That One Boss/Shoot'Em Up

Everything About Fiction You Never Wanted to Know.


"If you're at this page, you're either (a) curious, ,(b) heard rumours about Titanic Lance or ,(c) foolish enough to wander into Zone M. If you belong to the first two categories, may this serve as a suitable deterrent to meet him. If you belong to the third category....well, so do I, so I will refrain from commenting on you."
This page on the Darius Gaiden boss Titanic Lance

Examples of That One Boss in Shoot'Em Ups include:

Subpages

That One Boss/Shoot'Em Up

Other Examples

  • Fatty Glutton in the Darius Gaiden game. Made even worse in the first game because if you've done well, you may have powered up to the laser, which you need to do to get the Wave later on, but which is worse than your starting weapon.
    • Fatty Glutton, however, is nothing compared to the Battleship Raid boss that is Titanic Lance. When the normally 2 minutes long stage is now only 30 seconds just to accommodate the boss is saying something. Furthermore, not even the final boss is larger than this guy...which is so large it is basically a Sequential Boss as well. By the way, this is boss #4 out of 7 bosses (or boss #13 out of 26 for those playing all 26 stages in Extra) you will take (meaning it's nowhere near the final boss). Good luck.
  • The Hermit boss of Chapter 3(the Scrappy Level) of The House of the Dead is cheap. A Giant Spider with a very small weak point, that starts out just inches from your face, if you miss here, loss of health is inevitable. This phase has prematurely ended many games. Then it retreats further down the tunnel, becoming even harder to hit, and after being hit it turns its weak point away from you to shoot volleys of web balls at you. The longer you take, the more projectiles will be fired per volley. In the final phase, it guards its weak point until it gets up close and personal, again you have only a split second to hit it before it hits you.
    • The Heirophant and Sand Area Tower bosses are just as bad; the former has a weak point that's only open for a few seconds, and a diving attack that will always hit if you don't hit its weak point, while the latter hides itself in the sand, only coming up for an attack (and, hence, is the only time you can attack it). Hell, come to think of it, most bosses in House of the Dead can fit into this category, to some extent.
    • The Fool in House of the Dead III. You need to shoot one of his limbs (marked with a green targeting sight) in order to stop its advance. This is easy enough with his first limb, but his next two limbs tend to get obstructed by the stairs, and his fourth one is used to swing around making it hard to hit. And then his last phase consists of jumping at you to attack, with the only way to stop him being to shoot 6 bullets while it's in the air (you have 6 bullets per reload, by the way). But if you're playing with a 2nd player every boss will have double defense, meaning if the other player is incompetent, being a Jerkass, or is simply screwing around, you will lose lives for something that's not your fault.
      • And the reload is so slow on the PC version that it's actually physically impossible to stop yourself being hit.
      • Also, taking down first 3 limbs require you to deplete its attack gauge 3 times. If you did it too slow in 1st or 2nd (or both), it's guaranteed that the boss will hit you.
    • Strength in House of the Dead 2, who on top of brandishing his chainsaw wildly, making his head difficult to shoot, will sometimes jump down from above and immediately take a life off.
    • Did you enjoy The Magician? Then you'll love The Star, the boss of Chapter 5 of The House of the Dead 4. He bears many similarities to The Magician; he's a humanoid zombie who flies around the arena, fires dozens of energy-based projectiles that need to be shot down lest you lose a life and has two charge attacks, one of which involves GOING OFF THE SCREEN for a moment in a completely dick move that will almost guarantee a life lost. Many players find him to be more difficult than The World, the final boss.
      • Vampire Night, another light gun game by the same House of the Dead team, features a winged boss that has attacks that are basically a hybrid of Hot D 1's Hangedman and Magician, but who stays faaaaar in the background most of the time. You have to be a crack shot to hurt him any substantial amount before he switches phases and starts circling the player and carving away with a laser.
  • The second boss of E-SWAT is essentially two Terminators who shoot rapid-fire at you. One of them is always standing, so standing up will welcome you with a spray of bullets, and the other one jumps around and shoots at ground level, so ducking isn't 100% safe either. You only have 4 HP by the way. Thankfully you can destroy their bullets by shooting them, or this boss would truly be impossible. At least the reward is awesome: A robotic suit that quadruples your health bar, gives you rapid-fire capabilities, and lets you fly. Oh, and it can be upgraded.
    • The first boss could qualify as well. As a helicopter that flies around at the top of the screen and guns you down for standing still (which you need to do in order to fire your gun), it's fairly difficult. And if the battle takes too long (20 seconds or more) he will descend to your level and spam bullets in your direction. Good luck.
  • The entire fourth stage in Ikaruga is fought against the level boss, a floating fortress that spends ten minutes hurling ridiculous amounts of enemies and spirograph-patterns of alternating dots at you. Casual players will most likely lack the coordination to switch their ship's polarity in tune with the incoming fire, the return fire from destroyed enemies, and the few enemies who fire on their own to boot. The actual "boss fight" at the end of the level places the player in a tiny space filled with beam weapons that alternate color while firing, and the boss itself is only vulnerable at three (moving) points, all of which have three doors that must be shot through first.
    • And then there's Tageri's third form in Chapter 5, who fires homing lasers (not unlike yours) at you, alternates polarity, and repeats this process, at an increasingly faster pace. It doesn't help that you whittle his health down, he starts to fire waves of bullets that also alternate in polarity.
  • Ikaruga's spiritual predecessor, Radiant Silvergun, also features a stage (5A) that is ten minutes against a gigantic flying fortress. Whose walls close in on you while girders scroll down and lasers surround you and enemies come from all sides. Ohtrigen the phoenix also deserves mention for the high speed and number of its projectiles in a game that generally focuses on measured action.
  • The first half of mission 11 in Project Sylpheed. The difficulty REALLY spikes here, as the Acropolis' armour might as well be paper here, even on easy: first you have to defend against waves of fighters and bombers, and BOTH types can attack the Acropolis. Then, halfway through, the Guilty Roses show up and they're pretty deadly against ANYONE (though if you can pull it off, a well aimed XGS Grav Cannon shot can take all 4 of them out in one shot... but thats only in a second playthrough or later).
  • Sherudo Garo, the Stage 2 boss and Disc One Final Boss of Time Crisis. He hits quickly with his throwing knives, which have a 100% chance of taking off a life. On top of that, he pops out only momentarily to do this.
    • The Dual Boss Tiger and Edgey in the spinoff Crisis Zone. Tiger throws heavy objects and can take a ton of damage, although slow. Edgey, on the other hand, is extremely fast, making him hard to hit before he claws you, and he also throws volleys of knives at you(unlike Sherudo, these can be shot out of the air).
    • In fact any McNinja type boss in a lightgun shoot-em-up is probably that one boss.
    • The Stage 2 boss of Time Crisis 3. If you thought ninjas weren't horrible enough, this guy is a multi-lifebar ninja who often runs around the bridge you're on, making him a faraway target, and he has two ninja minions with him.
  • The One-Winged Angel of The Great Commander in Star Fox.
  • In The Guardian Legend, Blue Optomon is definitely the toughest boss at the time you fight him. Absurdly powerful and long blue tentacles that are very hard to dodge, and you will go down in three hits or less no matter how much you're tried to powerup first, and you cannot gain recovery powerups during the fight at all. He takes forever to kill. And there is no secret trick to winning easily, unlike most other bosses.
  • Gradius III Arcade usually has easy bosses at the end of its Nintendo Hard levels, but not the bosses of stages 3 and 5. Stage 3's boss, Big Core Mk III, has much faster bouncing lasers than in the SNES version, and once its first two cores are destroyed, it starts spamming you with walls of Frickin' Laser Beams which you can just barely ease your ship through the gaps of. Stage 5's boss is six Moai heads, which are very hard to maneuver your options around to destroy, and addition spit out Mini-Moais that float around inflate as they are shot until they explode, restricting your maneuvering space. In other words, a boss that has nearly impossible to hit weak points and attacks by spawning Demonic Spiders.
    • Gradius V has a return appearance of Beacon, a boss from Gradius III SNES, as a Mini Boss, but in this case it happens to be That One Mini Boss, said by some to be the hardest enemy in the game(the Keeper's Core or Gun Wall midboss is considered by others to be harder) It now spams randomly directed bouncing blue laser beams, in addition to having a containment laser like Big Core MkIII, and on higher difficulties it has two sets of containment lasers, making it nigh-impossible to dodge the blue bouncing beams, unless you know a certain trick. It also fires bullet spams and drops fire bombs, in addition to the tunnel narrowing at points.
      • Three words: Blaster Cannon Core.
    • Gradius spinoff Otomedius introduces us to Big Core DX, a Big Core with Options. Not as crazy as Blaster Cannon Core, but definately That One Boss for Otomedius Gorgeous.
    • Gradius Gaiden has the last boss of loop 2 stage 8, Heaven's Gate, who will give you trouble if you're planning on a 2-loop clear. Lots of tightly-packed Beam Spam, a containment laser attack that it activates during one of its rounds of lasers to throw you off, and it fires suicide bullets upon its defeat.
    • Any gunwall in the series except for Gradius II's (Which has a rather pathetic safespot). Salamander/Lifeforce's gunwall spams indestructible cores that bounce about the area and are hard to dodge, and Gradius III's gunwall spams large amounts of enemies and bullets at you, plus the arcade version is equipped with Smashing Hallway Traps of Doom. Thankfully, most ports of Salamander and the SNES port of Gradius III tone down the gunwalls.
  • Solar Striker starts off as a pretty easy shooter until you get to the fourth boss, which is probably the closest the Game Boy has ever gotten to Bullet Hell. Be prepared to dodge like crazy as it constantly fires out of the sixteen turrets that surround it (half of them are uncomfortably close to you). There is a safe spot, but you're dead if you're even one pixel off.
  • In Einhander, almost every boss can be That One Boss if you don't know what you're doing, but even experienced players have trouble with Schwarzgeist and Hyperion.
  • Battle Garegga's penultimate boss, Black Heart Mark II. Harder and denser patterns than the last boss and a small hittable area unless you're using a certain ship that fires broadswords. It's only fitting that the best scoring trick in the game involves jacking up its aggressiveness and health to insane levels and dumping nearly all your remaining lives and bombs on it.
  • Raiden Fighters Jet's penultimate boss, a large hovertank, is a prime example of this sort of boss in a non-danmaku game that uses only bullets for enemy attacks. Every form has absurd amounts of health, it has an attack that leaves very slow bullets on the screen to trap you, and it spews undodgeable (unless you choose a certain tiny ship) attacks should you destroy forms at the wrong time.
  • Sin and Punishment's Birth Model. A gross name for a gross enemy. It's basically an enormous pile of eggs, which can shoot at you. Specifically, every individual egg can shoot at you. Good luck!
    • The final boss, which has you defending the ENTIRE Earth from an imitation Earth, which shoots a truely obscene amount of projectiles that you have to shoot right back at it.
      • Fortunately, you're pretty much guaranteed unlimited continues for this fight, since said obscene amount of projectiles are the perfect opportunity to rack up gigantic combos, combined with the fact that said combos will never break, as the projectiles hit the Earth instead of you.
    • The Heart Seeker gives almost every player trouble. Its a giant missile that you have to shoot down before it hits the intended target, and no it doesn't just explode like you'd expect an explosive to do so you have to maximize your damage output and accuracy. The target then begins shooting at the Heart Seeker but misses. You will probably get hit though.
    • Sin and Punishment 2, Stage 6 endboss. AKA: A Fighting Game segment in a Rail Shooter. If it's any comfort, at least it's a CPU-controlled opponent and not Daigo Umehara.
  • In some versions of Parodius Da!, stage nine (the zombie level) has a mid-boss that IS impossible without powerups. The boss is a series of umbrellas that circle the screen once, before homing it on you. The health they have makes an unpowered shot kill each enemy closer to you than the previous one was, up until one gets you. In the arcade version of the game, there is a space you can use in the bottom-right corner of the screen.
    • That boss is based off of Gradius 3's stage 3 mid-boss. And since the boss after that is That One Boss (At least in the arcade verson), if you get killed by that boss (And you will) you have to fight the mid boss again, and since THAT boss is That One Boss without powerups you have to face TWO That One Bosses in a row.
  • Star Fox 64: Macbeth. That Scottish Planet. Perhaps the only time it has ever actually been easier to complete the special mission to go on the more difficult route (by shooting the eight switches to reroute the train into the weapons factory) than to not complete the special mission (forcing you to fight this ridiculous boss). Once you know where all of the switches are, this becomes easy, but if you miss one, prepare for a really challenging boss fight.
    • Said boss fight also comes slapped in with a nice time limit on it... that doesn't display. Take took long and the guy in the train says "It's time to finish this!" and then smacks the boss into you for an instant kill.
    • Sarumarine, the boss of Zoness kind of counts, too. A boss that actually forces you to use bombs. But carefully, because you don't really want to blow one of the cannon pontoons off while the exhaust pipes are still there. Oh, and if you're low on power (or playing on Expert, where your wings break at the slightest impact), remember to dodge to the side of the screen at the end, or else you'll get hit by the shrapnel from dealing the final blow.
    • The Bolse core, too. You wouldn't think destroying a satellite would be annoying, would you? It starts shooting back. Add to that the fact that the core rotates, and near the end, you could end up approaching the core only to find that the remaining targets are on the far side and you're getting nothing but a face full of lasers. Also, Star Wolf shows up on this level if you either didn't beat them all on Fortuna or came from a different route. Yay...
  • Resident Evil: The Darkside Chronicles has William Birkin, who wasn't exactly easy to beat in the original games. The second last chapter of the "Memory of a Lost City" stages has you first fighting your way through a level crawling with Giant Moths, Evolved Lickers, and Ivies, the latter two usually coming in packs of 2 or 3, and then facing off against Birkin -- not just in his second form, oh no, you're gonna fight forms 2, 3 and 4! And did I mention that this is a sequential fight? As in, you need to face down each form, one after the other, in a single battle? The one mercy is that there's a checkpoint engaged between forms 3 and 4, which doesn't do you much good if you've already run out of ammo for your better guns on forms 2 and 3. The next level has Combat Mode Mr. X and then Birkin 5. Good luck.
    • You will come to hate Alexia Ashford, for more reasons than one. Her first form is easy, but once she evolves, prepare for hell. If her throwing fireballs that need to be shot out of the air isn't enough of a chore, how about tentacles that won't go the fuck away! Oh, she's easy because she's stationary, huh? Well, say hello to form 3; now she can fly, and unless you go through the button prompts, you can't get high enough to use the Linear Launcher without missing her constantly. And did I mention that you need the Linear Launcher to land the final blow on both forms 2 and 3?
    • Resident Evil Umbrella Chronicles has the Ivans: twin T-103 Tyrants clad in protective kevlar coats that leave only their heads exposed. You have to shoot them in the head, which becomes exponentially harder with the two of them double-teaming you. Worse yet, the game's most accurate weapons don't do enough damage to really make a difference, while the powerful shotguns and rapid-fire SMGs aren't accurate enough to hit the target consistently. To top it all off, dodging is nearly impossible; to stop them from hitting you, you have to shoot them in the head. Fun, huh?
  • Sigma Star Saga (a hybrid RPG/shmup) features the Chapter 5 boss, The Ghost of Iot. Although touching him will not damage you (unlike every other enemy in the game... he is a ghost after all), he has a very small hitbox, tons of health, and his attacks come at you from the background. From. The. Background. The most frustrating part is that he knows how to lead his shots, meaning that you have to be constantly weaving around in bizarre patterns to avoid getting killed. The only mercy in this fight is that, unlike most shmups, you are not a One-Hit-Point Wonder, and can take a few hits before dying.
  • Cobra is the bane of Silent Scope players. In one path in the first game, he runs around a stadium with the president's daughter on his shoulder. Failing to defeat cobra here[1] will cause the other encounter to occur, in which he is riding in a constantly-weaving car using the president's daughter as a Meat Shield, and throwing grenades at you, after which he hijacks a semi and tries to ram you, here you only have a small window to get a headshot[2] before you lose a life. In the second game, he is on a grounded plane swaying back and forth, hiding behind a hanging hostage, and in addition to scrap metal and grenades, throwing hostages at you; the only way to avoid damage here is to get a precise hit while he's picking them up.
  • Descent: The original version of the 6-degrees-of-freedom first-person shooter has one of these bosses. The Level 7 boss is in the Shareware version of the game, too, which was always available to download for free. This guy is freakishly hard to beat, even by level 7 which requires a great deal of skill development to get to in the first place. By this time you don't have any really powerful weapons - the best you have are homing missiles (the 2nd weakest secondary weapon) and level 4 dual lasers (powerful, but slow moving, primary weapons). He, on the other hand, has rapid-fire smart missiles which are super-fast homers AND launch homing plasma charges upon impact with an inert object. He also happens to have the ability to teleport when he's in danger, and does so every time you hit him with something. You end up flying around, trying to dodge in and out of the caves in the middle, like a madman. Or cowering and hiding until he randomly teleports to you, firing, and ducking back in to a safe area. Ugh.
    • This is more of a Wake Up Boss. Not that you'll fight many more bosses like him (only one more in the full version in the final level) but a relatively simple tactic renders this boss an easy victory every time. The secret? You can fly as fast as homing missiles do. Just keep flying and you can't be hit.
  • The zero-gravity level in Air Buster / Aero Blasters has a nasty Mini Boss that has halted many games due to the difficulty of dodging its attacks with the floaty controls.
  • Raiden IV's third boss. Three phases, the first two of which are already quite difficult, then it Turns Red and all Bullet Hell breaks loose.
    • The third boss in the original too. After you destroy the cannons on the deck of the boat, it explodes to reveal five spreadfire cannons, and the "core" also starts firing bullets. It takes a long time to destroy this part, and you have gunboats and tanks sniping you all the way. If you lose your powerups here, you don't stand a snowball's chance in the next level. The lack of Hitbox Dissonance doesn't help.
  • In the Star Wars: X-Wing games, Super Star Destroyers tend to be this. Not for the ships themselves, but more for the fact that they tend to be stocked with TIE Defenders!
  • In Bioship Paladin, pretty much every even stage's boss is That One Boss, if only at the first time you fight it.
    • The second boss is unpredictable until after you've fought it a few times, and is sure to get off a few cheap kills. In addition, its shots are fast and it rarely exposes its weak point.
    • The fourth boss pops in from the top of the screen and spews a ridiculous shower of lasers downwards, which is much faster than most of the weapons in the game and is very likely to hit you at least once even if you know it's coming. In addition, it moves in a pattern that will pretty much crush you if you don't have enough speed ups.
    • The sixth boss has two forms, and switching to its second form launches a shower of debris that's incredibly difficult to deal with. In addition, it has a pair of arms which make it extremely difficult to maneuver. The worst part? The best weapon to destroy them with is the defensive fire, but if you end up in front of the it only way to stay alive is to be in offensive mode (where you can actually move). Add on a difficult stage and you have a really nasty foe.
  • Super Spy Hunter features the boss of level 4: A long level that features a single narrow road, with patches of frictionless glass and long jumps that are easy to miss in less than 30 second intervals. They throw a boss, which is a moderate size cube only two vilnerable spots, which are two lasers that can one-shot your car even with full health. Once you destroy the lasers, it chases you aggressively, continuously shoots its spread shot at you and can only be hit from exactly straight ahead or behind. Any little deflection of angle and your shots harmlessly impact his invincible spots.
  • Heavy Weapon has the Final Boss ("Secret Weapon"). This thing has three phases. The first phase shoots out lasers from its sides that either go straight down, diagonally, or curve around. Touch any of those and you're dead regardless of shields. The second phase has it spray purple shots while it periodically drops an A-bomb. If that even touches the ground before you shoot it down, you're also toast! The third phase is a Macross Missile Massacre that is the easiest of the three, you can shoot the missiles down and he cannot give you a dreaded One-Hit Kill. Did I also mention that when you die, you lose ALL your Smart Bombs which would have made the boss easier? Also, he comes at the end of a hard and extremely long level filled with Demonic Spiders.
  • Cuphead: The Devil's debtors are all fairly tricky opponents, but some are far tougher than others. The ones listed below are the worst of the bunch, and guaranteed to show you that Game Over screen over and over again.
    • Beppi the Clown's fight takes place on a rollercoaster track, and occasionally the coaster will pass through during the second phase onward. And it's that damn coaster that makes this fight so difficult: Beppi's balloon dog spam in his second phase and horseshoe attacks in the third are hard enough to dodge already, but when you have to board the rollercoaster and dodge both its dangerous passengers and Beppi's attacks every few seconds, you've got an annoying clusterfuck on your hands. Thankfully, the rollercoaster becomes a non-issue in his final phase... because the penguin minions he summons pick up the slack. The baseballs they throw are hard to keep track of thanks to how small they are, and because the penguins go out of their way to aim at you before throwing them, you have to keep frantically jumping from platform to platform to avoid them while attacking Beppi.
    • Baroness Von Bon Bon is infamous for the sheer RNG her battle runs on. Before you fight the baroness herself, you have to deal with three of her five food-themed minions. None of them are that bad by themselves, but as the fight progresses you have to fight the current miniboss while more hazards are thrown into the mix: tiny jellybean soldiers that are easy to lose track of, and the trio of humongous clouds the Baroness fires from her shotgun. When you pair them with the gumball machine's Bullet Hell, the jawbreaker's constant homing in on you, or the cupcake's erratic bouncing, you get a confusing mess where getting hit is all but inevitable. Her final phase, thankfully, has her fight you herself instead of having her minions do the work for her... but this time, you're being chased by her castle and her bouncing severed head (which homes in on you).
    • When it comes to bosses fought in the aeroplane, Wally Warbles takes the cake. Hilda Berg and Djimmi the Great, while certainly not easy, were a lot more manageable for the most part. But Wally's a big fan of Bullet Hell patterns, and no matter which phase you're on there's a lot to look out for. Of note are his second and fourth phases: the second has him assault you with a ridiculous barrage of feathers that are densely packed and hard to fly safely around at your default size. You could cheese the fight by shrinking and thus giving yourself more room to move around... but your bullet range is pathetic when you're tiny, meaning that you'll either have to get in his face to hurt him or wait until the small periods of downtime where he's exhausted to hurt him, and both options are far from ideal. In the final phase, he's a broken, featherless wreck being carried on a stretcher, but he still has enough fight in him to pelt you with tons of garbage while the paramedics and his own heart throw their own attacks into the mix.
    • Grim Matchstick's fight is set on one of the most dangerous stages in the game: you have to fight him in an autoscrolling level by hopping across cloud platforms that blend in with the scenery, and are hard to keep track of in the heat of battle. When you can only take three hits, misjudging a jump even once is painful because Grim himself is a force to be reckoned with. While his gigantic fireballs in his first phase aren't too hard to dodge, they can really get in the way when you're trying to avoid being skewered by the dragon's tail from beneath. The second phase is even worse, because along with the hard-to-see cloud platforms, he rolls out his tongue and summons a never-ending parade of evil little fire enemies, some of which will suddenly leap right at you at high speed, and with insanely good tracking. His final phase is surprisingly easy in terms of platforming since the rain and dark skies make the cloud platforms stand out more... but to compensate, he breathes fiery bubbles that will explode in complex, difficult to avoid patterns if you shoot one.
    • If you thought Grim Matchstick's autoscrolling was a pain, wait until you fight Rumor Honeybottoms! Her stage scrolls upward, forcing you to constantly scale a series of platforms while she pelts you with annoyingly large and chunky spells. Platform placement is also annoyingly random, meaning you can get screwed over if you're cornered by an attack and end up in a spot where you can't easily get to safety. But the worst aspect of this fight is easily the final phase, where she turns into a monstrous airplane. During this part of the fight she sticks to the bottom of the stage, where you can't easily hit her by default, let alone with the screen constantly scrolling upwards. And both her attacks are obscenely annoying to dodge, with one being a pair of large, indestructible fists that home in on you, and the other being a sawblade attack that comes out fast with very little windup.
      • And if you thought merely fighting her was bad enough? Try getting an A+/S rank on her. It is annoying. Not only because of all the aforementioned problems with the fight, but because the structure of her stage and the upwards scrolling mechanic get in the way of you trying to get your mandated three parries against her.
    • Dr. Kahl's robot is considered to be the most infuriating boss by many, and for good reason: his boss fight is Bullet Hell incarnate. The first phase alone overwhelms you with an obscene amount of attacks, such as a gigantic aimed laser that can block your shots and homing missiles with a huge blast radius. And he can use a giant magnet to pull you into their path. Even if you break free from it, you can easily fly right into an attack because of the sudden change in physics. The second phase is thankfully shorter, but it can also be a pain thanks to you having to shoot his head while it constantly flies offscreen while more homing missiles get in the way. Beat that, and you've got a hellish final phase to look forward to: Dr. Kahl himself pulling out a gemstone that floods the screen with lasers in a really tight spread while electric gates are trying to crush you. And while you're desperately trying to keep yourself from being shot down, he keeps laughing. And laughing. And laughing. And he never shuts up!
    • Cala Maria's brutal first phase has her summoning different sea creatures and combining their attacks with a few of her own to lethal effect. You get chaotic team attacks like her belching up ghostly pirates that home in on you while a swarm of porcupine fish comes floating up from the water below, or a sea horse messing with your movement by propelling you upwards with a jet of water while an electric dolphin obsessively chases after you, and as if dodging all of those wasn't a tall order? Your dodging will often make you unable to shoot at her head, which is her weakpoint. Her other phases are easier, but not by much: she now shoots petrifying beams from her eyes. And if you get turned to stone, you're a sitting duck for her eels' Bullet Hell attacks and the obstacles found in the caves her floating head retreats into.
    • King Dice's fight can be one of the easiest in the game, or one of the hardest. It all depends on how good you are at getting a favorable outcome out of his dice rolls, because the lead up to his fight is you surviving a gauntlet of anywhere from 3 to 9 minibosses from his Court. And a few of the members of his Court are nasty.
      • The Tipsy Troupe are a trio of booze-filled glasses that each have an annoying attack to call their own. The rum bottle tries to drown you in a shower of rum from above, the shot glass spills forth a tide of whiskey, and the martini glass summons several living olives that fly around and pelt you with projectiles. The booze attacks require split second reaction time to dodge, and the olives give you very little breathing room. Thankfully, you can individually take each member of the Troupe out before defeating them entirely, but the opening barrage is still pretty rough.
      • Skeletal bookie Phear Lap is one of the game's worst offenders when it comes to Interface Screw thanks to how badly cluttered the foreground of his stage is. And that's a recipe for disaster when he's firing clusters of projectiles with a huge radius while hooded jockeys are launching themselves at you at from below. It's so easy to lose track of them that his fight feels like it borders on being a Luck-Based Mission.
      • If you get into a fight with Mr. Chimes, you may as well start over. He's invincible to all damage unless you match yourself some winning pairs in a game of Memory that you had no time to prepare for. A wrong answer means he'll move faster across the stage, and his erratic movement patterns make it very easy to accidentally run into him while you're dodging or trying to fire at him. The sheer length of his fight will also run down the clock and screw you if you're going for an A+ or S-rank.
    • You can start with one of two bosses in the DLC: the Moonshine Mob, or Glumstone the Giant. Unless you're out of practice, the Mob's fairly easy. Glumstone however is a nasty kick in the teeth that you won't see coming. His first phase alone pits you against him and an army of irritating gnomes who are hell-bent on getting in your way, often firing projectiles at you from the safety of the spiked floor under your platforms while other gnomes climb said platforms so they can bonk you with a hammer. They're so small and so plentiful that it's easy to lose track of them, especially when Glumstone throws his own attacks into the mix like a flock of geese that your platforms can raise you into, or a bear he dangles around so you can't use the platforms in the back. Things let up during his second phase (though you can still get sniped by gnomes if you aren't careful), but the third takes place in his stomach, a hostile environment where you have to jump around collapsing platforms suspended over his damaging stomach acid while shooting at a moving target that's sending a ton of projectiles your way.
    • In many players' eyes, Esther Winchester has neatly usurped Dr. Kahl's status as the most annoying plane boss. No matter the phase, you're having to dodge attacks coming at you from weird angles like her snake oil bullets and dynamite in the first phase, or the Bullet Hell money she vacuums up from behind you in the second (which vaccuums you up as well!). Phase 3, meanwhile, has her trying to corral you into the path of her baked bean traps with steaks that travel in a spiral pattern while she's constantly swapping between flying and running so you can't keep a bead on her. Then during the final phase? You're having to fly through the gaps between wieners in a pair of converging sausage strings, all while she's firing clusters of chili peppers at you. Even when she's reduced to a goddamn sausage tin, she's still a pain in the ass!
    • The King's Leap is home to a series of chess-themed minibosses, all of which can't be hurt through normal means and must be attacked through parries. Some are easier than others, but these three will seriously mess you up.
      • The Knight is a huge step up from the Pawns, being a much more defensive opponent who fights like a Darknut from Zelda II, complete with tiny weakpoint that's rarely vulnerable and only briefly exposed when it is. His screen-clearing dash attack is lightning quick, and his sword swipe has a ton of range. He'll also only use those attacks if you're up close to him, meaning your reflexes have to be on point if you want to hit him. Keep him at range like a coward, and he'll suddenly rush you down with no warning whatsoever.
      • The Rook can't be directly attacked. Instead, you have to bounce decapitated heads towards him. Problem is they move slow and will break if they hit the ground, all while the Rook is constantly sending projectiles towards you. By the end of his fight, you're having to play very carefully lest you die to the densely-packed deluge of skulls from above and sparks from below.
      • The Queen, much like the Rook, can't be directly hit and must be hurt with unreliable projectiles. In her case, they're cannons that are rotating from the left to the right, and you have to be insanely good at leading your shots because she's constantly moving around in the background. And each missed shot just makes it all the more likely that you'll succumb to the Bullet Hell treasure she's raining down upon you.
    • The Final Boss of the DLC and the True Final Boss of the game as a whole, Chef Saltbaker, lives up to the hype and gives us one of the most chaotic boss battles in the game. He opens the fight by overwhelming you with tons of projectiles that each have their own unique behavior: lime boomerangs that make two passes at you, bouncing animal crackers that can jump at different heights, sugar cubes and strawberries that fly in from different angles... many of these attacks can happen at the exact same time, often leading to situations where taking damage is genuinely unavoidable with not even the Smoke Bomb or Ms. Chalice's dodge roll being able to save you. They're also accompanied by a yellow fireball that slowly homes in on you at an arc, potentially cutting off your escape from a converging storm of projectiles, or corralling you straight into their path. Nothing you do will ever make it go away, and it even persists in the second phase where you're now having to dodge clusters of Wood Man style leaves falling from the ceiling as well as projectiles from a quartet of respawning pepper shaker enemies. Thankfully the fireball's gone in the much easier third and final phases, but he still poses just enough of a threat to easily finish off players who've been softened up by the earlier phases. Funnily enough, many players have even fallen victim to accidental Interface Screw due to being distracted by Saltbaker's highly detailed and amazingly-rendered animations! Who knew that good graphics could make a boss harder?!

Back to That One Boss
  1. Cobra escapes after a while, forcing you to pursue him down the highway
  2. or an extremely well-timed body shot