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* Elements of the series originating outside of ''Mario'' games started all the way back in ''64''. Which was when the playable roster first included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a; Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]] who unlike the original Donkey Kong or Donkey Kong Jr. (the former retconned as his grandfather Cranky Kong), didn't have any connection to the core ''Mario'' cast. Then ''Double Dash!!'' included Diddy Kong as his default racing partner, ''Wii'' introduced Funky Kong, and ''Tour'' featured all three of them alongside Dixie. However, the Kongs' [[BatFamilyCrossover technical connection]] to the ''Mario'' world made it easy for most gamers to tolerate or even embrace their presence. Unfortunately, this became a problem when the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when this problem reached the limit, as it used [[DownloadableContent DLC]] to introduce [[Franchise/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''VideoGame/{{Super Smash|Bros}} Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.

to:

* Elements of the series originating outside of ''Mario'' games started all the way back in ''64''. Which was when the playable roster first included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a; a Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]] who unlike the original Donkey Kong or Donkey Kong Jr. (the former retconned as his grandfather Cranky Kong), didn't have any connection to the core ''Mario'' cast. Then ''Double Dash!!'' included Diddy Kong as his default racing partner, ''Wii'' introduced Funky Kong, and ''Tour'' featured all three of them alongside Dixie. However, the Kongs' [[BatFamilyCrossover technical connection]] to the ''Mario'' world made it easy for most gamers to tolerate or even embrace their presence. Unfortunately, this became a problem when the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when this problem reached the limit, as it used [[DownloadableContent DLC]] to introduce [[Franchise/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''VideoGame/{{Super Smash|Bros}} Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.

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! Main games
* Critics of the VideoGame/NewSuperMarioBros sub-series that derisively call the series sequels {{Mission Pack Sequel}}s may remember that [[VideoGame/SuperMarioBrosTheLostLevels the original game's sequel]] had much of the same criticism, and was part of the reason ''VideoGame/SuperMarioBros2'' was initially favored for Western release instead.[[note]]That, and the Fuji TV exclusive characters that populated [[VideoGame/DokiDokiPanic the original game]] weren't coming back any time soon, as they were one-offs.[[/note]] As well as the [[NoExportforYou Japan only]] sequel ''Super Mario Bros. Special'' and the ''All Night Nippon: Super Mario Bros.'' and ''VS. Super Mario Bros.'' variants of the original game.

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! Main !Main games
* Critics of the VideoGame/NewSuperMarioBros ''VideoGame/NewSuperMarioBros'' sub-series that derisively call the series sequels {{Mission Pack Sequel}}s may remember that [[VideoGame/SuperMarioBrosTheLostLevels the original game's sequel]] had much of the same criticism, and was part of the reason ''VideoGame/SuperMarioBros2'' was initially favored for Western release instead.[[note]]That, and the Fuji TV exclusive characters that populated [[VideoGame/DokiDokiPanic the original game]] weren't coming back any time soon, as they were one-offs.[[/note]] As well as the [[NoExportforYou Japan only]] sequel ''Super Mario Bros. Special'' and the ''All Night Nippon: Super Mario Bros.'' and ''VS. Super Mario Bros.'' variants of the original game.



* ''Super Mario 3D All-Stars'' attracted controversy due to the decision to give it a limited release, with the announcement trailer flat-out stating that the game would be removed from sale from both physical ''and'' digital marketplaces after March 2021, even though distributing the digital version costs nothing and removing it is a completely pointless move that would only screw consumers over. This happened previously with the Wii port of ''VideoGame/SuperMarioAllStars''. What made that more bearable was A) with the inability to download it and then remove it, it was less obvious, B) The port was a physical disc, and a Wii port of a SNES game would be rather niche, so making it limited-edition was more understandable, and C) the original versions of the games were available on Virtual Console, while there is yet to be another way to play Sunshine and Galaxy on the Switch (64 was eventually released on the Nintendo Switch Online Expansion Pass).

to:

* ''Super Mario 3D All-Stars'' attracted controversy due to the decision to give it a limited release, with the announcement trailer flat-out stating that the game would be removed from sale from both physical ''and'' digital marketplaces after March 2021, even though distributing the digital version costs nothing and removing it is a completely pointless move that would only screw consumers over. This happened previously with the Wii port of ''VideoGame/SuperMarioAllStars''. What made that more bearable was A) with the inability to download it and then remove it, it was less obvious, B) The port was a physical disc, and a Wii port of a SNES game would be rather niche, so making it limited-edition was more understandable, and C) the original versions of the games were available on Virtual Console, while there is yet to be another way to play Sunshine ''Sunshine'' and Galaxy ''Galaxy'' on the Switch (64 (''64'' was eventually released on the Nintendo Switch Online Expansion Pass).



! [=RPGs=]

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! [=RPGs=]![=RPGs=]



** ''Sticker Star's'' conflict of "[[SaveThePrincess Bowser kidnaps Peach again]]" received criticism for being overly simplistic, despite the original ''VideoGame/PaperMario64'' having the exact same premise. The ''64'' version, however, took time to characterize both Peach and Bowser and was packed with characters, allies, enemies, and {{Arc Villain}}s of all shapes and sizes (and it was the first Paper Mario game, so the series did not yet have its reputation for more involved and original storylines). ''Sticker Star'', on the other hand, is so bare-bones that it ignores Peach's existence for most of the game, casts Bowser as a straight-up ''mute'' GenericDoomsdayVillain, reduces Luigi to background cameos carefully inserted into levels, and depicts every enemy and character with their generic modern designs -- even the {{King Mook}}s are just shiny {{Giant Mook}}s with no personality. Noteworthy in that early promotional materials tried harder to maintain the older designs for enemies such as Goombas, but ultimately defaulted to modern designs in the final game. The only creative variety you will encounter in the world around you is Kersti (a stand-alone character) and a few Toads with different colored spots.
** Paper Mario storytelling and characterization have never actually been that complex or involved, the sole exception being ''Super Paper Mario'' and its aspirations to cosmic-scale romance. The partners you received, if they had character arcs at all, usually had them concluded by the time they joined up with your party, and their contributions to the story were mostly generic reactions filtered through their respective CharacterTics. [=NPCs=] outside the hub also had generally limited dialogue only slightly beyond WelcomeToCorneria levels. ''Super Paper Mario'' and ''Sticker Star'' suffered by not even rising to ''that'' level: [=SPM's=] non-Tippi partners had only a paragraph or two of total dialog ''on encounter'',[[note]]At least in terms of Pixl partners, as the game also featured additional playable characters such as Peach, Bowser, and Luigi who Mario could switch out with and had more notable character development[[/note]] while ''Sticker Star'' only provided you with Kersti; ''Sticker Star'' further tripped up with its hub world inhabitants, who were all singularly obsessed with stickers and paper, where their predecessors had unique lives and affairs of their own. ''Color Splash'' actually moves back towards the characterization levels of previous games to the point Huey, the resident ExpositionFairy, is in the running for one of the most characterized partners with Tippi and Vivian, but ''Color Splash'' retains other unpopular elements from ''Sticker Star'', so it still has much to overcome for that recognition.

to:

** ''Sticker Star's'' conflict of "[[SaveThePrincess Bowser kidnaps Peach again]]" received criticism for being overly simplistic, despite the original ''VideoGame/PaperMario64'' ''VideoGame/{{Paper Mario|64}}'' having the exact same premise. The ''64'' version, however, took time to characterize both Peach and Bowser and was packed with characters, allies, enemies, and {{Arc Villain}}s of all shapes and sizes (and it was the first Paper Mario game, so the series did not yet have its reputation for more involved and original storylines). ''Sticker Star'', on the other hand, is so bare-bones that it ignores Peach's existence for most of the game, casts Bowser as a straight-up ''mute'' GenericDoomsdayVillain, reduces Luigi to background cameos carefully inserted into levels, and depicts every enemy and character with their generic modern designs -- even the {{King Mook}}s are just shiny {{Giant Mook}}s with no personality. Noteworthy in that early promotional materials tried harder to maintain the older designs for enemies such as Goombas, but ultimately defaulted to modern designs in the final game. The only creative variety you will encounter in the world around you is Kersti (a stand-alone character) and a few Toads with different colored spots.
** Paper Mario storytelling and characterization have never actually been that complex or involved, the sole exception being ''Super Paper Mario'' ''VideoGame/SuperPaperMario'' and its aspirations to cosmic-scale romance. The partners you received, if they had character arcs at all, usually had them concluded by the time they joined up with your party, and their contributions to the story were mostly generic reactions filtered through their respective CharacterTics. [=NPCs=] outside the hub also had generally limited dialogue only slightly beyond WelcomeToCorneria levels. ''Super Paper Mario'' and ''Sticker Star'' suffered by not even rising to ''that'' level: [=SPM's=] non-Tippi partners had only a paragraph or two of total dialog ''on encounter'',[[note]]At least in terms of Pixl partners, as the game also featured additional playable characters such as Peach, Bowser, and Luigi who Mario could switch out with and had more notable character development[[/note]] while ''Sticker Star'' only provided you with Kersti; ''Sticker Star'' further tripped up with its hub world inhabitants, who were all singularly obsessed with stickers and paper, where their predecessors had unique lives and affairs of their own. ''Color Splash'' actually moves back towards the characterization levels of previous games to the point Huey, the resident ExpositionFairy, is in the running for one of the most characterized partners with Tippi and Vivian, but ''Color Splash'' retains other unpopular elements from ''Sticker Star'', so it still has much to overcome for that recognition.



! ''VideoGame/MarioKart''

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! ''VideoGame/MarioKart''
!''VideoGame/MarioKart''



* {{Decomposite Character}}s or {{Palette Swap}}s clogging up the roster goes back to ''Double Dash!!'' , which included baby versions of Mario and Luigi as well as Koopa Paratroopa and [[RememberTheNewGuy newcomer]] Toadette. Although fans were not fond of them, they mostly didn't mind, as Baby Mario and Luigi were a reference to the well-loved ''VideoGame/YoshisIsland'', Paratroopa was a recurring {{Mook}} whose inclusion was necessary to serve as a partner to the returning Koopa, and Toadette was heavily influenced by the female Toads from ''VideoGame/PaperMario64'' and thus distinct enough from the regular Toad character. However, later games would take this concept and run it deep into the ground to varying levels of success. ''DS'' introduced Dry Bones, the skeletal form of Koopa Troopa whom had originally appeared in ''VideoGame/SuperMarioBros3'' and various later games, ''Wii'' introduced Baby Peach, whom had previously appeared in ''VideoGame/MarioAndLuigiPartnersInTime'' and [[VideoGame/YoshisIslandDS the Yoshi's Island sequel]], Baby Daisy as a counterpart to Baby Peach whom newly debuted in the game, and Dry Bowser, Bowser StrippedToTheBone as seen in ''VideoGame/NewSuperMarioBros1'', ''Mario Kart 7'' featured Metal Mario, Mario using the Metal Box power up from ''VideoGame/SuperMario64'' whom also got used as a boss character in ''VideoGame/SuperSmashBros'', and ''Mario Kart 8'' has the four previous babies, Baby Rosalina as yet another new baby character, Metal Mario, and Pink Gold Peach (giving Peach a metal form just like with Metal Mario) in the basic version, and Tanooki Mario, Mario with the Super Leaf power-up introduced in ''Super Mario Bros. 3'' in its ''VideoGame/SuperMario3DLand'' incarnation, Cat Peach, Peach with the Super Bell power-up from ''VideoGame/SuperMario3DWorld'', and Dry Bowser, all as DownloadableContent for a total of ten alternate versions of other characters, more than a quarter of the roster. All of them are [[BaseBreakingCharacter divisive]] at best or [[TheScrappy scrappies]] at worst. The Deluxe version of ''8'' eventually added Gold Mario, yet another Mario recolor whom is Mario with the Gold Flower power-up from ''VideoGame/NewSuperMarioBros2'', as the sole character to unlock (being just a simple pallete swap of Metal Mario to boot), further exacerbating the issue. The removal of original characters like King Boo, Diddy Kong, and Birdo in these games didn't help either. However, King Boo returned alongside Dry Bones and Bowser Jr. in ''[[UpdatedRerelease Mario Kart 8 Deluxe]]'', and most of the forgotten characters from past games would eventually return in ''Mario Kart Tour'', which helped restore faith in a lot of people by featuring several brand new playable characters such as Pauline, Kamek and Nabbit who had never been playable in the ''Mario Kart'' series beforehand and including tons of unique and interesting costumes for certain characters as well.
* Elements of the series originating outside of ''Mario'' games started all the way back in ''64''. Which was when the playable roster first included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a; Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]] who unlike the original Donkey Kong or Donkey Kong Jr (the former retconned as his grandfather Cranky Kong), didn't have any connection to the core ''Mario'' cast. Then ''Double Dash!!'' included Diddy Kong as his default racing partner, ''Wii'' introduced Funky Kong, and ''Tour'' featured all three of them alongside Dixie. However, the Kongs' [[BatFamilyCrossover technical connection]] to the ''Mario'' world made it easy for most gamers to tolerate or even embrace their prescence. Unfortunately, this became a problem when the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when this problem reached the limit, as it used [[DownloadableContent DLC]] to introduce [[Franchise/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.

to:

* {{Decomposite Character}}s or {{Palette Swap}}s clogging up the roster goes back to ''Double Dash!!'' , which included baby versions of Mario and Luigi as well as Koopa Paratroopa and [[RememberTheNewGuy newcomer]] Toadette. Although fans were not fond of them, they mostly didn't mind, as Baby Mario and Luigi were a reference to the well-loved ''VideoGame/YoshisIsland'', ''VideoGame/SuperMarioWorld2YoshisIsland'', Paratroopa was a recurring {{Mook}} whose inclusion was necessary to serve as a partner to the returning Koopa, and Toadette was heavily influenced by the female Toads from ''VideoGame/PaperMario64'' and thus distinct enough from the regular Toad character. However, later games would take this concept and run it deep into the ground to varying levels of success. ''DS'' introduced Dry Bones, the skeletal form of Koopa Troopa whom had originally appeared in ''VideoGame/SuperMarioBros3'' and various later games, ''Wii'' introduced Baby Peach, whom had previously appeared in ''VideoGame/MarioAndLuigiPartnersInTime'' and [[VideoGame/YoshisIslandDS the Yoshi's Island sequel]], ''VideoGame/YoshisIslandDS'', Baby Daisy as a counterpart to Baby Peach whom newly debuted in the game, and Dry Bowser, Bowser StrippedToTheBone as seen in ''VideoGame/NewSuperMarioBros1'', ''Mario Kart 7'' featured Metal Mario, Mario using the Metal Box power up from ''VideoGame/SuperMario64'' whom also got used as a boss character in ''VideoGame/SuperSmashBros'', and ''Mario Kart 8'' has the four previous babies, Baby Rosalina as yet another new baby character, Metal Mario, and Pink Gold Peach (giving Peach a metal form just like with Metal Mario) in the basic version, and Tanooki Mario, Mario with the Super Leaf power-up introduced in ''Super Mario Bros. 3'' in its ''VideoGame/SuperMario3DLand'' incarnation, Cat Peach, Peach with the Super Bell power-up from ''VideoGame/SuperMario3DWorld'', and Dry Bowser, all as DownloadableContent for a total of ten alternate versions of other characters, more than a quarter of the roster. All of them are [[BaseBreakingCharacter divisive]] at best or [[TheScrappy scrappies]] at worst. The Deluxe version of ''8'' eventually added Gold Mario, yet another Mario recolor whom is Mario with the Gold Flower power-up from ''VideoGame/NewSuperMarioBros2'', as the sole character to unlock (being just a simple pallete swap of Metal Mario to boot), further exacerbating the issue. The removal of original characters like King Boo, Diddy Kong, and Birdo in these games didn't help either. However, King Boo returned alongside Dry Bones and Bowser Jr. in ''[[UpdatedRerelease Mario Kart 8 Deluxe]]'', and most of the forgotten characters from past games would eventually return in ''Mario Kart Tour'', which helped restore faith in a lot of people by featuring several brand new playable characters such as Pauline, Kamek and Nabbit who had never been playable in the ''Mario Kart'' series beforehand and including tons of unique and interesting costumes for certain characters as well.
* Elements of the series originating outside of ''Mario'' games started all the way back in ''64''. Which was when the playable roster first included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a; Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]] who unlike the original Donkey Kong or Donkey Kong Jr Jr. (the former retconned as his grandfather Cranky Kong), didn't have any connection to the core ''Mario'' cast. Then ''Double Dash!!'' included Diddy Kong as his default racing partner, ''Wii'' introduced Funky Kong, and ''Tour'' featured all three of them alongside Dixie. However, the Kongs' [[BatFamilyCrossover technical connection]] to the ''Mario'' world made it easy for most gamers to tolerate or even embrace their prescence.presence. Unfortunately, this became a problem when the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when this problem reached the limit, as it used [[DownloadableContent DLC]] to introduce [[Franchise/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] ''VideoGame/{{Super Smash|Bros}} Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.
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* Elements of the series originating outside of ''Mario'' games started all the way back in ''64''. Which was when the playable roster first included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a; Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]] who unlike the original Donkey Kong or Donkey Kong Jr (the former retconned as his grandfather Cranky Kong), didn't have any connection to the core ''Mario'' cast. Then ''Double Dash!!'' included Diddy Kong as his default racing partner, ''Wii'' introduced Funky Kong, and ''Tour'' featured all three of them alongside Dixie. However, the Kongs' [[BatFamilyCrossover technical connection]] to the ''Mario'' world made it easy for most gamers to tolerate or even embrace their prescence. Unfortunately, this became a problem when the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when this problem reached the limit, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.

to:

* Elements of the series originating outside of ''Mario'' games started all the way back in ''64''. Which was when the playable roster first included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a; Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]] who unlike the original Donkey Kong or Donkey Kong Jr (the former retconned as his grandfather Cranky Kong), didn't have any connection to the core ''Mario'' cast. Then ''Double Dash!!'' included Diddy Kong as his default racing partner, ''Wii'' introduced Funky Kong, and ''Tour'' featured all three of them alongside Dixie. However, the Kongs' [[BatFamilyCrossover technical connection]] to the ''Mario'' world made it easy for most gamers to tolerate or even embrace their prescence. Unfortunately, this became a problem when the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when this problem reached the limit, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda [[Franchise/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.
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* The [[VideoGame/NewSuperMarioBros1 first game]] in the ''New Super Mario Bros.'' series didn't add much new to the table gameplay-wise as far as ''Mario'' platformers went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps, Wall Jumps, and Ground Pounds) to 2D ''Mario'' games, however, the game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with mountains and jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new creative entry alongside the old-school games. When the series got its second entry, the core gameplay and aesthetics changed little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, but it featured four player simultaneous multiplayer, [[CoOpMultiplayer co-op play]], [[TheBusCameBack the return of the Koopalings]], and Yoshi returning as a PowerUpMount, [[NintendoHard more challenging levels]] and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward" and almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. Then when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased twice), not only did it hit on the same year as ''2'', but it had not much to sell itself on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing new biomes, still looking and playing basically the same as its Wii predecessor despite being a UsefulNotes/WiiU launch title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).

to:

* The [[VideoGame/NewSuperMarioBros1 first game]] in the ''New Super Mario Bros.'' series didn't add much new to the table gameplay-wise as far as ''Mario'' platformers went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps, Wall Jumps, and Ground Pounds) to 2D ''Mario'' games, however, the game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with mountains and jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new creative entry alongside the old-school games. When the series got its second entry, the core gameplay and aesthetics changed little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, but it featured four player simultaneous multiplayer, [[CoOpMultiplayer co-op play]], [[TheBusCameBack the return of the Koopalings]], and Yoshi returning as a PowerUpMount, [[NintendoHard more challenging levels]] and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward" and almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. Then when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased twice), not only did it hit on the same year as ''2'', but it had not much to sell itself on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing new biomes, still looking and playing basically the same as its Wii predecessor despite being a UsefulNotes/WiiU launch title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released DLC and a UpdatedRerelease for those two games rather than new ones, ones until ''VideoGame/SuperMarioBrosWonder'' in October 2023 [[SequelGap almost 11 years]] later, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).
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* The [[VideoGame/NewSuperMarioBros1 first game]] in the ''New Super Mario Bros.'' series didn't add much new to the table gameplay-wise as far as ''Mario'' platformers went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps and Wall Jumps) to 2D ''Mario'' games, however, the game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with mountains and jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new creative entry alongside the old-school games. When the series got its second entry, the core gameplay and aesthetics changed little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, but it featured four player simultaneous multiplayer, [[CoOpMultiplayer co-op play]], [[TheBusCameBack the return of the Koopalings]], and Yoshi returning as a PowerUpMount, [[NintendoHard more challenging levels]] and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward" and almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. Then when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased twice), not only did it hit on the same year as ''2'', but it had not much to sell itself on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing new biomes, still looking and playing basically the same as its Wii predecessor despite being a UsefulNotes/WiiU launch title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).

to:

* The [[VideoGame/NewSuperMarioBros1 first game]] in the ''New Super Mario Bros.'' series didn't add much new to the table gameplay-wise as far as ''Mario'' platformers went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps and Jumps, Wall Jumps) Jumps, and Ground Pounds) to 2D ''Mario'' games, however, the game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with mountains and jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new creative entry alongside the old-school games. When the series got its second entry, the core gameplay and aesthetics changed little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, but it featured four player simultaneous multiplayer, [[CoOpMultiplayer co-op play]], [[TheBusCameBack the return of the Koopalings]], and Yoshi returning as a PowerUpMount, [[NintendoHard more challenging levels]] and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward" and almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. Then when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased twice), not only did it hit on the same year as ''2'', but it had not much to sell itself on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing new biomes, still looking and playing basically the same as its Wii predecessor despite being a UsefulNotes/WiiU launch title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).
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* The [[VideoGame/NewSuperMarioBros1 first game]] in the ''New Super Mario Bros.'' series didn't add much new to the table gameplay-wise as far as ''Mario'' platformers went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps and Wall Jumps) to 2D ''Mario'' games, however, the game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with mountains and jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new creative entry alongside the old-school games. When the series got its second entry, the core gameplay and aesthetics changed little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, but it featured four player simultaneous multiplayer, [[CoOpMultiplayer co-op play]], [[TheBusCameBack the return of the Koopalings]], and Yoshi returning as a PowerUpMount, [[NintendoHard more challenging levels]] and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward" and almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. Then when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased twice), not only did it hit on the same year as ''2'', but it had not much to sell itself on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing new biomes, still looking and playing basically the same as its Wii prequel despite being a UsefulNotes/WiiU launch title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).

to:

* The [[VideoGame/NewSuperMarioBros1 first game]] in the ''New Super Mario Bros.'' series didn't add much new to the table gameplay-wise as far as ''Mario'' platformers went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps and Wall Jumps) to 2D ''Mario'' games, however, the game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with mountains and jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new creative entry alongside the old-school games. When the series got its second entry, the core gameplay and aesthetics changed little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, but it featured four player simultaneous multiplayer, [[CoOpMultiplayer co-op play]], [[TheBusCameBack the return of the Koopalings]], and Yoshi returning as a PowerUpMount, [[NintendoHard more challenging levels]] and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward" and almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. Then when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased twice), not only did it hit on the same year as ''2'', but it had not much to sell itself on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing new biomes, still looking and playing basically the same as its Wii prequel predecessor despite being a UsefulNotes/WiiU launch title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).
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* The Spiny Blue Shell that debuted in ''VideoGame/MarioKart64'' and ''VideoGame/MarioKartSuperCircuit'' was a quite honest and balanced weapon in those two games, since it targeted the player in first, but would hit any other racer who happened to be in its path along the way[[labelnote:note]]Also, it could crash on walls in ''64'' and you could actually escape it in ''Super Circuit'' if you managed to go fast enough[[/labelnote]]. However, in ''VideoGame/MarioKartDoubleDash'', the item was overhauled and given wings, thus bypassing other racers and only hitting whoever is leading the race, [[ThatOneAttack and it also explodes, which means damage that takes longer to recover]]. While normal damage (i.e. being hit by a normal shell) only takes two seconds or so to recover, an explosion flat-out stops the kart, and it takes roughly five to ten seconds to get back up to full speed. Exploding on contact, alongside it only hitting the leader (although the explosion ''can'' hit nearby racers), usually means the only kart getting any benefits whatsoever is the one in second place, which often happens -- unsurprisingly -- to surpass the one at the head of the race. This feature, already problematic when playing ''MK:DD!!'' in single player, was even more frustrating in ''VideoGame/MarioKartDS'', and outright plagued single player races in ''VideoGame/MarioKartWii'', where [[TheComputerIsACheatingBastard getting hit by a Spiny Blue Shell inches before the race ended]] was so common that unlocking characters and/or karts requiring Golden Cups at 150cc difficulty was [[LastLousyPoint nearly impossible]]. Thankfully, ''VideoGame/MarioKart7'', while still having the Blue Shell target the first-place driver and explode upon hitting them, also stripped it of its wings, thus reverting it to its pre-''Double Dash!'' form: [[AuthorsSavingThrow now everyone else risks being hit by the shell in the process]] ([[ZigZaggingTrope which admittedly is also a bit of a nuisance as it only gives you a short amount of time to get out of the way or risk getting annihilated]]). In ''VideoGame/MarioKart8'', an explosion can still hit nearby racers but otherwise the Spiny Shell acts just like getting hit by a regular shell, effectively fully reverting it to its original status and making it slightly more useful in taking out other racers. The Super Horn was also added as a new item in the aforementioned game, which creates a shockwave capable of destroying any item, even Spiny Shells.
* ''Mario Kart: Double Dash!!'' also introduced a new gimmick that forced players to use two characters at once (one for driving and one for using items). Since both of the kart riders can hold items, this meant the amount of items in play was doubled, leading to item spam in the whole race and increasing the chances of getting an item that screws everyone else over. Most of the more powerful items, however, were limited to certain characters, with a signature powerful item for each racer, the only exception being that unlockable characters King Boo and Petey Piranha could use everyone's signature items rather than having any of their own, which was a fair balance since the only items usable by every racer were the more abundant items such as bananas and mushrooms. ''Mario Kart Wii'' amplified the problem with items by introducing more items that can either screw everyone over or screw one person over if they can't shake the item off. On top of this, the game had twelve players in a race instead of the standard eight, and the stronger items could now be used by any racer, which meant more items popping up and causing chaos, even though the stronger items were more common if the user was further behind in a race.
* Bikes by themselves were not inherently bad; Waluigi had [[http://www.mariowiki.com/Zipper_(kart) a motorcycle]] as a vehicle in ''Mario Kart DS'', but that game hadn't introduced distinctions between karts and bikes, so it didn't have any problems. However, bikes were made distinct in ''Mario Kart Wii'' by losing the ability to do Super Mini-Turbos, but getting the ability to do wheelies to compensate, and wheelies being much more beneficial than Mini-Turbos[[note]]an instant speed boost at the cost of making steering much harder, vs. Mini Turbos giving a burst of speed when you wiggle the joystick while drifting[[/note]] [[ComplacentGamingSyndrome led to a mass migration to bikes]]. This one was also addressed, with ''Mario Kart 8'''s bikes only doing wheelies as a cosmetic effect during boosts.

to:

* The Spiny Blue Shell that debuted in ''VideoGame/MarioKart64'' and ''VideoGame/MarioKartSuperCircuit'' was a quite honest and balanced weapon in those two games, since it targeted the player in first, but would hit any other racer who happened to be in its path along the way[[labelnote:note]]Also, it could crash on walls in ''64'' and you could actually escape it in ''Super Circuit'' if you managed to go fast enough[[/labelnote]]. However, in ''VideoGame/MarioKartDoubleDash'', the item was overhauled and given wings, thus bypassing other racers and only hitting whoever is leading the race, [[ThatOneAttack and it also explodes, which means damage that takes longer to recover]]. While normal damage (i.e. being hit by a normal shell) only takes two seconds or so to recover, an explosion flat-out stops the kart, and it takes roughly five to ten seconds to get back up to full speed. Exploding on contact, alongside it only hitting the leader (although the explosion ''can'' hit nearby racers), usually means the only kart getting any benefits whatsoever is the one in second place, which often happens -- unsurprisingly -- to surpass the one at the head of the race. This feature, already problematic when playing ''MK:DD!!'' in single player, was even more frustrating in ''VideoGame/MarioKartDS'', and outright plagued single player races in ''VideoGame/MarioKartWii'', where [[TheComputerIsACheatingBastard getting hit by a Spiny Blue Shell inches before the race ended]] was so common that unlocking characters and/or karts requiring Golden Cups at 150cc difficulty was [[LastLousyPoint nearly impossible]]. Thankfully, ''VideoGame/MarioKart7'', while still having the Blue Shell target the first-place driver and explode upon hitting them, also stripped it of its wings, thus reverting it to its pre-''Double Dash!'' form: [[AuthorsSavingThrow now everyone else risks being hit by the shell in the process]] ([[ZigZaggingTrope which admittedly is also a bit of a nuisance as it only gives you a short amount of time to get out of the way or risk getting annihilated]]). In ''VideoGame/MarioKart8'', an explosion can still hit nearby racers but otherwise the Spiny Shell acts just like getting hit by a regular shell, effectively fully reverting it to its original status and making it slightly more useful in taking out other racers. The Super Horn was also added as a new item in the aforementioned game, which creates a shockwave capable of destroying any item, even Spiny Shells. \n Considering how rare the item is however, its usefulness is debatable.
* ''Mario Kart: Double Dash!!'' also introduced a new gimmick that forced players to use two characters at once (one for driving and one for using items). Since both of the kart riders can hold items, this meant the amount of items in play was doubled, leading to item spam in the whole race and increasing the chances of getting an item that screws everyone else over. Most of the more powerful items, however, were limited to certain characters, with a signature powerful item for each racer, the only exception being that unlockable characters King Boo and Petey Piranha could use everyone's signature items rather than having any of their own, which was a fair balance since the only items usable by every racer were the more abundant items such as bananas and mushrooms. ''Mario Kart Wii'' amplified the problem with items by introducing more items that can either screw everyone over or screw one person over if they can't shake the item off. On top of this, the game had twelve players in a race instead of the standard eight, and the stronger items could now be used by any racer, which meant more items popping up and causing chaos, even though the stronger items were more common if the user was further behind in a race. In ''Mario Kart 8 Deluxe'' the problem is still present and it's amplified further by how items work being a combination of sorts of both games, allowing racers to get two (possibly powerful) items at once from item boxes in a game that has twelve players in a race.
* Bikes by themselves were not inherently bad; Waluigi had [[http://www.mariowiki.com/Zipper_(kart) a motorcycle]] as a vehicle in ''Mario Kart DS'', but that game hadn't introduced distinctions between karts and bikes, so it didn't have any problems. However, bikes were made distinct in ''Mario Kart Wii'' by losing the ability to do Super Mini-Turbos, but getting the ability to do wheelies to compensate, and wheelies being much more beneficial than Mini-Turbos[[note]]an instant speed boost at the cost of making steering much harder, vs. Mini Turbos giving a burst of speed when you wiggle the joystick while drifting[[/note]] [[ComplacentGamingSyndrome led to a mass migration to bikes]]. This one was also addressed, with ''Mario Kart 8'''s bikes only doing wheelies as a cosmetic effect during boosts. Though a new vehicle class called ATV, which have similar benefits to using the bikes in the prior game, [[ComplacentGamingSyndrome led to the game's competitive meta being mostly dominated by them]].
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* The [[VideoGame/NewSuperMarioBros1 first game]] in the ''New Super Mario Bros.'' series didn't add much new to the table gameplay-wise as far as ''Mario'' platformers went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps and Wall Jumps) to 2D ''Mario'' games, however, the game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with mountains and jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new creative entry alongside the old-school games. When the series got its second entry, the core gameplay and aesthetics changed little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, but it featured four player simultaneous multiplayer, [[CoOpMultiplayer co-op play]], [[TheBusCameBack the return of the Koopalings]], and Yoshi returning as a PowerUpMount, [[NintendoHard more challenging levels]] and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward". Not to mention almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. And when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased twice), not only did it hit on the same year as ''2'', but it had not much to sell itself on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing new biomes, still looking and playing basically the same as its Wii prequel despite being a UsefulNotes/WiiU launch title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).

to:

* The [[VideoGame/NewSuperMarioBros1 first game]] in the ''New Super Mario Bros.'' series didn't add much new to the table gameplay-wise as far as ''Mario'' platformers went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps and Wall Jumps) to 2D ''Mario'' games, however, the game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with mountains and jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new creative entry alongside the old-school games. When the series got its second entry, the core gameplay and aesthetics changed little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, but it featured four player simultaneous multiplayer, [[CoOpMultiplayer co-op play]], [[TheBusCameBack the return of the Koopalings]], and Yoshi returning as a PowerUpMount, [[NintendoHard more challenging levels]] and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward". Not to mention BraggingRightsReward" and almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. And Then when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased twice), not only did it hit on the same year as ''2'', but it had not much to sell itself on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing new biomes, still looking and playing basically the same as its Wii prequel despite being a UsefulNotes/WiiU launch title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).
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* The [[VideoGame/NewSuperMarioBros1 first game]] in the ''New Super Mario Bros.'' series didn't add much new to the table gameplay-wise as far as ''Mario'' platformers went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps and Wall Jumps) to 2D ''Mario'' games, however, the game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with mountains and jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new entry alongside the old-school games. When the series got its second entry, the core gameplay and aesthetics changed little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, but it featured four player simultaneous multiplayer, [[CoOpMultiplayer co-op play]], [[TheBusCameBack the return of the Koopalings]], and Yoshi returning as a PowerUpMount, [[NintendoHard more challenging levels]] and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward". Not to mention almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. And when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased twice), not only did it hit on the same year as ''2'', but it had not much to sell itself on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing new biomes, still looking and playing basically the same as its Wii prequel despite being a UsefulNotes/WiiU launch title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).

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* The [[VideoGame/NewSuperMarioBros1 first game]] in the ''New Super Mario Bros.'' series didn't add much new to the table gameplay-wise as far as ''Mario'' platformers went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps and Wall Jumps) to 2D ''Mario'' games, however, the game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with mountains and jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new creative entry alongside the old-school games. When the series got its second entry, the core gameplay and aesthetics changed little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, but it featured four player simultaneous multiplayer, [[CoOpMultiplayer co-op play]], [[TheBusCameBack the return of the Koopalings]], and Yoshi returning as a PowerUpMount, [[NintendoHard more challenging levels]] and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward". Not to mention almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. And when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased twice), not only did it hit on the same year as ''2'', but it had not much to sell itself on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing new biomes, still looking and playing basically the same as its Wii prequel despite being a UsefulNotes/WiiU launch title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).
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* Critics of the VideoGame/NewSuperMarioBros sub-series that derisively call the series sequels {{Mission Pack Sequel}}s may remember that [[VideoGame/SuperMarioBrosTheLostLevels the original game's sequel]] had much of the same criticism, and was part of the reason ''VideoGame/SuperMarioBros2'' was initially favored for Western release instead.[[note]]That, and the Fuji TV exclusive characters that populated [[VideoGame/DokiDokiPanic the original game]] weren't coming back any time soon, as they were one-offs.[[/note]]

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* Critics of the VideoGame/NewSuperMarioBros sub-series that derisively call the series sequels {{Mission Pack Sequel}}s may remember that [[VideoGame/SuperMarioBrosTheLostLevels the original game's sequel]] had much of the same criticism, and was part of the reason ''VideoGame/SuperMarioBros2'' was initially favored for Western release instead.[[note]]That, and the Fuji TV exclusive characters that populated [[VideoGame/DokiDokiPanic the original game]] weren't coming back any time soon, as they were one-offs.[[/note]][[/note]] As well as the [[NoExportforYou Japan only]] sequel ''Super Mario Bros. Special'' and the ''All Night Nippon: Super Mario Bros.'' and ''VS. Super Mario Bros.'' variants of the original game.
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* The [[VideoGame/NewSuperMarioBros1 first game]] in the ''New Super Mario Bros.'' series didn't add much new to the table gameplay-wise as far as ''Mario'' platformers went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps and Wall Jumps) to 2D ''Mario'' games, however, the game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with mountains and jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new entry alongside the old-school games. When the series got its second entry, the core gameplay and aesthetics changed little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, but it featured four player simultaneous multiplayer, co-op play, the return of the Koopalings and Yoshi, and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward". Not to mention almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. And when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased twice), not only did it hit on the same year as ''2'', but it had not much to sell itself on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing new biomes, still looking and playing basically the same as its Wii prequel despite being a UsefulNotes/WiiU launch title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).

to:

* The [[VideoGame/NewSuperMarioBros1 first game]] in the ''New Super Mario Bros.'' series didn't add much new to the table gameplay-wise as far as ''Mario'' platformers went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps and Wall Jumps) to 2D ''Mario'' games, however, the game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with mountains and jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new entry alongside the old-school games. When the series got its second entry, the core gameplay and aesthetics changed little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, but it featured four player simultaneous multiplayer, [[CoOpMultiplayer co-op play, play]], [[TheBusCameBack the return of the Koopalings Koopalings]], and Yoshi, Yoshi returning as a PowerUpMount, [[NintendoHard more challenging levels]] and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward". Not to mention almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. And when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased twice), not only did it hit on the same year as ''2'', but it had not much to sell itself on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing new biomes, still looking and playing basically the same as its Wii prequel despite being a UsefulNotes/WiiU launch title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).

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** The [[VideoGame/NewSuperMarioBros1 first game]] in the ''New Super Mario Bros.'' series didn't add much new to the table gameplay-wise as far as ''Mario'' platformers went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps and Wall Jumps) to 2D ''Mario'' games, however, the game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with mountains and jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new entry alongside the old-school games. When the series got its second entry, the core gameplay and aesthetics changed little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, but it featured four player simultaneous multiplayer, co-op play, the return of the Koopalings and Yoshi, and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward". Not to mention almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. And when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased twice), not only did it hit on the same year as ''2'', but it had not much to sell itself on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing new biomes, still looking and playing basically the same as its Wii prequel despite being a UsefulNotes/WiiU launch title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).

to:

** * Critics of the VideoGame/NewSuperMarioBros sub-series that derisively call the series sequels {{Mission Pack Sequel}}s may remember that [[VideoGame/SuperMarioBrosTheLostLevels the original game's sequel]] had much of the same criticism, and was part of the reason ''VideoGame/SuperMarioBros2'' was initially favored for Western release instead.[[note]]That, and the Fuji TV exclusive characters that populated [[VideoGame/DokiDokiPanic the original game]] weren't coming back any time soon, as they were one-offs.[[/note]]
*
The [[VideoGame/NewSuperMarioBros1 first game]] in the ''New Super Mario Bros.'' series didn't add much new to the table gameplay-wise as far as ''Mario'' platformers went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps and Wall Jumps) to 2D ''Mario'' games, however, the game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with mountains and jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new entry alongside the old-school games. When the series got its second entry, the core gameplay and aesthetics changed little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, but it featured four player simultaneous multiplayer, co-op play, the return of the Koopalings and Yoshi, and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward". Not to mention almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. And when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased twice), not only did it hit on the same year as ''2'', but it had not much to sell itself on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing new biomes, still looking and playing basically the same as its Wii prequel despite being a UsefulNotes/WiiU launch title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).
Is there an issue? Send a MessageReason:
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* The [[VideoGame/NewSuperMarioBros1 first game]] in the ''VideoGame/NewSuperMarioBros'' series didn't add much new to the table, as ''Mario'' platformers went. There were few original characters or concepts, the few new powerups were either rare or [[PowerupLetdown useless gimmicks]], and even most of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with DeathMountain and JungleJapes biomes[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade. When the series got its [[VideoGame/NewSuperMarioBrosWii second entry]], the core gameplay and aesthetics changed little, with nearly all the powerups and biomes being recycled, ''but'' it featured [[CoOpMultiplayer co-op play]], [[TheBusCameBack the return of the Koopalings]], Yoshi returning as a PowerUpMount, [[NintendoHard more challenging levels]], and being the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward." And when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased ''twice''), not only did it hit in the same year as ''2'', but it had almost nothing to sell itself on; just one new briefly-appearing biome, yet another mobility powerup, and baby Yoshis. ''NSMBU'' still looked and played basically the same as the prior three in the series, which was made even more evident by the game being a UsefulNotes/WiiU launch title, and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).

to:

* ** The [[VideoGame/NewSuperMarioBros1 first game]] in the ''VideoGame/NewSuperMarioBros'' ''New Super Mario Bros.'' series didn't add much new to the table, table gameplay-wise as far as ''Mario'' platformers went. There were few original characters or concepts, went besides bringing gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps and Wall Jumps) to 2D ''Mario'' games, however, the few game still introduced several unique bosses and enemies to the franchise and had a bunch of new powerups though some were either rare or some considered them [[PowerupLetdown useless gimmicks]], and even most power up letdowns]]. Also some of the VideoGameSettings were recycled from ''VideoGame/SuperMarioBros3'' [[note]]the PipeMaze and MacroZone biomes were replaced with DeathMountain mountains and JungleJapes biomes[[/note]].jungles[[/note]]. This was generally not seen as a big flaw, as... well, it was in the title; it was the first new major 2D ''Mario'' game in over a decade. decade and was considered by many to be Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene and the game still had more than enough content to stand on its own as a new entry alongside the old-school games. When the series got its [[VideoGame/NewSuperMarioBrosWii second entry]], entry, the core gameplay and aesthetics changed little, little besides introducing a new Spin Jump [[FanNickname "Twirl"]] move, with nearly all the powerups and biomes being recycled, ''but'' but it featured [[CoOpMultiplayer four player simultaneous multiplayer, co-op play]], [[TheBusCameBack play, the return of the Koopalings]], Yoshi returning as a PowerUpMount, [[NintendoHard more challenging levels]], Koopalings and being Yoshi, and was the first ''console'' 2D Mario since ''VideoGame/SuperMarioWorld'', all of which were strong enough for the game to sell itself as a new experience. experience as well. But with ''VideoGame/NewSuperMarioBros2'', the closest thing to a defining gimmick the game had was "there are lots of coins around for no reason, collect them for a BraggingRightsReward." BraggingRightsReward". Not to mention almost the entire soundtrack was [[RecycledSoundtrack recycled]] from ''Wii''. And when ''VideoGame/NewSuperMarioBrosU'' came out (and went on to be rereleased ''twice''), twice), not only did it hit in on the same year as ''2'', but it had almost nothing not much to sell itself on; just one on, besides Baby Yoshis, a Challenge mode and a few new powerups and briefly-appearing biome, yet another mobility powerup, and baby Yoshis. ''NSMBU'' new biomes, still looked looking and played playing basically the same as the prior three in the series, which was made even more evident by the game its Wii prequel despite being a UsefulNotes/WiiU launch title, title and therefore the first HD ''Mario'' game. The things that had once been novel selling points had now been recycled multiple times over, and as a result, the lack of originality became one of the biggest criticisms for the entire sub-series, not helping was that Nintendo eventually released UpdatedRerelease games rather than new ones, such as ''New Super Luigi U'' (which focused on Luigi as the main playable and added Nabbit to the roster) and ''New Super Mario Bros. U Deluxe'' (the Nintendo Switch rerelease which added ''Luigi U'''s content plus Toadette as a playable character with her own unique powerup).
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* Critiques of games released in the period between ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioOdyssey'' tend to center on how homogeneous they became, being very light on new characters, settings, mechanics, or ideas (barring the latest gimmicky movement-based powerup), and being way too focused on the aesthetics and characters of the 2D console games. But as mentioned above, in the early days of the ''New'' era, this reuse of older characters and aesthetics was seen as a good thing, since [[TheBusCameBack it had been so long since players had seen them]]. After spending years in Isle Delfino or space, it was kind of nostalgic to go back to old-school Mushroom Kingdom levels. But when those aspects went from things that hadn't been seen in years to coming out with clockwork regularity, players became a lot less enthused. The Koopalings were probably the most notorious example; it was a legitimate surprise when ''New Super Mario Bros Wii'' brought them back, but when they served as the bulk of the boss fights in ''2'', ''Wii U'', ''Luigi U'', ''Deluxe'', ''Paper Jam'', and ''Color Splash'', and became playable in spinoffs such as ''VideoGame/MarioKart8'', ''VideoGame/SuperSmashBros''[[note]]Albeit they functioned as alternates for Bowser Jr. with the exact same playstyle.[[/note]], and ''VideoGame/MarioAndSonicAtTheOlympicGames'', a lot of players became downright sick of them.[[note]]Not helping things was the RetCon by Nintendo that they were no longer Bowser's children, just high-ranking minions, and Bowser Jr. was his only son.[[/note]]

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* Critiques of games released in the period between ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioOdyssey'' tend to center on how homogeneous they became, being very light on new characters, settings, mechanics, or ideas (barring the latest gimmicky movement-based powerup), and being way too focused on the aesthetics and characters of the 2D console games. But as mentioned above, in the early days of the ''New'' era, this reuse of older characters and aesthetics was seen as a good thing, since [[TheBusCameBack it had been so long since players had seen them]]. After spending years in Isle Delfino or space, it was kind of nostalgic to go back to old-school Mushroom Kingdom levels. But when those aspects went from things that hadn't been seen in years to coming out with clockwork regularity, players became a lot less enthused. The Koopalings were probably the most notorious example; it was a legitimate surprise when ''New Super Mario Bros Wii'' brought them back, but when they served as the bulk of the boss fights in ''2'', ''Wii U'', ''Luigi U'', ''Deluxe'', ''Paper Jam'', and ''Color Splash'', and became playable in spinoffs such as ''VideoGame/MarioKart8'', ''VideoGame/SuperSmashBros''[[note]]Albeit they functioned as alternates for Bowser Jr. with the exact same playstyle.[[/note]], and ''VideoGame/MarioAndSonicAtTheOlympicGames'', a lot of players [[CharacterPerceptionEvolution became downright sick of them.them]].[[note]]Not helping things was the RetCon by Nintendo that they were no longer Bowser's children, just high-ranking minions, and Bowser Jr. was his only son.[[/note]]
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* Elements of the series originating outside of ''Mario'' games started all the way back in ''64''. Which was when the playable roster first included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a; Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]] who unlike the original Donkey Kong or Donkey Kong Jr (the former retconned as his grandfather Cranky Kong), didn't have any connection to the core ''Mario'' cast. Then ''Double Dash!!'' included Diddy Kong as his default racing partner, ''Wii'' introduced Funky Kong, and ''Tour'' featured all three of them alongside Dixie. However, the Kongs' [[BatFamilyCrossover technical connection]] to the ''Mario'' world made it easy for most gamers to tolerate or even embrace their prescence. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.

to:

* Elements of the series originating outside of ''Mario'' games started all the way back in ''64''. Which was when the playable roster first included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a; Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]] who unlike the original Donkey Kong or Donkey Kong Jr (the former retconned as his grandfather Cranky Kong), didn't have any connection to the core ''Mario'' cast. Then ''Double Dash!!'' included Diddy Kong as his default racing partner, ''Wii'' introduced Funky Kong, and ''Tour'' featured all three of them alongside Dixie. However, the Kongs' [[BatFamilyCrossover technical connection]] to the ''Mario'' world made it easy for most gamers to tolerate or even embrace their prescence. In later games, however, Unfortunately, this became a problem when the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, this problem reached the limit, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.
Is there an issue? Send a MessageReason:
None


* Elements of the series originating outside of ''Mario'' games started all the way back in ''64''. Which was when the playable roster first included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a; Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]] who unlike the original Donkey Kong or Donkey Kong Jr (the former retconned as his grandfather Cranky Kong), didn't have any connection to the core ''Mario'' cast. Then ''Double Dash!!'' included Diddy Kong as his default racing partner. However, the two Kongs' [[BatFamilyCrossover technical connection]] to the ''Mario'' world made it easy for most gamers to tolerate or even embrace their prescence. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.

to:

* Elements of the series originating outside of ''Mario'' games started all the way back in ''64''. Which was when the playable roster first included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a; Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]] who unlike the original Donkey Kong or Donkey Kong Jr (the former retconned as his grandfather Cranky Kong), didn't have any connection to the core ''Mario'' cast. Then ''Double Dash!!'' included Diddy Kong as his default racing partner. partner, ''Wii'' introduced Funky Kong, and ''Tour'' featured all three of them alongside Dixie. However, the two Kongs' [[BatFamilyCrossover technical connection]] to the ''Mario'' world made it easy for most gamers to tolerate or even embrace their prescence. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.
Is there an issue? Send a MessageReason:
None


* Elements of the series originating outside of ''Mario'' games started all the way back in ''64''. Which was when the playable roster first included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a; Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]] who unlike Donkey Kong Jr or his grandfather (the latter retconned as Cranky Kong), didn't have any connection to the core ''Mario'' cast. Then ''Double Dash!!'' included Diddy Kong as his default racing partner. However, the two Kongs' [[BatFamilyCrossover technical connection]] to the ''Mario'' world made it easy for most gamers to tolerate or even embrace their prescence. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.

to:

* Elements of the series originating outside of ''Mario'' games started all the way back in ''64''. Which was when the playable roster first included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a; Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]] who unlike the original Donkey Kong or Donkey Kong Jr or (the former retconned as his grandfather (the latter retconned as Cranky Kong), didn't have any connection to the core ''Mario'' cast. Then ''Double Dash!!'' included Diddy Kong as his default racing partner. However, the two Kongs' [[BatFamilyCrossover technical connection]] to the ''Mario'' world made it easy for most gamers to tolerate or even embrace their prescence. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.
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None

Added DiffLines:

The GrandfatherClause keeps a StrictlyFormula plot active throughout Mario's adventures, but even in his humble beginnings, [[FranchiseOriginalSin some problems]] were always waiting for him to plumb out.
Is there an issue? Send a MessageReason:
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* Elements of the series originating outside of the main ''Mario'' games started all the way back in ''64'';. When the playable roster included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]], who unlike his grandfather (retconned as Cranky Kong) didn't have any connection to the core ''Mario'' cast, and ''Double Dash!!'' included Diddy Kong as well. However, their [[BatFamilyCrossover technical connection]] to the ''Mario'' world made it easy for most gamers to tolerate or even embrace their prescence. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.

to:

* Elements of the series originating outside of the main ''Mario'' games started all the way back in ''64'';. When ''64''. Which was when the playable roster first included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a a; Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]], [[/note]] who unlike Donkey Kong Jr or his grandfather (retconned (the latter retconned as Cranky Kong) Kong), didn't have any connection to the core ''Mario'' cast, and cast. Then ''Double Dash!!'' included Diddy Kong as well. his default racing partner. However, their the two Kongs' [[BatFamilyCrossover technical connection]] to the ''Mario'' world made it easy for most gamers to tolerate or even embrace their prescence. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.
Is there an issue? Send a MessageReason:
None


* Elements of the series originating outside of the main ''Mario'' games started all the way back in ''64'' with the inclusion of the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]], who unlike his grandfather (whom was retconned as Cranky Kong in those games) didn't have any connection to the core ''Mario'' cast, and ''Double Dash!!'' included Diddy Kong as well, but their [[BatFamilyCrossover technical connection]] to the ''Mario'' world led most gamers to give them a pass. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.

to:

* Elements of the series originating outside of the main ''Mario'' games started all the way back in ''64'' with ''64'';. When the inclusion of playable roster included the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]], who unlike his grandfather (whom was retconned (retconned as Cranky Kong in those games) Kong) didn't have any connection to the core ''Mario'' cast, and ''Double Dash!!'' included Diddy Kong as well, but well. However, their [[BatFamilyCrossover technical connection]] to the ''Mario'' world led made it easy for most gamers to give them a pass.tolerate or even embrace their prescence. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.
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* The Spiny Blue Shell that debuted in ''VideoGame/MarioKart64'' and ''VideoGame/MarioKartSuperCircuit'' was a quite honest and balanced weapon in those two games, since it targeted the player in first, but would hit any other racer who happened to be in its path along the way[[labelnote:note]]Also, it could crash on walls in ''64'' and you could actually escape it in ''Super Circuit'' if you managed to go fast enough[[/labelnote]]. However, in ''VideoGame/MarioKartDoubleDash'', the item was overhauled and given wings, thus bypassing other racers and only hitting whoever is leading the race, [[ThatOneAttack and it also explodes, which means damage that takes longer to recover]]. While normal damage (i.e. being hit by a normal shell) only takes two seconds or so to recover, an explosion flat-out stops the kart, and it takes roughly five to ten seconds to get back up to full speed. Exploding on contact, alongside it only hitting the leader (although the explosion ''can'' hit nearby racers), usually means the only kart getting any benefits whatsoever is the one in second place, which often happens -- unsurprisingly -- to surpass the one at the head of the race. This feature, already problematic when playing ''MK:DD!!'' in single player, was even more frustrating in ''VideoGame/MarioKartDS'', and outright plagued single player races in ''VideoGame/MarioKartWii'', where [[TheComputerIsACheatingBastard getting hit by a Spiny Blue Shell inches before the race ended]] was so common that unlocking characters and/or karts requiring Golden Cups at 150cc difficulty was [[LastLousyPoint nearly impossible]]. Thankfully, ''VideoGame/MarioKart7'', while still having the Blue Shell target the first-place driver and explode upon hitting them, also stripped it of its wings, thus reverting it to its pre-''Double Dash!'' form: [[AuthorsSavingThrow now everyone else risks being hit by the shell in the process]] ([[ZigZaggingTrope which admittedly is also a bit of a nuisance as it only gives you a short amount of time to get out of the way or risk getting annihilated]]). In ''VideoGame/MarioKart8'', an explosion can still hit nearby racers but otherwise the Spiny Shell acts just like getting hit by a regular shell, effectively fully reverting it to its original status and making it slightly more useful in taking out other racers.

to:

* The Spiny Blue Shell that debuted in ''VideoGame/MarioKart64'' and ''VideoGame/MarioKartSuperCircuit'' was a quite honest and balanced weapon in those two games, since it targeted the player in first, but would hit any other racer who happened to be in its path along the way[[labelnote:note]]Also, it could crash on walls in ''64'' and you could actually escape it in ''Super Circuit'' if you managed to go fast enough[[/labelnote]]. However, in ''VideoGame/MarioKartDoubleDash'', the item was overhauled and given wings, thus bypassing other racers and only hitting whoever is leading the race, [[ThatOneAttack and it also explodes, which means damage that takes longer to recover]]. While normal damage (i.e. being hit by a normal shell) only takes two seconds or so to recover, an explosion flat-out stops the kart, and it takes roughly five to ten seconds to get back up to full speed. Exploding on contact, alongside it only hitting the leader (although the explosion ''can'' hit nearby racers), usually means the only kart getting any benefits whatsoever is the one in second place, which often happens -- unsurprisingly -- to surpass the one at the head of the race. This feature, already problematic when playing ''MK:DD!!'' in single player, was even more frustrating in ''VideoGame/MarioKartDS'', and outright plagued single player races in ''VideoGame/MarioKartWii'', where [[TheComputerIsACheatingBastard getting hit by a Spiny Blue Shell inches before the race ended]] was so common that unlocking characters and/or karts requiring Golden Cups at 150cc difficulty was [[LastLousyPoint nearly impossible]]. Thankfully, ''VideoGame/MarioKart7'', while still having the Blue Shell target the first-place driver and explode upon hitting them, also stripped it of its wings, thus reverting it to its pre-''Double Dash!'' form: [[AuthorsSavingThrow now everyone else risks being hit by the shell in the process]] ([[ZigZaggingTrope which admittedly is also a bit of a nuisance as it only gives you a short amount of time to get out of the way or risk getting annihilated]]). In ''VideoGame/MarioKart8'', an explosion can still hit nearby racers but otherwise the Spiny Shell acts just like getting hit by a regular shell, effectively fully reverting it to its original status and making it slightly more useful in taking out other racers. The Super Horn was also added as a new item in the aforementioned game, which creates a shockwave capable of destroying any item, even Spiny Shells.
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* Elements of the series originating outside of the main ''Mario'' games started all the way back in ''64'' with the inclusion of the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]], who unlike his grandfather (whom was retconned as Cranky Kong in those games) didn't have any connection to the core ''Mario'' cast, and ''Double Dash!!'' included Diddy Kong as well, but their [[BatFamilyCrossover technical connection]] to the ''Mario'' world led most gamers to give them a pass. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[VideoGame/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.

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* Elements of the series originating outside of the main ''Mario'' games started all the way back in ''64'' with the inclusion of the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]], who unlike his grandfather (whom was retconned as Cranky Kong in those games) didn't have any connection to the core ''Mario'' cast, and ''Double Dash!!'' included Diddy Kong as well, but their [[BatFamilyCrossover technical connection]] to the ''Mario'' world led most gamers to give them a pass. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[VideoGame/{{Splatoon}} [[Franchise/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.
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* ''Super Paper Mario'' and to a lesser extent, ''The Thousand Year Door'', get some criticism for featuring a lot of {{Backtracking}} and the former especially taking perhaps too much glee in [[OverlyLongGag wasting the player's time for the sake of a gag]]. The original game is no stranger to this, a lot of its puzzles requiring little [[FetchQuest simply ferrying items back and forth between areas the player had already visited]], and it featuring a number of deliberately longwinded and annoying sidequests, such as a lengthy chain of letter deliveries that often requires the player to return to the area they had delivered from, and Koopa Kot's favours (a series of errands that involve tedious and routine tasks for usually crappy reward). It, however, usually does not get lumped with its sequels for a number of reasons.
** The original game has a fast movement ability called the Spin Dash that's available from the start and makes moving through previously-cleared areas more breezy. ''The Thousand Year Door'', in comparison, has its fast-movement ability tied to a partner that's only unlocked midway through the game's third chapter and is unusable whenever the player has to switch partners or is separated from them through plot circumstances, and ''Super Paper Mario'' lock its fast-movement Pixl behind a 100-floors BonusDungeon.

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* ''Super Paper Mario'' and to a lesser extent, ''The Thousand Year Door'', get some criticism for featuring a lot of {{Backtracking}} and the former especially taking perhaps too much glee in [[OverlyLongGag wasting the player's time for the sake of a gag]]. The original game is no stranger to this, a lot of its puzzles requiring little [[FetchQuest simply ferrying items back and forth between areas the player had already visited]], and it featuring a number of deliberately longwinded and annoying sidequests, such as a lengthy chain of letter deliveries that often requires the player to return to the area they had delivered from, and Koopa Kot's Koot's favours (a series of errands that involve tedious and routine tasks for usually crappy reward).just a few ''coins''). It, however, usually does not get lumped with its sequels for a number of reasons.
** The original game has a fast movement ability called the Spin Dash that's available from the start and makes moving through previously-cleared areas more breezy. ''The Thousand Year Door'', in comparison, has its fast-movement ability tied to a partner that's only unlocked midway through the game's third chapter and is unusable whenever the player has to switch partners or is separated from them through plot circumstances, and ''Super Paper Mario'' lock locks its fast-movement Pixl behind a 100-floors BonusDungeon.
Is there an issue? Send a MessageReason:
None


* ''Super Paper Mario'' and to a lesser extent, ''The Thousand Year Door'', get some criticism for featuring a lot of backtracking and the later especially taking perhaps too much glee in [[OverlyLongGag wasting the player's time for the sake of a gag]]. The original game is no stranger to this, a lot of its puzzles requiring little [[FetchQuest simply ferrying items back and forth between areas the player had already visited]], and it featuring a number of deliberately longwinded and annoying sidequests, such as a lengthy chain of letter deliveries that often requires the player to return to the area they had delivered from, and Koopa Kot's favours (a series of errands that involve tedious and routine tasks for usually crappy reward). It, however, usually does not get lumped with its sequels for a number of reasons.
** The original game has a fast movement ability called the Spin Dash that's available from the start and makes moving through previously-cleared areas more breezy. ''The Thousand Year Door'', in comparison, has its fast-movement ability tied to a partner that's only unlocked midway through the game's third chapter and is unusable whenever the player has to switch partners or is separated from them through plot circumstances, and ''Super Paper Mario'' lock its fast-movement Pixl behind a 100-floor BonusDungeon.
** ''Paper Mario'''s backtracking usually involves travelling between maybe four to six screens, whereas the following games would do things like have the player go back and forth the start and end of the map three times in a row or require the player to redo a 100-floor dungeon a ''second'' time for contrived reasons.

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* ''Super Paper Mario'' and to a lesser extent, ''The Thousand Year Door'', get some criticism for featuring a lot of backtracking {{Backtracking}} and the later former especially taking perhaps too much glee in [[OverlyLongGag wasting the player's time for the sake of a gag]]. The original game is no stranger to this, a lot of its puzzles requiring little [[FetchQuest simply ferrying items back and forth between areas the player had already visited]], and it featuring a number of deliberately longwinded and annoying sidequests, such as a lengthy chain of letter deliveries that often requires the player to return to the area they had delivered from, and Koopa Kot's favours (a series of errands that involve tedious and routine tasks for usually crappy reward). It, however, usually does not get lumped with its sequels for a number of reasons.
** The original game has a fast movement ability called the Spin Dash that's available from the start and makes moving through previously-cleared areas more breezy. ''The Thousand Year Door'', in comparison, has its fast-movement ability tied to a partner that's only unlocked midway through the game's third chapter and is unusable whenever the player has to switch partners or is separated from them through plot circumstances, and ''Super Paper Mario'' lock its fast-movement Pixl behind a 100-floor 100-floors BonusDungeon.
** ''Paper Mario'''s backtracking usually involves travelling between maybe four to six screens, whereas the following games would do things like have the player go back and forth the start and end of the map three times in a row or require the player to redo a 100-floor 100-floors dungeon a ''second'' time for contrived reasons.

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googling "TTYD backtracking" brings up a number of thread so I feel it's a major enough complaint to be worth writing about.



to:

* ''Super Paper Mario'' and to a lesser extent, ''The Thousand Year Door'', get some criticism for featuring a lot of backtracking and the later especially taking perhaps too much glee in [[OverlyLongGag wasting the player's time for the sake of a gag]]. The original game is no stranger to this, a lot of its puzzles requiring little [[FetchQuest simply ferrying items back and forth between areas the player had already visited]], and it featuring a number of deliberately longwinded and annoying sidequests, such as a lengthy chain of letter deliveries that often requires the player to return to the area they had delivered from, and Koopa Kot's favours (a series of errands that involve tedious and routine tasks for usually crappy reward). It, however, usually does not get lumped with its sequels for a number of reasons.
** The original game has a fast movement ability called the Spin Dash that's available from the start and makes moving through previously-cleared areas more breezy. ''The Thousand Year Door'', in comparison, has its fast-movement ability tied to a partner that's only unlocked midway through the game's third chapter and is unusable whenever the player has to switch partners or is separated from them through plot circumstances, and ''Super Paper Mario'' lock its fast-movement Pixl behind a 100-floor BonusDungeon.
** ''Paper Mario'''s backtracking usually involves travelling between maybe four to six screens, whereas the following games would do things like have the player go back and forth the start and end of the map three times in a row or require the player to redo a 100-floor dungeon a ''second'' time for contrived reasons.
** Unlike the following games which required doing things like pressing the A button to say "I love you!" 100 times to progress, all of the deliberately long-winded, trolling-the-player stuff in the original game is optional.
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None


* {{Decomposite Character}}s or {{Palette Swap}}s clogging up the roster goes back to ''Double Dash!!'' , which included baby versions of Mario and Luigi as well as Koopa Paratroopa and [[RememberTheNewGuy newcomer]] Toadette. Although fans were not fond of them, they mostly didn't mind, as Baby Mario and Luigi were a reference to the well-loved ''VideoGame/YoshisIsland'', Paratroopa was a recurring {{Mook}} whose inclusion was necessary to serve as a partner to the returning Koopa, and Toadette was heavily influenced by the female Toads from ''VideoGame/PaperMario64'' and thus distinct enough from the regular Toad character. However, later games would take this concept and run it deep into the ground to varying levels of success. ''DS'' introduced Dry Bones, the skeletal form of Koopa Troopa whom had originally appeared in ''VideoGame/SuperMarioBros3'' and various later games, ''Wii'' introduced Baby Peach, whom had previously appeared in ''VideoGame/MarioAndLuigiPartnersInTime'' and [[VideoGame/YoshisIslandDS the Yoshi's Island sequel]], Baby Daisy as a counterpart to Baby Peach whom newly debuted in the game, and Dry Bowser, Bowser StrippedToTheBone as seen in ''VideoGame/NewSuperMarioBros1'', ''Mario Kart 7'' featured Metal Mario, Mario using the Metal Box power up from ''VideoGame/SuperMario64'' whom also got used as a boss character in ''VideoGame/SuperSmashBros'', and ''Mario Kart 8'' has the four previous babies, Baby Rosalina as yet another new baby character, Metal Mario, and Pink Gold Peach (giving Peach a metal form just like with Metal Mario) in the basic version, and Tanooki Mario, Mario with the Super Leaf power-up introduced in ''Super Mario Bros. 3'' in its ''VideoGame/SuperMario3DLand'' incarnation, Cat Peach, Peach with the Super Bell power-up from ''VideoGame/SuperMario3DWorld'', and Dry Bowser, all as DownloadableContent for a total of ten alternate versions of other characters, more than a quarter of the roster. All of them are [[BaseBreakingCharacter divisive]] at best or [[TheScrappy scrappies]] at worst. The Deluxe version of ''8'' eventually added Gold Mario, yet another Mario recolor whom is Mario with the Gold Flower power-up from ''VideoGame/NewSuperMarioBros2'', as the sole character to unlock, further exacerbating the issue. The removal of original characters like King Boo, Diddy Kong, and Birdo in these games didn't help either. However, most of the forgotten characters from past games would eventually return in ''Mario Kart Tour'', which helped restore faith in a lot of people by featuring several brand new playable characters such as Pauline and Nabbit who had never been playable in the ''Mario Kart'' series beforehand and including tons of unique and interesting costumes for certain characters as well.

to:

* {{Decomposite Character}}s or {{Palette Swap}}s clogging up the roster goes back to ''Double Dash!!'' , which included baby versions of Mario and Luigi as well as Koopa Paratroopa and [[RememberTheNewGuy newcomer]] Toadette. Although fans were not fond of them, they mostly didn't mind, as Baby Mario and Luigi were a reference to the well-loved ''VideoGame/YoshisIsland'', Paratroopa was a recurring {{Mook}} whose inclusion was necessary to serve as a partner to the returning Koopa, and Toadette was heavily influenced by the female Toads from ''VideoGame/PaperMario64'' and thus distinct enough from the regular Toad character. However, later games would take this concept and run it deep into the ground to varying levels of success. ''DS'' introduced Dry Bones, the skeletal form of Koopa Troopa whom had originally appeared in ''VideoGame/SuperMarioBros3'' and various later games, ''Wii'' introduced Baby Peach, whom had previously appeared in ''VideoGame/MarioAndLuigiPartnersInTime'' and [[VideoGame/YoshisIslandDS the Yoshi's Island sequel]], Baby Daisy as a counterpart to Baby Peach whom newly debuted in the game, and Dry Bowser, Bowser StrippedToTheBone as seen in ''VideoGame/NewSuperMarioBros1'', ''Mario Kart 7'' featured Metal Mario, Mario using the Metal Box power up from ''VideoGame/SuperMario64'' whom also got used as a boss character in ''VideoGame/SuperSmashBros'', and ''Mario Kart 8'' has the four previous babies, Baby Rosalina as yet another new baby character, Metal Mario, and Pink Gold Peach (giving Peach a metal form just like with Metal Mario) in the basic version, and Tanooki Mario, Mario with the Super Leaf power-up introduced in ''Super Mario Bros. 3'' in its ''VideoGame/SuperMario3DLand'' incarnation, Cat Peach, Peach with the Super Bell power-up from ''VideoGame/SuperMario3DWorld'', and Dry Bowser, all as DownloadableContent for a total of ten alternate versions of other characters, more than a quarter of the roster. All of them are [[BaseBreakingCharacter divisive]] at best or [[TheScrappy scrappies]] at worst. The Deluxe version of ''8'' eventually added Gold Mario, yet another Mario recolor whom is Mario with the Gold Flower power-up from ''VideoGame/NewSuperMarioBros2'', as the sole character to unlock, unlock (being just a simple pallete swap of Metal Mario to boot), further exacerbating the issue. The removal of original characters like King Boo, Diddy Kong, and Birdo in these games didn't help either. However, King Boo returned alongside Dry Bones and Bowser Jr. in ''[[UpdatedRerelease Mario Kart 8 Deluxe]]'', and most of the forgotten characters from past games would eventually return in ''Mario Kart Tour'', which helped restore faith in a lot of people by featuring several brand new playable characters such as Pauline Pauline, Kamek and Nabbit who had never been playable in the ''Mario Kart'' series beforehand and including tons of unique and interesting costumes for certain characters as well.
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I wouldn't really count the Koopalings as pallete swaps given that they all have a unique design and personality.


* {{Decomposite Character}}s or {{Palette Swap}}s clogging up the roster goes back to ''Double Dash!!'' , which included baby versions of Mario and Luigi as well as Koopa Paratroopa and [[RememberTheNewGuy newcomer]] Toadette. Although fans were not fond of them, they mostly didn't mind, as Baby Mario and Luigi were a reference to the well-loved ''VideoGame/YoshisIsland'', Paratroopa was a recurring {{Mook}} whose inclusion was necessary to serve as a partner to the returning Koopa, and Toadette was heavily influenced by the female Toads from ''VideoGame/PaperMario64'' and thus distinct enough from the regular Toad character. However, later games would take this concept and run it deep into the ground to varying levels of success. ''DS'' introduced Dry Bones, the skeletal form of Koopa Troopa whom had originally appeared in ''VideoGame/SuperMarioBros3'' and various later games, ''Wii'' introduced Baby Peach, whom had previously appeared in ''VideoGame/MarioAndLuigiPartnersInTime'' and [[VideoGame/YoshisIslandDS the Yoshi's Island sequel]], Baby Daisy as a counterpart to Baby Peach whom newly debuted in the game, and Dry Bowser, Bowser StrippedToTheBone as seen in ''VideoGame/NewSuperMarioBros1'', ''Mario Kart 7'' featured Metal Mario, Mario using the Metal Box power up from ''VideoGame/SuperMario64'' whom also got used as a boss character in ''VideoGame/SuperSmashBros'', and ''Mario Kart 8'' has the four previous babies, all seven Koopalings, Baby Rosalina as yet another new baby character, Metal Mario, and Pink Gold Peach (giving Peach a metal form just like with Metal Mario) in the basic version, and Tanooki Mario, Mario with the Super Leaf power-up introduced in ''Super Mario Bros. 3'' in its ''VideoGame/SuperMario3DLand'' incarnation, Cat Peach, Peach with the Super Bell power-up from ''VideoGame/SuperMario3DWorld'', and Dry Bowser, all as DownloadableContent for a total of ten alternate versions of other characters, more than a quarter of the roster. All of them are [[BaseBreakingCharacter divisive]] at best or [[TheScrappy scrappies]] at worst. The Deluxe version of ''8'' eventually added Gold Mario, yet another Mario recolor whom is Mario with the Gold Flower power-up from ''VideoGame/NewSuperMarioBros2'', as the sole character to unlock, further exacerbating the issue. The removal of original characters like King Boo, Diddy Kong, and Birdo in these games didn't help either. However, most of the forgotten characters from past games would eventually return in ''Mario Kart Tour'', which helped restore faith in a lot of people by featuring several brand new playable characters such as Pauline and Nabbit who had never been playable in the ''Mario Kart'' series beforehand and including tons of unique and interesting costumes for certain characters as well.

to:

* {{Decomposite Character}}s or {{Palette Swap}}s clogging up the roster goes back to ''Double Dash!!'' , which included baby versions of Mario and Luigi as well as Koopa Paratroopa and [[RememberTheNewGuy newcomer]] Toadette. Although fans were not fond of them, they mostly didn't mind, as Baby Mario and Luigi were a reference to the well-loved ''VideoGame/YoshisIsland'', Paratroopa was a recurring {{Mook}} whose inclusion was necessary to serve as a partner to the returning Koopa, and Toadette was heavily influenced by the female Toads from ''VideoGame/PaperMario64'' and thus distinct enough from the regular Toad character. However, later games would take this concept and run it deep into the ground to varying levels of success. ''DS'' introduced Dry Bones, the skeletal form of Koopa Troopa whom had originally appeared in ''VideoGame/SuperMarioBros3'' and various later games, ''Wii'' introduced Baby Peach, whom had previously appeared in ''VideoGame/MarioAndLuigiPartnersInTime'' and [[VideoGame/YoshisIslandDS the Yoshi's Island sequel]], Baby Daisy as a counterpart to Baby Peach whom newly debuted in the game, and Dry Bowser, Bowser StrippedToTheBone as seen in ''VideoGame/NewSuperMarioBros1'', ''Mario Kart 7'' featured Metal Mario, Mario using the Metal Box power up from ''VideoGame/SuperMario64'' whom also got used as a boss character in ''VideoGame/SuperSmashBros'', and ''Mario Kart 8'' has the four previous babies, all seven Koopalings, Baby Rosalina as yet another new baby character, Metal Mario, and Pink Gold Peach (giving Peach a metal form just like with Metal Mario) in the basic version, and Tanooki Mario, Mario with the Super Leaf power-up introduced in ''Super Mario Bros. 3'' in its ''VideoGame/SuperMario3DLand'' incarnation, Cat Peach, Peach with the Super Bell power-up from ''VideoGame/SuperMario3DWorld'', and Dry Bowser, all as DownloadableContent for a total of ten alternate versions of other characters, more than a quarter of the roster. All of them are [[BaseBreakingCharacter divisive]] at best or [[TheScrappy scrappies]] at worst. The Deluxe version of ''8'' eventually added Gold Mario, yet another Mario recolor whom is Mario with the Gold Flower power-up from ''VideoGame/NewSuperMarioBros2'', as the sole character to unlock, further exacerbating the issue. The removal of original characters like King Boo, Diddy Kong, and Birdo in these games didn't help either. However, most of the forgotten characters from past games would eventually return in ''Mario Kart Tour'', which helped restore faith in a lot of people by featuring several brand new playable characters such as Pauline and Nabbit who had never been playable in the ''Mario Kart'' series beforehand and including tons of unique and interesting costumes for certain characters as well.
Is there an issue? Send a MessageReason:
None


* Elements of the series originating outside of the main ''Mario'' games started all the way back in ''64'' with the inclusion of the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]], who unlike his grandfather (whom was retconned as Cranky Kong in those games) didn't have any connection to the core ''Mario'' cast, and ''Double Dash!!'' included Diddy Kong as well, but their [[BatFamilyCrossover technical connection]] to the ''Mario'' world led most gamers to give them a pass. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[VideoGame/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{DecompositeCharacter}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.

to:

* Elements of the series originating outside of the main ''Mario'' games started all the way back in ''64'' with the inclusion of the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]], who unlike his grandfather (whom was retconned as Cranky Kong in those games) didn't have any connection to the core ''Mario'' cast, and ''Double Dash!!'' included Diddy Kong as well, but their [[BatFamilyCrossover technical connection]] to the ''Mario'' world led most gamers to give them a pass. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[VideoGame/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about {{DecompositeCharacter}}s {{Decomposite Character}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.
Is there an issue? Send a MessageReason:
None


* Elements of the series originating outside of the main ''Mario'' games started all the way back in ''64'' with the inclusion of the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]], who unlike his grandfather (whom was retconned as Cranky Kong in those games) didn't have any connection to the core ''Mario'' cast, and ''Double Dash!!'' included Diddy Kong as well, but their [[BatFamilyCrossover technical connection]] to the ''Mario'' world led most gamers to give them a pass. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[VideoGame/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about DecompositeCharacters replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.

to:

* Elements of the series originating outside of the main ''Mario'' games started all the way back in ''64'' with the inclusion of the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]], who unlike his grandfather (whom was retconned as Cranky Kong in those games) didn't have any connection to the core ''Mario'' cast, and ''Double Dash!!'' included Diddy Kong as well, but their [[BatFamilyCrossover technical connection]] to the ''Mario'' world led most gamers to give them a pass. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[VideoGame/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about DecompositeCharacters {{DecompositeCharacter}}s replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster, but those were themselves spin-offs of the series.
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* Elements of the series originating outside of the main ''Mario'' games started all the way back in ''64'' with the inclusion of the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]], who unlike his grandfather (whom was retconned as Cranky Kong in those games) didn't have any connection to the core ''Mario'' cast, and ''Double Dash!!'' included Diddy Kong as well, but their [[BatFamilyCrossover technical connection]] to the ''Mario'' world led most gamers to give them a pass. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[VideoGame/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster.

to:

* Elements of the series originating outside of the main ''Mario'' games started all the way back in ''64'' with the inclusion of the Creator/{{Rare}}-designed Franchise/DonkeyKong[[note]]Replacing a Magikoopa, likely Kamek, who was seen in earlier builds and was himself a replacement for Donkey Kong Jr.[[/note]], who unlike his grandfather (whom was retconned as Cranky Kong in those games) didn't have any connection to the core ''Mario'' cast, and ''Double Dash!!'' included Diddy Kong as well, but their [[BatFamilyCrossover technical connection]] to the ''Mario'' world led most gamers to give them a pass. In later games, however, the connections to the ''Mario'' series became as tenuous as "they're both on a Nintendo console and Nintendo created both of them". ''DS'' had [[VideoGame/RoboticOperatingBuddy R.O.B.]] as an unlockable character who didn't have any connections to ''Mario'', but the fact that it was the only non-''Mario'' character meant that fans saw it as a fun UnexpectedCharacter and tolerated its presence. ''Wii'' brought in a kart based on [[VideoGame/FZero Captain Falcon's Blue Falcon]], and introduced UsefulNotes/{{Mii}}s as a playable character (who became mainstays of the series). ''7'' had two racetracks and one battle course set on Wuhu Island from ''VideoGame/WiiSportsResort'', a game that very heavily featured the Miis. ''8'' (and its UpdatedRerelease ''8 Deluxe'') is when it became a problem, as it used [[DownloadableContent DLC]] to introduce [[VideoGame/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, Isabelle]], and [[VideoGame/{{Splatoon}} the Inklings]] as playable characters, along with tracks based on those three franchises, ''F-Zero'', and ''VideoGame/{{Excite}}bike''. ''Mario Kart 8'' is one of the better-received installments, but there's criticism about the game feeling more like ''[[VideoGame/SuperSmashBros Super Smash]] Kart'' than ''Mario Kart''. As a result, the above-mentioned criticism about DecompositeCharacters replacing more original ones has become a complaint that is also raised about non-Mario characters. The ''Arcade GP'' installments also regularly feature [[Creator/BandaiNamcoEntertainment Namco]] characters such as VideoGame/PacMan, [[Franchise/{{Tamagotchi}} Mametchi]], and [[VideoGame/TaikoNoTatsujin Don-Chan]] as part of the roster.roster, but those were themselves spin-offs of the series.

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