Cuphead bosses teach, then cheat

9 min read

By Eduardo Orellana ·

Studio MDHR, 2017. A Cuphead boss is a pattern you are allowed to learn, and then a second pattern that uses the first one against you.

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The cartoon is not the difficulty

Cuphead, Studio MDHR, 2017, wears a 1930s cartoon on its sleeve, and people talk about the ink as if the ink were the design. The design is the boss. A fight opens with a pattern you can name: a projectile on a beat, a safe tile, a tell. You are supposed to learn it. Then the phase changes and the pattern you just trusted becomes the thing that kills you.

That is a different tradition from a health bar you grind down. It is closer to a run-and-gun lesson, one idea taught in public and then twisted. A boss that only gets faster is a timer. A boss that reuses your own solution as the next threat is a teacher. The art makes the hit funny. The pattern is why you stay.

The 90s run-and-gun is Cuphead's other ancestor

Cuphead wears its art history on its sleeve. The 1930s cartoon look is unmistakable: early Disney shorts, Betty Boop, the rubber-hose style, the work of Max Fleischer and Ub Iwerks.

Less obvious, and just as important, is what it took from 1990s run-and-gun games. Contra III and Gunstar Heroes built boss fights out of technical showmanship, with enemies that swallowed the screen, warped, spun, transformed, and faked a third dimension on 2D hardware.

Cuphead runs the same play. Its villains are oversized and they are the point of the level. The moon takes up the whole screen. A frog rebuilds himself into a slot machine. One boss can be a joke, a set piece, and a mechanical puzzle at the same time.

Looking good is not why they stick with you. They stick because the attacks are varied, legible, stacked, and demanding. So the question worth asking is a mechanical one: what exactly are those attacks trying to do to you?

What a boss attack is really asking you to do

Strip an attack down and its job is to move you. It denies you the option of parking in one spot and holding fire, and while it does that it also examines your running, jumping, dashing, parrying, and shooting all at once.

Cuphead runs that examination through projectiles. They travel flat. They arc. They boomerang back at you. They split. They zig-zag, they ride sine waves, they aim where you are standing right now, and some of them follow you for a while before giving up.

Every one of those projectile paths has dials on it: speed, size, timing, density. A slow shot is a nuisance. Take the identical path, double the speed or fatten the hitbox, and it becomes a genuine threat.

Variety is what makes this work, because each pattern demands a different answer from your hands. One wants a jump. One wants you to slide sideways. One simply wants you to stop standing where you are, because that square of floor is about to stop being floor.

Rules you can learn make the boss knowable

Underneath the noise, most Cuphead attacks obey rules. A dragon's fireball goes up, or down, or both at once. Certain projectiles always break into the same number of fragments. Once you have the rule, the danger stops being random.

So a fight is partly a study session. You watch the enemy, work out what governs it, hold that in your head, and assemble a model of the encounter piece by piece.

Those pieces compound. Attacks that read as unsurvivable on attempt one become routine by attempt twenty. That shift is one of the real pleasures of a hard boss: a wall of chaos resolving into a sequence you can name and beat.

Pure recall is not enough, though. Knowing an attack has a rule tells you nothing about the exact frame or the exact spot. The rest still has to happen live.

Tells are what make the reaction fair

The game usually warns you. A boss winds into a specific animation before it fires. An enemy makes a noise before it leaps. Now and then the warning is literally spelled out on screen.

That is telegraphing, and how long and how clear the tell is does most of the work in setting difficulty. Big attacks with narrow escape windows need long, unmistakable wind-ups. Small ones can get away with a flicker.

Cuphead does not always give you enough. A laser that spans the screen has an animation, but plenty of players eat it the first time regardless. With a tiny health bar and no way to heal mid-fight, dying becomes part of how you learn.

Harsh, yes, and also deliberate. You die, you find out what that animation meant, and you start the next run knowing something you did not know before.

Stacking patterns is how the pressure goes up

The most direct way Cuphead gets harder is by running more than one pattern at the same time. A plain bullet spread turns interesting the moment a second spread crosses it. A mermaid's eel is a manageable problem until sea urchins start climbing the screen underneath it.

Busier is not the goal. Splitting your attention is. A fan shoves Cuphead to the left. A jet of water lifts him. Platforms move and objects drop, so safe ground turns into ground that is safe for the next two seconds.

Watch the clown fight for the clean version of this. The horse's color tells you what he is about to do, which on its own is not a hard read, but the rollercoaster that tears across the screen every few seconds rewrites the question. Now you are tracking the boss and holding the stage hazard in memory at once.

The trick is keeping each layer readable on its own. The combination should feel like too much to handle, never like too much to follow.

Phase changes keep a long fight from going flat

Most Cuphead bosses are built in stages. The frog brothers open with flies and fists, switch to bouncing balls and a desk fan, and then merge into a slot machine that hands you a set of dodging mini-games.

Stages are what stop repetition. Handing a boss an enormous health bar rarely produces anything worth playing. Rebuilding the encounter partway through buys you the length without the boredom, because the problem itself changes.

They pay off emotionally too. Clearing a phase reads as progress before you have landed the final hit, and it sharpens the stakes, since dying in the last stretch sends you back to the opening.

A phased fight also gives you something to master in pieces. You can know exactly which patterns belong to which stage and still find the execution nerve-racking every time.

Baroness Von Bon Bon puts memory, reaction, and skill together

Sugarland Shimmy's boss, Baroness Von Bon Bon, gathers most of these ideas into one encounter. She keeps her distance until the end. Before that, the fight draws three sub-bosses from a pool of five.

Each of the five occupies the screen its own way. Candy Corn runs in straight lines and switches height at the edges or in the middle. Gobstopper hunts you. Cupcake leaps diagonally and slams down. Chocolate travels a while, then bursts into eight directions. Gumball Machine walks back and forth as sweets rain down from above.

Because the draw is random, there is more material to learn and every run demands live reading. Knowing Chocolate splits eight ways does not tell you when it splits or where you should be standing when it does.

The encounter also stacks as it goes. The first sub-boss arrives alone. The second brings tiny soldiers marching along the floor. The third keeps the soldiers and adds Bon Bon leaning in to fire a shotgun blast of candy floss.

Ground you had written off as safe stops being safe one phase later. You have to redraw the plan on the fly while the patterns keep overlapping.

The last phase puts her in a walking castle that chases you, which takes the floor away as a resource. Her head detaches and pursues you on an awkward path while rock candy wheels bounce along beneath in a steady beat.

What comes out of that is a deliberate three-way balance. Patterns, phases, and weak points reward memory. The randomized draw and shifting timing force reaction. The chasing head and stacked hazards ask for clean control of the character.

Lean too hard on memory and the fight goes inert

Cuphead usually holds that balance, but the recipe tips easily, and boss design has a well-worn failure mode in one direction.

Little Horn in Super Meat Boy leans about as far toward memory as a boss can. The sequence is identical on every attempt, so beating it comes down to learning the order and entering the right inputs at the right moments.

The attacks come too fast to read cold, and once the order is committed to memory the fight stops asking you to adapt to anything. It stops feeling like a contest and starts feeling like reciting a script.

Memory can be an ingredient. It just cannot be the whole dish. Reaction and execution are what keep a fight alive after the player has figured out what is coming.

In Cuphead, winning mostly means not dying

Ask how a Cuphead fight is won and the honest answer is usually about defense. Far more of the design is concerned with how you avoid dying than with how you deal damage.

Damage itself is close to trivial in many fights. Hold the button, keep a large target in front of you, and the health bar drains on its own. Parries and EX attacks speed it up, but plenty of bosses go down without either.

Which puts the whole challenge on outlasting the thing. You stay alive through wave after wave until the arithmetic finishes. Winning feels more like endurance than like conquest.

That is a strength, not a complaint. Cuphead is a deep well of boss attack ideas precisely because its attacks put movement, reading, and survival at the center. You learn the rule, catch the tell, react under pressure, and live through the layer that ended the last twenty runs.

None of this is visible from a design document. You find out whether an attack reads, whether the tell is long enough, and whether two patterns stack into something fair by putting the build in front of a player and watching what kills them.

Build it in Flockbay

In the Flockbay app, ask for one boss with two phases. Phase two must reuse a projectile from phase one in a way that punishes the old dodge. Play until you can say both patterns out loud. If you cannot, the fight is noise.

A bullet-hell template and the AI bullet hell maker are the right tools. One boss, not a campaign.

Flockbay

The free AI game maker for Mac or Windows PC.