@DankPit

I think Hoppycats get this unique distinction because of the level where you ride a bamboo platform and control a Hoppycat to break blocks and specifically trigger wonder buds

@kjolt947

i am actually quite fond of the name "wow bud". it implies a theme across the flora of the kingdom being named after words related to fun surprises rather than just everything being "wonder something"

@pepearown4968

These are kind of like the “coin triggers” we saw everywhere in Mario Wii and U, but actually visible.

@AlexDeHatter

I can see why they went with “Wow Buds”.

They’re not as big and flashy as Wonder Flowers, but they’re not trying to be. They’re just small little moments that make you go “wow” before the big finish with the Wonder Flower.

@Eric_Black134

I think this could be the key to making some "no jumping" levels in Mario Wonder. Just slap a bunch of happy cats next to some wow buds that trigger lava or something, and you're set

@Seven19Eighty7

I think it would be cool for a level, or room in a level to use hoppy caps to activate wonder buds that remove a part of a level to create a puzzle section about not jumping

@owendagamer2710

i think it would be cool making a no-jumping level with this, where if you jump a hoppycat activates a wonder bud making the floor disappear under you

@moazmalek3628

They really named these thing wow buds 💀

@MarcelFrese

I really like the Idea of having a level where you play yoshi you have a completelly new route to go😮

@LiamWins

I think it’s because Hoppycats react directly to the player’s button presses, whereas things like Condarts react only to the player’s vague location. Still a very unintuitive interaction though!

@ddnava96

I'd say it's because that enemy is reacting directly to your inputs, thus you're technically in direct control of the enemy, as opposed to all other enemies that simply react to your presence

@floralQuaFloral

I suppose the name "wow bud" actually does make more sense than "wonder bud", since they don't seem to have any direct connection to Wonders the way the flowers and seeds do. I guess they're some other plant native to the Flower Kingdom, unrelated to wonder flowers & wonder seeds? Just like Talking Flowers.

@Whimz

I can definitely see how you could make some sort of no-jump Mario maker like mechanic using the hoppycat interaction

@RetroRogueRepublic

I Can't wait for tutorials on Mario wonder Level Creation, this looks so fun!

@CookieDaOtter

Speaking of bob-ombs did you know they only appear in one stage in the whole game

@riseterm9692

These buds are so interesting, oh by the way, can you test the Gnawsher of what can that enemy eat? It only eats candy blocks, coins, and goombas, what else can that enemy eat I'm wondering 🤔

@Eevee860

I think it's because they're button activated, so they basically act as a play object or something, other ones just react to you being nearby and aren't actually controlled by the player

@frougger1334

Maybe it’s because the player doesn’t actually need to make an input to activate condarts and such, but the player explicitly needs to jump for hoppycats to do anything

@shyacross9746

maybe because the players have a hoppy-cat transformsation and theres code similarities between the two?

@b00gabr0s

Here's a cool level idea. Try not to trigger the wonder buds. I'd love to see what interesting methods the player could use to prevent wonder buds from activating 

For example the player can't throw a shell, but if they throw the shell to one of them kicking dudes then the shell passes allowing the player to progress.