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Cuphead
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| Cuphead | |
|---|---|
Promotional artwork with Cuphead and Mugman | |
| Developer | Studio MDHR |
| Publisher | Studio MDHR |
| Directors |
|
| Producers |
|
| Designer | Jared Moldenhauer |
| Programmers |
|
| Artists |
|
| Writer | Evan Skolnick |
| Composer | Kristofer Maddigan |
| Engine | Unity |
| Platforms | |
| Release |
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| Genre | Run and gun |
| Modes | Single-player, multiplayer |
Cuphead is a 2017 indie run and gun game developed and published by Studio MDHR. The game follows its titular teacup-headed character and his brother Mugman, as they make a deal with the Devil to pay casino losses by repossessing the souls of runaway debtors. In the game, up to two players control Cuphead and/or Mugman to fight through several levels and boss fights; the game does not have a rigid narrative structure. As the game progresses, the protagonist acquires more power and abilities, eventually facing the Devil. Players, however, can only equip a limited number of these abilities at a given time.
The game's creators, brothers Chad and Jared Moldenhauer, took inspiration from the rubber hose animation style from the golden age of American animation and the surrealist qualities of the works of Walt Disney Animation Studios, Fleischer Studios, Warner Bros. Cartoons, MGM Cartoon Studio and Walter Lantz Productions. Reminiscent of the aesthetics of the 1930s and the Jazz Age, the game is noted for its animation and soundtrack. All in-game assets were created through traditional animation with deliberate human imperfections and the soundtrack was written for and recorded with a full jazz ensemble.
Cuphead was announced in 2013, had a preview at E3 2014 and was released in 2017 as a timed exclusive for Microsoft's Windows and Xbox One, plus later ports to other systems. The game was a commercial success, with two million copies sold within two weeks of release and six million in two years. Cuphead received universal acclaim[1] for its art style, gameplay, soundtrack, and difficulty. Multiple outlets extolled it as one of the best video game soundtracks of all time and one of the hardest video games ever made. Its many awards include a trio of both Game and D.I.C.E. Awards and a British Academy Games Award. A DLC expansion, Cuphead: The Delicious Last Course, was released on June 30, 2022. An animated series adaptation, The Cuphead Show!, premiered in February 2022 on Netflix.
Gameplay
[edit]
Cuphead's gameplay is centered on continual boss fights, interspersed with run-and-gun levels. Each is housed in one of four worlds, with the final fight against the Devil. Each boss fight includes a simple, regular, and expert difficulty mode (with the exception of the final two bosses, which lack a simple mode). Defeating a boss on regular mode is required to progress through the game and unlocks expert mode for that particular level. Most boss battles take place on land, although some involve player characters piloting aeroplanes and play like a side-scrolling shoot 'em up. The game includes role-playing elements and a branching level sequence.[2][3] Player characters have infinite lives, maintaining all equipment between deaths.[2]
Equippable weapons and special abilities, referred to as Charms, can be purchased from Porkrind's Emporium, an in-game shop, using coins found in levels and the overworld. Player characters can use a slapping parry attack on objects marked in pink to various effects, the most important of them being a super meter charge that enables more powerful attacks. The super meter is represented by a row of five playing cards, and can also be charged through attacking or Charm effects. An enhanced attack can be executed at the cost of one card, with its particular form determined by the currently equipped weapon. The most powerful strikes, or Super Arts, require the Super Meter to be fully charged and will completely drain it upon use. Three Super Arts are available, one in each of the first three worlds; to earn each one, the player must enter a mausoleum and parry a horde of ghosts to stop them from reaching an urn at the center of the screen.
After completing a level, the players are ranked with a grade based on performance, determined by the time taken to complete the level, hit points left post-battle, number of parried attacks, and the number of times part of the super meter was used, in addition to the level difficulty. The levels are accessible through a top-down perspective overworld with its own secret areas.[3]
The game has a two-player local cooperative mode,[4] in which either player character can return to the game after being killed if the one parries the other's soul before it rises off the screen. Cuphead's brother, Mugman, acts as an alternative skin and potential co-op partner within the game.[5] The DLC expansion, Delicious Last Course, adds a new area with its own campaign, including new bosses, weapons, and Charms; a third playable character is also added, Ms. Chalice, who replaces either Cuphead or Mugman when equipped with the Astral Cookie Charm. Ms. Chalice has her own unique set of moves, including a double jump, an invincible roll maneuver, and a parry dash.[6]
Plot
[edit]On Inkwell Isle, the game follows Cuphead and Mugman, two fun-loving brothers who live under the watchful eye of Elder Kettle. Against his warnings, the brothers wander off to the Devil's Casino and begin playing craps. When they go on a winning streak, the Devil appears and makes a deal, offering to give them all the money in the casino if they win the next roll and threatening to take their souls if they lose. Cuphead accepts the offer but loses by rolling snake eyes. As he and Mugman beg for mercy, the Devil offers them another deal – if the brothers can collect the "soul contracts" from his runaway debtors by midnight the next day, the Devil might spare them. After returning home and informing Elder Kettle about their predicament, he gives the brothers a potion that allows them to fire blasts of energy from their fingers and warns them that the debtors may not turn in their soul contracts willingly.
The brothers travel across Inkwell Isle, fighting the debtors to obtain their contracts. As they enter the second sector of the island, Elder Kettle notices that the duo are getting stronger from their battles and urges them to make the right choice when they meet the Devil. After Cuphead and Mugman enter the third sector, King Dice, the Devil's right-hand man, reports the brothers' progress to his boss and tells him that he is suspicious of their intentions, to which the Devil replies that if the brothers were to try anything, he will be ready for them.
The brothers eventually collect all of the soul contracts and return to the Devil's Casino. King Dice stops them, saying that their success has caused him to lose a bet. In retaliation, he sets up an extended casino-styled battle in an attempt to exact revenge. After defeating King Dice, the brothers confront the Devil, who tries to tempt them by inviting them to join him if they turn over the soul contracts. If the player chooses to do so, Cuphead and Mugman are transformed into the Devil's demonic lackeys and the game ends. If they refuse, the Devil becomes furious at the brothers for not upholding their end of the bargain and battles them. Cuphead and Mugman defeat the Devil, incinerate the contracts and return home. Learning that they have nothing to fear from the Devil anymore, the former debtors honor the brothers for their heroism.
The Delicious Last Course
[edit]After freeing a spirit known as the Legendary Chalice from one of the main game's mausoleums, Cuphead and Mugman receive a summons from her to visit the distant DLC Island. Once they arrive, Chalice demonstrates an "Astral Cookie" which allows her to trade places with the brother who eats it, turning him into a spirit and temporarily bringing her back to life in a youthful form. The cookie's inventor, Chef Saltbaker, unveils his recipe for a special dessert known as the Wondertart, which has the power to give Chalice her own permanent body. Saltbaker notes that several antagonistic inhabitants on the island hold its required ingredients and the brothers set out to collect them with Chalice's help.
Once the trio returns to the bakery with the ingredients, they find Saltbaker in its cellar. He reveals that the Wondertart requires a living soul baked into it to work and that he has kidnapped a member of the trio in their spiritual form, who may be any character not in play upon reaching the bakery, with the intention of using the Wondertart himself to conquer the astral plane. The remaining two engage Saltbaker in battle and defeat him, subsequently resulting in the bakery being destroyed and preventing the Wondertart's creation. Unwilling to let anyone else give up their soul for her benefit, Ms. Chalice decides to remain in her spiritual form until she can find a non-sacrificial way to revive herself while offering to continue helping Cuphead and Mugman when needed via the Astral Cookie.
In an epilogue, Saltbaker is arrested for his crimes and sentenced to a form of community service that involves assisting DLC Island's inhabitants with their various problems. Saltbaker changes his ways as his sentence nears its end, rebuilds his bakery once it is served and prepares pastries for everyone, including Cuphead, Mugman and Chalice, the latter of whom is implied to have found a way to permanently return to life, as an apology.
Development
[edit]
Cuphead is a game by Studio MDHR, a Canadian indie game development studio founded by brothers Chad and Jared Moldenhauer. The game was written by Evan Skolnick;[7] additional animation work was contributed by Jake Clark, with programming led by Tony Coculuzzi.[8][9] Its development began in 2010 using the Microsoft XNA, later switching to the Unity game engine in 2014, and it was developed from the brothers' homes in Oakville, Ontario and Regina, Saskatchewan, respectively.[3][10][11][12] It was inspired by cartoons from the early days of the golden age of American animation such as those from Disney and Fleischer Studios, along with cartoonists Ub Iwerks, Grim Natwick and Willard Bowsky.[2] Chad Moldenhauer called Fleischer Studios "the magnetic north of his art style", and particularly sought to mimic their "subversive and surrealist" elements.[13]
The Moldenhauers watched many early golden-age cartoons in their youth, largely from VHS compilations supplied by their parents.[14] Among other siblings in their Regina, Saskatchewan childhood home, the duo shared an interest in video games. They attempted a game in the style of Cuphead in 2000 but lacked the tools to continue. The brothers decided to try again following the success of the indie game Super Meat Boy, which was released in 2010. The character that became Cuphead descended from a 1936 Japanese propaganda animated film featuring a character with a teacup for a head. The Moldenhauers emulated the animation because they found it strange, and "right away it stuck".[13] Before settling on him as the main character, the brothers had created many different character designs, including a kappa wearing a top hat and characters with a plate or fork for a head.[13]
Their animation techniques are similar to those of these cartoons.[13] Chad Moldenhauer, who had previously worked in graphic design, hand-drew the animations and painted the backgrounds using watercolors, colorizing them in Photoshop.[15] The gameplay's frame rate is sixty frames per second, while the animation runs at 24 per second, which is the standard in American film. Chad Moldenhauer saw the deliberately included human imperfections of their art design as a reaction to the perfectionism of modern pixel art. Jared Moldenhauer worked on other aspects of the game, and they discussed gameplay design together. Their studio hired a Romanian developer, a Brooklyn animator and an Ontario jazz musician for the project. They sought to use recording processes vintage to that era.[13] The score was composed by Kristofer Maddigan and consists of fifty-one tracks performed by jazz and big band musicians.[16]
The Moldenhauers described Cuphead as having a difficultly "retro game" core for its emphasis on gameplay over plot.[2] Kill Screen described the developers as "obsessed" with run-and-gun fundamentals of "animations and exploits and hitboxes".[3] They made multiple revisions to many gameplay elements, including how gameplay actions feel at the edges of platforms and how long players are disabled after receiving damage.[13] They planned multiple difficulty levels and chose to abandon a typical damsel in distress plot for one where Cuphead perpetually creates trouble for himself.[2] The developers planned to surpass the Guinness World Record for number of boss battles in a run-and-gun game by having more than 30, compared to the record's 25 in Alien Soldier.[4] The game's implementation and visual design, combined with the limited number of staff, was Studio MDHR's biggest challenge, so the Moldenhauers went to great lengths to complete the game, even remortgaging their house to finance it.[17][18]
Release
[edit]Though the game was shown during the Xbox press event of Electronic Entertainment Expo 2014 to audience approval, it was not available to play and was estimated to be 40 percent complete. It was expected to be extended via expansion packs[3] with 10 to 15 bosses each,[4] similar to how Sonic & Knuckles added atop the Sonic series.[3] Cuphead was released on September 29, 2017 for Windows and Xbox One, and it supports Xbox Play Anywhere.[19] King Features Syndicate has the licensing rights to merchandise and assorted paraphernalia.[20]
The Delicious Last Course is downloadable content adding a new island, boss encounters, and a third playable character (Ms. Chalice), and was revealed at E3 2018 for release in 2019.[21] However, the new content was pushed back into 2020 to avoid putting too much pressure and crunch time on the development team.[22] It was further delayed due to the COVID-19 pandemic and was eventually released on June 30, 2022.[23][24]
A port of Cuphead for macOS was released on October 19, 2018, and advertised with an animated short titled Crisp Apples.[25]
A port for the Nintendo Switch was released on April 18, 2019.[26] This was made possible when Microsoft approached the development team about it.[27] A PlayStation 4 port was released on July 28, 2020.[28]
In June 2019, a port for Tesla, Inc.'s Linux-based operating system for some of its cars was announced by Tesla CEO Elon Musk, who expressed his appreciation of the game.[29] It was released in September 2019 as part of Tesla's software version 10, though only the first level was playable.[30][31]
Reception
[edit]| Aggregator | Score |
|---|---|
| Metacritic | PC: 88/100[32] XONE: 86/100[33] NS: 87/100[34] PS4: 86/100[35] |
| OpenCritic | 91% recommend[36] |
| Publication | Score |
|---|---|
| Destructoid | 9.5/10[37] |
| Edge | 8/10[38] |
| Electronic Gaming Monthly | 9.5/10[39] |
| Game Informer | 8/10[40] |
| GameSpot | 8/10[41] |
| GamesRadar+ | |
| Giant Bomb | |
| IGN | 8.8/10[44] |
| PC Gamer (US) | 86/100[45] |
| Polygon | 8.5/10[46] |
| VideoGamer.com | 8/10[47] |
| Aggregator | Score |
|---|---|
| Metacritic | PC: 89/100[48] PS4: 86/100[49] XONE: 92/100[50] NS: 88/100[51] |
| OpenCritic | 99% recommend[52] |
| Publication | Score |
|---|---|
| Destructoid | 9/10[57] |
| Game Informer | 8.8/10[55] |
| GameSpot | 9/10[56] |
| Hardcore Gamer | 4/5[62] |
| IGN | 9/10[53] |
| Nintendo Life | |
| NME | |
| PC Gamer (US) | 78/100[54] |
| PCMag | |
| Push Square | |
| The Guardian |
Ben Kuchera of Polygon wrote that Cuphead was one of the five most interesting reveals at Microsoft's E3 2014 press conference, even though he knew little about the game apart from its aesthetic. He said it "stood out immediately" and that everyone in the website's press room viscerally reacted to the trailer.[64] Cuphead won the IGN Best Xbox One game at E3 award in 2015,[65] and "Best Indie Game" at the Gamescom 2015 Awards.[66] It was nominated as "Best Independent Game" at the E3 2016 Game Critics Awards.[67]
Cuphead received "generally favorable" reviews, according to review aggregator website Metacritic.[34][35][32][33] Its difficulty was noted by several media outlets.[68][69] Destructoid's Brett Makedonski welcomed the high difficulty, which he noted as "tough but fair". Based on "exhaustive" pattern recognition, he said it ultimately relied on muscle memory, rather than reaction. He thought structuring the game around boss battles was well executed, and that each boss encounter held "different and special and memorable" traits. Praising the 1930s aesthetics as cohesive, he found the jazz-based soundtrack to be "similarly fabulous". He said the "eight-direction firing radius" was "clunky and awkward".[37] Though dying 188 times in his playthrough, Ray Carsillo at EGMNow was not frustrated by the difficulty, but rather was motivated to "dig my heels in deeper". He lauded the "gorgeous" hand-drawn visuals, surpassed only by the gameplay which goes "beyond pattern recognition".[39] Peter Brown of GameSpot opined that combating enemies provided a considerably rewarding experience. He described the cartoon aesthetic as charming, infusing "color and expression", and a "true recreation" of hand-drawn cel animation. He relished the quick loading times which serve trial and error tactics. Though he saw "the fear of the unexpected" as part of Cuphead's thrill, he disparaged its failure to identify progress and capability.[41]
Lucas Sullivan at GamesRadar+ wrote that Cuphead "stands tall among the best 2D shooters of all time", and that the gameplay demands patient pattern recognition, but which is not frustrating and would reward players "tenfold". Sullivan called the animation adorable, with a wealth of detail in the watercolor backdrops, which worked well with the gameplay.[42] Giant Bomb's Ben Pack remarked that playing the game yielded one of his most enjoyable gaming experiences, citing the combination of "brutal" platforming and an "exceptionally well realized" art style.[43] Joe Skrebels of IGN declared every scene a "masterwork" and commended the sound work, calling it an "ideal match" to the aesthetics. He called platforming battles the most imaginative part, and the lack of enemy health bars its "smartest" and "most devilish" feature. He found the battles rewarding and "one of Cuphead's greatest strengths". He said the "run 'n' gun, left-to-right platforming" lacked inventiveness, and criticized the "parry system" and control scheme.[44] Chris Schilling of PC Gamer liked the "reliable jump and dash" controls with "nimble and responsive" handling. Schilling explained that certain random elements meant "you can't simply learn patterns by rote and rely entirely on muscle memory".[45] Chris Plante of Polygon said the game educates the player in strategy through trial and error. He enjoyed the "crucial" and "relatively forgiving" parrying system, more than the various attacks. He complained that the final bosses diminished the game's greatest features, and that the difficulty "eventually goes too far".[46] Colm Ahern of VideoGamer.com wrote, "Cuphead will best most games in how it looks and sounds, and defeating that boss that you once deemed unbeatable is glorious." He criticized the final bosses, saying that the challenge was "a step too far".[47]
Sales
[edit]In the two first weeks of release, more than one million copies of Cuphead were sold worldwide.[70] Sales reached more than four million by July 2019,[70] and five million by its second anniversary of release.[71] By the time it was released for the PlayStation 4 in July 2020, it had reached 6 million sales.[72]
Cuphead: The Delicious Last Course accumulated a total of one million sales within less than two weeks of its launch.[73] In December, MDHR said that it sold over two million copies.[74][75][76]
Awards
[edit]Entertainment Weekly placed Cuphead fifth on the list of its "Best Games of 2017",[77] GamesRadar+ ranked it ninth on its list of the 25 Best Games of 2017",[78] and Polygon ranked it 14th on its list of the "50 best games of 2017".[79] In Game Informer's Reader's Choice Best of 2017 Awards, the game won the "Best Microsoft Game" and "Best Co-op Multiplayer" categories, and got third place for "Best Action Game".[80][81] The website also gave it the awards for "Best Microsoft Exclusive" in its "Best of 2017 Awards", and for "Best Bosses" in its 2017 Action Game of the Year Awards.[82][83] EGMNow ranked the game at #2 on its list of the 25 best games of 2017.[84] The Verge named it one of its 15 best video games of 2017.[85]
Cuphead was nominated for "Breakout Game of the Year" in PC Gamer's 2017 Game of the Year Awards,[86] and won the award for "Best Xbox One Game" in Destructoid's Game of the Year Awards 2017.[87] It won "Best Xbox One Game" and "Best Art Direction" in IGN's Best of 2017 Awards,[88][89] whereas its other nominations were for "Game of the Year", "Best PC Game", "Best Platformer", "Best Original Music", and "Best Multiplayer".[90][91][92][93][94] It won "Best Looking Game" and "Best Style", and was runner-up for "Best Shopkeeper" for the character Porkrind, "Best Music", "Best Debut", and "Game of the Year" at Giant Bomb's Game of the Year 2017 Awards.[95][96][97][98] The game won all six awards for "Animation, Artistic", "Art Direction, Period Influence", "Character Design", "Control Precision", "Game, Original Family" and "Original Light Mix Score, New IP" at the 17th Annual NAVGTR Awards,[99] while The Delicious Last Course was nominated for the "Outstanding Animation, Artistic", "Outstanding Art Direction, Period Influence", "Outstanding Character Design", "Outstanding Game, Franchise Family", and "Outstanding Original Light Mix Score, Franchise" awards at the 22nd Annual NAVGTR Awards, winning only three of them ("Outstanding Animation, Artistic", "Outstanding Game, Franchise Family", and "Outstanding Original Light Mix Score, Franchise").[100]
In the week of September 14, 2019, the album Selected Tunes from Cuphead topped the Jazz Albums Billboard charts.[101][102] It became the first video game to do so.[103][104] It was also ranked #1 on the Billboard Traditional Jazz and #6 on the Billboard Vinyl Charts that week.[105][106][107] The game was awarded a Guinness World Record for being the first game to reach first place on a Billboard chart.[108]
| Year | Award | Category | Result | Ref. |
|---|---|---|---|---|
| 2017 | Golden Joystick Awards | Best Visual Design | Won | [109] |
| Best Xbox Game of the Year | Won | |||
| The Game Awards 2017 | Best Art Direction | Won | [110][111] | |
| Best Independent Game | Won | |||
| Best Debut Indie Game | Won | |||
| Best Score/Music | Nominated | |||
| Best Action Game | Nominated | |||
| 2018 | 45th Annie Awards | Outstanding Achievement for Character Animation in a Video Game (Hanna Abi-Hanna) | Won | [112] |
| Outstanding Achievement for Character Animation in a Video Game (Tina Nawrocki) | Nominated | |||
| 21st Annual D.I.C.E. Awards | Game of the Year | Nominated | [113][114] | |
| Action Game of the Year | Nominated | |||
| Outstanding Achievement in Animation | Won | |||
| Outstanding Achievement in Art Direction | Won | |||
| Outstanding Achievement in Original Music Composition | Won | |||
| SXSW Gaming Awards | Excellence in Musical Score | Nominated | [115][116] | |
| Excellence in Visual Achievement | Nominated | |||
| Excellence in Animation | Won | |||
| Excellence in Art | Won | |||
| Most Promising New Intellectual Property | Nominated | |||
| Excellence in Design | Nominated | |||
| Independent Games Festival Awards | Excellence in Visual Art | Nominated | [117][118] | |
| Excellence in Audio | Nominated | |||
| Game Developers Choice Awards | Best Audio | Nominated | [119][120] | |
| Best Debut (Studio MDHR) | Won | |||
| Best Visual Art | Won | |||
| Cartoons on the Bay Pulcinella Awards 2018 | Interactive Media | Won | [121] | |
| 14th British Academy Games Awards | Artistic Achievement | Nominated | [122][123] | |
| Debut Game | Nominated | |||
| Music | Won | |||
| Original Property | Nominated | |||
| 2018 Webby Awards | Action | Nominated | [124] | |
| Best Art Direction | Won | |||
| Best Visual Design (People's Voice) | Won | |||
| Develop Awards | Sound Design (Sweet Justice Sound) | Nominated | [125] | |
| The Independent Game Developers' Association Awards | Best Arcade Game | Nominated | [126][127] | |
| Visual Design | Nominated | |||
| 2022 | Golden Joystick Awards | Best Game Expansion (The Delicious Last Course) | Won | [128] |
| 2023 | 26th Annual D.I.C.E. Awards | Outstanding Achievement in Animation (The Delicious Last Course) | Nominated | [129] |
| 50th Annie Awards | Best Character Animation - Video Game (The Delicious Last Course) | Won | [130] | |
| 19th British Academy Games Awards | Music (The Delicious Last Course) | Nominated | [131][132] |
Legacy
[edit]Merchandise
[edit]Since Cuphead’s release, the game has expanded its brand with the launch of a variety of merchandise, including accessories and collectibles.[133][134][135] In 2019, McFarlane Toys released a Cuphead line of construction sets.[136][137][138] Later in 2020, Arby's added limited-edition toys and papercrafts based on some characters from the game to its kids' menu at select locations.[139][140][141]
Cultural impact
[edit]Cuphead has been referenced and featured in other video games. In 2018, the co-creator of Bendy and the Ink Machine expressed interest in a crossover with Cuphead in an interview.[142] In the 2018 fighting game Super Smash Bros. Ultimate, a Cuphead Mii Fighter costume was added via downloadable content in January 2020, accompanied by the boss level theme "Floral Fury".[143] Four Cuphead-themed "spirits" were added to the game in February 2020.[144][145] The game Fall Guys released Cuphead and Mugman costumes in 2021. [146][147][148] In 2022, a Ms. Chalice costume was released in the game as well.[149][150]
Cuphead has appeared in exhibitions and promotional media. In 2021, a 3D-printed zoetrope based on the game was displayed at The Story of the Moving Image exhibition at the Australian Centre for the Moving Image in Melbourne.[151] The exhibit, created by Studio MDHR, used strobing light to animate individual character models, depicting scenes such as Cuphead jumping into a bucket of paint, King Dice dancing, and Mugman and Ms. Chalice avoiding attacks from the Devil.[152][153] In 2022, Cuphead made an appearance in a GEICO advertisement.[154][155] The Japanese physical release of Cuphead in April 2023 featured cover art by Yoshitaka Amano, who produced an original illustration of the game's characters in his signature style.[156][157] The release attracted attention online and was well received by fans.[158][159]
Cuphead has influenced other creative works and has been credited with reviving rubber hose animation—a loose-limbed, physics-defying style popularized by Fleischer Studios during the Great Depression—in video games. GamingBible’s Sam Cawley wrote that Cuphead was one of the games that helped bring this distinctive style back into the “mainstream.”[160] The Michigan Daily’s Isabella Casagrande similarly noted that rubber hose animation experienced a resurgence in the late 2010s following the success of games such as Cuphead.[161] Boing Boing’s Grant St. Clair described the game as having inspired a “wave of rubber hose–style games.”[162] Enchanted Portals (2023), developed by Xixo Games Studio, is a run-and-gun title inspired by Cuphead.[163][164][165] Mystic Clockwork Studio’s upcoming title Exil was also influenced by Cuphead during its development.[166][167] Several games have drawn comparisons to Cuphead, including Acecraft (2025),[168] Bad Cheese (2025),[169] and Mouse: P.I. for Hire (2026).[170]
Potential Cuphead successor
[edit]On May 5, 2025, Studio MDHR announced on Twitter that they are hiring senior Unity programmers with experience working on games. This prompted talks about a potential sequel or a spiritual successor to Cuphead.[171][172]
Other media
[edit]Tabletop game
[edit]A tabletop game, Cuphead: Fast Rolling Dice Game, was released in 2021, featuring a companion app for iOS and Android that plays music and calculates the score.[173][174]
Books
[edit]Since 2019, Dark Horse Comics has been developing Cuphead graphic novels.[175] The first one, Cuphead Volume 1: Comic Capers & Curios, was released in August 2020.[176] Cuphead Vol. 2: Cartoon Chronicles & Calamities was released in March 2021.[177] In August 2024, the third graphic novel Cuphead Volume 3: Colorful Crack-Ups & Chaos was released.[178] A novel was also released in March 2020 by Studio MDHR.[179]
The Cuphead Show!
[edit]The Cuphead Show!, an animated series based on the game and produced by Netflix Animation, was announced in July 2019. The show does not use pen-and-paper animation methods like the game and instead uses digital animation. Chad and Jared Moldenhauer serve as executive producers alongside CJ Kettler from King Features Syndicate.[70][180] The series premiered on February 18, 2022.[181] On August 19, 2022, the 13-episode second season was released worldwide.[182] The 11-episode third season was released on November 18, 2022.[183]
References
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- ^ "Review: Cuphead - the Delicious Last Course - Short, Sweet, and Utterly Essential". July 4, 2022. Archived from the original on July 9, 2022. Retrieved July 10, 2022.
- ^ "Evan Skolnick | University of Silicon Valley". usv.edu. Retrieved October 10, 2023.
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- ^ Gilbert, Ben (July 10, 2014). "Cuphead: Bringing 1930s style to 21st century games". Engadget. AOL Tech. Archived from the original on July 10, 2015. Retrieved July 3, 2015.
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- ^ Callaham, John (April 13, 2016). "Check out how the Cuphead team brings its animations to life". Windows Central. Archived from the original on April 16, 2016. Retrieved April 13, 2016.
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External links
[edit]Cuphead
View on GrokipediaGameplay
Combat and Progression
Combat in Cuphead revolves around run-and-gun shooting mechanics, where players control the titular character or his brother Mugman, both of whom share identical abilities including jumping, dashing to avoid damage, and firing projectiles at enemies.[9] The primary attack is the finger gun, which can equip different shot types purchased at Porkrind's Emporium using coins collected from run-and-gun levels; these include the default Peashooter for straight-line rapid fire, the Spread for a wide fan of close-range bullets, the homing Chaser that automatically targets nearby foes, the arcing Lobber for hitting enemies behind cover, and the Charge for a powerful held-shot beam.[10] A key defensive and offensive mechanic is the parry system, activated by pressing the jump button mid-air when touching pink-colored objects or projectiles, which destroys them, prevents damage, and rapidly fills the super meter for powerful special attacks known as Super Arts—such as energy beams or area blasts—while also contributing to higher performance grades like A+ by requiring at least three successful parries per fight.[11][12] The charm system provides passive upgrades bought with vials of ink collected from defeated bosses, offering benefits like extra health from the Heart charm, reduced damage from the Smoke Bomb, or automatic parries via P. Sugar to ease difficulty without altering core challenge.[13] Boss battles form the core of progression, structured in multiple phases with escalating attack patterns that demand pattern recognition, precise dodging, and strategic weapon swaps; transitions between phases often feature dramatic animations and new behaviors, such as a boss summoning minions or altering the arena, culminating in a final vulnerable state upon depleting health.[12] Completing run-and-gun levels unlocks new areas on the Inkwell Isle map, while boss victories collect souls to repay the Devil and grant ink for charms, enabling players to customize loadouts for subsequent challenges.[14] In local co-op mode, a second player controls Mugman with the same mechanics, each with their own independent health pool of three hit points (modifiable by charms like Twin Heart, which shares damage between partners); boss health is scaled up in co-op for balance.[9] The Delicious Last Course DLC introduces Ms. Chalice as a third playable character exclusive to its content, featuring unique abilities including a double jump for better aerial mobility, a rolling dash that parries on contact, and starting with four hit points instead of three.[15]Level Types and Modes
Cuphead features two primary level types: run-and-gun stages and boss battles, with the latter serving as the core emphasis of the gameplay experience. Run-and-gun levels consist of side-scrolling platforming segments filled with enemy encounters, environmental hazards, and mid-level checkpoints that allow players to respawn without restarting the entire stage. These levels encourage exploration through hidden objectives, such as collecting five coins per stage, which can be used to purchase upgrades at the in-game shop. There are six such levels in the base game, distributed across the first three Inkwell Isles.[16][14][17] Boss battles form the majority of the content, accounting for approximately 75% of the playable material, and include over 20 unique encounters characterized by multi-phase fights that evolve in complexity and visual spectacle. Each boss fight pits the player against a distinct, hand-animated adversary inspired by 1930s cartoons, requiring pattern recognition and precise timing to progress through escalating attack sequences. Certain run-and-gun and boss levels incorporate aircraft sections, where players control a plane in vertical scrolling aerial combat, dodging projectiles and enemy aircraft while maintaining momentum. The Delicious Last Course adds 12 new boss fights to the total.[16][18][19] The game's world is structured around a overhead map divided into Inkwell Isle hubs—one, two, and three in the base game, with a fourth added in the DLC—where players select levels from a branching path. Progression is gated by completing specific boss encounters, which unlock new areas, run-and-gun stages, and collectibles like mausoleums for practice. This hub-based design allows non-linear exploration within each isle while enforcing a overall sequence across the islands. Multiplayer is supported through a local co-operative mode for two players, enabling simultaneous control of Cuphead and Mugman across all levels and boss battles. In co-op, the second player joins by pressing a button during gameplay, with both characters having independent health pools that scale boss health for balance; successful parries by either player can revive a downed partner, integrating the parry mechanic into cooperative survival. Combat tools like weapons and charms selected in single-player carry over, allowing independent loadouts for each character.[20][21] Difficulty options enhance replayability, with Simple mode available from the start to reduce challenge by simplifying boss phases and attack patterns, though it omits some content like the final game's latter sections. Expert mode, which increases enemy speed, damage, and pattern density, is unlocked only after completing the main campaign by defeating the final boss. These modes apply globally to all levels once accessed, encouraging multiple playthroughs to master the content.[22][23]Story
Main Plot
Cuphead and his brother Mugman are anthropomorphic brothers with cup and mug heads, respectively, who live a carefree life in the vibrant, cartoonish world of the Inkwell Isles alongside their elderly mentor, Elder Kettle.[24] Despite Elder Kettle's stern warnings against temptation, the impulsive Cuphead convinces the more cautious Mugman to sneak away to the Devil's Casino for a night of gambling.[25] There, the brothers enjoy an initial winning streak playing craps, but their luck turns when they foolishly wager their souls against the Devil himself and lose spectacularly.[25] Amused by their plight, the Devil—a fiery, horned antagonist who rules the casino and collects souls from debtors—spares their immediate demise but strikes a ruthless bargain: Cuphead and Mugman must traverse the Inkwell Isles to reclaim soul contracts from the Devil's various debtors, or forfeit their own souls forever.[24] These debtors include a rogues' gallery of eccentric bosses, such as the suave, dice-headed casino manager King Dice, who serves as the Devil's right-hand enforcer, and Hilda Berg, a blimp-flying fortune teller who transforms into celestial forms during confrontations.[26] Armed with Elder Kettle's parting gift of a magical milkshake potion that enhances their abilities, the brothers embark on this redemption quest, battling through run-and-gun levels and boss fights that evoke standalone 1930s cartoon episodes.[2] The narrative weaves moral themes of debt, greed, and atonement into its structure, with each debtor's backstory hinting at their own fateful pacts with the Devil, mirroring the protagonists' folly.[24] The game's signature 1930s rubber hose animation style—featuring bouncy, black-and-white character designs, hand-drawn cel animation, and jaunty jazz soundtrack—immerses players in a bygone era of whimsical yet perilous tales, where simple vices lead to high-stakes consequences.[2] The soul contracts not only drive the plot but integrate with gameplay as collectibles that track progress across the isles.[7] The journey builds to a climactic showdown at the Devil's lair, where player choices—particularly regarding the completeness of the contract collection—influence one of two possible endings, underscoring themes of perseverance and moral resolve.[27]The Delicious Last Course
The Delicious Last Course serves as a prequel to the main Cuphead storyline, where Cuphead, Mugman, and the ghostly Ms. Chalice embark on a quest to Inkwell Isle IV to gather ingredients for a magical Wondertart. This confection, crafted by the reclusive Chef Saltbaker, is intended to cure Ms. Chalice's astral curse and restore her to full corporeality, allowing her to escape the ethereal plane where she has been trapped. The narrative unfolds through interactions with new denizens of the isle, emphasizing themes of friendship and redemption as the trio navigates perilous encounters to collect the required components, ultimately confronting the consequences of their deal with the chef.[28][29] A key addition is Ms. Chalice as a fully playable character, who possesses unique abilities that differentiate her from Cuphead and Mugman, including a double jump for enhanced vertical mobility, a parry dash for horizontal evasion of pink projectiles, an invincible dodge roll to avoid attacks, and an extra hit point for greater durability. These mechanics, enabled via the new Astral Cookie charm—which temporarily swaps one of the brothers for Ms. Chalice—allow players to revisit base game levels with her toolkit or tackle DLC content exclusively as her. Ms. Chalice also accesses six exclusive weapons, such as the homing Crackshot and the energy-restoring Twist-Up, alongside charms like the Heart Ring that rewards successful parries with health recovery, tailoring strategies to her agile playstyle.[30][31] The expansion introduces Inkwell Isle IV, featuring six multi-phase boss fights against formidable new adversaries, including the aeronautical stunt performers known as the Howling Aces and the outlaw collective the Moonshine Mob. These encounters showcase elaborate 1930s-inspired animations and mechanics, such as dynamic phase transitions and environmental hazards. Complementing the bosses are three run-and-gun levels for platforming and shooting challenges, plus The King's Leap—a set of five parry-exclusive chess-themed platforming trials. Players can unlock a hidden boss via a graveyard riddle puzzle involving the Broken Relic charm, leading to a secret ending that ties into Ms. Chalice's lore upon completion. Released on June 30, 2022, the DLC expands the Cuphead universe without altering the base game's canon.[29][28][32] Access to The Delicious Last Course integrates seamlessly with the base game, becoming available after completing the first Mausoleum level on Inkwell Isle I, where a ferryman NPC appears to transport players to the new isle. While progress in the DLC is tracked separately to avoid interfering with existing saves, Ms. Chalice and her associated items can be used in the original campaign once unlocked, encouraging replayability across both.[33][31]Development
Concept and Influences
Studio MDHR was founded in 2010 by Canadian brothers Chad and Jared Moldenhauer, who began developing Cuphead as a passion project inspired by their childhood love of 1930s-era cartoons. The brothers, who had previously worked on small animation and game prototypes, sought to create a video game that captured the whimsical and exaggerated style of early animated shorts, drawing directly from the works of studios like Fleischer Studios, known for characters such as Betty Boop.[34] The game's concept was heavily influenced by rubber hose animation, a technique characterized by flexible, hose-like limbs and bouncy movements prevalent in 1930s cartoons, as well as the surreal humor and bizarre scenarios typical of that era's storytelling.[35] To achieve authenticity, the Moldenhauers decided to emulate hand-drawn cel animation entirely, rejecting modern digital graphics and effects in favor of traditional frame-by-frame drawing scanned and colored digitally, ensuring the visuals and movements felt true to the source material.[35] The audio design further reinforced this, incorporating original jazz compositions reminiscent of 1930s big band music to complement the era's playful yet chaotic tone.[36] Early concepts centered on a boss rush format, where players would face a series of elaborate boss battles designed primarily to showcase the hand-animated sequences, with around eight or nine major encounters planned to highlight the animation without extensive platforming levels.[37] This structure allowed the focus to remain on dynamic, cartoon-inspired fights that emphasized pattern recognition and quick reflexes. The game's difficulty was intentionally unforgiving, mirroring the trial-and-error challenge of classic arcade titles from the 1980s and earlier, where limited continues and precise execution were standard, to evoke the era's demanding playstyle.[38] Cuphead was first announced via a teaser trailer in October 2013, introducing its unique aesthetic to a niche audience.[39] It gained wider attention with a playable demo at E3 2014, where the hand-drawn animation and intense boss fights impressed attendees and secured publishing support from Microsoft.[40] This early showcase solidified the project's commitment to its retro influences while setting expectations for a challenging experience rooted in historical gaming and animation traditions.[41]Production Process
Development of Cuphead began in 2010 as a prototype by brothers Chad and Jared Moldenhauer at the newly founded indie studio Studio MDHR, but full production ramped up around 2013 and lasted until the 2017 release, spanning approximately seven years overall with about four years of intensive full production. The team started small, with just the two founders and a handful of early contributors, but expanded to more than 20 members, including remote animators and artists across North America, to manage the project's ambitious scope. This growth was necessary to produce over 60,000 hand-drawn animation frames, each taking an average of 25 minutes to create in a style mimicking 1930s rubber hose cartoons.[42][43] Technically, Studio MDHR switched from Microsoft's XNA framework to Unity early in production to better support multi-platform development and handle the 2D assets. They developed a custom pipeline to import the hand-drawn animations: frames were penciled on paper, inked, colored digitally in Photoshop, and then integrated into Unity using built-in tools like the Sprite Renderer, Sprite Packer, and 2D Physics for smooth 24 FPS animation within a 60 FPS game. Backgrounds were crafted using traditional watercolor paints on paper, scanned for digital layering, and enhanced in Photoshop to achieve a vibrant, era-appropriate depth without modern CGI artifacts. The soundtrack, composed by Kristofer Maddigan—a childhood friend of the Moldenhauers—featured original jazz, big band, and ragtime pieces recorded live with a full ensemble at Canterbury Music Company in Toronto, ensuring an authentic 1930s sound that synced dynamically with gameplay levels and bosses.[3][37][44] Key challenges included sourcing talent for the labor-intensive animation, leading to outsourcing to remote freelancers skilled in classical 2D techniques to preserve stylistic consistency amid a shortage of such experts. Balancing the game's high difficulty proved another hurdle, addressed through rigorous playtesting by a core group of four designers who iteratively adjusted hitboxes, weapon efficacy, input responsiveness, and boss patterns to create fair yet punishing encounters. Initially self-funded through the founders' personal savings, job quits, and maxed-out loans, production gained crucial support in 2015 when Microsoft invested after the game's E3 demo, enabling expansion and securing Xbox One console exclusivity at launch. Voice acting was minimal, consisting of grunts and short lines provided by performers such as Luke de Ayora as Cuphead and others for bosses.[37][45]Release
Platforms and Dates
Cuphead was initially released on September 29, 2017, for Microsoft Windows via Steam and Windows 10, and Xbox One, as a timed console exclusive to Microsoft's platforms.[2][46] Subsequent ports expanded availability to additional systems. A macOS version launched on October 19, 2018, through Steam and GOG.[47] The Nintendo Switch port arrived on April 18, 2019, supporting both handheld and docked play with local co-op.[4] The PlayStation 4 edition followed on July 28, 2020, completing the major console releases.[48] The game's sole expansion, The Delicious Last Course, was released on June 30, 2022, for all supported platforms, available as a standalone DLC or bundled with the base game in editions such as Cuphead – The Delicious Last Course.[6] No additional expansions have been developed since.[49] Post-launch updates have been limited to content enhancements and maintenance. To mark the seventh anniversary, Studio MDHR shared new behind-the-scenes music tracks and concept art on October 2, 2024.[50] A minor Steam update was released on October 3, 2025.[51]| Platform | Release Date | Notes |
|---|---|---|
| Windows (PC) | September 29, 2017 | Via Steam and Windows Store |
| Xbox One | September 29, 2017 | Timed console exclusive |
| macOS | October 19, 2018 | Via Steam and GOG |
| Nintendo Switch | April 18, 2019 | Supports local co-op |
| PlayStation 4 | July 28, 2020 | Backward compatible on PS5 |
