[[quoteright:275:[[VideoGame/ShadowOfTheColossus http://static.tvtropes.org/pmwiki/pub/images/shadow-of-the-colossus-top_3122.jpg]]]]
[[caption-width-right:275:[[GonnaNeedMoreX You're gonna need a bigger sword.]]]]
Some video games feature a BossRush, which is when you have to fight several bosses in quick succession. Boss Games take this to the next level: The whole thing is ''nothing'' but boss battles with sometimes the occasional breather segment in between. The polar opposite is MooksButNoBosses, and the extreme end of EasyLevelsHardBosses. Compare BossOnlyLevel, in which only ''one'' level is just a boss (or bosses are just separate from the main levels).

Boss Games come in three flavors:

* '''Type 1:''' An original game with a main focus on fighting bosses: There may be [[{{Mooks}} "fodder" enemies]] (or at least pauses) between each fight, but those segments are easy and very short.
* '''Type 2:''' The entire game is one continuous battle against a single opponent, usually one who changes depending on the performance of the player. These games tend to be rather short but intense, and are almost always 2D Shoot-Em-Ups.
* '''Type 3:''' A "special" edition/port/hack of a normal game with everything except the bosses removed, similar to a BossRush.


[[AC:Type 1:]]
* ''VideoGame/AlienSoldier''. There are ''more bosses than levels'' if you count each form of [[ShoutOut Seven]] [[VideoGame/GunstarHeroes Force]] separately, and it even holds the current world record for "Most boss battles in a run and gun game" with 25!
* ''VideoGame/StreetFighter2010'', despite its name, is a platformer (that also has [[InNameOnly nothing to do]] with ''Street Fighter'') with very short stages. The meat of the game is the boss fights, and Capcom knew it. Many bosses don't even have a stage preceding them, and you're immediately thrust into the fight.
%%* ''VideoGame/{{Contra}}: Hard Corps'' and ''Shattered Soldier''.
%%* ''VideoGame/AeroFighters 3''
* ''VideoGame/ShadowOfTheColossus'' -- interesting because they are all {{Puzzle Boss}}es, and, [[TropeNamer appropriately]], {{Colossus Climb}}s.
* ''VideoGame/RadiantSilvergun''. In some cases, there's only a short segment of normal enemies between bosses and after stage 5, there are no normal enemy segments between bosses.
* In a similar case, ''VideoGame/SinAndPunishment'' and [[VideoGame/SinAndPunishment its sequel]] features many boss encounters, and even the few re-occuring (mini-)bosses like the Mole Seemer have different patterns.
* ''VideoGame/KingOfTheMonsters 2'' (The UsefulNotes/NeoGeo original; the SNES version has longer levels and the UsefulNotes/SegaGenesis port is more of a straight one-on-one fighter.)
* The Windows ''VideoGame/{{Touhou}}'' games are loose examples of type 1. The stages aren't exactly short due to the fixed scrolling rate, but depending on the difficulty, boss fights can take five to six times as long as the stage (or more than ten times if the bosses have attacks that render them invincible for a duration). The PC-98 games had better developed stages and don't fit this trope as well. Special mention goes to the 9th game, ''Phantasmagoria of Flower View'', which is 100% boss fight, with random {{Mooks}} flying around in order to allow you to build up your [[LimitBreak Spell]] [[BulletHell Cards]] and attack your opponent.
* ''VideoGame/StretchPanic'' has Linda's twelve demon-possessed sisters as the main obstacles. While there are four standard levels, they have no collectibles and the enemies in them are fairly harmless; they exist purely to grind points, which are used to unlock boss doors and to perform a special move that deals heavy damage to bosses and exorcises the aforementioned demons.
* ''VideoGame/NoMoreHeroes''. Especially the sequel, where everything but the boss battles (and the short levels leading to them) became optional.
* ''ChaosField''. The original game consists entirely of boss battles, while the Expanded mode in the [=GameCube=] version has waves of cannon fodder enemies between bosses.
* ''{{Comicbook/Spawn}}: In The Demon's Hand'', an arcade and Dreamcast beat 'em up game, has Boss Attack as its main mode, where you fight a boss in each stage, though most of them are accompanied by mooks, and you'll often have to take out a few to get the boss to appear.
* The ''VideoGame/MonsterHunter'' series is an interesting example, as your character is just one of thousands of hunters who gets paid to go out hunting wild animals; it just so happens that virtually everything in their ecosystem is ''huge''. A typical hunting mission calls for the player to go out hunting ''a'' (singular) monster, which are functionally boss fights. While there are more {{Mook}}-level monsters in the game, they tend to pose almost no danger to the player, acting more like hazards then enemies. On higher-rank hunting quests, multiple monsters roam and all of them have to be hunted, and on rare occasions the only objective is to hunt an Elder Dragon in a BossOnlyLevel.
* ''VideoGame/RagnarokOdyssey'' and its enhanced remake, ''Ragnarok Odyssey ACE'': ''VideoGame/MonsterHunter'' [[XMeetsY meets]] ''VideoGame/RagnarokOnline''.
%%* ''BloodWillTell''
* ''VideoGame/{{Fraxy}}''. You have a choice of either choosing what boss you wish to fight, or letting the game choose for you. Be warned, however, that the game will sometimes pit you against ThatOneBoss.
* Every FightingGame is this. This is especially noticeable with older games like the original ''{{VideoGame/StreetFighter|I}}'' or the first ''VideoGame/FatalFury'', which had a much more limited choice of player characters. The first ''VideoGame/FatalFury'' was very obviously an action game with a fighting game setup (one punch, kick, and throw button, clear demarcation between the heroes and the enemies, 2-against-1 mode). ''VideoGame/MonsterMaulers'' (a BeatEmUp with no CompetitiveMultiplayer option in which enemies below MiniBoss rank are practically absent for most of the game), ''Metamoqester'', and ''VideoGame/RedEarth'' are rare examples of boss-based fighting games made after ''VideoGame/StreetFighterII''.
* ''VideoGame/ForbiddenForest'' and ''[[http://www.youtube.com/watch?v=dfbEWXXo8T4&fmt=18 Beyond Forbidden Forest]]'' for the Commodore64. A relatively short game which is more or less a Boss Game, the second more so than the first. Notable for the fact that you play as a BountyHunter who's been paid to make a hit on a ''god''. Yowza.
* ''[[TabletopGame/KingdomDeath Kingdom Death: Monster]]'' pits human survivor miniatures against giant boss miniatures. Some monsters are easier than others, but none are ever a sure kill.
* ''VideoGame/CleanAsia'': Two of the three stages are a sequence of bosses, and are timed. The other stage plays like a normal vertical shooter, finishing in a boss fight (but no completion time is given).
* The flash game ''Bosses!''. (One of them is VideoGame/MegaManClassic in all but name, and you in fact play as a Mega Man {{Expy}} with the same attacks.)
* ''VideoGame/BananaNababa'' is a throwback to 8-bit, NintendoHard bosses. Mercifully, if you die you only have to repeat the boss you died on and not lose your entire progress.
* ''VideoGame/{{Gundemonium|Series}} (Recollection)'' and ''[= GundeadliGne=]''
* The ''VideoGame/PunchOut'' series act like boss-only vertical scroll shooters with fists instead of bullets.
* ''Creature Shock'' is a FullMotionVideo example of this. After the RailShooter opening, the whole game consists of a simplistic adventure game broken up by [[LightGunGame light-gun]] fights against alien creatures, all of them completely unique.
* ''VideoGame/KaGeKi''. Arcade was bosses-only; Genesis port had a few token mooks. Interestingly, the arcade cabinet made a half-baked attempt to pass it off as a boxing game with "Three knockdowns = TKO (Technical Knock Out)", this despite the fact that only three foes in the game require that number of knockdowns.
* ''VideoGame/YieArKungFu''. The hero (Oolong) was a little bitty sprite who used a bunch of chopsocky moves against a series of increasingly tougher opponents, also little bitty sprites. The reason the game required so much empty space above the combatants was that Oolong could [[InASingleBound jump about 40 feet high]], and in fact lots (and lots and lots and lots) of jumping was key to beating most of the opponents.
* ''VideoGame/PowerStone 2'', especially the Pharaoh Walker and Dr. Erode fights.
* ''VideoGame/UrbanReign''. There are a ''few'' characters that qualify as flunkies, but for the most part, you're up against various combinations of big bosses, lieutenants, [[EliteMook Elite Mooks]], [[QuirkyMinibossSquad Quirky Miniboss Squads]], and the occasional [[TheWorfEffect Worf]]. Many of the stages allow you to have a partner.
* ''VideoGame/EndlessFrontier'' and its sequel may be considered this. The {{mook}}s are mostly weak and easy to go through, while bosses take a while and there's tons of them (and often you face them twice). The sequel even has hunting a bunch of {{Bonus Boss}}es as a SideQuest.
* ''VideoGame/KrazyIvan''. There are randomly-spawning mooks, but most of the game is spent in one-on-one shootouts against unique enemy mechs.
* ''VideoGame/{{rRootage}}''. 30 non-random stages * 5 bosses per stage * 4 modes = 600 boss battles.
* ''VideoGame/BattleClash'' and its sequel are light gun games that consist entirely of boss battles with HumongousMecha.
* ''Videogame/{{EverQuest II}}'', especially when it comes to the raid dungeons, has been getting steadily more like this.
* ''VideoGame/CastlevaniaFighter'', a homebrewed game developed using ''VideoGame/{{MUGEN}}'', is a humongous boss rush where you choose a character, choose a difficulty level, then take on just about every meaningful boss from the series that has a sprite which wouldn't clash with those of [[VideoGame/CastlevaniaSymphonyOfTheNight SotN]]-styled characters. Oh, and most of them have even more attacks than they did in their original games.
* ''Death Duel''. Notable because it's an early LightGunGame (... without the light gun).
* ''VideoGame/{{Strider}} 2''. There's actually a wide variety of fodder enemies, but the levels are very short and often end with a mid-boss battle.
* ''[[VideoGame/{{Bomberman}} Bomberman Quest]]''. Every enemy is a miniboss with some HP, different attacks, weaknesses, and a battle theme playing while they're not yet defeated.
* ''StarWarsEpisodeIII''. The levels get shorter and shorter, and increasingly focus on you vs. one enemy, to the point of being a FightingGame with a few short hallways between arenas.
* In ''VideoGame/{{Malicious}}'', the focus is on defeating a giant boss in each area, but all the while you're being attacked by hordes of {{Mooks}} that can be farmed for [[{{Mana}} Aura]], which can be used to heal yourself or power-up your attacks for a brief period of time. Which you'll need to do, as, particularly in the early game, you simply aren't a match for the bosses without the boost to attack and defense.
* ''[[VideoGame/StreetPassMiiPlaza Find Mii]]'' [[MarketBasedTitle or]] ''[=StreetPass=] Quest''. The whole game is nothing but fights against either enemies, mini bosses or bosses, there's never any walking or travelling around involved.
* ''[[Creator/{{Cactus}} Protoganda: Strings]]'', ''Protoganda II'', ''Fractal Fighter'' are all BulletHell games with nothing but bosses.
* ''VideoGame/{{Lemegeton}}'' has mook sections that generally aren't all that dangerous (although some enemies, like the Wood Men, can be rather obnoxious). Bosses, on the other hand, are just about everywhere--every third or fourth room, on average. The first episode had ''ten'' bosses, the second episode eleven. There's two more episodes planned.
* As befitting the source material, the video game based on part 5 of ''Manga/JoJosBizarreAdventure'' features dozens of bosses and no mooks of any kind. Save one chapter involving avoiding the boss, and another that's just a cutscene, the game is simply multi-stage bosses, with some even spanning two or three chapters.
* ''VideoGame/SkySerpents'' has a series of bosses across fifteen levels. Beyond a [[ExcusePlot brief intro section]], you spend the game fighting them.
* ''VideoGame/{{Cuphead}}'' has a strong emphasis on boss battles--the developer is going for a Guinness World Record of 30 bosses for a run-and-gun game, with more released later as downloadable content.
* ''VideoGame/{{Evolve}}''. There are smaller Mooks in each level and one huge monster as the boss- killing it allows the hunters to win. The catch is that the boss itself is ''playable''.
* ''VideoGame/TitanSouls'' has no regular enemies and every boss is a PuzzleBoss. However, both you and your opponents are technically {{One Hit Point Wonder}}s, and the key to victory is finding an opening in which you can AttackItsWeakPoint.
* In ''VideoGame/YuGiOhCapsuleMonsterColiseum'', the whole game is Yugi facing off against his friends, rivals, and enemies. There are segments where you can buy monsters and save, but the majority of your time will be spent in battle.
* The Modern chapter of ''VideoGame/LiveALive'', one of the game's several self-contained adventures, uses the same turn-based battle system as the other chapters but replaces the typical wandering around the overworld with a {{Fighting Game}}-style opponent selection screen.
* ''VideoGame/{{Furi}}'' alternates between fighting bosses in a hack and slash bullet hell hybrid and walking to the next boss while you get some exposition.
* ''Franchise/{{Kirby}}'':
** ''VideoGame/KirbysPinballLand'' can be seen as this, as the gameplay consists of nothing but playing each table for the purpose of fighting the corresponding boss.
** The "The Arena" game in ''VideoGame/KirbySuperStar'', and the "Helper to Hero" and "The True Arena" games in the UpdatedRerelease ''Kirby Super Star Ultra''. In the second of the three, you play not as Kirby, but as a [[HelpfulMook helper-fied mook]].
** ''VideoGame/KirbyPlanetRobobot'' features a side mode entitled "Team Kirby Clash", an [[RPGElements RPG-styled]] multiplayer mode where players team up against big enemies with one of four reskinned abilities. Every quest in the mode is a mid-boss/boss from a different ''Kirby'' game with beefed-up health. The standalone version, ''Team Kirby Clash Deluxe'', includes many more returning bosses as well as a few new ones.
* There was a LicensedGame released in the early 2000s based on ''WesternAnimation/BuzzLightyearOfStarCommand'' released for UsefulNotes/{{Playstation}, UsefulNotes/Nintendo64 and PC (all ports are essentially the same but for control differences) that was like this. Each "mission" consists of chasing the boss [[note]]which range from a [[GiantSpaceFleaFromNowhere random farm world bandit]] who shows up as a DegradedBoss later on to Buzz's [[spoiler:former partner, who was a DoubleAgent all along]], all the way up to [[spoiler:Evil Emperor Zurg himself, ''twice in a row'')]][[/note]] through a world peppered with {{mooks}} (ranging from [[BigBad Zurg's]] standard "hornet" foot soldiers and laser zapper machines to [[DeathWorld world specific native fauna]] to his (and in one case, ''[[AbhorrentAdmirer her]]'') "getaway spot", which becomes the boss arena.
[[AC:Type 2:]]
%% The flash game ''VideoGame/LevelUp!''
%% ''VideoGame/WarningForever''
%% ''VideoGame/UltimateCrabBattle''
* A game on {{Website/Neopets}} is appropriately called 'The Neverending Boss Battle'.
* The obscure arcade game ''Omega Fighter'' consists entirely of a battle against a [[BattleshipRaid giant enemy warship]], with each stage corresponding to a different part of the ship.
* The indie UsefulNotes/Xbox360 game ''You Will Die''
* ''VideoGame/YouHaveToBurnTheRope''. This one is a major nutbuster.
* The old VectorGame ''Star Castle'', though from an era when it was not common for video games to have levels to explore or varied stage design, has the one big enemy to destroy always present.
* ''VideoGame/ZettaiHeroProject'' ''advertises'' itself as such. The intro says that the whole game is nothing but one long epic battle...which is sort of correct. The BigBad, Darkdeath Evilman, is continuously trying to kill you and Super Baby, he just punts you into orbit away from the action every level, and you have to fight through a random dungeon just to get back to him (and get your ass thrown into outer space again). So this is invoked meta-wise if not gameplay-wise.
* ''VideoGame/TrillionGodOfDestruction''. The [[AntagonistTitle titular antagonist]] is the only meaningful foe in the game, and can be challenged at any time. The entire rest of the game is an elaborate TrainingMontage to get your overlords powerful enough to have a fighting chance.
* The [=iOS=]/Android game ''Endless Boss Fight''.
* The (very rare) Comiket 74 release of the "Boss Rush-only" edition of ''VideoGame/EtherVapor'' that strips the game down to nothing but its boss battles.
* ''Roleplay/DestroyTheGodmodder'' is an extremely lengthy one of these, probably helped because the godmodder tends to summon minions to help him out.

[[AC:Type 3:]]
* ''VideoGame/{{Darius}} Alpha'', a rare variant of ''Darius Plus'' in which you fight all of the bosses of ''Darius Plus'' one after the other.
* ''VideoGame/{{Ketsui}}: Death Label'' on the UsefulNotes/NintendoDS (with the "Extra Course" being the sole exception by virtue of being a full-length stage with a special version the game's TrueFinalBoss at the end of it).
* ''[[VideoGame/DonPachi DoDonpachi Daioujou: Death Label]]''. At the end, you fight ''two'' Hibachis at once.
* ''[[VideoGame/{{Touhou}} Touhou 9.5: Shoot the Bullet]]''. Since the objective is to take photos of the various residents of Gensokyo, each stage consists solely of Aya vs Boss. Also true of its sequel, ''Double Spoiler'', and fellow spinoff game ''Impossible Spellcard''.
* The ''VideoGame/SonicTheHedgehog2'' ROM hack ''VideoGame/RobotniksRevenge'' is a boss rush of all 17 bosses from the first two ''Sonic the Hedgehog'' games.
* A cheat code for ''VideoGame/KirbysPinballLand'' will turn it into this, eliminating the main pinball stages and instead sending you straight to the boss battles.
* There are two different passwords in ''VideoGame/{{Xexyz}}'' that allow you to play against only the bosses (one for the odd-numbered ground stages, and another for the even-numbered flying stages).
* ''VideoGame/MegaManThePowerBattle'' and the sequel ''[[VideoGame/MegaMan2ThePowerFighters The Power Fighters]]'' masquerade as fighting games, but are actually a selection of Robot Master battles (without the preceding stages) from the first seven entries in [[VideoGame/MegaManClassic the main series]] strung together. However they, for the most part, fight much differently than their games of origin with many new attacks, such as Gutsman punching a boulder that drops down to rain debris across the arena, and Wood Man rolling onto his side to bounce across the arena.
* The ''VideoGame/MegaMan2'' fan game ''Rockman 2 Neta'', which allows you to fight the 8 Robot Masters of said game '''all at once'''.
* The ''VideoGame/MegaMan5'' [[GameMod ROM hack]] ''Rockman Cross X'' (not to be confused with ''Videogame/RockmanXOver''), which features entirely redone Robot Masters (two from each of the the first four games) and aside from one or two rooms before a boss, the hack is nothing but boss battles.
* [[spoiler:Reallyjoel's Dad]] mode in ''VideoGame/HeroCore'' is a parody of this that's supposed to be impossible to beat. It consists of a single room that contains ''almost every single boss in the game''.
* The ''VideoGame/SuperMarioWorld'' [[GameMod ROM hack]] ''{{Brutal Mario}}/Super Kituku World'' by Carol, when it's not a straight-up platformer.
* Most of the later ''VideoGame/{{Ys}}'' games have a "time attack" mode where you fight all the game's bosses one after another.