Cuphead: The Definitive Review – The Delicious Last Course
July 12, 2022 2 Comments
CUPHEAD: THE DEFINITIVE REVIEW GUIDE – PART ONE – PART TWO – PART THREE – PART FOUR
This isn’t going to come as an incredible shock to you, but Cuphead: The Delicious Last Course is worth $7.99. For that money, you get six new bosses, a King Dice style single-phase mini-boss, and five single-phase mini-bosses where your guns don’t work at all and you can only win via parrying. You also get new guns that are the most powerful in the game, new charms that actually made me move off the smoke dash for the final boss, a new character that comes with totally different skills than Cuphead or Mugman, and a secret item that, once you finish messing around with it, basically activates God Mode. It’s a lot of content for eight bucks. As much fun as I had.. and I had blast.. I’m still somehow a bit disappointed. For DLC that took almost five years to make, I guess I was hoping more. Maybe a couple new Run ‘n Gun stages. At least one, right? Nope. No new Run ‘n Gun stages. Maybe more than one new shmup stage? Nope, just one. The best.. and worst.. thing I can say about The Last Delicious Course (doesn’t that sound better than Delicious Last Course?) is that I wish Studio MDHR had spent the last five years just making a sequel, because the content we actually got is spectacular.
I suspect they feel the same way and probably have buyer’s remorse that they announced DLC like four years ago. Maybe I’m wrong, but I get that vibe out of Cuphead D.L.C. All the heart from before is there. The bosses are creative (though the whole “you’ve never seen transformations like this” left me expecting much more grand set-pieces than what we got). Yet, after a certain point, I got the “we’re holding back a little” vibe out of it. But, at least you get a lot of value. Turning this $19.99 release into a $27.98 release basically gives you the easy mode-without-penalty everyone has wanted for five years now.
THIS IS CUPHEAD’S REAL EASY MODE
After beating the DLC, I started a new file where I used only Ms. Chalice for everything I was allowed to use her on (only Cuphead/Mugman can do the Mausoleums). I figured I’d need about 200 lives to beat the entire game with her. I actually did it with only 98 lives. Why’s that? Well, Ms. Chalice gets one extra hit point. That’s huge. It can be even more than that with her Super Art II, which is a shield that doesn’t go away until you take a hit (well, unless the game glitches out, and this DLC is glitchy as all hell). She has a shorter standard jump, BUT, she also has a double jump. The double jump by itself nerfs multiple levels and bosses. In fact, multiple coins and challenges in the Run ‘n Gun stages are completely annihilated by just that double jump.
Ms. Chalice’s parry is tied to her dash, and sometimes this can cost you. She springs-upwards if you score a parry, which can send you into another projectile’s path (this happened to me tons of times), but it also makes probably over half the game’s parrys easier to score. Combine her abilities with the new guns in the game, like the over-powered Crackshot pictured above, and this IS the Easy Mode Cuphead has been begging for. If you want to start over from the beginning, you must beat the Run ‘n Gun stage Forest Follies and Mausoleum I in order to get to the Ms. Chalice charm and the over-powered DLC guns. I’ve created a guide on how you can start a new file and quickly get them.
WHO THE HELL PLAY-TESTED THIS SHIT?
The Delicious Last Course is glitchy as all hell. With the new charms and abilities that grant you extra life, I had planned on at long-last getting A+ scores on every boss. I worked hard to charge up the Cursed Relic into the Divine Relic and was all set to kick ass. Well, so much for that shit. My first match using the Divine Relic, the game said I scored a 0 in life, and like the careless manure farmer, I completely lost my shit. I replayed the level, did more or less as good, finished with three life again, and that time, it gave me credit for it. Huh? And that’s just one of many weird issues. During the very final boss of the DLC content, I used Ms. Chalice’s Super Art II for the extra shield. BUT, between phases, the shield stopped working. ONLY the animation for the shield was still there, as if it was working. But, it wasn’t. You can’t use Chalice’s Super Art II a second time until the first one breaks, yet, here it is.
The thing that royally frosts my ass about these glitches is Studio MDHR had five fucking years to get it right. FIVE! That’s over twice as long as the Dreamcast had in North America! That’s more than the entire lifespan of the Wii U. Think of all the games developed for those consoles, and remember this is just DLC.. a third of one game.. and yet I triggered these glitches on literally my very first attempt playing. So, these glitches, that myself and other players were constantly bumping into, somehow didn’t get noticed over a five year development cycle? Are you fucking shitting me? It’s so shameful. AND NO, I’m not advocating for crunch or angry that it took so long to come out. I’m angry that, even with all time, easy-to-trigger glitches were left in. Next time, Studio MDHR, hire people that suck and don’t tell them how to play the game. Just watch them play, and take notes.
What I figure must have happened was their play testers were just too good at Cuphead and didn’t take damage. The classic indie “I forgot that other people are going to play this and they will not have spent the last five years devoting their entire life to this and thus are likely to not play it as well” situation that I’ve seen over and over again for the last eleven years. Yea, games get glitchy, and yea, games get patches. But, these were not like some weird, obscure thing. They were right there, SO EASY to trigger, and yet in five years they never got found. It’s inexcusable.
CUPHEAD IS STILL FUN
Assuming a Cuphead sequel ever hits, and they’ll probably need another decade at the rate they develop games, there’s a good chance I won’t be able to play it anymore. I have early onset Parkinson’s Disease, and on the table for me over the next decade, assuming I still have enough control over my fingers, is the loss of my reflexes. This could very well be my personal Cuphead finale. It’s been a long, strange, rambling journey. It was the announcement of this very DLC that made me realize that I never actually hated Cuphead. That I actually kind of loved it. Once I got over my anger at its snotty “git gud” attitude and the the fact that its studio is filled with douchebags who have no consideration for game accessibility, I realized that, when I beat Cuphead for the first time, it was one of the best times of my gaming life. And finally, the DLC is here.
The Delicious Last Course is fun. I don’t think the bosses are as mind-blowing or over-the-top as a lot of people were promising. Lots of reviewers talk about the six new bosses (eleven with the chess pieces) like they’re a cut above the previous bosses, but they’re not. They’re just new bosses. They’re on par with the previous ones, and the best thing I can say about them is none of them stand out as bad, though I found one to be underwhelming, and there was a phase or two here and there that was kind of boring. I didn’t love the shmup battle. I didn’t love the ice guy. But, I didn’t hate them, either. $8 for this set might be one of the best values any DLC set has ever had. I just wish the effort had gone to a full-blown sequel instead. Now, onto the definitive review..
INKWELL ISLE IV
The King of Games Battles
The King of Games is what replaces the Run ‘n Gun Stages and especially the Mausoleums in Delicious Last Course. It’s a series of five boss battles where guns and charms don’t work (except Ms. Chalice’s charm) and you must parry to win. You can start the DLC here, if you wish (and you should since the coins are tied to these battles). The encounters happen between the full bosses.. maybe. Sometimes it lets you do more than one battle, or lets you even choose which battle you want to do, before kicking you off and disappearing for a while. This is also the only section of the DLC where content was cut from the game. There was to be a sixth battle featuring the King himself, and the code for this battle still exists within the game. While Studio MDHR annoys me with their shitty attitude towards accessibility and the fact that they released such a glitchy product even with five years to work on it, the one thing they have my full faith in is, if something gets cut, it got cut for a reason. I’m going to assume the King’s battle must have sucked, because the other five battles are pretty dang fun, even if some are super easy to beat.
Boss #29 (King of Games Battle #1): The Pawns
Apparent Inspiration: They remind me of the ants from old Disney cartoons.
IGC Likes: That such a simple premise is still very exciting and intense.
IGC Dislikes: That there’s no scores for these battles.
Malice of the Chalice: Ms. Chalice has a significant advantage here.
The battle against the pawns is the only part of the chess fights that doesn’t feel like a boss, which is fitting, I guess. They leap down at you, and you have to avoid making contact while hitting a parry on their head. Even the pieces you defeat will return to the top to continue jumping down, and if you miss one, you have to wait for the other seven to cycle through their leaps before you get another crack at it. All of the chess battles feel like they were made with Ms. Chalice’s parry dash specifically in mind. In fact, this is the only one of those battles I actually beat using Cuphead, and that was only because I was bound and determined to ONLY use him at first with the DLC, but I gave that shit up. When you play as Cuphead/Mugman, hitting a parry also means throwing yourself into the sky and exposing yourself to the pawns, but Chalice can hit her parries low to the ground. Studio MDHR should have gone to Hasbro and offered to have them sponsor Ms. Chalice, because she absolutely Nerfs™ these battles.
FOOD FOR THOUGHT: While I mourn the loss of the Run ‘n Gun stages, I’ll be damned if the chess stages aren’t a fun idea and keep what should be a stale formula fresh. It really helps that this opening battle is surprisingly intense. The rate and angles that the pawns jump down at you made me have a few close calls, and I even had a “died on the last one” a couple times. Granted, once I realized the chess battles were made for the chick, I’m like 6 for 0 with Ms. Chalice in this battle, but still, a nice opening sequence. This is probably the weakest of the chess battles in terms of play value and it’s still pretty dang good. A lot more fun than any of the Mausoleum stages. Like, it’s not even close. Great idea this was.
Boss #30 (King of Games Battle #2) : The Knight
Apparent Inspiration: Horace Horsecollar, Ken from the Street Fighter series, A Knight for a Day (1946)
IGC Likes: The only of the five chess matches that I’d classify as difficult.
IGC Dislikes: Unlike the other chess battles, this one feels like it could have been expanded into a full boss battle. Oh, and you can cheese the hell out of it.
Malice of the Chalice: You practically MUST use Chalice. I never came close with just Cuphead/Mugman.
By far.. BY FAR.. the chess piece that gave me the most trouble, the Knight is easily the deepest of the chess battles. First thing’s first: just use Chalice. The Knight battle feels like Nintendo’s Punch-Out!! franchise as a platformer, where counter-attacking is key, but most of those attacks are too high of a risk if you have to do the parry with an angled jump. The knight has three attacks that he telegraphs, and one that comes with no warning if you stand too far away for too long. Keep a medium distance. If he pokes his head out of his helmet, he’s going to do a big sweeping motion. If he kneels down low, he’s going to dart across the playfield. If he does an upper-cut, it’s a fake out. You can also score a hit when he taunts you, but it’s high risk. On the plus side, if you take damage, you have enough time to score two or three free hits before you stop blinking. You have to parry the pink plume to get him. Awesome battle!
Food For Thought: This is the last instance of “I wish this had been a full battle” I’ll have to deal with in a long time, but I’ll give credit to Studio MDHR: when they had a good single-phase concept, they ran with it. Most of the King Dice mini-bosses and all DLC the mini-bosses are really fun. Yea, I wish they’d been expanded into bigger rights (well, I could do without with the other Chess fights) but I’m happy we got what we got. Never pad anything out just because someone like me is going to bitch about it. Seriously. I know I’m sending mixed messages here, but excellent less is always better than uninspired more.
Boss #31 (King of Games Battle #3): The Bishop
Apparent Inspiration: Catholics. About damn time we get some representation in games.
IGC Likes: A totally unique concept that works within the Cuphead formula. Oh, and I finally joined the “beat a boss the first ever time I faced it” club. Take that, Angela!
IGC Dislikes: That Angela beat Djimmi the Great on standard on her first attempt, which was a much higher degree of difficulty, the show-off.
Malice of the Chalice: This is the one chess battle where you need Chalice the least, though she still has a slight advantage due to being able to parry from the side.
The Bishop is a one-of-a-kind battle in Cuphead. While you do still have to directly attack him, the major mechanic of this fight is extinguishing the candles he lights. You just have to touch them instead of parrying them (surprised they didn’t work that out), and blowing them all out renders the Bishop vulnerable again. It’s a great idea, and it works. Maybe all this Cupheading has just made me awesome because I aced it on my first attempt. It wasn’t the only one I beat on my first attempt (I also totally lucked into beating the queen as well), but it’s not totally toothless as I died in my rematch with it the second time around. It’s a fight that’s tailor made for close encounters, and once I got over the shock of glorious victory, I have to admit, it’s quite fun.
FOOD FOR THOUGHT: I don’t think Studio MDHR is lacking for good ideas. Each of the chess matches is memorable, and the creepy-ass Bishop is particularly memorable. You don’t expect to see religious iconography in games like this, but you really don’t expect it to be a boss, in a church setting, with crosses and everything around. I admire the guts of it. Just think: Nintendo would have demanded this be altered not even ten years ago. We’ve come far.
Boss #32 (King of Games Battle #4) : The Rook
Apparent Inspiration: Peg Leg Pete, classic Game & Watch games.
IGC Likes: Every aspect of this battle; that they drew Betty Boop as a guillotine, which as I’ve stated before, is the ideal form of execution.
IGC Dislikes: That this character design wasn’t used on a standard boss.
Malice of the Chalice: Ms. Chalice has a significant advantage here.
While the Knight is probably the most well-rounded of all the chess matches, the Rook battle is my personal favorite. I love EVERYTHING about this fight. I love the character design. I love the heads. I love that he’s just ignoring you and sharpening his axe. I love the macabre vibe of it all. It’s also a satisfying battle. This is by far the most old school of all forty Cuphead bosses. Like someone took a spinning-plate/juggling-type LCD game (such as Nintendo’s Game & Watch Fire) and turned it into a boss fight. And it works wonderfully. This is as close to perfect as any mini-boss gets. Awesome death animation too.
FOOD FOR THOUGHT: I’m not a game developer, but I’d think that there’s a lot of inspiration to be had from the Rook. It takes very old-school gameplay and makes it fresh and exciting in 2022. What makes it feel so epic is the sheer scope of it. Of course, it’s a bit of smoke and mirrors and not really that different from how old 8 bit games used to dress up the bosses to make them look larger. Unlike a lot of the larger-than-life Cuphead bosses, you can see the seams here. What you’re really fighting is just a wall that launches projectiles, and if you bounce the projectiles back at the wall, it counts as a hit. The Rook is just an animation happening in the background. But, it all comes together to make a fight that feels so much larger than it really is.
Boss #33 (King of Games Battle #5) : The Queen
Apparent Inspiration: Alice in Wonderland (1951)
IGC Likes: Another different kind of battle, and another “haha, first try” moment for me.
IGC Dislikes: Oh hey, just like the King Dice sequence of mini-bosses, the chess matches go out with a whimper.
Malice of the Chalice: Ms. Chalice as an advantage in this battle.
Studio MDHR kind of sucks at mini-boss finales. Okay, that’s not totally fair. It’s not like the Queen here, or King Dice from the original build, are crappy to fight. They’re just underwhelming. Here, you have three cannons that sway back and forth, and you have to parry the fuses to shoot a cannon at the queen. She occasionally sends stacks of lions at you, but the real challenge is she has one of the hardest “make it rain” attack patterns in the game. Once you beat her, that’s it for the chess pieces. Beating the Bishop on my first try made me feel excellent. Here? I felt like I had lucked out. Like King Dice before her, I said “that’s it?” Well, there’s a boss rush for an achievement, but otherwise.. that’s it.
FOOD FOR THOUGHT: Yea, they were out of ideas. Wait, wouldn’t it have made more sense for you to shoot cannonballs at the Rook, which is a castle? And wouldn’t it be more fitting as a tribute to the Queen of Hearts to have her send heads at you (“OFF WITH THEIR HEADS!”) that you have to bounce back at her? Now I’m wondering if I’m onto something. Granted, she wasn’t meant to be the final boss. You know, I pulled this out of my ass because these “Food for Thought” sections I pigeon-holed myself into doing can be tough to write after thirty-three bosses (and I’m writing this on my 33rd birthday. Meta!) but now I think I might be on to something. I’m pretty sure I’m not on something. Unless somebody put something in my water. Let’s not rule this out. Next!!
ANGEL & DEMON: THE HIDDEN MINI-BOSS
Sigh. So, I used the order from the Cuphead Wiki to face the bosses, and they have the Angel & Demon listed last, so I assumed it was some kind of final-final-final special boss. It makes sense! Look at the background! And there’s a thing that looks like the Devil! HE WAS THE LAST BOSS THE FIRST TIME! But, no, this is a special single-phase mini-boss hidden in the game. Before I get to the six primary bosses that the DLC added, let’s review this fight.
GETTING TO IT
There’s a group of three mountaineers, and if you talk to them, they’ll not-so-covertly provide you directions. Next to the Howling Aces battle is a graveyard. Use the center tombstone as a guidepost for each direction.
What does this do? Well, you can buy an item called the “Broken Relic” from the DLC shop for one coin. Winning this fight.. and it’s no slouch, even for a mini-boss.. changes the Broken Relic into the “Cursed Relic” which is going to be a pain in the ass for you if you want to use it. If you equip it, you only get one hit point to beat bosses with, and it randomizes your guns. Every time you let go of the fire button, use an EX shot, or dash, your gun changes. It’s crazy hard at first, but, it slowly gains more power as you beat more bosses.
Once you’ve beaten enough bosses (there’s a whole scoring system. Consult the Cuphead Wiki on it here) it becomes the Divine Relic, which is basically every charm in one, though the guns are still randomized. It’s insanely over-powered, but by time you get it, you shouldn’t really need it anymore. Anyway, onto the fight.
Boss #34: Demon & Angel in “One Hell of a Dream”
Apparent Inspiration: The battle going on without the soul of all of us.
IGC Likes: The most challenging, original of the mini-boss battles in the game; that it’s a deleted phase from the original game being repurposed here.
IGC Dislikes: That I actually did this boss last, and also the achievement is a reference to Castlevania II, which means operatives from Microsoft will kick in their door and shoot their dog. If they do not have a dog, one will be provided for them. They’ll name it Mr. Tiny, and he’ll be the lost lovable little good boy that ever graced this Earth. They’ll bond with it and learn things about their own capacity for love they never could have imagined. At this point, operatives from Microsoft will kick in their door and shoot the dog. Sorry, this is the established penalty for using “It’s a Horrible Night to Have a Curse.” Rules are rules.
Malice of the Chalice: Ms. Chalice is actually, in my opinion, at a disadvantage here.
This is one of those “rub your belly and pat your head” bosses. I knew a guy who could do that while whistling, the freak. The idea here is, you will ALWAYS face the Demon, and if you turn around, the Demon and Angel will swap places. The Demon’s attacks will always hurt you. The Angel’s attacks will always pass harmlessly through you. It doesn’t sound very complicated, but holy crap, is this a balancing act. There’s also a platform that moves across the bottom that’s suspended by a lightning bolt that causes damage. Being an idiot, I didn’t notice the lightning bolt and thought the bottom caused damage depending on how you were facing. Once you get used to this, it’s fairly simple. I didn’t get used to it and only won by equipping the heart ring and parrying extra hearts and barely squeaking out wins. Awesome fight though. Fun fact: the Angel & Demon are, along with Goopy from Inkwell I, the only bosses that don’t attack you with minions.
FOOD FOR THOUGHT: This was a deleted phase from the original build’s finale Devil fight. Well, thank god they cut this from there. This is INSANELY difficult, and it’s only because of how short it is that I managed to pull off a victory. Still, Cuphead cut a lot of content and I was hoping the DLC would restore that, or add extra phases to the existing bosses. As far as I can tell, they didn’t. That’s a shame. There’s some full-fledged deleted bosses that made it far in development, including a sentient Pachinko machine meant for the King Dice fight. No clue why they didn’t add that back in, or Jelly the Octopus, or the Demon Bat. The sad part is, this after-thought bonus fight is actually one of the highlights of the DLC, because there’s no battle quite like it.
Boss #35: Glumstone the Giant in “Gnome Way Out”
Stated Inspiration: The Old Man of the Mountain (1933), Pitfall!
IGC Likes: Seamlessly fits in with the feel of the Cuphead bosses.
IGC Dislikes: One of those “difficult by having busy visuals” situations.
Malice of the Chalice: Ms. Chalice has a major advantage over the first phase only.
Glumstone is basically the icon of Cuphead’s DLC. He was part of a graphic novel released in 2020, and is even featured in The Art of Cuphead book that I used so heavily for the Definitive Review up to this point. We had to wait a LONG time for this fight, which makes me wonder if Studio MDHR wouldn’t have been wiser to just add one boss at a time, for like $2.99. I’d pay that much for each fight, easily. Maybe they could just create an arcade-like Cuphead experience where they release a new boss whatever they finish one. I mean, why not? You don’t need a story for this stuff.
PHASE ONE – VAPE MOUNTAINS (HEALTHIER ALTERNATIVE TO THE SMOKEY MOUNTAINS): Glumstone’s opening stage takes place on a series of platforms that move up and down, sometimes into the path of geese. You also have to watch out for gnomes that spit fireballs at you or climb up the platforms. The base is covered in spikes too, so stick to the platforms. Occasionally, he’ll also grab a bear and just bring it across the playfield, like the shark in Brineybeard’s fight, only it’s slower and a lot easier to dodge. Glumstone’s primary attack is opening his mouth and blowing clouds at you. If you’re not in close range, only Chalice will be able to reach all of them, as neither Cuphead nor Mugman can jump high enough to reach all of them. It’s a fun phase but easy compared to what’s coming next.
PHASE TWO – HANDBALL: See, even giants play with themselves using hand puppets. Wait, I didn’t mean it like that. I mean they play with their balls. NO, STOP! I mean they toss their balls back and forth. I mean with puppets. I mean, with their hands. Oh Christ, this is coming out all wrong. What I’m trying to say is the giant bats its ball back and forth while you watch for bulges underneath you. I mean little men coming at you while a bigger guy keeps tossing to himself. It’s a phase and it’s really hard. I mean to beat.
You know what? Screw it. Moving on..
PHASE THREE – IT’S NOT A TUMOR!!: I guess it’s supposed to be an ulcer but it looks more like cancer to me. Maybe if you just wait Glumstone out long enough he’ll die of natural causes. It’s a nice idea, since there’s like a million cartoons that do this gag, but it’s kind of underwhelming as a finale because it goes from feeling epic in scale to kind of small. But, the Pitfall! tribute is nice, and the difficulty balance is spot on. It’s clear why Glumstone got the lion’s share of pre-release hype. It’s the best of the bosses, besides Chef Saltbaker himself. In short: fun boss. Kind of a meh ending.
FOOD FOR THOUGHT: Glumstone was one of those “on the drawing board a long time” bosses that makes Cuphead work so well. The magic of the art style is there’s dozens of cartoons that use a gigantic character, and Glumstone looks like all of them while somehow also looking like none of them. The ability to borrow liberally from this era and come very close without directly copying any character make for a wonderful resource and it’s awesome someone did such a good job of paying homage to it all.
Boss #36: Moonshine Mob in “Bootlegger Boogie”
Apparent Inspiration: Ants in the Plants (1940), Mr. Bug Goes to Town (1941)
IGC Likes: Recycling deleted concepts from the original build.
IGC Dislikes: The Anteater has a bit too much sponge.
Malice of the Chalice: Chalice has a major advantage in phases one & two and a significant disadvantage in the phase three.
Featuring not just one but two deleted concepts from the original build, the Moonshine Mob was the first boss I fought when I started up the DLC. Yet, it feels like a fight that could have been part of the base game, right up until a delightful (and for some, infuriating) twist at the end of the third phase. Bootlegger Boogie is the ideal DLC experience: it feels like it could have been there all along, yet it twists your expectations ever so slightly.
PHASE ONE – SPIDER MOBSTER: This is one of the deleted ideas.. kind of. Originally there was a shmup level where you fought the “Flying Gentlemen” which was a spider in a top hat that looks kinda vaguely like the Spider Mobster. This is one of the more fun phases, as it’s actually quite busy, yet it’s super easy to get the hang of. There’s three different channels attacks can happen on, and success and failure will largely hinge on switching back and forth between them. The spider has four attacks.
♥Coppers using bug spray will occasionally walk out and shoot at you, some of which can be parried, though the angles to score one are quite tough.
♣He’ll sometimes pull out a button and drop bombs on the stage that explodes about a second after you pass them. These are a cinch to trigger and avoid the damage.
♦He’ll use an old-timey phone to call in “toughs” to walk onto the playfield and attack you. The flies will camp in the background and give you ample warning before walking out and are easy to kill.
♠His hardest attack by far is kicking a caterpillar at you that ricochets off the walls. This attack doesn’t happen in simple mode.
It’s a pretty good phase. One of my favorites of the DLC.
PHASE TWO – LIGHT BUG: The Light Bug is one of the earliest concepts for a stand-alone boss that didn’t happen. The attack pattern is, more or less, the same as it was as a prototype. The Light Bug dances back and forth on the second plane while six beams of “sound waves” circle around you. There’s a warning of when one set of three is going to change into an attack. Green is safe, yellow means “shit’s about to go down, yo” and red is dangerous. The attacks only happen briefly and once you get the hang of it, avoiding the attack is easy (and if you do it right, the Light Bug herself won’t be close to you when you switch between levels).
This is where the crackshot becomes very valuable, as you don’t need to take aim and can focus on avoiding the beams. For the musically inclined, you can also use the music as a cue for when the attack will happen. There’s also cops and moonshine barrels running back and forth this whole time, and some of the barrels can be parried. I think I only scored one parry off a barrel the entire time. But, another fun phase!
PHASE THREE – ANTEATER: Probably the most visually striking of all the DLC bosses, the Anteater’s arrival feels so damn epic. It’s a shame the actual battle becomes quite tedious. You get a chance to score some early damage on the real final boss at the start of the battle, but then the Anteater makes his move. He’s only vulnerable from his tongue. Ms. Chalice’s parry dash is almost worthless here, as the Anteater will take turns doing three to five trusts with his mouth on one side of the level, eventually sticking his tongue out across the screen. The tongue can be parried, and if you have the whetstone equipped, this battle goes a lot faster. In theory, you can time it with Ms. Chalice, but I never could.
Eventually, he’ll retract his tongue and unleash a brawl between a cop and a hoodlum that bounces around the screen like the caterpillar from earlier, only it takes A LOT more bullets to kill. He’ll then switch to the other side and repeat the same attack. After two hours, give or take, he’ll finally die. This would be a fun phase, only it takes FOREVER to finally score the knockout. Only, it’s NOT the knockout.
PHASE FOUR – SUDDENLY SNAIL: A banner drops down and the Snail declares KNOCKOUT sounding like Edward G. Robinson. The Anteater collapses and the final phase begins with the Snail shooting relatively quickly at you, though many of his shots can be parried. This is the fastest phase in all of Cuphead, and when the Snail dies after just a few shots, the real announcer clears his throat before declaring KNOCKOUT in a nice touch.
FOOD FOR THOUGHT: I think this is pretty much it for the deleted content that got reworked into the game. It’s nice that they found a place for the “The Light” boss that was one of their earliest plans. What strikes me most about Moonshine Mob is how incredible Studio MDHR is at the big concepts, awesome set pieces, and even pitch-perfect timing of humor. Moonshine Mob has a few issues, especially the Anteater phase, but it’s so imaginative that you can’t forget it.
Boss #37: The Howling Aces in “Doggone Dogfight”
Apparent Inspiration: Street Fighter, the dog from Tom & Jerry
IGC Likes: Lots of fresh ideas that makes an otherwise ho-hum design unforgettable.
IGC Dislikes: The most unreasonable condition for unlocking a secret phase in the game.
Malice of the Chalice: Ms. Chalice is neither at an advantage or disadvantage for this battle.
Oh, I get it.. they’re dogs in a dog fight. As in airplanes. They’re not owned by Michael Vick. Right before I finally started to type this section of the review, I was informed there’s a secret phase. I spent the next four hours trying to get it, gave up, and had a tantrum. Then, a friend’s kid told me “use the Lobber” and I got it on my first try. Grumble. After all that effort, the DLC’s lone secret phase wasn’t remotely worth the effort. What a waste of time. Stick to the main path, where an otherwise generic theme becomes an unforgettable encounter.
PHASE ONE – UNLEASH THE DOGS OF WAR: Hughes Canteen, the NPC that taught you about the airplane in Inkwell I, is your pilot. You stand on a plane that will go left and right depending on how close to each edge you stand. It’s actually very intuitive. There’s an alternate control scheme just for this level, but stick to the default because it works wonderfully. Using this setup, a bulldog pilot will fire slow-moving heat-seeking fire hydrants at you while other dogs rain tennis balls down on you. Occasionally, the bulldog will bail to either shoot you with giant yarn balls or throw boomerang bones at you, some of which can be parried. A nice little phase, though keeping up with the tennis balls is a pain in the butt, and sometimes the timing of them and the yarn attack conspire to screw you.
PHASE TWO – YANKEE YIPPERS: Four dogs circle around you and throw letters at you, many of which can be parried. If you take your time before picking them off, you can easily charge your cards up during this phase. The dogs don’t take many hits at all, and the crackshot is especially useful here. This whole phase is over and done with in a matter of moments and you move on to the ultra-memorable finale. That is, unless you want to open the secret phase and ruin the best part of this entire boss.
IF YOU WANT TO UNLOCK THE SECRET PHASE: Don’t. It sucks. There’s not even an achievement attached to it or anything. But, if you’re into completing stages, you’ll want to use the Lobber. The idea is to damage the dogs just enough that the exhaust from their jetpacks turns grey. There’s an audio cue as well. If you kill even one, you’ve missed out on it. Once all four of them are on the grey smoke, their Mom or whatever she’s supposed to be will collect them and the secret final phase will begin.
PHASE THREE – SHINOOK PILOT SALUKI: One of the best phases of Delicious Last Course, the battle against the Persian Greyhound (clearly the snootiest of all dogs) is truly a spectacle. It starts with mad scentists type of lasers that reminds me of something that would be used to fight Mighty Mouse. After a couple shots of that, the screen will rotate 90 degrees, and the controls along with it, and the Saluki will drop dog dishes on you that you have to jump over. The screen will go upside down after that. Once you get the hang of it, it’s actually a fairly simple battle, and it can even end by shooting the lasers and not the dog itself. It’s not much of a boss, but the gravity effects stand out and turn the mundane into something special. Of course, you can shirk all that and do the pathetic secret phase.
SECRET PHASE – THE WORLD’S MOST BORING DOGS: After all the hard work I put in trying to unlock this, all the Secret Phase was is a completely basic, generic, overly long sequence of dodging shit. There’s nothing novel or challenging about it. It’s really awful and quite lazy and I’m so disappointed, especially for the amount of time I put into getting it. All the gravity effects that make this so memorable? They’re gone. The charming lasers? Gone. All you do is dodge pineapples (some of which can be parried) and the fire hydrants from the first phase. What a crappy thing to hide.
DOG FOOD FOR THOUGHT: Like the Rook battle, The Howling Aces take bland, basic attacks and make them exciting by adding unique ways of tackling them. The airplane following your movement works, and I’m a sucker for gravity effects in games. If not for those things, this would be a very boring boss, as the secret phase proves. I’m not in love with the theme, and honestly, I kind of wish what they had done was merged the shump and platform sections. That’s the one thing Cuphead hasn’t done yet with its own formula. It’s probably impossible due to how it loads, but it’s all that’s left.
Boss #38: Mortimer Freeze in “Snow Cult Scuffle”
Apparent Inspiration: The Snowman (1933), Lullaby Land (1933), Darkstalkers
IGC Likes: Probably the most conventional of all the DLC bosses.
IGC Dislikes: My least favorite of the primary DLC bosses
Malice of the Chalice: Ms. Chalice has a minor advantage in the second phase, but otherwise this is a fight more suited for Cuphead/Mugman.
Of the six DLC bosses, Mortimer feels the most like he belonged in the original game. He’s also probably the most middle-of-the-road of the five non-shmup bosses. It’s not a bad fight by any means, and it has some wonderful sight gags, but this is also the battle that I found to be the dullest. Get ready for some temperature based puns that would make the writers of Batman & Robin blush with shame.
PHASE ONE – CHRIST, WHAT AN ICEHOLE: Mortimer has three ways of attacking. Apparently he’s a flasher, as his most common method of attack is opening his cloak to unleash tiny little ice monsters that spike themselves into the ground before coming to life and giving chase. It’s really tough to judge their trajectory while in flight, but once they land they’re easy enough to take out. He’ll usually then just slam a giant whale into the ground. If it hits the ice monsters, it’ll knock them out of the game in an adorably hilarious gag. Finally, he’ll shoot cards at you, which can sometimes be parried. Dull phase, really.
PHASE TWO – SNOW MORE MR. ICE GUY: One of the hardest middle phases in the entire game, the Snow Monster is fast, aggressive, and specializes in crowding you in. He has a wide range of attacks, and between those he might turn into a snowball and roll or leap back and forth across the screen. If the obstacles from his previous attack are still active, it’ll be difficult to dodge. He’ll also slam the ground and cause ice blades to poke up from the ground.
By far his most common attack is turning into a fridge and shooting ice cubes at you. When the cubes land, they break into smaller cubes. If the starting cube is large, it’ll have two break sequences. They’re easy enough dodge, but it’s when he quickly transitions to the rolling attack that this phase becomes a pain in the butt. He’ll also close the fridge attack by launching evil popcicles at you, some of which can be parried. When you do enough damage, a series of platforms appears that takes you to the finale. The Snow Monster took me longer to complete than almost any second phase and probably should have been the last phase.
PHASE THREE – OKAY, SNOWFLAKE: After climbing up the platforms, you reach a rotating set of five platforms for the final form of Mortimer. The giant snowflake finale has an attack that never once hit me. He shoots out.. like.. a ghost that circles around the outside. I don’t even know if it can damage you or if it’s just a few seconds of getting free attacks. His other attacks are more dangerous. He’ll launch buckets at you, some of which can be parried. After they hit the wall, the buckets turn into three moons that you have to dodge. He’ll also shoot ice cream cones from four directions at once, or launch his eyeball at you. The eyeball has beams that you must also avoid. A decent finale to an otherwise ho-hum battle.
FOOD FOR THOUGHT: Mortimer is the only of the four traditional bosses that feels like he could only belong in Inkwell III. The other three would fit in more as Inkwell II battles, with Moonshine Mob being on the fringe only because of the Anteater section’s sponge. There’s something about this particular fight that feels climatic or end gamish. Then again, a lot of people insist to me that I’m crazy for thinking Brineybeard belongs in Inkwell I so take that with a grain of salt.
Boss #39: Esther Winchester in “High-Noon Hoopla”
Apparent Inspiration: Clarabelle Cow
IGC Likes: Hey, more shmups is a good thing! One of the most jaw-dropping character transformations in the game.
IGC Dislikes: Probably among the weaker of the shmup battles.
Malice of the Chalice: Chalice has a significant disadvantage here.
I’m so disappointed that there’s only one shmup section in the DLC. I want an all-shmup Cuphead sequel more than I want to live into my 80s. While Esther isn’t among the best of the shmup encounters in the game, she’s still a ton of fun to do battle with. Fun fact: this was the boss that I needed the most lives and time to defeat in the DLC, and by a wide margin.
PHASE ONE – REAL C.O.W. GIRL OF SHMUP MESA: In the first phase, you have to switch between and upper and lower area. Esther’s primary method of defeating you is by having one of the most visually busy sections of the game. She fires oil out of guns that crosses halfway across the screen before doubling back and coming back at you as snakes (wait, I get it.. snake oil! See, I thought it was ink). Her only other direct attack is to lasso a cactus that will block the entire channel she’s on.
The real challenge comes from vultures that drop dynamite into the playfield. The dynamite explodes into five separate explosions of three, then two (four and then three on Expert). AND while all that’s happening, a horse will fly across the screen and spit cactus balls at you, some of which can be parried. You can shoot the horses down, but you give up parry chances. There’s just a ton of stuff to keep track of here and it becomes overwhelming.
PHASE TWO – HEY NOW, THAT’S NOT THE CODE OF THE WEST: In a sort of opposite of one of Djimmi’s attacks, Esther pulls out a vacuum and beings sucking loot up, and you along with it. After dodging all the debris, she’ll then bend over and launch safes onto the playfield. When the safes hit the ground, they explode into the loot she previously collected, some of which can now be parried. It’s a basic dodging type of stage that goes quickly, and once you defeat it, this wholesome boss suddenly takes a turn at the corner of Dark and Macabre.
PHASE THREE – 😶 : The cow gets sucked into the pressure cooker and turned into hot dogs.
HOLY CRAP, THAT’S TWISTED!
Once you pick your jaw up off the floor, this is easily the simplest phase of the whole stage. She starts running backwards and launching steaks at you (my god) that take a sharp circular pathway, and some of which can be parried. While this is going on, you have to dodge cans of beans which can extend outwards. You can see which way the cans face and attempt to dodge them. The difficulty comes from the sheer speed, as this is a fast moving area. Not bad though, and an unforgettable visual.
PHASE FOUR – A REAL SAUSAGE FEST: The final shmup phase of Cuphead has you now fighting an entire can of hot dogs (do hotdogs come in tins like that?) with two giant arms extending from it. The arms scissor back and forth, but there’s safe spots where no dog is that you can pass safely through. While this is going on, the can shoots waves of chili peppers at you, one of which can always be parried. Resist the temptation to chase one down if it’s not in front of you and focus on dodging the arms. It’s pretty spongy but a wonderful ending to my surprise favorite type of Cuphead levels.
FOOD FOR THOUGHT: Oh this food isn’t thinking anymore. I killed it.
Boss #40: Chef Saltbaker in “A Dish to Die For”
Apparent Inspiration: Pinocchio (1940)
IGC Likes: An amazing finale that’s more epic than the Devil fight. The twisted attacks are shocking in their visceral violence. I love ’em!
IGC Dislikes: That there’s no more battles left.
Malice of the Chalice: Ms. Chalice has a major advantage in this battle.
In what is the least shocking twist ever, Chef Saltbaker was a bad guy all along, and the battle against him is so mean spirited and evil that the smile never left my face. This, ladies and gentlemen, is one of the most memorable last bosses in gaming history. Well, except that it gets easier as it goes along. Seriously, the first phase is a frantic dodge-a-thon, but while the visuals remain striking throughout, the actual battle gets kind cinchy.
PHASE ONE – CASUAL CRUELTY: All the items are you’ve gathered from defeating the five primary DLC bosses? Yea, the Chef murders them in cold blood with a smile on his face. It’s violent and gruesome and FUCKING AWESOME! Like all professional chefs, this guy is just 100% pure evil. He has four attacks: shooting limes that hover over you, sugar cubes that bounce at you (some of which can be parried), cookies that bounce at you, and strawberries that rain down upon you. None of them are hard to dodge on their own, but the attacks can and do stack. And, while this happens, there’s a fire that jumps from the floor to the ceiling and is super easy to lose track of. One of the most intense and brutal phases in the game.
PHASE TWO – SALTED NUKES: Yea, this is the most visually awesome sequence in the entire game. It’s so awesome. Here, you shoot four pepper shakers that crash into Chef Saltbaker and progressively crack him. The pepper shakers shoot projectiles, some of which can be parried, and leafs rain down from the ceiling from time to time. The fire from the previous stage is back as well. I highly recommend the crackshot for this battle. When you’ve done enough damage, you’ve earned a break with one of the easiest and quickest phases in any boss fight.
PHASE THREE – WHAT SLUGS HAVE NIGHTMARES OF: This phase seriously lasts like ten seconds, if that. Two salt things that look kind of like the Stay Puff Marshmallow Man dance up and down. It’s an easy pattern that you can dash under. There’s a saw blade on the ground too but, yea, this is a layup and a break between the real finale of Cuphead. Take a breather, plug these guys with a couple shots, and move on.
PHASE FOUR – TOO MUCH SALT IS KNOWN TO CAUSE HEART ATTACKS: This is it! After beating the salt dancers, the floor starts to break apart and two lethal-to-the-touch columns of salt spring up. Most importantly, a series of platforms start to appear. If you don’t have Ms. Chalice’s double jump, this section is so much harder. After a few seconds of jumping from platform to platform, the Chef’s heart will appear. You have to shoot it, and apparently it can be parried too though it doesn’t seem necessary to killing it. It’s a bit of a letdown for a finale, especially with how epic those first two phases were. But, that’s it. Unless there’s even more surprise DLC or a sequel coming, this was the final phase of Cuphead.
FOOD FOR THOUGHT: Thank you, everybody for following me on this weird little journey I’ve been on with Cuphead. From a game I thought I hated (it’s actually the choices made by the developers I disliked) to now being ranked #3 (as of this writing) on the Indie Gamer Chick Leaderboard. I didn’t think the DLC was good enough to bump the ranking ahead of Dead Cells or Axiom Verge, but I still had a blast. To everyone who read the over forty thousand words of this five-part review, I appreciate it. Go, play some Cuphead!
ACKNOWLEDGEMENTS
To all my readers, thanks for the support over the last eleven years.
Angela, you are the light of my life.
Mom & Dad, thanks for all the video games you got me as a kid.
Leslie Meyers, Amanda Lange, Jim Bevan for their contributions to the trivia.
William, my best friend.
Brian, who got me into this game reviewing stuff.
Dave Sanders, you’re the coolest guy I know.
Jordi, you’re incredible.
Dash, you’re a dang cool guy.
Everyone at Indie Gamer Team, you’re all my friends and I love you so much.
Aki, Mac, Andrew, Jon, Ryan, Elias, Michelle, Saud, & Dillen
Friends like Arlyeon, Bob, Dillen the Pickle guy, too many guys named David, Chris, Kris, and Christopher. I have too many friends. I need to finish buying that island off the coast of Bermuda that I can stage death tournaments and make you all compete for my love and affection.
Hunter, for helping us unlock the Howling Aces secret phase.
Studio MDHR, thanks for making a great game and being douchey enough to give me tons of material.
The Cuphead Wiki, for all the help.
If you’re really read this far, you’re weird.
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