star Ball, Manta Ray and Bubbles. Which one you hate here will depend on the individual.
And
in Super Mario Galaxy 2, what do you know? Fluzzard. Bad control
scheme, flying through rings for Comet Medals and having to about a 90
degree sharp turn in Fleet Glide to get from the second ring to the
actual track.
But
really, why do we need all this in our Mario games? Why not one which
is a 100% platforming and exploration instead? Sadly, this seems to
apply to nearly everyone who's ever made a platformer, you can't find a
single Sonic the Hedgehog game without some new gimmicky control scheme,
and Rare loves having at least one awkward mini game in each of their
games (*** you *** Bother!)
4. Trash Destroying Sections
Enough
said. No really, they always have too little time to be practical,
have reduced hundreds of message board users in nervous wrecks who go
into a rampage of swearing due to how bad the contols are, and the
concept itself was already a bad one in the first game/
First
bombs destroying trash, now fireballs destroying crates (why it is with
video games and crates anyway?), how about any future Mario games just
not bring back this horrible idea?
*Looks at Bowser Jr, Petey Piranha, etc*
Nah,
that'll likely never happen. Nintendo developers seem to have some
crazy obsession with ideas everyone else thinks are bad and some hatred
of things people would actually like. Why else didn't we get the
Koopalings for about ten years?
5. Death from Losing Mini Games
The
one thing about mini games and levels I never understood. Why does
failing anything in the series kill Mario instantly, even if he's not
hit anything actually harmful?
Failing to collect Purple Coins =
death by Gearmo. Failing to beat the Chimp's Challenges? Death in most
cases. Lost a footrace? Mario dies. Failed a mini game like Blooper
surfing or Manta Ray surfing by being too slow? He dies again.
Why?
Why not just send Mario back to the beginning of the level and let him
try again safely? Why does everyone in the Mushroom Kingdom apparently
want him dead for no apparent reason?
Some things in Mario Games are just plain bad ideas.