Mario Combat design analysis
Since the combat is mostly based around jumping, punching and throwing but mostly around jumping. You have gameplay systems that have a high level of depth around jumping since it's the main gameplay mechanic.
Whatever is your main gameplay mechanic and you have an insane number of interactions for it. You need to or should build around it and enemy designs to challenge that.
Enemies you can't jump on like Bowser? Have it where there is an item you can grab or something you can use to force Bowser to fall into lava.
You have an enemy that goes into a shell and spins? You have to have moments where you are jumping out of the way, onto the walls, etc.
That because of this the combat design is not just the enemies themselves but also the level design itself with the given combat set up with having the point a to point b sometimes added in like Bowser getting big for the fight and him chasing you.
You even see this in fan levels with avoiding and jumping out of the way being a major part of the design not counting the more niche level designers/ groups.
The more movement and actions you do to move the better the design is built for said gameplay systems at all.
That being said times where you add in something like throwing an enemy or boss like in Super Mario 64 doesn't take away from this fact because you're still needing to use jumps as a way to avoid falling into a pit and avoiding the boss.
Even if your not using the core or the strongest mechanic of the system as the thing being challenged it needs to help or be the primary driver for solving the challenge at all.
Design theory names
Driver mechanics; mechanics built to help you get from point a to point b for combat. Things like reloading, parry, etc. that things that are the main problem solver for the journey.
Rider mechanics; they're there for a ride but at the end of the day are a part of the process and help fill in the gaps or fill a part of the world for you.
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