The bottom line
Cuphead's bosses work because their attacks force you to move, mixing patterns you can memorise with surprises you must react to, and demanding real skill with the controls. Good boss design keeps those three in balance, so the fight is about surviving the boss rather than just shooting it.
Key takeaways
- Boss attacks exist to make you move, run, jump, dash and parry while you shoot. 0:33
- Attacks follow many patterns: straight lines, arcs, boomerangs, splits, zig zags, sine waves, aimed shots and slow chasers.
- Changing a projectile's speed and size makes the same pattern easier or harder.
- Every attack is predictable, so learning the boss is a big part of beating it. 2:28
- The dragon's fireball goes up, down or both, and the cat always splits into exactly four mice.
- Each small discovery stacks up until you can outsmart the boss, which feels good after the beating.
- Unpredictable timing and telegraphed attacks make you react as well as remember. 3:05
- You know the cat splits into four mice, but not when or where.
- Bigger attacks get longer build ups, and the screen-sized laser hits nearly everyone the first time, so death becomes part of learning.
- Layered patterns and boss phases raise the difficulty and keep long fights fresh. 4:24
- The mermaid fight has you dodge an electric eel and a column of sea urchins at once.
- The frog brothers change from flies and punches, to bouncing balls and a fan, to a slot machine with three dodging mini games.
- The best fights balance memory, reaction and skill, and most Cuphead bosses get that right. 7:46
- Baroness Von Bon Bon uses random sub bosses, layered soldiers and a shotgun, then a chasing castle and head.
- Little Horn from Super Meat Boy tips the balance to memory, since he does the same thing every time.
It's often more about outlasting the boss, than defeating it.
Game Maker's Toolkit
Chapter summaries
0:00 Intro
Cuphead looks like a 1930s cartoon, but its bosses are built on 1990s run 'n' gun games.
- Run 'n' gun games of the 1990s are the template for the boss fights. 0:16
- Contra 3 and Gunstar Heroes are the main influences.
- Like those 16-bit bosses, Cuphead's are the stars and are fiercely hard because their attacks are tricky and varied.
- The SNES Super FX chip and Mega Drive tricks let old bosses fill the screen, warp, rotate and look almost 3D.
- In Gunstar Heroes you switch between floor and ceiling to fight a robot that randomly becomes one of seven designs.
1:33 Making you Move
Boss attacks are built so that standing still and shooting never works.
- Attacks punish standing in one place and shooting forever. 1:37
- Some patterns are naturally harder to avoid than others.
- Aimed shots fire at your current position, so staying put gets you hit.
- Boomerang attacks bend back on themselves.
- Slow chasers follow you around only for a bit.
3:05 Unpredictable Patterns
Attacks you can't predict from memory are announced, so you can react to them.
- Bosses signal the next attack before it lands. 3:22
- The dragon has one wind-up animation for the psychic attack and another for the fireball.
- Walking flames yell before they jump at you, and sometimes text gives the warning.
- A longer telegraph makes a fight easier, a shorter one makes it harder.
- You have very few hit points and can't heal mid-fight, so a missed warning costs a lot.
4:23 Layering on Multiple Patterns
Later bosses stack simple patterns so you have more to think about.
- Extra hazards turn an easy attack into a hard one. 4:30
- The puppet fires two kinds of bullets at once.
- A fan pushes you left, a water jet pushes you up, and platforms move while treasure chests fall.
- The clown's horse colour shows what attack is coming.
- A rollercoaster crosses the screen every few seconds, and it is telegraphed too.
5:04 Different Boss Phases
Phases lengthen a fight without making it tedious.
- Changing the setup keeps a long fight fresh. 5:22
- A boss with a million health points is rarely fun.
- You learn which phases use which patterns.
- You get small moments of satisfaction throughout, not just at the end.
- New phases add surprise, and the stakes rise because losing sends you back to phase one.
5:48 Baroness Von Bon Bon
One boss fight combines memorised patterns, random surprises and layered attacks, so it tests memory, reaction and skill together.
- The first three phases are random sub bosses, each with its own pattern. 5:53
- Each attempt draws three sub bosses from a pool of five, so there is always something new to react to.
- Each one covers the screen differently and needs a different kind of dodging.
- Candy Corn moves in straight lines and turns up or down at the edges or the middle. Gobstopper follows you around the screen.
- Cupcake jumps diagonally and slams down. Chocolate splits out in eight directions. Gumball Machine shuffles in a small area and spills sweets.
- Each phase adds a layer that breaks the safe spots you learned. 6:59
- Phase two adds tiny jelly bean soldiers, and phase three adds Von Bon Bon's candy floss shotgun.
- Chocolate always splits in eight directions, but you can't know when or where.
- The shotgun hits ground that was safe a moment ago, so you must make new plans fast.
- The final phase makes the ground unsafe and the attacks harder to read. 7:26
- Bon Bon chases you in a walking castle, and her thrown head follows a tricky chasing path.
- Giant rock candy wheels bounce along the ground in a steady rhythm.
- Learnable things include patterns, phases and weakspots. Chasing attacks and layered blasts demand skilful control.
8:13 Getting it Wrong
| Cuphead bosses | Little Horn (Super Meat Boy) | |
|---|---|---|
| Memory | Learnable patterns and phases | Exact same sequence every time |
| Reaction | Random timing, telegraphed attacks | Too fast to react on first try |
| Skill | Demanding dodging throughout | Little needed once learned |
| Result | Balanced challenge | Memorise and input commands |
A boss fails when it leans too far on memory and leaves out reaction and skill.
- Little Horn from Super Meat Boy tips the balance entirely to memory. 8:18
- He repeats the same attacks every time, so the fight is learning the pattern and entering the right commands.
- His attacks are too fast to react to on a first try.
- Once you know the pattern, little skill is needed to beat him.
8:41 Defeating vs Surviving
Cuphead makes dodging the focus, so many fights are won by outlasting the boss.
- Killing the bosses is easy, so surviving is the real challenge. 8:51
- You can shoot endlessly while holding the button, and the targets are huge.
- Parrying and EX attacks are optional, and no special moves are needed to win.
- That is why you sometimes feel you survived a boss rather than beat it.
- The best fights make the boss die only to real mastery of the mechanics. 9:12
- Those fights need you to use your knowledge of the game to finish the boss.
- Future videos will cover defeating bosses, build up, music, pay off and innovative fights.
- Expect a few deaths while studying these attacks.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Boss attacks should force the player to move, and Cuphead builds its fights from learnable patterns, reactable surprises, layered threats and distinct phases. The Baroness Von Bon Bon fight shows all of these working together, and Super Meat Boy's Little Horn shows what happens when the balance tips too far toward memory.
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