
Developed/Published by: Studio MDHR
Released: 17/09/2017
Completed: 29/01/2025
Completion: Finished it.
Well, it’s only taken nearly 8 years but I returned to Cuphead after bouncing off it immediately at launch, but I get Cuphead now. Apologies if this has been obvious to you for almost a decade, but… it’s Alien Soldier.
Cuphead is just Alien Soldier!!!
While in some respects, this is a mea culpa, let me stick to my guns by saying that Cuphead does close to doing nothing to explain what it’s trying to do, and actively seems to obscure it. When you start playing the game unless you’re extremely contrary, the very first thing you’ll do is play one of the game’s (rare!) Run ‘n Gun levels, which, and I am not being hyperbolic, is absolutely miserable. The level is immediately insanely busy, while Cuphead controls well, feedback on your attacks is terrible, hitboxes are unforgiving, and with only 3 hit points and no way to recover, you’ll die quickly.
If you’re me, it will just seem like a “git gud” ballache that isn’t worth your time.
The thing is, Cuphead is Alien Soldier. It’s not Metal Slug. It’s not even really Gunstar Heroes (even if it does take a bunch of inspiration from it.) The game is a succession of boss battles, not video game levels.
The Run ‘n Gun levels are just boss battles.
I dunno, maybe this was obvious to you. The levels are not to be played and reacted to. They are, as the rest of the game, to be practiced and learned.
Now, they’re still–I’d say– one of the worst parts of the game, in that they’re some of the least balanced content (in my opinion.) The trick with Cuphead, though–which isn’t immediately learned–is that almost no part of the game is more than about two minutes long!
In some respects, Cuphead is a more perfect example of video game form and function than I could have imagined. Visually inspired by the rhythmic cartoons of the 1930s but design inspired by the strict boss battles of the 90s, each level is a short “cartoon” that you have to play to the beat of to complete.
It’s interesting. You have almost no “play” in the expressive sense–a Cuphead level is played almost like a song, where you are just one member in the band. You can riff a little, but it’s no jam–everyone else is playing to the sheet, and if you miss your cue, it’s all going to come tumbling down.
It does, of course, make me wonder again as to the value of these certain kinds of play. In seeing Cuphead through, I had to dedicate myself to learning each level and boss battle till I could play it from memory. I could have dedicated that time to learning how to play an actual song with an instrument. You could argue that the value I got was in seeing the obviously incredible art, but I mean… I could just look at that.
But as I said above: every level is only about two minutes long, and I was surprised to discover that I’m generally “gud” enough at this exact kind of video game that once I learned what I was supposed to be doing (memorisation, not reacting) I was able to polish this off in under eight hours total, with (probably) about two of those on the unbelievably annoying, blatantly Gunstar Heroes-inspired Casino boss-rush that more or less caps the game.

You will see this what feels like eleven billion times.
That boss-rush, I think, sums up the weirdest thing about Cuphead, a game that famously took seven years to complete, because it’s the one part where you’ll actually sit with the game’s art and animation because you’ll be stuck there for so long. Otherwise? Cuphead is full of insanely carefully made art an animation that you see for like… a few seconds, and which is never used again. It’s so… conflicting.
On one hand, it does actually look amazing. On the other, any “normal” game developer, on creating an insanely expressive walking plant (or whatever) would go “alright, that’s the base enemy for the first world” and make a bunch of levels featuring it. Here it’s in about a third of one level then never seen again. There are entire bosses that I saw once because I beat them quickly (turns out I was particularly good at the levels which are shooters?)
(On the other, special third hand, I will admit that packing the game with filler just because you made a bunch of incredible assets isn’t actually an improvement. But here there’s no time to get comfortable with anything, never mind luxuriate in it, unless you really just want to replay the game on higher difficulties. Which I don’t.)
Another part of the game a “normal” game developer might have issue with is that the enemies and bosses have such specific and expressive animations and routines that there’s no place for actual feedback. There are no interrupts; as you shoot an enemy, some white flashes are the most you’re going to get. If I’m being completely fair, this was often true in the 90s, but I’m not sure I’ve ever played a game where my shots felt so… irrelevant. Like, they’re absolutely not, you have to be hitting the enemies, but as they cycle through their heavily animated stages, there’s this sense that they’d just… still do it if you weren’t shooting them. You actually don’t have any sense of how close you were to changing stages or defeating them unless you die.
So the part of the game that’s going to stick with you is the Casino, because it’s where the game design “shines” the most, while also being the most annoying (as it breaks the “two minute” rule.) There are nine bosses each of whom could be used as an entire boss in any other platformer, and by the end they were burned into my mind, as I had to work out how to most efficiently get through the level through my weapon and power up selections (though I haven’t highlighted it, that every boss is a puzzle of working out which loadout works best for you is one of the most enjoyable parts, and most obviously Alien Solider-inspired.)
It turned out that after beating my head against it using the “smoke bomb” dodge–which was allowing me to cheap out on a few of the earlier bosses–it turned out that it was better for me to take the earlier pain by using the P. Sugar (one free automatic parry) which would allow me to more easily beat the final boss of the stage.
It’s something that I wouldn’t have worked out if I hadn’t had to play it for so long, but did I enjoy that? Well, I felt the incredible shiver of relief endorphins on my winning run, but I can’t especially say it was worth it.
There’s a lot of artistry in Cuphead to go with a single-minded dedication to a particular kind of game design. I can say now that I respect it for what it is, and I’m glad it was over quickly.
Will I ever play it again? There’s a DLC, but I don’t actively see the point. This is one of those “ok, I get it” kind of games.
Final Thought: As I mentioned above, Cuphead took seven years, and as a game developer myself, I can’t help but wonder about some… inconsistencies(?) in the game’s setting that make me wonder if they were fixes to make up for cuts. Notably, not every cut-scene is animated, with some following a “storybook” format and some not, and the “storybook” concept doesn’t make any sense because all of the other signifiers imply that you’re not reading a book you’re watching a classic cartoon.
If it was a result of late changes, as a video game developer myself I can relate… whatever you have to do to get the game out the door in the end!