Cuphead Hit ANIM. By fangames122; Cuphead Dash ANIM. By fangames122; Cuphead Pointing Up ANIM. By fangames122; Cuphead Pointing Down ANIM. By fangames122; Ribby And Croaks Slot Machine Idle ANIM. By fangames122; Parry Slap Effect ANIM. By fangames122; Goopy Le Grande Phase 2 Punch ANIM. By fangames122; Goopy Le Grande Phase 2 Intro ANIM. After taking enough damage, Croaks will open his mouth, as Ribby rolls to Croaks' mouth, trying to damage the players, as Ribby enters on Croaks' body, Croaks takes the fight as a slot machine and the next phase starts. In Simple, the battle ends in this phase, as Ribby is seen crying while Croaks is upset, pounding his fist. In Expert, Ribby will be throwing hadoukens after finishing his first set of attacks, later changing back to his regular attack in his phase.
Ribby and Croaks: Ribby’s middle flame attack can be parried in phase one. You’ll also have to parry the slot machine lever in phase three, so hitting the parry sweet spot of three will be.
Why is Cuphead so hard? Let’s talk about something called pattern variance.
Transcript:
Cloaking itself beneath the mask of 1930’s American animation, It’s been a long while since I’ve encountered a game as brutally inconsiderate of my time as Cuphead is. In some ways, it reminds me of a stripped down version of Shadow of the Colossus, a PS2 game wherein heavy priority was placed upon boss design & the brilliant gameplay encounters that followed. These bosses are more akin to puzzles, which require multiple playthrough attempts to solve. Where Cuphead differs, however, is in its unforgiving difficulty.
Why is Cuphead so hard, though? Well, on top of the game’s use of informational overload to make things more difficult for our brains, many of Cuphead’s fights can’t be memorized due to the game’s employment of pattern variance. Pattern variance is the techniquethat the creators of Cuphead use to randomize in-game sequences during replays of the game. While each boss has several progression triggers throughout their fight that are reached by dealing damage, each sequence (or each segment of the boss fight) can be manipulated by the game’s engine. To better understand this idea, let’s take a quick look at one of the game’s early boss fights.
During my many attempts to defeat Ribby & Croaks, the two frogs that fuse into a slot machine, I learned that pattern variance was able to affect many aspects of Cuphead, including: the number & distance between hazards, duration of sequences, and characteristics of individual attacks. In the first phase of this fight, the frogs shoot high and low projectiles towards the player, who will have to jump, crouch, parry, and shoot to prevent themselves from taking damage. During this portion of the encounter, the order by which projectiles were launched changed nearly every time, sometimes favoring the high paths and other times being heavily focused on preventing low crouches.
Up next is the bomb phase, wherein Croaks turns into a high powered fan while Ribby throws bouncing bombs at the player, who has to prevent themselves from being pushed back too far while simultaneously dodging the incoming hazards. Initially, it was a struggle to find a rhythm, as Ribby would sometimes throw nine bombs instead of his usual six; and on occasion, Croaks’ fan transformation seemed a bit delayed and would turn on during the middle of the bomb dodging event.
Eventually the frogs transform into a slot machine, an aesthetic choice that I believe is most fitting, as it serves both form and function. After dodging a few coins and pulling the lever, Cuphead is able to finally begin the damage phase of this fight, wherein Ribby & Croaks open their mouth to release one of three different platforming segments, according to how the slots fell. Players will need to adopt multiple strategies because each of these platforming bits change the playspace in a distinct way. It’s entirely possible to get several of the same platform in a row, and if you haven’t mastered the particular segment of choice, well, then you’re out of luck.
Keep in mind, I’ve only talked about the survival aspects of this demanding performance. While platforming to save your life, you also have to damage the slot machine, as this is a player’s best chance to progress the boss’ invisible progress meter. Not to mention the summon order, directional damage, and speed of platforms change in every playthrough thanks to pattern variance.
I’m not quite sure what determines the frequency of these generated variances, but I know that every time I started to feel comfortable with Cuphead’s sequence characteristics, it adapted some small detail to throw me off of its scent. This constant building and breaking of patterns and rhythms requires reactionary decision-making, which prevents players from ever truly memorizing an encounter – a lesson learned from Contra 3 and Contra: Hard Corps.
I’m not exactly sure how we’ll all look back on the game in five or ten years, but as of right now, Cuphead’s challenge provides an incredible sense of reward that I’m not getting from many other games.
So I’m gonna continue playing and chasing after that sweet sweet Cuphead dopamine; and I hope you’ll keep watching. OK Beast releases video essays every Friday, and we also have podcasts, reviews, and other features on our website, OKBeast.com. If you liked this video, I’d love it if you would subscribe and share this video with your friends. Thanks for watching, and we’ll see you next week!
Appearance:
Croaks is a brown frog with a white belly. He wears a brown belt, brown boxing gloves and red pants/leggings. Ribby is a green frog who happens to be shorter than his brother, also having a white belly. He wears red boxing gloves, a red belt and white pants/leggings.
Personality:
Ever since their childhoods, Ribby and Croaks have been tough fighters that are always looking for a good fight. According to their second phase’s death screen, they’re from the wrong side of the lily pad, which is why they act crude and bad.
Phases:
Phase 1
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In the first phase, the two frogs take turns attacking the players in a set pattern that is easily memorized and avoided:
Croaks will spit out seven fireflies (which are literally on fire) that will slowly inch closer to damage the players. These bugs are easily disposable by simply shooting at them. Because of this, Croaks’s attack is much easier to avoid than Ribby’s.
Ribby throws fist shaped hadoukens at the player in a set pattern: one close to the ground, one slightly higher off the ground and one high off the ground. The pattern reverses after the third pink glove (which can be parried). Due to how fast these punches travel, many players get hurt or even killed by Ribby’s attack.
Once taking enough damage, Ribby rolls to the other side, attempting to damage the players, crashing at something off-screen and comes back at other side. This commences the second phase of the attack.
In expert mode, both Ribby and Croaks do their attacks in unison, rather than individually.
There’s a secret knockout here. (at first phase).
Quote:
”We’ve had fightin’ souls since we’ve been tiny tadpoles.”
Phase 2
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In this phase, players are now surrounded by the two, with Ribby on the left and Croaks on the right. They will now attack simultaneously, altough Croak’s attack is a little bit longer then Ribby’s.
Ribby will throw ball-like projectiles bouncing up and down, while Croaks, by spinning himself rapidly like a fan, blows the players away and pushes them towards Ribby’s attack to damage them. Ribby’s attack can be avoided by dashing or smoke-dashing away, even while being blown away.
After taking enough damage, Croaks opens his mouth as Ribby rolls into him, attempting to damage the players again. After that, Croaks swallows Ribby and becomes a slot machine which commences the final phase of the battle.
If played on Simple difficulty, the battle will simply end with Croaks pounding his fist, and Ribby crying.
In expert mode, Ribby will be throwing hadoukens after finishing his first set of attacks, later changing back to his regular attack in his phase.
Quote:
”Crude and bad, ‘cause we’re from the wrong side of the lily pad.”
Final Phase
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In this phase, the player(s) can not damage Croaks and Ribby, who have now fused into a slot machine, in any way until they hit the crank by parrying it.
Before players can hit the crank, the machine will spit out coins through a slot. By pulling the crank, the machine will turn through different symbols until all three land on a certain symbol, which signifies the attack that the machine will use. The machine will open a giant metal hatch in its bottom half which shoots out moving platforms with various properties changing between attacks. There are three possible attacks that can be performed:
Tiger: Orange platforms that have orange balls floating up and down on their centers, which must be dodged to not get damaged.
Snake: Smaller but faster green platforms that need to be jumped on continuously, or else you get damaged.
Bull: Red platforms appear at the middle of the screen that will have fire shooting above or below the players.
Once players pull enough damage, the slot machine is defeated.
In expert mode, the slot machine will spit out coins faster.
Quote:
”You went for broke and now you’re croaked!”
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