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* ''VideoGame/Shantae2002'': With every death sending you to the start of an area with only three hearts, surprisingly beefy {{Mook}}s, a normal attack with very short reach, a rather small range of vision due to the UsefulNotes/GameboyColor screen, and lots and lots of SpikesOfDoom and {{Bottomless Pit}}s, traversing the overworld and dungeons of this game is going to kill you a lot. On the other hand, most of the bosses are relatively simple affairs where the main challenge is [[PuzzleBoss figuring out how to use the latest transformation dance to beat them]]. The only exception is the FinalBoss, who is absolutely brutal.

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* ''VideoGame/Shantae2002'': With every death sending you to the start of an area with only three hearts, surprisingly beefy {{Mook}}s, a normal attack with very short reach, a rather small range of vision due to the UsefulNotes/GameboyColor Platform/GameboyColor screen, and lots and lots of SpikesOfDoom and {{Bottomless Pit}}s, traversing the overworld and dungeons of this game is going to kill you a lot. On the other hand, most of the bosses are relatively simple affairs where the main challenge is [[PuzzleBoss figuring out how to use the latest transformation dance to beat them]]. The only exception is the FinalBoss, who is absolutely brutal.



* The UsefulNotes/AmstradCPC port of ''[[VideoGame/BadDudes Bad Dudes vs. Dragon Ninja]]'' had levels full of mooks coming from all directions, and bosses with trivial attack patterns and a glaring weakness to being attacked when they land after jumping above you.

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* The UsefulNotes/AmstradCPC Platform/AmstradCPC port of ''[[VideoGame/BadDudes Bad Dudes vs. Dragon Ninja]]'' had levels full of mooks coming from all directions, and bosses with trivial attack patterns and a glaring weakness to being attacked when they land after jumping above you.
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** Heide's Tower of Flame can be even more brutal- the area is short, linear and impossible to get lost in, but it's packed with towering, heavily-armoured Old Knights wielding gigantic weapons that are dangerous when fought alone, ''lethal'' when fought in groups, particularly the [[DropTheHammer mace-wielding]] ones. Things are even worse in ''Scholar of the First Sin edition'' if you aggro the [[DemonicSpiders Heide Knights]], most of whom are initially passive but can and will cut you to ribbons if provoked (or if you approach the few that ''aren't'' naturally passive). If you can get past this brutal gauntlet, the area's main boss (the Dragonrider) is an ordinary halberd-wielding enemy barely tougher than the Old Knights you fought to reach him; you can even [[EasyLevelTrick trick him into killing himself with a bit of cunning]]. Just to add insult to injury, after you kill the Dragonrider all the formerly-passive Heide Knights in the area become permanently hostile, making return trips through the area even worse. Of course, once again there's the alternate route, leading to the Hellkite Dragon miniboss[[note]]''Scholar'' version only[[/note]] and the Old Dragonslayer in the Cathedral of Blue (which, while not quite ThatOneBoss, will certainly give you more of a workout).

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** Heide's Tower of Flame can be even more brutal- the area is short, linear and impossible to get lost in, but it's packed with towering, heavily-armoured Old Knights wielding gigantic weapons that are dangerous when fought alone, ''lethal'' when fought in groups, particularly the [[DropTheHammer [[CarryABigStick mace-wielding]] ones. Things are even worse in ''Scholar of the First Sin edition'' if you aggro the [[DemonicSpiders Heide Knights]], most of whom are initially passive but can and will cut you to ribbons if provoked (or if you approach the few that ''aren't'' naturally passive). If you can get past this brutal gauntlet, the area's main boss (the Dragonrider) is an ordinary halberd-wielding enemy barely tougher than the Old Knights you fought to reach him; you can even [[EasyLevelTrick trick him into killing himself with a bit of cunning]]. Just to add insult to injury, after you kill the Dragonrider all the formerly-passive Heide Knights in the area become permanently hostile, making return trips through the area even worse. Of course, once again there's the alternate route, leading to the Hellkite Dragon miniboss[[note]]''Scholar'' version only[[/note]] and the Old Dragonslayer in the Cathedral of Blue (which, while not quite ThatOneBoss, will certainly give you more of a workout).

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Reasons for this can vary. Perhaps the developer thought easier bosses would balance out the game's difficulty. Depending on the genre, maybe they wanted to be realistic and avert RankScalesWithAsskicking. Perhaps it's a PuzzleBoss which might take some work to decode, but becomes ridiculously easy as soon as you figure it out. Maybe they're easy precisely ''because'' they're a boss: a single powerful enemy fought in an area meant solely for that purpose can be a lot easier to work with than a cluster of GoddamnedBats that have to be fought while you're trying to progress in a level, and while you wouldn't dare waste any of your TooAwesomeToUse abilities on the average {{Mook}}, a boss fight is the exact scenario you were stockpiling your best items for. This can also occur because the developers prioritized making the boss encounters climactic, cinematic experiences over making them actually challenging, leading to very impressive-looking foes that are defeated through a few {{Action Command}}s and pose little threat in comparison to the less-organized and more organic encounters with normal enemies. And sometimes the boss is easy because it just so happens to be a normal enemy given [[DamageSpongeBoss a hugely inflated health pool]], meaning killing them isn't much harder than taking down a lone threat; just longer.

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Reasons for this can vary. Perhaps the developer thought easier bosses would balance out the game's difficulty. Depending on the genre, maybe they wanted to be realistic and avert RankScalesWithAsskicking. Perhaps it's a PuzzleBoss which might take some work to decode, but becomes ridiculously easy as soon as you figure it out. Maybe they're easy precisely ''because'' they're a boss: a single powerful enemy fought in an area meant solely for that purpose can be a lot easier to work with than a cluster of GoddamnedBats that have to be fought while you're trying to progress in a level, and while you wouldn't dare waste any of your TooAwesomeToUse abilities on the average {{Mook}}, a boss fight is the exact scenario you were stockpiling your best items for. This can also occur because the developers prioritized making the boss encounters climactic, cinematic experiences over making them actually challenging, leading to very impressive-looking foes that are defeated through a few {{Action Command}}s and pose little threat in comparison to the less-organized and more organic encounters with normal enemies. And sometimes the boss is easy because it just so happens to be a normal enemy given [[DamageSpongeBoss a hugely inflated health pool]], meaning killing them isn't much harder than taking down a lone threat; threat, just longer.



[[folder:Puzzle Games]]
* ''VideoGame/AngryBirdsSpace'', unlike most other games in the ''Franchise/AngryBirds'' franchise, has bosses, but they're all easy to beat, especially considering how maddening some of the levels leading up to them are. King Pig's tank [[TacticalSuicideBoss generates the stones you need to crush it with]], and aiming birds to get the stones to land on the sides of his tank isn't too hard. His UFO is even easier, with the icy stones being able to split and land tons of hits on him. The Fat Pig at the end of Utopia is slightly tougher, but still not very hard to force-feed stones and birds until he pops. And so on.
[[/folder]]



* ''TabletopGame/DungeonsAndDragons'', regrettably, often works out like this - singular powerful monsters can often be a trivial challenge, simply because everybody gets their one set of actions a round. So the boss gets to move and attack... and then four to six party members get to do the same thing. Boss monsters tend to get buried in a pile of player character actions, plus many spells, even at low levels, that can win such fights with a single dice roll, and at high levels with ''no'' dice roll. Fourth Edition attempts to avert this with Solo monsters, which get a lot more HP than normal enemies, and may also receive multiple actions to make them a challenge for a full party. And, since the boss is usually at the end of a day, in 4th edition players may decide to use their daily powers against them (since you lose your chance after an extended rest), speeding things up a bit. A Balor? No sweat. [[http://1d4chan.org/index.php?title=Tucker%27s_Kobolds&oldid=83432 Tucker's kobolds]]? [[LethalJokeCharacter Run]].
** Part of this is in the design of the game, with bosses coming after the party had presumably fought their way through an entire dungeon, using up many of their resources as they went, so the [=PCs=] usually arrived at the boss without their full arsenal. This caused a couple of problems: 1. Published modules and/or a lot of homebrew sometimes ignored this attrition and tried to set up boss fights against the party without a lot of encounters whittling the [=PCs=] down, which results in the [=PCs=] going full stop against the boss and curbstomping them. 2. [=PCs=] picked up the general strategy built into the modules that ''did'' use attrition and deliberately tried to play conservatively and save most of their good spells/abilities for the boss by using Cantrips, taking frequent rests, etc. This results in very dull and prolonged combat against most of the minions, and then the obvious anti-climatic CurbStomp against the Big Bad.

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* ''TabletopGame/DungeonsAndDragons'', regrettably, often works out like this - singular powerful monsters can often be a trivial challenge, simply because everybody gets their one set of actions a round. So the boss gets to move and attack... and then four to six party members get to do the same thing. Boss monsters tend to get buried in a pile of player character actions, plus many spells, even at low levels, that can win such fights with a single dice roll, and at high levels with ''no'' dice roll. Fourth Edition attempts to avert this with Solo monsters, which get a lot more HP than normal enemies, and may also receive multiple actions to make them a challenge for a full party. And, since the boss is usually at the end of a day, in 4th edition players may decide to use their daily powers against them (since you lose your chance after an extended rest), speeding things up a bit. A Balor? No sweat. [[http://1d4chan.org/index.php?title=Tucker%27s_Kobolds&oldid=83432 Tucker's kobolds]]? [[LethalJokeCharacter Run]].
**
Run.\\
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Part of this is in the design of the game, with bosses coming after the party had presumably fought their way through an entire dungeon, using up many of their resources as they went, so the [=PCs=] usually arrived at the boss without their full arsenal. This caused a couple of problems: 1. Published modules and/or a lot of homebrew sometimes ignored this attrition and tried to set up boss fights against the party without a lot of encounters whittling the [=PCs=] down, which results in the [=PCs=] going full stop against the boss and curbstomping them. 2. [=PCs=] picked up the general strategy built into the modules that ''did'' use attrition and deliberately tried to play conservatively and save most of their good spells/abilities for the boss by using Cantrips, taking frequent rests, etc. This results in very dull and prolonged combat against most of the minions, and then the obvious anti-climatic CurbStomp against the Big Bad.
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* The bosses in ''VideoGame/TeenageMutantNinjaTurtles''(NES) are relatively easy compared to the DemonicSpiders-infested levels leading up to them.

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* The bosses in ''VideoGame/TeenageMutantNinjaTurtles''(NES) ''VideoGame/TeenageMutantNinjaTurtles1989'' are relatively easy compared to the DemonicSpiders-infested levels leading up to them.
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* In the ''VideoGame/LegoAdaptationGame'' series, while most of the bosses are some form of PuzzleBoss to provide a challenge, the fact DeathIsASlapOnTheWrist and you RespawnOnTheSpot means they're a total ForegoneVictory. But that respawn mechanic doesn't help much when dealing with RespawningEnemy hordes or getting stumped by obtuse puzzles, meaning getting through the levels leading up to those bosses can be quite difficult even with unlocked cheats. The "Darth Vader" level for ''VideoGame/LegoStarWars: The Video Game'' exemplifies this especially well, as each area is a TimedMission that brings you back to the start after a failure, while the DuelingPlayerCharacters battle between Anakin and Obi-wan is easily cheesed with either repeated Force slams or activating player two and having the main player wail on the other.

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* In the ''VideoGame/LegoAdaptationGame'' series, while most of the bosses are some form of PuzzleBoss to provide a challenge, the fact DeathIsASlapOnTheWrist and you RespawnOnTheSpot means they're a total ForegoneVictory. But that respawn mechanic doesn't help much when dealing with RespawningEnemy hordes of RespawningEnemies or getting stumped by obtuse puzzles, meaning getting through the levels leading up to those bosses can be quite difficult even with unlocked cheats. The "Darth Vader" level for ''VideoGame/LegoStarWars: The Video Game'' exemplifies this especially well, as each area is a TimedMission that brings you back to the start after a failure, while the DuelingPlayerCharacters battle between Anakin and Obi-wan is easily cheesed with either repeated Force slams or activating player two and having the main player wail on the other.
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* In the ''VideoGame/LegoAdaptationGame'' series, while most of the bosses are some form of PuzzleBoss to provide a challenge, the fact DeathIsASlapOnTheWrist and you RespawnOnTheSpot means they're a total ForegoneVictory. But that respawn mechanic doesn't help much when dealing with RespawningEnemy hordes or getting stumped by obtuse puzzles, meaning getting through the levels leading up to those bosses can be quite difficult even with unlocked cheats. The "Darth Vader" level for ''VideoGame/LegoStarWars: The Video Game'' exemplifies this especially well, as each area is a TimedMission that brings you back to the start after a failure, while the DuelingPlayerCharacters battle between Anakin and Obi-wan is easily cheesed with either repeated Force slams or activating player two and having the main player wail on the other.
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* Dungeons in ''VideoGame/FinalFantasyXIV'' can be this if your tank is too reckless (or your DPS acts like it's their job to draw enemies). Although enemies are grouped into small clusters throughout each dungeon, relatively few dungeons have a KillEnemiesToOpen mechanic that requires you to fight only one cluster of enemies at a time. A well-prepared and properly-equipped party can use this to get more mileage out of their AreaOfEffect attacks. An ''unprepared'' or ''under-equipped'' party that includes LeeroyJenkins is more likely to aggro everything between them and the boss arena and barely defeat the enemies that they've dragged along with them - if not slowly whittle down their numbers throughout myriad full-party wipes. By the time Leeroy's party reaches a boss (of which dungeons usually have three each), the fact that the boss battles have a fixed number of enemies will make them MUCH easier than the dungeon they're scattered throughout.
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->''"But as difficult as it can be to slay the regular enemies, the boss battles are ridiculously easy if you know what weapon to use. They only take one hit!"''
-->--'''WebVideo/TheAngryVideoGameNerd''' on ''VideoGame/TheLegendOfZeldaCDIGames''

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* The ''VideoGame/StreetsOfRage'' series [[ZigZaggingTrope zig-zags with this trope]]. In the first game, the challenge comes from fending off several waves of mooks that gang up on you while you try not to lose too many lives just reaching the boss of the level. The bosses themselves follow a fairly predictable pattern and are easy to beat once you know how to avoid their attacks. The final boss will always have mooks with him. The second game has mooks appear for several bosses, averting the trope. The third game follows what the first game did; waves of mooks in the levels and bosses appearing by themselves. The only exception to the rule is [[ThatOneBoss the boss of Stage 6,]] where he always has mooks with him, unless you have a lot of patience... [[labelnote: Note]] The other Jets stop appearing after you kill 10 of them. [[/labelnote]]

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* The ''VideoGame/StreetsOfRage'' series [[ZigZaggingTrope zig-zags with this trope]]. In the first game, the challenge comes from fending off several waves of mooks that gang up on you while you try not to lose too many lives just reaching the boss of the level. The bosses themselves follow a fairly predictable pattern and are easy to beat once you know how to avoid their attacks. The final boss will always have mooks with him. The second game has mooks appear for several bosses, and the bosses themselves have less predictable moves and are harder to stunlock, averting the trope. The third game follows what the first game did; waves of mooks in the levels and bosses appearing by themselves. The only exception to the rule is [[ThatOneBoss Jet, the boss of Stage 6,]] where he always has mooks with him, unless you have a lot of patience... [[labelnote: Note]] The other Jets Rockets stop appearing after you kill 10 of them. [[/labelnote]]



** ''VideoGame/SuperMarioWorld'' is the same as the third game (save for Bowser, which does require a lot more skill to defeat this time). Even hacks have trouble adding challenge to the bosses, other than adding extra obstacles in the rooms.

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** ''VideoGame/SuperMarioWorld'' is the same as the third game (save for Bowser, which who does require a lot more skill to defeat this time). Even hacks have trouble adding challenge to the bosses, other than adding extra obstacles in the rooms.



* ''VideoGame/WarioLand 1-3'', being based off the Mario series, fell into this, bar the one boss in the first game that actually posed a challenge.

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* ''VideoGame/WarioLand 1-3'', ''VideoGame/WarioLandSuperMarioLand3'', being based off the Mario series, fell falls into this, bar this. It has a WakeUpCallBoss at the one boss start to make sure you're acquainted with Wario's abilities, but past that, the bosses are easy to hit and have predictable patterns, while the levels are a lot tougher to get through without losing a life. The other games in the first game that actually posed a challenge.series, however, aren't like this.



* ''VideoGame/{{Battletoads}}'' might as well be the level-focused poster-boy. The bosses are rather easy, but several of the stages are almost up there with ''VideoGame/IWannaBeTheGuy'' in difficulty - even the creator of IWBTG thought Battletoads was impossible. Part of the gap is due to most levels being on a checkpoint system, while boss fights never are, which means you don't have to start over when you lose a life fighting a boss.

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* ''VideoGame/{{Battletoads}}'' might as well be the level-focused poster-boy. The bosses are rather easy, but several of the stages are almost up there with ''VideoGame/IWannaBeTheGuy'' in difficulty - even the creator of IWBTG thought Battletoads was impossible. Part of the gap is due to most levels being on a checkpoint system, while boss fights never are, which means you don't have to start over when you lose a life fighting a boss. Levels 10 (Rat Race) and 11 (Clinger-Winger) are particularly notable examples — both of them are racing levels with absolutely no room for error, but General Slaughter at the end of the former is relatively easy to juggle, and the Hypno-Orb for the latter is an outright BreatherBoss.



* ''VideoGame/PokemonMysteryDungeon''. The dungeons themselves will see you using up the majority of your wiles and resources, while most bosses can be made utterly harmless with a single [[StatusEffects status seed]]. Bosses with minions are exceptions, though, depending on your items and moves. This also happens with the third installment, to the extent where the final level doesn't even ''have'' a boss; the challenge is negotiating a dungeon without any allies.

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* ''VideoGame/PokemonMysteryDungeon''. The dungeons themselves will see you using up the majority of your wiles and resources, while most bosses can be made utterly harmless with a single [[StatusEffects status seed]]. Bosses with minions are exceptions, though, depending on your items and moves. This also happens with [[VideoGame/PokemonMysteryDungeonGatesToInfinity the third installment, instalment,]] to the extent where the final level doesn't even ''have'' a boss; the challenge is negotiating a dungeon without any allies.



* ''VideoGame/MegamanBattleNetwork'' features difficult random encounters and much more relaxed bosses against other [=NetNavis=]. While there are numerous [[ThatOneBoss difficult Navi battles]], the real danger in most games is presented through the [[DemonicSpiders/MegaManBattleNetwork random virus encounters]], especially deep into the Internet as the games throw some absolutely heinous combinations at you where the strategy is simply "Delete the viruses within seconds or be deleted". The Navis, on the other hand, give you far less to worry about and can strategically be picked apart.

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* ''VideoGame/MegamanBattleNetwork'' features difficult random encounters and much more relaxed bosses against other [=NetNavis=]. While Even in the layer games, where there are numerous [[ThatOneBoss difficult Navi battles]], the real danger in most games is presented through the [[DemonicSpiders/MegaManBattleNetwork random virus encounters]], especially deep into the Internet as the games throw some absolutely heinous combinations at you where the strategy is simply "Delete the viruses within seconds or be deleted". The Navis, on the other hand, give you far less to worry about and can strategically be picked apart.



* In the Fuchsia City Gym of ''VideoGame/PokemonRedAndBlue'', the trainers are fairly nasty for that point in the game, as the majority of them are Jugglers, who use Drowzee, Hypno, and Kadabra--all of which are very nasty to face off against, since they're Psychic-type (giving them essentially no weakness) and have great movesets. The two non-Jugglers use Sandslash, which can dish out a lot of damage with its always-critting Slash move. And then there's Koga himself, who is one of the easiest Gym leaders in the game: his team is entirely Poison-type, which in the running for the worst type in the first generation, and they're not good Poison-types, either, with little to no coverage outside of Normal and Poison moves and an emphasis on accuracy-dropping that really just serves to make him annoying. His only strong offensive move is Weezing's Selfdestruct, and if he's using that and you have more than one surviving team member, [[TakingYouWithMe you've kind of already beaten him]].

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* In the Fuchsia City Gym of ''VideoGame/PokemonRedAndBlue'', the trainers are fairly nasty for that point in the game, as the majority of them are Jugglers, who use Drowzee, Hypno, and Kadabra--all of which are very nasty to face off against, since they're Psychic-type (giving them essentially no weakness) and have great movesets. The two non-Jugglers use Sandslash, which can dish out a lot of damage with its always-critting Slash move. And then there's Koga himself, who is one of the easiest Gym leaders in the game: his team is entirely Poison-type, which in the running for the worst type in the first generation, and they're not good Poison-types, either, with little to no coverage outside of Normal and Poison moves and an emphasis on accuracy-dropping that really just serves to make him annoying. His only strong offensive move is Weezing's Selfdestruct, and if he's using that and you have more than one surviving team member, [[TakingYouWithMe you've kind of already beaten him]].


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* ''VideoGame/CrystalWarriors'' has some challenging levels, [[UnstableEquilibrium especially if you let your troops die,]] but the bosses are all easy to beat. While they have high stats, they can only move once per turn discounting counterattacks, so they can be swarmed and overwhelmed quickly. All of them save Emperor Grym are also locked to melee, so if you surround them with bulky melee units, they can't do anything while your mages chip away at them.

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** ''VideoGame/SuperMarioBros'' and (especially) ''[[VideoGame/SuperMarioBrosTheLostLevels Lost Levels]]'' both have lots of precision platforming in the levels before each Bowser fight. So what do you do with the famed Koopa King? Avoid a few fireballs, wait for a break in the thrown hammers (if it's the last few worlds), and then run underneath when he jumps to get to the bridge switch. And that's if you don't make it to the end as Fire Mario, and can just lob fireballs from across the screen.

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** ''VideoGame/SuperMarioBros'' ''VideoGame/SuperMarioBros1'' and (especially) ''[[VideoGame/SuperMarioBrosTheLostLevels Lost Levels]]'' both have lots of precision platforming in the levels before each Bowser fight. So what do you do with the famed Koopa King? Avoid a few fireballs, wait for a break in the thrown hammers (if it's the last few worlds), and then run underneath when he jumps to get to the bridge switch. And that's if you don't make it to the end as Fire Mario, and can just lob fireballs from across the screen.



* Generally in the ''VideoGame/SonicTheHedgehog'' series, the bosses in the series are significantly easier than the levels, with the exception of a few {{Wake Up Call Boss}}es.

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* Generally in the ''VideoGame/SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' series, the bosses in the series are significantly easier than the levels, with the exception of a few {{Wake Up Call Boss}}es.



* As is to be expected of a fangame, ''VideoGame/SonicRoboBlast2'' is also a large offender, with bosses that are very basic compared to the stage, at least until (of course) you reach a [[ShoutOut familiar]] [[ThatOneBoss mechanical behemoth]]. Of course, this could be attributed to the [[DevelopmentHell ten years spent designing the game]].

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* As is to be expected of a fangame, ''VideoGame/SonicRoboBlast2'' is also a large offender, with bosses that are very basic compared to the stage, at least until (of course) you reach a [[ShoutOut familiar]] [[ThatOneBoss mechanical behemoth]]. Of course, this could be attributed to the [[DevelopmentHell ten years spent designing the game]].



* ''VideoGame/DonkeyKong94'''s later levels require precise movement and puzzle solving to clear, but Donkey Kong himself almost always goes down in three hits and isn't particularly hard to hit with his own barrels or other projectiles.



** ''VideoGame/MegaManClassic'' boss levels are often much more difficult than the robot masters at the end of them, especially when utility items or Rush aren't available. Part of this can be pinned on the predictable patterns some bosses had. Guts Man's stage has the notorious platforms, Heat Man has the thrice-damned disappearing block segments over instant-death lava or bottomless pits, Toad Man has wind and water pushing Mega Man around into more bottomless pits, and so on. Don't be surprised to spend more lives on the levels than the bosses in more than a few instances.

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** ''VideoGame/MegaManClassic'' boss levels are often much more difficult than the robot masters at the end of them, especially when utility items or Rush aren't available. Part of this can be pinned on the predictable patterns some bosses had. [[VideoGame/MegaMan1 Guts Man's stage stage]] has the notorious platforms, platforms which drop you off, but Guts Man himself is slow and takes double damage from the Mega Buster. [[VideoGame/MegaMan2 Heat Man Man's stage]] has the thrice-damned disappearing block segments over instant-death lava or bottomless pits, but Heat Man is an easy BullfightBoss. [[VideoGame/MegaMan4 Toad Man Man's stage]] has wind and water pushing Mega Man around into more bottomless pits, but Toad Man is a borderline ZeroEffortBoss, and so on. Don't be surprised to spend more lives on the levels than the bosses in more than a few instances.
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** ''WesternAnimation/TheIncredibles'' hits you with a constant stream of nightmarish tank mooks falling from the sky and has trivially easy boss fights.

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** ''WesternAnimation/TheIncredibles'' ''Franchise/TheIncredibles'' hits you with a constant stream of nightmarish tank mooks falling from the sky and has trivially easy boss fights.
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* If you're content with just getting through the level, ''VideoGame/PizzaTower'' is [[EasyLevelsHardBosses the opposite trope]], but if you're going for S and P ranks, it becomes this. While the bosses are no slouch, their attack patterns are clear, learnable, and ''short'', and a decent player can memorize their procedure after a few replays. Levels, on the other hand, have a LOT more that a player has to commit to memory in order to score S--and ''especially'' P--ranks. Couple that with having to execute precise platforming perfectly ''twice'' in one go on Lap 2 runs and suddenly the NoDamageRun boss fights don't sound so bad.

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Indentation, again


** ''VideoGame/FireEmblemTheBindingBlade'' has an odd case of this on Hard Mode. One of the changes made on that version is that every enemy has boosted stats, which this game expresses by essentially giving enemies a bunch of invisible level-ups in their respective classes. Two of the game's bosses, the FinalBoss and TrueFinalBoss, have their own special classes (King and Demon Dragon). Because those classes occur nowhere else in the game, they lack growths outside of a default 10% HP growth, meaning the only difference for them on Hard is... one extra hit point.
*** The TrueFinalBoss, [[spoiler: Idunn]], plays this straight across all difficulties, being ''far'' easier than the preceding chapters, most notably because they are weak to Roy's ultimate weapon, the titular Binding Blade, to the point where it is not at all uncommon for Roy to be capable of defeating them in one round of combat. And because [[spoiler:Idunn]] cannot counterattack at 2 range, it is also not uncommon for this to happen without Roy losing any HP.

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** ''VideoGame/FireEmblemTheBindingBlade'' has ''VideoGame/FireEmblemTheBindingBlade''
*** There'ss
an odd case of this on Hard Mode. One of the changes made on that version is that every enemy has boosted stats, which this game expresses by essentially giving enemies a bunch of invisible level-ups in their respective classes. Two of the game's bosses, the FinalBoss and TrueFinalBoss, have their own special classes (King and Demon Dragon). Because those classes occur nowhere else in the game, they lack growths outside of a default 10% HP growth, meaning the only difference for them on Hard is... one extra hit point.
*** The game's TrueFinalBoss, [[spoiler: Idunn]], plays this straight across all difficulties, being ''far'' easier than the preceding chapters, most notably because they are weak to Roy's ultimate weapon, the titular Binding Blade, to the point where it is not at all uncommon for Roy to be capable of defeating them in one round of combat. And because [[spoiler:Idunn]] cannot counterattack at 2 range, it is also not uncommon for this to happen without Roy losing any HP.
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*** The TrueFinalBoss, [[spoiler: Idunn]], plays this straight across all difficulties, being ''far'' easier than the preceding level, most notably because she's weak to Roy's ultimate weapon, the titular Binding Blade, to the point where it is not at all uncommon for Roy to be capable of defeating her in one round of combat. And because [[spoiler:Idunn]] cannot counterattack at 2 range, it is also not uncommon for this to happen without Roy losing any HP.

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*** The TrueFinalBoss, [[spoiler: Idunn]], plays this straight across all difficulties, being ''far'' easier than the preceding level, chapters, most notably because she's they are weak to Roy's ultimate weapon, the titular Binding Blade, to the point where it is not at all uncommon for Roy to be capable of defeating her them in one round of combat. And because [[spoiler:Idunn]] cannot counterattack at 2 range, it is also not uncommon for this to happen without Roy losing any HP.
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*** The TrueFinalBoss, [[spoiler: Idunn]], plays this straight across all difficulties, being ''far'' easier than the preceding level, most notably because she's weak to Roy's ultimate weapon, the titular Binding Blade, to the point where it is not at all uncommon for Roy to be capable of defeating her in one round of combat. And because [[spoiler:Idunn]] cannot counterattack at 2 range, it is also not uncommon for this to happen without Roy losing any HP.
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Authority Equals Asskicking has been renamed.


Reasons for this can vary. Perhaps the developer thought easier bosses would balance out the game's difficulty. Depending on the genre, maybe they wanted to be realistic and avert AuthorityEqualsAsskicking. Perhaps it's a PuzzleBoss which might take some work to decode, but becomes ridiculously easy as soon as you figure it out. Maybe they're easy precisely ''because'' they're a boss: a single powerful enemy fought in an area meant solely for that purpose can be a lot easier to work with than a cluster of GoddamnedBats that have to be fought while you're trying to progress in a level, and while you wouldn't dare waste any of your TooAwesomeToUse abilities on the average {{Mook}}, a boss fight is the exact scenario you were stockpiling your best items for. This can also occur because the developers prioritized making the boss encounters climactic, cinematic experiences over making them actually challenging, leading to very impressive-looking foes that are defeated through a few {{Action Command}}s and pose little threat in comparison to the less-organized and more organic encounters with normal enemies. And sometimes the boss is easy because it just so happens to be a normal enemy given [[DamageSpongeBoss a hugely inflated health pool]], meaning killing them isn't much harder than taking down a lone threat; just longer.

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Reasons for this can vary. Perhaps the developer thought easier bosses would balance out the game's difficulty. Depending on the genre, maybe they wanted to be realistic and avert AuthorityEqualsAsskicking.RankScalesWithAsskicking. Perhaps it's a PuzzleBoss which might take some work to decode, but becomes ridiculously easy as soon as you figure it out. Maybe they're easy precisely ''because'' they're a boss: a single powerful enemy fought in an area meant solely for that purpose can be a lot easier to work with than a cluster of GoddamnedBats that have to be fought while you're trying to progress in a level, and while you wouldn't dare waste any of your TooAwesomeToUse abilities on the average {{Mook}}, a boss fight is the exact scenario you were stockpiling your best items for. This can also occur because the developers prioritized making the boss encounters climactic, cinematic experiences over making them actually challenging, leading to very impressive-looking foes that are defeated through a few {{Action Command}}s and pose little threat in comparison to the less-organized and more organic encounters with normal enemies. And sometimes the boss is easy because it just so happens to be a normal enemy given [[DamageSpongeBoss a hugely inflated health pool]], meaning killing them isn't much harder than taking down a lone threat; just longer.
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Bonus Boss was renamed by TRS


** Richter Mode in ''VideoGame/CastlevaniaSymphonyOfTheNight'' is a fairly extreme example. Even the easiest mooks can kill you if you aren't careful, and some of the more challenging mooks can kill you in one or two hits. On the other hand, bosses can usually be kept at a distance and killed without too much difficulty (and if you use [[GameBreaker Hydro Storm]] on them, most die as fast as your average mook). The only real exception is BonusBoss Galamoth--using the Hydro Storm on him will simply result in him shrugging off the damage and then killing Richter while he's stuck in the attack animation.

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** Richter Mode in ''VideoGame/CastlevaniaSymphonyOfTheNight'' is a fairly extreme example. Even the easiest mooks can kill you if you aren't careful, and some of the more challenging mooks can kill you in one or two hits. On the other hand, bosses can usually be kept at a distance and killed without too much difficulty (and if you use [[GameBreaker Hydro Storm]] on them, most die as fast as your average mook). The only real exception is BonusBoss {{Superboss}} Galamoth--using the Hydro Storm on him will simply result in him shrugging off the damage and then killing Richter while he's stuck in the attack animation.



* ''VideoGame/PersonaQShadowOfTheLabyrinth'' falls into this. Dungeons are long and filled with tough enemies, as well as [[BossInMookClothing F.O.Es]]; enemies so strong you're meant to avoid fighting them. The actual bosses of the dungeons are much easier by comparison, generally being [[DamageSpongeBoss Damage Sponge Bosses]] at best and vulnerable to crippling status effects like Poison and Strength/Magic Bind. [[BonusBoss Going back to fight the dungeon's F.O.Es when you're strong enough]] is the ''real'' challenge. Its [[VideoGame/PersonaQ2NewCinemaLabyrinth sequel]], on the other hand, is [[EasyLevelsHardBosses the exact opposite.]]

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* ''VideoGame/PersonaQShadowOfTheLabyrinth'' falls into this. Dungeons are long and filled with tough enemies, as well as [[BossInMookClothing F.O.Es]]; enemies so strong you're meant to avoid fighting them. The actual bosses of the dungeons are much easier by comparison, generally being [[DamageSpongeBoss Damage Sponge Bosses]] at best and vulnerable to crippling status effects like Poison and Strength/Magic Bind. [[BonusBoss [[OptionalBoss Going back to fight the dungeon's F.O.Es when you're strong enough]] is the ''real'' challenge. Its [[VideoGame/PersonaQ2NewCinemaLabyrinth sequel]], on the other hand, is [[EasyLevelsHardBosses the exact opposite.]]
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* ''VideoGame/{{Doom}}'' and the other games on its engine have fairly unimpressive boss battles, with the Barons of Hell, Cyberdemon, Spider Mastermind, and Icon of Sin all being relatively easy fights. This is especially pronounced on higher difficulties, which up the number of enemies substantially, meaning chewing your way through an entire army is now a much bigger feat. Like ''Wolfenstein'', a lot of this is down to the fact that common enemies make much more judicious use of {{Hitscan}}--particularly ''VideoGame/DoomII'', which introduces the hilariously deadly Chaingunner enemy. The Spider Mastermind is the only one of the above to use hitscan, but it also has lower health than you'd think and is easy to stunlock. Quite tellingly, a lot of fanmade hacks convert the Barons and the Cyberdemon into EliteMooks and still end up fairly beatable (less so the Spider Mastermind, due to it being much harder to work with).

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* ''VideoGame/{{Doom}}'' and the other games on its engine have fairly unimpressive boss battles, with the Barons of Hell, Cyberdemon, Spider Mastermind, and Icon of Sin all being relatively easy fights. This is especially pronounced on higher difficulties, which up the number of enemies substantially, meaning chewing your way through an entire army is now a much bigger feat. Like ''Wolfenstein'', a A lot of this is down to the fact that because common enemies make much more judicious use of {{Hitscan}}--particularly ''VideoGame/DoomII'', which introduces the hilariously deadly Chaingunner enemy. The Spider Mastermind is the only one of the above to use hitscan, but it also has lower health than you'd think and is easy to stunlock. Quite tellingly, a lot of fanmade hacks convert the Barons and the Cyberdemon into EliteMooks and still end up fairly beatable (less so the Spider Mastermind, due to it being much harder to work with).
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* In the Fuchsia City Gym of ''VideoGame/PokemonRedAndBlue'', the trainers are fairly nasty for that point in the game, as the majority of them are Jugglers, who use Drowzee, Hypno, and Kadabra--all of which are very nasty to face off against, since they're Psychic-type (giving them essentially no weakness) and have great movesets. The two non-Jugglers use Sandslash, which can dish out a lot of damage with its always-critting Slash move. And then there's Koga himself, who is one of the easiest Gym leaders in the game: his team is entirely Poison-type, which in the running for the worst type in the first generation, and they're not good Poison-types, either, with little to no coverage outside of Normal and Poison moves and an emphasis on accuracy-dropping that really just serves to make him annoying. His only strong offensive move is Weezing's Selfdestruct, and if he's using that and you have more than one surviving team member, [[TakingYouWithMe you've kind of already beaten him]].
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See also WeakBossStrongUnderlings.
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** Generic enemies in the Lagdou Ruins in ''VideoGame/FireEmblemTheSacredStones'' are stronger than the bosses in hard mode, but weaker in the other difficulties. This is because the generics get extra levelups in hard mode [[VillainForgotToLevelGrind but the bosses don't]].
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** ''VideoGame/MegaMan9'' has two harder difficulty modes, Hero mode and Superhero mode, which increase the difficulty of the stages by increasing the number of enemies and giving them more dangerous placements. However, these modes don't increase the difficulty of the boss fights at all, so players who have mastered them on normal mode should have an easy time with them.
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* ''VideoGame/GuildWars2'' has the [[{{Retraux}} Super Adventure Box]] special dungeon. The levels are essentially lengthy jumping puzzles with enemies added to disrupt progress. Bosses meanwhile are little more than damage sponges; the standard Lord Vanquish cages can be defeated simply by running in a circle around them while spamming the attack while King Toad and Storm Wizard have simple patterns. This trope became more exaggerated with the addition of [[SequelDifficultySpike World 2]] and even worse in [[NintendoHard Tribulation Mode]].

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* ''VideoGame/GuildWars2'' has the [[{{Retraux}} Super Adventure Box]] special dungeon. The levels are essentially lengthy jumping puzzles with enemies added to disrupt progress. Bosses meanwhile are little more than damage sponges; the standard Lord Vanquish cages can be defeated simply by running in a circle around them while spamming the attack while King Toad and Storm Wizard have simple patterns. This trope became more exaggerated with the addition of [[SequelDifficultySpike World 2]] 2 and even worse in [[NintendoHard Tribulation Mode]].



** ''VideoGame/SuperMarioBros'' and ([[SequelDifficultySpike especially]]) ''[[VideoGame/SuperMarioBrosTheLostLevels Lost Levels]]'' both have lots of precision platforming in the levels before each Bowser fight. So what do you do with the famed Koopa King? Avoid a few fireballs, wait for a break in the thrown hammers (if it's the last few worlds), and then run underneath when he jumps to get to the bridge switch. And that's if you don't make it to the end as Fire Mario, and can just lob fireballs from across the screen.

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** ''VideoGame/SuperMarioBros'' and ([[SequelDifficultySpike especially]]) (especially) ''[[VideoGame/SuperMarioBrosTheLostLevels Lost Levels]]'' both have lots of precision platforming in the levels before each Bowser fight. So what do you do with the famed Koopa King? Avoid a few fireballs, wait for a break in the thrown hammers (if it's the last few worlds), and then run underneath when he jumps to get to the bridge switch. And that's if you don't make it to the end as Fire Mario, and can just lob fireballs from across the screen.
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* The unreleased ''VideoGame/Action52'' spinoff ''Cheetahmen II'', due in large part to its unfinished state. The common enemies are incredibly troublesome to deal with, being small and erratic with HitboxDissonance on their side, comboing poorly with the notoriously wonky controls of an ''Action 52'' platformer. Meanwhile, the bosses have pathetic AI and attack patterns (Doctor Morbus, for instance, does nothing but run to the left), and they're large enough targets that you can hit them and even stunlock them easily.
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* VideoGame/DoubleDragonII: Stage 8 on the NES version throws every [[DemonicSpiders Demonic Spider]] in the game one after another, but the boss of the level (which is actually the final boss of the arcade version) has been [[{Nerf}} significantly watered down.]] On this version, he's a GoddamnedBoss at worst, but he's nothing compared to the rest of the level.

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* VideoGame/DoubleDragonII: Stage 8 on the NES version throws every [[DemonicSpiders Demonic Spider]] in the game one after another, but the boss of the level (which is actually the final boss of the arcade version) has been [[{Nerf}} [[{{Nerf}} significantly watered down.]] On this version, he's a GoddamnedBoss at worst, but he's nothing compared to the rest of the level.
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* VideoGame/DoubleDragonII: Stage 8 on the NES version throws every [[DemonicSpiders Demonic Spider]] in the game one after another, but the boss of the level (which is actually the final boss of the arcade version) has been [[{Nerf} significantly watered down.]] On this version, he's a GoddamnedBoss at worst, but he's nothing compared to the rest of the level.

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* VideoGame/DoubleDragonII: Stage 8 on the NES version throws every [[DemonicSpiders Demonic Spider]] in the game one after another, but the boss of the level (which is actually the final boss of the arcade version) has been [[{Nerf} [[{Nerf}} significantly watered down.]] On this version, he's a GoddamnedBoss at worst, but he's nothing compared to the rest of the level.
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* ''VideoGame/EarthwormJim'' falls under this category occasionally, with the third level [[ThatOneLevel "Down The Tubes"]] being a prime offender. The entire second part of the level is a race against a brutal clock inside a glass submarine with as much endurance as wet tissue through a maze full of tight corners and jagged rocks. The boss is...a goldfish. [[AntiClimaxBoss You win by knocking his bowl off the stand]].

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* ''VideoGame/EarthwormJim'' falls under this category occasionally, with the third level [[ThatOneLevel "Down The Tubes"]] being a prime offender. The entire second part of the level is a race against a brutal clock inside a glass submarine with as much endurance as wet tissue through a maze full of tight corners and jagged rocks. The boss is...a goldfish. [[AntiClimaxBoss [[ZeroEffortBoss You win by knocking his bowl off the stand]].
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* ''VideoGame/ResidentEvil5'' is worse. Every boss in the game, even the final boss, can be killed in one hit with the rocket launcher. There's even more fun to be had if you have the infinite rocket launch. At least ''VideoGame/ResidentEvil6'' fixes this by making it so the rocket launcher is just a one time item.

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* ''VideoGame/ResidentEvil5'' is worse. Every boss in the game, even the final boss, can be killed in one hit with the rocket launcher. You can go back to Level 3-1 whenever you want to pick up as many rocket launchers as you like, and while you can only carry one at a time you can have as many as you like in reserve, so there's little chance of an enemy posing any real threat unless you miss and are ''really'' adamant on not resetting. There's even more fun to be had if you have the infinite rocket launch. At least ''VideoGame/ResidentEvil6'' fixes this by making it so the rocket launcher is just a one time item.

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* In the ''VideoGame/ShovelKnight'' games, compared to the original ''Shovel of Hope'' campaign, ''Specter of Torment'' has harder levels and easier bosses owing to the titular character's DifficultButAwesome movement. As he relies heavily on {{Wall Crawl}}ing, {{Wall Jump}}ing, and [[VideoGameDashing Dashing]], it is ''very'' easy to undershoot a jump, overestimate how far you can run up a wall, be bonked off a ledge by an ill-placed enemy, or simply lose control and hurtle to your death. Bosses on the other hand can be taken down rather swiftly with these same attacks and abilities: even if all you're relying on is simple ButtonMashing you'll be able to easily dodge attacks and just hammer them relentlessly until they go down.

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* In ''VideoGame/ShovelKnight'':
** The co-op mode of ''Shovel of Hope'' falls face-first into this owing to UnfriendlyFire that, while not ''damaging'', can still get in
the ''VideoGame/ShovelKnight'' games, compared way of each other's jumps and attempts at platforming. You and your partner will spend all your time getting in each other's way and bonking each other off of cliffs or into enemies, or just leaving one player dead so the other can run through unhindered which kind of defeats the purpose of co-op in the first place. Bosses on the other hand, even though they get a health boost to attempt to even the odds, can just be ping-ponged between the multiple knights and just swiftly drained of all their health.
** Compared
to the original ''Shovel of Hope'' campaign, ''Specter of Torment'' has harder levels and easier bosses owing to the titular character's DifficultButAwesome movement. As he relies heavily on {{Wall Crawl}}ing, {{Wall Jump}}ing, and [[VideoGameDashing Dashing]], it is ''very'' easy to undershoot a jump, overestimate how far you can run up a wall, be bonked off a ledge by an ill-placed enemy, or simply lose control and hurtle to your death. Bosses on the other hand can be taken down rather swiftly with these same attacks and abilities: even if all you're relying on is simple ButtonMashing you'll be able to easily dodge attacks and just hammer them relentlessly until they go down.
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* ''Super [[VideoGame/GhostsNGoblins Ghouls & Ghosts]]'', which lives on almost every [[NintendoHard top-10 hardest SNES games of all times list]], has some of the easiest bosses ever. Not just easy for SG&G, or easier than the levels aaround them. Drop dead simple. The Hydra is a particular cakewalk (and his level is one of the hardest. There's dissonance right there); you stand there and shoot him with your weapon, while dodging rock attacks that he telegraphs a mile away and only throws out every 3-5 seconds anyway. The final boss is pathetically wimpy.

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* ''Super [[VideoGame/GhostsNGoblins Ghouls & Ghosts]]'', which lives on almost every [[NintendoHard top-10 hardest SNES games of all times list]], has some of the easiest bosses ever. Not just easy for SG&G, ''SG&G'', or easier than the levels aaround around them. Drop dead simple. The Hydra is a particular cakewalk (and his level is one of the hardest. There's dissonance right there); you stand there and shoot him with your weapon, while dodging rock attacks that he telegraphs a mile away and only throws out every 3-5 seconds anyway. The final boss is pathetically wimpy.

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