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How Cuphead's Bosses (Try to) Kill You | Game Maker's Toolkit

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    If you take one look at Cuphead, it’s pretty
    obvious where the game’s inspirations lie.
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    This game pays homage to cartoons from the
    1930s, like old Disney films and Betty Boop
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    cartoons, stuff made by Max Fleischer and
    Ub Iwerks.
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    But what you might not realise is that it
    also pays a huge debt of influence to run
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    ‘n’ gun video games of the 1990s, like
    Contra 3, and Gunstar Heroes.
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    Especially, their boss fights.
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    These games made use of the Super FX chip
    on the SNES, and all sorts of technical wizardry
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    on the Mega Drive, to make mind-blowing bosses
    that filled every inch of the screen, and
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    warped and rotated and looked practically
    3D at times.
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    I mean, check out this ridiculous boss battle
    against the Mad Hatter from The Adventures
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    of Batman and Robin.
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    Or this one from Gunstar Heroes where you
    switch between the floor and the ceiling to
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    fight a giant robot that will randomly transform
    into one of seven different designs.
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    These old boss fights were, essentially, the
    template, for Cuphead - which has massive
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    great villains that are, really, the stars
    of the game.
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    Look at this guy.
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    Check out this moon!
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    That frog just turned into a slot machine. What!
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    But these bosses don’t just look cool.
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    Like their 16bit predecessors, they’re also
    fiercely difficult to overcome, because of
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    their tricky and varied attacks.
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    And that’s what I want to explore in this
    video.
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    So let’s just ignore everything else, and
    look at how Cuphead’s bosses try to kill you.
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    So the boss’s attacks are ultimately, about
    making you move.
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    Not just to stop you from standing in one
    place and infinitely shooting at the boss,
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    but to test you on your ability to run, jump,
    dash, and parry.
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    While simultaneously shooting at the enemy, of course.
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    And to really test you on this, the game has these attacks follow a huge number of different patterns.
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    Some fly in a straight line.
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    Others arc across the screen.
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    There are attacks that bend back on themselves
    like a boomerang.
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    There’s this hateful pattern.
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    Other projectiles split out in different directions.
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    You’ve got attacks that move in a zig zag
    pattern, and ones that follow an annoying
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    sine wave.
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    And others that fire directly at the player’s
    current position, or slowly chase you around
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    for a bit.
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    Some of those are naturally more difficult
    to avoid than others.
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    And of course, each of these patterns can
    be made more or less challenging, by altering
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    the speed and size of the projectile.
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    But one thing you’ll come to realise is
    that these attacks are - ultimately - predictable.
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    The dragon’s fireball, for example, can
    go up, or down, or both ways at the same time.
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    And that’s it.
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    These cats always split into four mice - never
    three, never five.
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    Always four.
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    And this means that a big part of a boss battle
    is just learning about the boss.
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    Figuring out, and then memorising its patterns.
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    And these mini self-taught epiphanies stack
    up, to the point where you can now predict
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    and outsmart the boss at every turn - which
    feels pretty good after having taken quite
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    a beating.
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    Of course, it’s not actually that easy.
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    You know that the cat will split into four
    mice, but you don’t know exactly when or
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    where it will do so.
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    And you don’t know if the dragon will do
    a fireball next, or a psychic ray attack.
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    So you also have to be able to react to the
    more unpredictable elements.
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    Luckily, the enemy will often announce what
    attack it’s going to do next - either through
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    animation: this is the dragon gearing up to
    do a psychic attack, and this is when it’s
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    about to do a fireball.
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    Or through sound.
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    Like, these walking flames, who yell out before
    they jump at you.
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    Sometimes, it’s even done through text.
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    This is called telegraphing, and the duration
    of an enemy’s telegraphing will affect the
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    difficulty of the fight.
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    You’ll generally notice that massive, difficult
    to avoid attacks will have big, obvious build ups.
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    While easier attacks don’t need to be announced
    for as long.
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    Unfortunately, not every attack in Cuphead
    is telegraphed in such a fashion where you
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    can react to it on your first go.
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    This screen-sized laser is announced via
    this animation, but pretty much every player
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    is gonna get hit the first time they see it.
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    This is one part of why Cuphead feels so difficult,
    especially because you have a tiny number
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    of hit points and can’t recover any of them
    during the fight.
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    So in Cuphead, death is made part of the learning
    process.
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    Hey, at least you’ll know what that animation
    means next time you play!
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    Anyway.
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    One big way that the game ramps up the difficulty
    in later chapters, is to layer on multiple patterns.
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    When fighting this puppet, you’ll need to
    avoid these bullets, and these bullets, at
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    the same time.
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    And when fighting the mermaid, you might have
    to dodge an electric eel and a column of sea
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    urchins at once.
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    It’s all about taking an otherwise simple
    attack pattern, and just giving you other
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    things to think about.
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    A fan that pushes Cuphead left or a water
    jet that pushes Cuphead up.
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    Moving platforms and falling treasure chests.
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    So, fighting this clown is pretty easy - just
    look at the colour of its horse to know what’s coming.
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    But you also have to deal with this rollercoaster
    that moves along the screen every few seconds.
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    Thankfully, that’s also telegraphed.
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    Finally, the boss battles go through different
    phases.
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    So, when fighting the frog brothers, Ribby
    and Croak, you start by shooting flies and
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    dodging punches.
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    After you deal enough damage, the set-up changes
    and now it’s all about bouncing balls and
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    a desk fan.
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    And after that, the frogs transform into a
    slot machine with three different dodging
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    mini games.
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    This keeps the boss going longer, without
    it just being tedious or repetitive.
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    Just giving the boss a million health points
    is rarely that fun.
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    It also means that you can learn which phases
    use which patterns.
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    And that you feel small moments of satisfaction
    throughout the battle, and not just at the end.
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    It also adds an element of surprise that keeps
    you guessing.
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    And it dramatically ups the stakes - you don’t
    want to lose, because you’ll have to start
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    right back from the very first phase.
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    So, let’s see all of this put together in
    one boss battle.
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    This is Baroness Von Bon Bon, and she’s
    the boss of the stage Sugarland Shimmy.
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    Now, you don’t actually fight her until
    the very end because the first three phases
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    see you going up against three different sub
    bosses.
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    These are randomly picked from a pool of five
    baddies each time you attempt this battle
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    - so, that means there’s more to learn,
    and you have to react each time a new sub
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    boss appears.
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    Now each of these guys has their own patterns.
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    Candy Corn moves around in straight lines,
    and heads up and down at the edges or in the
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    middle.
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    Gobstopper follows you around the screen.
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    Cupcake jumps up diagonally and then slams
    down.
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    Chocolate moves around and then splits out
    in eight directions.
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    And Gumball Machine moves back and forth in
    a small area, while spilling sweets on you.
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    They all cover the screen in a different way,
    and require different types of dodging.
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    Gumball Machine has you moving left and right
    to avoid the sweets, while Gobstopper keeps
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    you on the move because your current position
    is about to become deadly.
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    So there’s lots for the player to learn,
    but you also need to react.
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    Because even after you figure out that chocolate
    will always split in eight directions - you
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    don’t know when and where it will split.
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    A little telegraphing helps you out, though.
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    The battle also adds extra layers in each
    phase.
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    The first fight is a straight up battle against
    the sub boss, but the second fight will add
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    these tiny jelly bean soldiers who walk across
    the bottom of the screen.
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    And the third fight has a sub boss, and those
    soldiers, and Von Bon Bon will pop out and
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    shoot a shotgun full of candy floss.
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    What you learned was a safe zone is now right
    in the firing line, so you’ll have to make
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    new plans quickly, and skilfully dodge through
    this combination of patterns.
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    If you beat all three phases, you’ll then
    go up against Bon Bon herself, who chases
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    you in a giant walking castle, meaning that
    the ground is no longer that safe.
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    She also throws out her head, which moves
    in a really tricky chasing pattern, while
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    giant rock candy wheels bounce along the ground
    with a steady rhythm.
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    ANNOUNCER: Knockout!
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    So, this boss is a delicate balance of memory,
    reaction, and skill.
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    There are lots of different things that you
    can learn, like patterns, phases, and weakspots.
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    But unpredictable elements, like the random
    sub bosses, mean that you’ll also have to
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    be able to react to what’s coming next.
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    And tricky patterns - like this chasing gobstobber
    - and layered on elements - like the shotgun
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    blast - mean you’ll also just need to be
    very skilful with the controls to keep out
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    of danger.
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    Most of the boss battles in Cuphead get this
    balance right.
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    But it’s easy to screw it up.
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    I mean, take the much maligned boss Little
    Horn, from Super Meat Boy, which completely
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    tips the scales in favour of memory.
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    This guy does the exact same thing every single
    time, so fighting the boss is just about learning
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    the pattern of attacks and then executing
    the right commands.
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    The attacks are too fast to naturally react
    to on your first go, but they don’t require
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    a huge amount of skill to overcome once you’ve
    learned what to do.
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    Now, this video has been all about how the
    bosses kill you - not, how you kill the bosses.
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    And that’s because dodging attacks is - ultimately
    - the focus of the game.
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    It’s not that hard to actually kill a lot
    of these guys, because you infinitely shoot
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    bullets as long as you hold down the button,
    the targets are absolutely enormous, and you
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    don’t need to know any special moves to
    win.
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    Things like parrying and using your EX attacks
    are optional.
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    That means that it’s often more about outlasting
    the boss, than defeating it.
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    And that’s why you sometimes feel like you
    survived, rather than beat the boss.
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    And that’s okay, but some of the best boss
    battles are those where you know that the
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    boss just won’t die unless you get in there
    and kill it, with your amazing knowledge of
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    the game’s mechanics.
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    So this won’t be the last word on boss fights.
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    We’ll be back in the future, to talk about
    actually defeating these guys.
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    Plus, other things like the build up, the
    music, the pay off, innovative boss fights,
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    and more.
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    For now, though, Cuphead is packed full of examples of good boss attacks.
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    Just don’t be surprised if you die a few
    times when you’re looking at them.
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    Hey thanks for watching.
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    GMTK is funded on Patreon and these are my
    top tier supporters.
Title:
How Cuphead's Bosses (Try to) Kill You | Game Maker's Toolkit
Description:

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Video Language:
English
Duration:
10:19

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