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Boss Bonanza

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"Just send out the Big Bad!"
Lea, shortly after the third boss fight of eleven, the second of which was a Sequential Boss, Kingdom Hearts III

So, the player is near the end of the game. You really want to make this feel climactic: The player needs to be pushed to their limit to make the conclusion that much more exciting. Well, what's more challenging and exciting than a good old-fashioned boss fight? The answer, apparently, is "a whole lot of good old-fashioned boss fights."

This trope generally comes into play during the final stage, dungeon, or chapter of the game (though it can rarely show up during another climactic part of the story, such as the Disc-One Final Dungeon). In these areas, the boss density is much higher than in the rest of the game, perhaps to test the player's skills or to make it seem like the Big Bad is finally pulling out all the stops. Note that it is the contrast of this area with the rest of the game that is important: A final dungeon with four Mini Bosses would qualify if every other dungeon only had one boss, but not if that many bosses was the norm.

May involve a Giant Space Flea from Nowhere or two, if only because the sheer number of bosses makes each individual boss less significant. On the other extreme, you could end up cutting down well-established villains en masse, which may evoke the feeling of a Cosmic Deadline.

Super-Trope to Boss Rush, wherein the majority of the battles in the Bonanza are rematches against earlier bosses.note 

As this trope is mostly found near the end of a given game, spoilers will be unmarked. You have been warned.


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  • ANNO: Mutationem: In the final area, Ann fights her way through The Consortium's facility facing off their top personnel as they send their elite forces ranging from; an Animalistic Abomination, a Wolfpack Boss of battle mechs, a Dual Boss between Cyber Ninjas, a rematch against Absalom, a fight with An Ice Person, all leading up to the final fight with C and finally his One-Winged Angel form, Nidhogg.
  • Astral Chain: At the very end of the game, you must fight Akira suffering an existential crisis and Yoseph's evil Legions before being immediately thrust into the final battle with Noah, which consists of a platforming segment and two distinct fights with the Core and Noah Prime, the latter of which has two distinct forms.
  • Cave Story: At the end of the game, you have to fight Misery, the Doctor (who is a Sequential Boss himself, constituting two forms) and the Undead Core. If you're going for the best ending, then at the end of the new area you need to fight the Heavy Press and Ballos, a four form Sequential Boss.
  • In Geist, Raimi fights three bosses in the final level: Two giant statues, Alexander Volks (the Big Bad) and the demon who is possessing him. All of them consecutively.
  • The Legend of Zelda:
    • The Legend of Zelda: Oracle Games: In a linked playthrough, Link will have to face up to three bosses in the climax of the story: The standard villain of the second game played (Veran in Ages, Onox in Seasons), then Twinrova while they plan to sacrifice Zelda to revive Ganon, and finally Ganon himself when Twinrova sacrifice themselves in a last-ditch effort to revive their master.
    • The Legend of Zelda: Breath of the Wild: If the player goes to Hyrule Castle to fight Calamity Ganon before freeing all of the Divine Beasts, all of the Blight Ganons that Link didn't already kill will appear to face him right before the final battle. Therefore, if the player goes straight to the final boss without beating a single one, Link will fight all four Blight Ganons and Calamity Ganon with no breaks in between.
    • The Legend of Zelda: Tears of the Kingdom: Much like in Breath of the Wild, if the player goes down Hyrule Castle Chasm to fight Ganondorf before recruiting the Sages, Link will have to fight all the Temple bosses one after another, right after the Multi-Mook Melee and before Ganondorf himself that are both required no matter what. Unlike the previous game, the bosses will show up in a cutscene anyway even if you did recruit the Sages, but the Sages will stay behind to hold them back to allow Link to confront Ganondorf alone.
  • Luigi's Mansion: Dark Moon normally has one boss per area (not counting minibosses), but The Very Definitely Final Dungeon, Treacherous Mansion, has three. The mansion's fourth mission is initially passed off as the final battle with King Boo, but Big Boo shows up in his place. After defeating him, Luigi has to fight off a horde of ghosts in the next mission. After that, the sixth mission looks like the true final battle. Luigi enters the paranormal portal and ends up in King Boo's dimension, but again, King Boo doesn't show. Instead, he must fight the Tough Possessor. Luigi defeats him and grabs the final Dark Moon piece, but when E. Gadd tries to teleport him out, King Boo hijacks the Pixelator and sucks him back in, and the Final Boss battle begins for real.
  • Musashi Samurai Legend: All the dungeons seen so far have one boss (except the first two who have two bosses): the final level put you against Gandrake's Quirky Miniboss Squad (4 battles, as one is a Dual Boss), your Evil Knockoff and then Gandrake's One-Winged Angel form.
  • The final stage of Spiritual Assassin Taromaru throws in a colourful plethora of never-before-encountered, yokai-themed bosses at Taromaru, in order: a sentient samurai armour, a kitsune who can turn giant-sized, then a two-sided flying parasite worm, a Tsuchigumo samurai, and another floating demon who summons centipedes, a pair of beating demon hearts who then turns into a gigantic fetus, a sentient Karakuri puppet and finally (finally!) the game's Final Boss. The game itself contains at least 15 bosses, half of which shows up in the final stage.

    Action RPG 
  • In Tales of Symphonia, the Tower of Salvation, in addition to being one hell of a Wham Episode, ends with one of these. You have to fight three bosses in order: Remiel, then Kratos, then Yggdrasill, all without the chance to heal between any of the battles. The first battle requires that you win, the second is optional to win, and the third is a Hopeless Boss Fight.
  • Odin Sphere's final book consists entirely of five boss battles meant for each of the five playable characters, representing the final battles with the five apocalyptic disasters of legend. Two of them are technically bosses you've beaten previously (as the Final Bosses of two previous books, admittedly), but they come in with new moves and/or higher stats plus if you're going for the True Ending, you'll fight them with different characters than the first go-around anyways. You can at least stock up and/or Level Grind between battles, but the battles themselves are no picnic.
  • Kingdom Hearts:
    • Kingdom Hearts has the Hades Cup, consisting of 50 rounds against various assorted enemies, up to and including several bosses: Yuffie, Behemoth, Cerberus, Cloud, Leon, Opposite Armor, Hades and the Rock Titan. There's also Hollow Bastion, which makes for a very convincing Disc-One Final Dungeon.
    • Kingdom Hearts II has The World That Never Was. Most worlds thus far have one final boss of moderate-high difficulty right at the end of each trip, maybe with an easy mini-boss in the middle. Not so here. Here, you face every surviving member of Organization XIII, all of which are incredibly powerful, with distinct strategies required for each. All in all, you fight four (five, if you're playing the Final Mix) incredibly powerful bosses before you even get to the Point of No Return.
    • Mission 89 in Kingdom Hearts: 358/2 Days requires you to fight six boss Heartless. Defeating the Dustflier is the optional objective.
    • Kingdom Hearts 3D [Dream Drop Distance] pits the player against a total of six bosses in the final world, several of which are fought sequentially without breaks, Boss Rush-style.
    • This reaches its logical conclusion in Kingdom Hearts III.
      • In the Keyblade Graveyard, Sora fights against all thirteen members of the real Organization XIII in a long sequence: Sora and Riku vs. Xigbar and Dark Riku; Sora and Mickey vs. Luxord, Larxene, and Marluxia; Sora, Aqua, and Ventus vs. Terra-Xehanort and Vanitas; Sora, Lea, and Kairi vs. Saïx and Xion (which becomes Sora, Roxas, and Xion vs. Saïx); Sora, Riku, and Mickey vs. Ansem, Xemnas, and Young Xehanort; Sora, Donald, and Goofy vs. twelve replicas of the preceding; Sora, Donald, and Goofy vs. Master Xehanort in a suit of armor; and finally, Sora, Donald, and Goofy against Master Xehanort wielding the χ-blade. Including the earlier fights with a million Mooks (which the game treats as a boss fight), the chase after the Lich, and the Demon Tide (between which no battles occurred, unless one considers the Lich being simultaneously Mook Maker and "Get Back Here!" Boss), that's eleven fights in a row.
      • Kingdom Hearts III: Re𝄌Mind goes through almost the same sequence, excising the horde, Lich, Demon Tide, and Master Xehanort, but giving Sora one-on-one rematches with the Dark Inferno, Anti-Aqua, and Terra-Xehanort beforehand, adding a fight of Roxas, Lea, and Xion vs. Xemnas and Saïx in the middle of things, introducing a minor Mook hunt and a Darkside fight before the replica fight, adding a fight of Riku, Aqua, Terra, Ventus, Lea, Roxas, Xion, and Mickey vs. the replicas once more, and finally offering a "Hell, Yes!" Moment of Sora and Kairi vs. a Replica of Armored Xehanort.
  • The World Ends with You: Week 3, Day 7 has a whopping four bosses, more than any day in the game. You have to fight Sequential Puzzle Boss Tigris Cantus, which is followed by the Point of No Return and three fights with Megumi Kitaniji, once in his Reaper form with a brainwashed Shiki, once in his Noise form Anguis Cantus, and one last time after integrating Joshua into Anguis Cantus to become Draco Cantus. And this is after the Hopeless Boss Fight in the previous day against Taboo Minamimoto. Week 3 was in itself chunked with bosses, not even including Wooly AOR and Goth Metal Drake.
  • E.V.O.: Search for Eden: Africa in Era 5. The first area is skippable, but if you enter, you have to refight the Queen Bee, who is stronger this time. The next area, which is requires, is like a regular area... except the fact that the enemies are the Tyrasaurs. The Very Definitely Final Dungeon starts immediately with a boss fight with a giant human named Cro-Maine, and the Final Boss at the end is Bolbox, who is an eight form Boss Rush that can also attack on his own. And this is all soon after the Yeti Avenger and Rogon King fights.
  • Between the final savepoint of NieR and the ending, you must face the Betrayers, Goose (in a 3-stage battle), the Betrayers again, Grimoire Noire, the Shadowlord, and optionally Kaine.
  • The Pure Land from Secret of Mana is packed with bosses: Dragon Worm, Axe Beak, Thunder Gigas as well as the elemental dragons (Snow Dragon, Red Dragon and Blue Dragon).
  • In the final story chapter of Xenoblade Chronicles X, once your team enters the Lifehold Core, you'll have to fight and defeat Luxaar (the Big Bad) who's piloting a Vita (Skell), then a group of Chimeras, and finally a mutated form of Lao.
  • In Onimusha: Dawn of Dreams the finale of the game is essentially 8 consecutive boss fights with the twist that for first five, each party member fights their personal nemesis note  Then you fight Genma Mother Tree. Once that's done, the two final fights are against Fortinbras, first in his 'White Serpent' form and the second his 'Man in White' form.
  • In Kingdom of Paradise, The Very Definitely Final Dungeon makes an extreme example of itself when it sees you go up against five bosses back to back in the same dungeon, in a game where two bosses is a lot for an arc. At least you can take a break to stock up and heal between a couple of them.

    Beat 'Em Up 
  • Asterix: The Final Stage has Asterix and Obelix fight four boss battles in a row against, in order, a tiger (that fights similarily to the Aurochs of the Spanish campaign), Insalubrius (the Gladiator trainer from Asterix the Gladiator), the Romans in turtle formation of the first mission, and finally two gladiators (that fight similarily to the two bosses of the British campaign).
  • Castle Crashers: At the end of the Wizard Castle Interior, you have to fight the Evil Wizard's three strongest lackeys (the Painter, the undead Cyclops, and the Necromancer) before you're allowed to confront the Wizard himself.
  • Kung Fu Kid: Five of the game's eleven bosses comprise the penultimate level. None of them are repeats from prior stages. End-of-level bonuses are awarded after defeating each and energy is slightly refilled (but not totally replenished).
  • Oriental Legend have a levels where you fight three boss demons in a row, with little breathing space in-between. The second stage have the deer, goat and tiger demons, which you face in their mansion one chamber after another, and in a later stage you fight the condor, elephant and lion in three consecutive boss fights.
  • Power Rangers Lightspeed Rescue have "Go Volcanic" throwing Fireor, Magmavore and Darebolico, all three of them showing up near the end of the stage with increasing difficulty. And Darebolico even turns kaiju-sized to fight your Train Megazord.

    Card Game 
  • Yu-Gi-Oh! Forbidden Memories has a notorious final gauntlet of either six or seven opponents (doing a sidequest will remove one of the bosses from the gauntlet), with no opportunity to save between rounds. The last four of these bosses also bring the game’s notoriously rigged nature to its absolute extreme. There is the consolation that unlike some other games in the series, you are allowed to adjust your deck before each duel, and your Life Points are fully restored each time as well.
  • Yu-Gi-Oh! Nightmare Troubadour has a very frustrating one 2/3rds of the way in. You have to fight Leichter of the Big Five, then a brainwashed Mokuba, then Noah Kaiba, and then Gozaburo Kaiba with no chance to save or adjust your deck in between.
  • Yu-Gi-Oh World Championship 2009: Stardust Accelerator, as the penultimate challenge of the main story, pits you against four opponents, each with different Decks, in quick succession. You don't get to save, adjust your Deck, or replenish any lost LP in between, and the final two opponents in this gauntlet are wielding fiercely competitive Decks.
  • Yu-Gi-Oh World Championship 2011: Over the Nexus has you fight the final three bosses one after another in a single Turbo Duel. That means no healing in between fights, no adjusting your deck, and cards don't change location - cards in the graveyard stay there unless a card that affects them is activated. The worst part is that this is a team duel... and you're on anchor. Your other two teammates did zero damage and have the battle start with you at a disadvantage.

    Eastern RPG 
  • The final zone of Elden Ring has four bosses back to back, with practically no other enemies in-between: Gideon Ofnir, who serves more as a Breather Boss after the brutal fight with Maliketh in the previous dungeon, then Godfrey/Hourax Loux at the Elden Throne, and finally Radagon of the Golden Order and the Elden Beast within the Erdtree itself, who serve as the final bosses of the game.
  • Fear & Hunger: Termina: Ending A ends with three boss battles: the Sylvian Trooper and Platoon, then Kaiser, and ending with Logic.
  • Very common in Final Fantasy games as a rule for the series (aside from Final Fantasy, which has a standard Boss Rush).
    • Subverted in Final Fantasy II because all of the bosses in The Very Definitely Final Dungeon save for the Emperor himself were sealed in chests.
    • Final Fantasy III has the Crystal Palace and Dark World dungeon crawl. After the battle with Xande, you then have a Hopeless Boss Fight with the Cloud of Darkness, followed by four battles in the Dark World and then the rematch battle with the Cloud. As this is Final Fantasy III, you have to beat all these bosses with no opportunities to save between them.
    • The Lunar Core of Final Fantasy IV has six bosses in it, although only the final boss is mandatory; the other five guard powerful weapons.
    • The final dungeon of Final Fantasy IV: The After Years has 34 bosses in it. Needless to say this large number is found nowhere else in the game. It includes three Optional Bosses guarding powerful weapons.
    • For Final Fantasy V, there are numerous bosses for the final dungeon (there's even a cutscene of Exdeath sending them out). You got Calofisteri in the forest area, optional boss Omega in the waterfalls, Apanda in the library, Azulmagia, Catastrophe, Halicarnassus, Twintania, and as well as six Alte Roite mini bosses in the castle area, then Necrophobe, optional boss Shinryu and final boss Exdeath in the last area.
    • In Final Fantasy VI you have in Kefka's Tower Ultima Buster, Inferno, two of the Eight Dragons, Guardian, the Warring Triad, then the four-stage Final Boss.
    • Final Fantasy VII was notable in that it didn't feature one in its final dungeon, but rather in the second (required) visit to Midgar. You started with an optional Turks boss fight, the Proud Clod, Hojo, Helletic Hojo, and finally Lifeform Hojo-N.
    • Final Fantasy VIII has a last dungeon full of semi-optional bosses who need to be defeated to unlock abilities for the final battles.
    • Final Fantasy IX:
      • The penultimate bosses of this game: Nova Dragon, Maliris, Tiamat, Kraken, optional boss Hades, Lich, Deathgaze, and finally Trance Kuja and Necron.
      • The three consecutive bosses at the end of Disc 3 also count. And since only a brief plot segment with no encounters intervenes before Nova Dragon, in all that's eleven bosses in a row (though there are also random encounters in Memoria).
    • In Final Fantasy X:
      • After you go through Zanarkand and go off to fight Sin, you face three of its parts (left and right fins, then the core) in succession. After that, you have to fight Sin's head, but you're allowed to leave the airship after destroying the core and come back later.
      • At the end of the game, the Final Boss (Braska's Final Aeon) is followed by two more (All your Aeons; Yu Yevon). However, the second two fall under the "Post-Final Boss" trope, as the game rigs them to be Unloseable By Design — you have to deliberately Petrify your own characters if you want to Game Over.
    • Final Fantasy XII has the Pharos of Ridorana. The storyline portion of the dungeon has you face Pandemonium, Slyt, Fenrir, and Hashmal on your way up. At the top, you face Judge Gabranth and a second battle against Doctor Cid. Cid also summons Famfrit halfway through his fight and goes invincible until the Esper is defeated, effectively giving you two boss fights for the price of one. The Pharos's basement levels, called the Subterra, have the optional Phoenix and Shadowseer.
    • Final Fantasy XIII ends with Orphan's Cradle. Travel to successive areas of the Cradle requires teleportation, which drops you in a room with a powerful monster and no explanation before taking you to your destination. You end up fighting three bosses because of these teleports (including a Dual Boss), in addition to the Final Boss sequence of Barthandelus and two forms of Orphan.
    • Final Fantasy XIII-2 ends in Academia 500 AF. Midway through, you fight a Dual Boss of Pacos Amethyst and Pacos Luvulite; then at the end, you fight Chaos Bahamut, two rounds with Caius (with minor differences in tactics for each), and finally the Winged Chaos: Jet Bahamut, supported by Garnet Bahamut and Amber Bahamut.
    • At the end of Final Fantasy XIV's base game, the final dungeon certainly counts as this. In what was originally the longest dungeon in the entire game, even including expansions (and also ignoring the unskippable cutscenes which easily double its length) you fight Nero then Gaius then the Ultima Weapon then the Ultima Weapon again then finally Lahabrea, all in a row. The dungeon has since been truncated to end after Nero and Gaius, with the two Ultima Weapon battles made into a separate trial and Lahabrea being fought in a solo instanced battle.
    • Final Fantasy XV: The Royal Edition/Royal Pack has a succession of bosses at the end of Insomnia. A two-phase battle with Cerberus, another two-phase battle with Ifrit, a battle with The Fierce, a battle with The Rogue, yet another two-phase battle with The Mystic, and finally a three-phase battle with Ardyn. There is also the optional Superboss Omega, which may be fought at any point in the final dungeon. Without the Royal Pack, only Ifrit and Ardyn are fought.
  • Fuga: Melodies of Steel 2, befitting for a classic case of Serial Escalation, has three bosses interjected in the second half of its final chapter, those being the leg of the Vanargand, a Flunky Boss against the pulse spike resting on top of the Vanargand, and against the Big Bad Cayanne. The only outlier is that there's a standard encounter spliced between the first and second boss fights.
  • Knight Bewitched: There are three bosses before facing Typhus in the final battle: Bjalla, Hydrax, and Life Eater, which are fought in the same dungeon.
  • Super Mario Bros. RPGs:
    • Mario & Luigi:
      • Mario & Luigi: Superstar Saga has a separate boss fight for each of the seven Koopalings in Bowser's Castle, followed by Fawful, Bowletta, and Cackletta's spirit.
      • Mario & Luigi: Partners in Time: The end features a minigame fight with the Shroob Mothership, then the boss fight with Princess Shroob, then her older sister, and then said sister's One-Winged Angel form. Then there's the Post-Final Boss, Shrowser, after that.
      • Mario & Luigi: Bowser's Inside Story: The repurposed Peach's Castle holds Junker, Blizzard Midbus, Dark Star, Super Peach's Castle, Dark Fawful, Dark Bowser, and the Dark Star Core. Starting with the Dark Star, the only plot events are these boss fights and the buildup for them, and if you just go right for these bosses and do nothing else, there won't even be any regular enemies.
      • Mario & Luigi: Dream Team: You fight Kamek three different times in Neo Bowser Castle before you face off Giant Bowser, Antasma, and Dreamy Bowser.
      • Mario & Luigi: Paper Jam: Neo Bowser Castle is practically nothing but boss fights: King Bob-omb at the entrance, then Nabbit, the final papercraft battle (itself a sort of Boss Rush), Kamek and his paper counterpart, three battles against Koopalings, both Bowsers, and their combined form in the area proper. That's nine boss battles in one relatively small area, significantly more than any other area of the game.
    • Paper Mario:
      • Paper Mario: The Thousand-Year Door: The Palace of Shadow contains boss fights against Dark Bones (more of an Elite Mook really; appears twice during the dungeon), Gloomtail, the Shadow Sirens (and Doopliss), Grodus, Bowser and Kammy together, and the three forms of the Shadow Queen.
      • Super Paper Mario: Castle Bleck is divided into four sub-chapters, each of which ends in boss fight: O'Chunks, Mimi, Dimentio, and Count Bleck, respectively. After Bleck's defeat is the Super Dimentio fight.
      • Paper Mario: Sticker Star: World 6 forces you to fight Bowser Jr., Kamek, and Bowser. There's little gameplay in between, but you can go back and do whatever you want in between each fight.
      • Paper Mario: The Origami King: There are four boss fights, each with a different style, in Bowser's Castle: Boss Sumo Bro, Handaconda, Paper Mistake Buzzy Beetle, and, finally, Scissors.
    • Super Mario RPG:
      • The Factory stage. Just getting in requires that you defeat an evil alarm clock, followed by Domino & Cloaker, a Dual Sequential Boss (whose second stage is another Dual Boss). Inside the Factory proper, Mario has to fight through four levels of factory management, the first three of which have bodyguards while the Factory Chief has his own autonomous secret weapon. In the factory you also get to fight mook versions of all the previous bosses. One even being a required fight.
      • The end of Bowser's Keep is made of three other bosses: Magikoopa (Kamek), Boomer, and Exor. And there is a chance the fight a Boss in Mook Clothing, Chester, right before the Magikoopa. You're not given a chance to heal in-between Boomer and Exor either.
  • Wild ARMs 2: Between the end of the Baskar Ruins and the Valeria Chateau siege, you're forced to battle five bosses in succession (Gehenna Neros, Antenora(I), Judecca(I), Blastodon and Alphael), with only plot advancement in between. Having to repeatedly endure the Boss Subtitles is a maddening experience.
  • The Legend of Heroes - Trails:
    • The series throws a bonanza of battles in each game for the Final Dungeon. As the group of heroes traverse through to the final area, they'll fight against the various antagonists they fought, leading to the final fight.
    • The Legend of Heroes: Trails of Cold Steel IV: The party have to rescue Rean at the end of the first chapter, after he was taken prisoner in Cold Steel III. The party splits into three, they each have a boss fight, they knock some sense into Rean, who is not in his right mind, and then have a fifth boss fight against the Big Bad. Five boss battles, with cutscenes before and after each one.
  • Eternal Sonata generally only pits you against one or two bosses per chapter. The final chapter requires you to defeat a Dual Boss to earn the right to enter the Double Reed Tower of Sand, which is actually two towers, each of which must be ascended twice with a boss fight on each ascent. This lets you fight the apparent final boss (another Dual Boss in the PS3 version). The real Final Boss shows up shortly thereafter.
  • Pokémon has numerous examples.
    • All of the main series games are applicable to this trope, as the Elite Four and the Champion are five bosses in one location while the rest of the game has Gym Leaders as one boss per location.
    • Pokemon Heart Gold And Soul Silver:
      • The four Team Rocket Executives. On three separate occasions earlier in the game you battle one of them at the end of a location. Then, when they infiltrate the Radio Tower, you have to face all three of them in a row before going straight to facing the fourth head Executive.
      • The Kimono Girls of Ecruteak City, who must be fought after the final Gym Leader but before the Elite Four.
    • Pokémon Black and White extends the usual Elite Four + Champion motif. You have the Elite Four battle, then immediately afterward, catch the version mascot and then, the battles with N and Ghetsis. Fortunately, there's a way to heal your Pokémon for free before pushing onto those last two, so you aren't going in depleted.
    • Pokémon Black 2 and White 2 has the Team Plasma finale after fighting the eighth Gym Leader, Marlon. You fight Zinzolin on the Plasma Frigate, then chase the Plasma Frigate again. When you board it again you fight Zinzolin, Colress, all three members of the Shadow Triad, either Black or White Kyurem depending on your version, and finally Ghetsis all in quick succession. After that comes the standard run through Victory Road where you fight your rival, followed by the Elite Four and Champion.
    • Pokémon Colosseum: Before you ascend the tower for the Final Battle, you have to rematch the four Cipher Admins: Miror B., Dakim, Venus, and Ein (but you can heal your Pokémon between the battles or do anything else you need). Then you have to fight Gonzap, the leader of Team Snagem. After that, you must take on a Colosseum challenge where you battle four trainers in succession, then Nascour, and then finally Evice.
    • Pokémon XD: Gale of Darkness: Lovrina rematches you near the beginning of the final area, while the end is a nearly uninterrupted series of boss fights. Once you reach the top, Snattle rematches you. After beating him, you can fight Ardos right away, but you'll likely need to heal after Snattle and the Door to Before is rigged with a Cipher Peon encounter. After Ardos is a rematch with Gorigan, followed by a brief interruption in the bosses with a Cipher Peon battle. The boss fights resume with Eldes, Shadow Lugia, and finally Greevil.
    • Pokémon Legends: Arceus: The postgame pits you against a trainer with most of Cynthia's famously hard team, then both forms of Giratina. You are given no time to rest, so a level advantage and plenty of healing items are the best bet against this bout.
  • Chrono Trigger: The Black Omen, where you fight Mega Mutant, Giga Mutant, Tera Mutant, the Elder Lavos Spawn, Queen Zeal's first form, the Mammon Machine, and Queen Zeal's second form. After that, you fight the Boss Rush Lavos, although technically you don't fight it in the Black Omen.
  • Shin Megami Tensei games are fond of pulling out multiple bosses in large, climactic dungeons. Just looking at the numbered games:
    • Shin Megami Tensei I has the Great Cathedral (Basilica in the iOS translation), which contains four bosses for the forces of Law (Uriel, Gabriel, Raphael, and Michael) and four for Chaos (Surt, Astaroth, Arioch, and Asura), in addition to the alignment heroes and, for Chaos, Lilith.
    • Shin Megami Tensei II features a mid-game Bonanza and an end-game Bonanza. The mid-game Bonanza pits you against three bosses in a row: Raphael and Uriel, then Michael, then the fake YHVH. The end-game Bonanza, accessible only on Neutral or Chaos (Law skips you to the Final Boss) is Eden, where you fight Sabaoth, Shaddai, Elohim, Satan, and the real YHVH.
    • Shin Megami Tensei III: Nocturne has the Tower of Kagutsuchi, where you fight (depending on alignment) Ahriman, Noah, Thor, Baal Avatar, Kagutsuchi, and Lucifer.
    • Shin Megami Tensei IV has two final dungeons, Purgatorium and Lucifer Palace. Purgatorium features two Hordes, Kazfiel, Azrael, Aniel, Seraph, and Merkabah. Lucifer Palace features Lucifuge, Belial, and Lucifer.
    • Shin Megami Tensei IV: Apocalypse has as its final dungeon YHVH's Universe, which opens up after the defeat of Vishnuflynn. There, you must explore and find two two-part boss fights, with the Chaos one starting you out with A. Beelzebub and A. Lucifuge before moving onto A. Lucifer, and the Law one doing it similarly with A. Azrael and A. Aniel before a fight with A. Merkabah. When both Lucifer and Merkabah are beaten, you can fight Metatron, a Horde of Metatrons, Satan, and finally two forms of YHVH.
    • The final dungeons of both Digital Devil Saga games has five to ten bosses and/or sub-bosses within them. The first game has Vasuki, Jatayu, Garuda, Ananta, and finally Angel/Harihara. The second game overlaps this trope and Boss Rush as of the six major required bosses, four of them are from the first game - Harley/Hayagriva, Bat/Camazotz, Mick/Rahu, and Varin/Beck/Ravana. You don't fight any new required bosses until the end, where you fight Meganada and the Final Boss, Brahman.
  • Breath of Fire III: In The Very Definitely Final Dungeon Myria Station there are plenty of new bosses. Most of them are in the labyrinthine inner laboratory, labelled "Experiments" which are mostly a Boss Rush of past Bosses per Capcom's tradition but they did include a Dodo bird, the only new Boss in that level.
  • In Mother 3, Chapter 8 only featured one small dungeon, the New Pork City Sewers, The Very Definitely Final Dungeon, the Empire Porky Building and its basement, and bosses sprinkled throughout. First off is Miracle Fassad in the sewers. After him, there's a Optional Boss, the King Statue, that can be fought in New Pork City itself. After completing the games to see if Lucas is worthy enough to meet Porky, the Natural Killer Cyborg is fought. After a Call-Back to the previous two games, the Porky Bots are fought. Porky then reveals himself and sends Lucas, his party, and Flint to the basement, where there's a short stretch of enemies leading up to the Final Boss: Porky Minch himself. After beating him, the Post-Final Boss, the rematch with the Masked Man, is available.
  • Live A Live has both Masaru's chapter, which is an homage to Street Fighter, and the final chapter, which is packed with Optional Bosses that are mostly required to fight the True Final Boss (really a Boss Rush), all in addition to the regular final battle with Odio/Oersted.
  • Octopath Traveler:
  • Exit Fate:
    • The siege on Vishnu Citadel requires you to fight several bosses with the running theme they're all based on creatures from Hindu Mythology (Indra, Mahadevi, Nandi and Kama).
    • During the investigation of the Fading Memory ruins, Daniel and co. are constantly attacked by a summoner that calls forth monsters to deal with them, with the running theme they're all stronger palette swaps of previous bosses (Marid King, Fafnir, Tlazolteotl, Thanatos and Phaseshaper).
  • Library of Ruina:
    • The battle against the Reverberation Ensemble is this. It's composed by ten separate boss battles, one for each member; and each one is fought on a different floor, which requires you to know the ins and outs of every floor. The bosses are divided into four tiers, with you having to defeat all the bosses in one tier to proceed to the next (although you can fight the bosses of one particular tier in any order); and due to how the game is structured you get a separate party group for each individual boss with as many tries as necessary. The catch is that forfeiting the battle puts you right back at the start so you better have everything you need before the Point of No Return.
    • If you're in the path for the true ending, you'll have to go through one of this. In order, you'll have to go through the following Receptions: the aforementioned Reverberation Ensemble, the Black Silence (a multi-phase boss that acts as the Final Boss in the normal paths), the Keter Floor Realization (a boss with five phases; for the first four, the boss will copy an Abnormality that you previously fought on the Keter Floor), the Reverb Ensemble Distorted (a Boss Rush against the resurrected Reverberation Ensemble) and the Final Reception (a Post-Final Boss).
  • Not the final dungeon, but the stretch of Chrono Cross from Mt Pyre to Fort Dragonia features nine individual boss fights; another fight with Solt and Peppor (which at least has levity and teaches you about Trap Elementals), followed by the Red Dragon, a rematch with 3 of the 4 Acacian Dragoons (Krash, Marcy, and Zoah), the Taurusoid, the Giant Gloop, Sun Of A Gun, the Bunyip, General Viper, and a rematch with Lynx, before finally capping off with a Hopeless Boss Fight against your own party. The Very Definitely Final Dungeon is no slouch either, with six bosses against representations of the game's magic system, and then the final boss the Dragon God, which leads almost immediately into the Post-Final Boss, the Time Devourer.

    Fighting Game 

    First-Person Shooter 

  • Marathon:
    • Marathon Infinity's penultimate level "You Think You're Big Time? You're Gonna Die Big Time!" is the closest thing the series has to this trope, with High Admiral Tfear sending his personal guards — several pairs of the highest tier Elite Mooks (two Fighters, two Troopers and two Hunters) and one Elite Juggernaut — against the Security Officer. Fortunately, both this level and the level below provide the player with an infinite supply of ammo, which makes them a lot easier than a Drought Level of Doom like "Acme Station".
    • The secret Vidmaster Challenge reuses this as its final level, which also makes it the final level in the entire solo campaign. Perhaps counterintuitively, some players have claimed the Challenge version is actually easier because it's easier to get the Pfhor to fight each other.
  • No One Lives Forever:
    • In the first game, basically all of the bosses and mini bosses can fall under this aside from the first boss (which is like a halfway boss). You fight Armstrong in "The Indomitable Cate Archer Scene 2". Once this chapter ends and you get to "A Very Large Explosion Scene 1" this is when the frequency of boss fights really starts pick up as you are first put to the test against the 3 elite guard chicks (seen in cut scenes throughout the game mentioning how bored they always are) which are each treated as tough mini bosses. In scene 2 you are forced to fight off several helicopters that all either bring several shots to take down or some luck in surviving long enough to get a shot at the gunner when they open the helicopter doors once close to you to get more precise shots in at you. Immediately after, in the same scene, you are forced to duke it out with Volkov while he starts with an AK-47, and you start with nothing as you are forced to find a gun before he kills you. Once you beat him, you move on to "Such is the Nature of Revenge Scene 1" where you are forced to have a quick fight with Baroness Dumas, and finally in Scene 2, you have to beat Tom Goodman, the final boss of the game.
    • In No One Lives Forever 2, the boss format is very similar, but a little less epic than in the first game. It's got a halfway boss, and then a high frequency of bosses at the end. This includes Pierre the Mime King near the end of Chapter 13, Volkov followed immediately by Isako at the end of Chapter 14, and then, surprisingly a bit anti climatic, a Super Soldier Lieutenant at the end of Chapter 15 who is basically a miniboss, but serves as the final boss of the game. His fighting style is very similar to that of a regular Super Soldier and he doesn't even get a health bar as he only has about 2.5 times as much hp as a regular one (however, if you fail to shoot him with the anti super soldier serum in time he will still recharge to full health just like a regular one). In fact, a Super Soldier Lieutenant is encountered two times in Chapter 10, but just can't be beaten without cheating since you don't yet have the anti super soldier serum to permanently get rid of them.

    Platform Game 
  • Big Karnak has its second half; after defeating Nut, almost all further enemies are bosses, from a monstrous Man-Eating Plant to a Giant Squid and a Terror-dactyl and various other bosses. With less than ten seconds in-between each battle.
  • Super Mario Bros.:
    • Super Mario Bros. 2 has the player facing Birdo (twice, if a certain route is chosen), then the Mask Gate brought to life and finally Wart in the last level.
    • Frequent in many Super Mario World game mods: The currently final levels of Brutal Mario have Bowser's Castle house 8 different bosses in it including the end one. A Super Mario Thing has a significant amount of bosses in the void level as well. And Super Mario Infinity has more than a few, one of the last levels has about SIXTEEN boss fights in it, albeit with them all being with one of exactly two different characters.
  • Gunstar Heroes is another Treasure example where several previously-fought characters are fought again at the end in completely new ways. Another example of this in the game is the Dice Palace, which has 13 whole bosses which are never seen again ingame (the only exception being Timeron who reappears in the 6th stage) and 14 if you count the main boss at the end after defeating all of the bosses before.
  • Super Castlevania IV ends with consecutive fights against Slogra, Gaibon, Death and Dracula.
  • Iji starts with having bosses every other level, until a Sequential Boss in the penultimate level and two bosses (one of which is skippable) in the last one.
  • Rockman 4 Minus ∞:
    • Cossack 4 pits you against Nightmare Suzy, Punk, Ballade, Terra, and the Cossack Catcher's two forms.
    • The final level has you fight Chimerabots of Cutman + Elecman, Woodman + Quickman, and Needleman + Geminiman, then the Bullet Hell Wily Capsule, and finally tiny versions of the Robot Masters.
  • Kirby:
    • Stage 2 of Rainbow Resort; the seventh level in Kirby's Adventure, consists of a boss tower with all of the minibosses except for Grand Wheelie, who is fought three stages later. This was carried over to Kirby's Return to Dream Land aswell, though it's near the end of the fifth world, Nutty Noon.
    • In Kirby: Squeak Squad, though it's not at the every end of the game, World 5-3 has you fight Bonkers, Gao Gao, Big Metalun, and finally Storo (if you don't get the large treasure chest, you fight Mr. Frosty in Storo's place). More significant is World 6-5 that has you fight every member of the Squeaks (Spinni, Storo, and Doc, in order) other than the leader Daroach, who is fought immediately after the previous level as a boss.
    • In Kirby: Planet Robobot, both main modes end with one:
      • In the main game, Susie sends out an upgraded Mecha Knight at Kirby. After the defeat of Mecha Knight+, Big Bad President Haltmann fights Kirby. When he falls, Kirby pilots the Halberd via a Robobot Armor to take on Haltmann's rogue supercomputer Star Dream, which is a massive four phase fight.
      • In Meta Knightmare Returns, Meta Knight, upon taking care of a stronger Haltmann, fights clones of Dark Matter from Dream Land 2 and Queen Sectonia from Triple Deluxe. Meta Knight's final boss is the real Galacta Knight from Super Star Ultra.
    • Kirby Star Allies has this at the end of all three of its modes as well. For the standard story and Guest Star mode, you fight Zan Partizanne and then Hyness without a break, but what comes next is based on the mode. The main story is a four-stage fight against Void Termina, while the Guest Star mode ends with a fight against Galac- ...err, Morpho Knight. Heroes in Another Dimension pits you against Corrupt Hyness and then all three of the Mage Sisters at once. At the end of The Ultimate Choice's Soul Melter EX difficulty, you go on to face an ultra-powered Void Termina at the end. Have fun with that.
    • Kirby and the Forgotten Land's finale pits Kirby against four of these in succession. First, he fights Wild/Forgo Dedede, a rematch with a Brainwashed and Crazy King Dedede. Then, after a cutscene or two, he enters Lab Discovera, which is a Boss-Only Level containing three battles against Leongar, Fecto Forgo, and Fecto Elfilis.
  • In La-Mulana, the Dimensional Corridor (usually the last level people finish before the final level and final boss) consists almost entirely of boss battles against the children of Tiamat.
  • In La-Mulana 2, the Hall of Malice, which calls back to the Dimensional Corridor, is initially fairly empty; once it's been "activated," though, it's time to battle through the children of Echidna.
  • In the penultimate boss fight of Cuphead, King Dice does not initially attack the player. Instead he forces them to run a gauntlet of anywhere from one to nine of his minions, each of whom is a boss in their own right. Only once you’ve made it to the end of the board game that determines which of these bosses you fight does he deign to take you on himself.
  • Sonic the Hedgehog:
    • For most of Sonic the Hedgehog 2, you only face one boss at the end of each zone. The last, Death Egg Zone, has back-to-back fights against Silver Sonic and Robotnik's Giant Mech—with no rings to boot.
    • In the standalone version of Sonic the Hedgehog 3 Launch Base Zone, Act 2 ends with three boss fights, against the Ball Shooter, the Beam Rocket, and the Big Arm (whereas every prior Act only has one boss fight). When playing the combined version of Sonic 3 & Knuckles, then this level instead serves as a mini-climax in the middle of the game, and you only have to fight two of those three bosses: Sonic and Tails fight the first two, and Knuckles fights the last two.
    • Likewise, Sonic & Knuckles follows the one-boss-per-Act pattern, until you get to the endgame. Playing as Sonic, you go through Sky Sanctuary Zone (with three fights against Mecha Sonic in just one Act), then Death Egg Zone, Act 1 (with Red Eye, the game's only sequential Act 1 boss), then Death Egg Act 2 (facing the Death Ball, a two-stage fight against the Giant Eggmecha, and finally Robotnik's escape pod). And if you have enough Chaos Emeralds, you go to The Doomsday Zone for another two-stage fight against a slightly smaller Eggmecha. Knuckles, on the other hand, has a rather less impressive endgame: in Sky Sanctuary, he fights Mecha Sonic, then Hyper Mecha Sonic, and that's the end. When playing the combined version of Sonic 3 & Knuckles, then Tails gets Sonic's bosses, but he can't go to The Doomsday Zone even if he got all the Super Emeralds and can become Super Tails.
  • Mega Man X
    • Launch Octopus from Mega Man X has three minibosses (there's a fourth optional one if you take an alternate route to an upgrade): two submarine-like Mechaniloids Anglerge, and Segmented Serpent Utoboros (the hidden miniboss being a second Utoboros).
    • Tidal Whale's level in Mega Man X5 mainly consists of a fight against the U-555 submarine, in three different phases (head, tail, and lastly the upper body), each one treated as a different boss with separate health bars.
    • Some levels in Mega Man X6 go overboard with this in regards to minibosses.
      • After beating one of the Randomly Generated Levels in Ground Scaravich's stage, the player has to fight Totem Gates to progress. There are a total of four of these gates.
      • Illumina is fought twice in a row, with a different attack pattern each. Once Illumina is destroyed, it's only a short trek forward to Inifinity Mijinion's Boss Room. (unless you take the portal to the Brutal Bonus Level)
      • The crowner has to be Blaze Heatnix, where he pits you against up to five Nightmare Snakes (giant wheel-like Mechaniloids) before you even face him (though you can avoid fighting at most two depending on the path you take). The only difference between each battle is the change in arena that will either help or impede the player. (ranging from a slope to a Rise to the Challenge with One-Hit Kill lava, among other things)
    • Splash Warfly in Mega Man X7 has three minibosses: first, a grounded Fighter Aircraft, then three Dragon Blasters fought together, and lastly, the bridge of the Battleship itself.
  • Mega Man Zero
    • The first fortress level in Mega Man Zero has two extra minibosses (a Dual Boss of Pantheon Aces, then Asura Basura) before finally facing Herculious Anchus.
    • The Power Room in Mega Man Zero 2 has, aside from the main boss Phoenix Magnion, a Golem Type-F and two separate Giant Enemy Crab Gazamir. However, because of the level's maze-like layout, it's not actually guaranteed that you run into either or all three of them.
  • Mega Man ZX
    • In ZX, Area I (Hurricaune the Wolveroid) is notable for having three mini-bosses (two will be mandatory fights depending on which path you take, while the third can only be fought if you intentionally stick around and explore everywhere) who are each a large flying Mechaniloid with a different animal/mythological theme (those being an eagle, a sphinx, and a dragon). While they each do possess at least one unique attack, their basic strategy remains the same for all of them.
    • In Advent, the Highway level with Thetis has two mini-bosses, the Cankerfly and the Crushpactor DD, which are noticeable since they never reappear after being destroyed on repeat visits since they were explicit story-related threats (the Cankerfly was trying to destroy civilian targets which don't return on repeat visits while the Crushpactor DD was actively destroying the highway and the damage from the fight actually has to paid off to repair, which would have been annoying for players if they had to do this repeatedly every time they ran through the level).
  • To achieve the Golden Ending in Blaster Master Zero III, you face off with the four Metal Attackers from the previous game as Kane Gardner. The final duel pits Jason and Kane against each other, with the player being able to select which side to take. However, the ending remains the same regardless of who you pick.
  • In Crescent Pale Mist, the game's final Chapter ends with a series of back-to-back boss battles against Elshiria, Narju, and finally Sage Gasyukal in that order.
  • In Kero Blaster, the final level of Zangyou Mode contains three boss battles almost back-to-back, and the last of them has three separate forms. Normal Mode limits it to just a two-phase penultimate boss and a final fight.

  • In Titan Quest: The Immortal Throne, the very last level is Hades' Palace. Not counting the randomly-generated bosses (Monster Heroes including Machae, Melenides and Giants), you will surely find (in this order): Undead Typhon, Hades' Three Machae Generals, The Lady of the Night, The Soul Jailer and finally Hades himself. While not strictly necessary, you will end up fighting them all at least once in order to complete a quest.
  • In the final chapter of Pokémon Mystery Dungeon: Gates to Infinity, you face off against Salamence and a pair of Chandelure, then Purugly and a mob of six Excadrill, then Munna, Toxicroak, and their back-up squad consisting of a Chandelure and four Gigalith, then Kyurem, then last of all, the Bittercold in a two phase battle. This is a huge contrast from the rest of the game, where you fight only one boss per chapter.
  • The Binding of Isaac has a longstanding tradition of adding a new, harder True Final Boss with every Expansion Pack, and Repentance upholds this tradition with The Beast. In order to challenge her, you have to make your way through five other bosses; first, you need to return to to Isaac's home to fight Dogma. After it's defeated, you'll be thrust into an Unexpected Shmup Level where you have to fight giant, far stronger variants of the Horsemen of the Apocalypse, and it's only once you've dealt with all four that The Beast will finally take center stage and fight you directly.

    Shoot 'Em Up 
  • Gradius Gaiden's stage 8 is a mix of this and a Boss Rush: Two bosses (Laser Tetran and Neo Big Core) are successors of previous Gradius bosses, two Deaths from Gradius II appear alongside a new boss, and the rest of the bosses, including the pseudo-Optional Boss encountered only on subsequent loops, are completely new.
  • Hellsinker has two separate instances of this trope:
    • One is in the Shrine of Farewell. You fight four bosses, with a Kaname Stone between each one. Additionally, you're on a time limit—take too long to kill them all and the stage will immediately end. Fortunately, you get infinite lives, but dying reduces number of crystals you get at the end of the stage.
    • The other takes place at the end of Segment 5—Perpetual Calendar has five phases, with more bosses between each phase. You don't get the benefit of infinite lives here.
  • Pilot Kids have a tendency to throw two or more bosses in a row in most of the levels; for instance, after defeating a submarine boss in the bathroom, it's replaced by a bathysphere-shaped robot, while the garden stage ends with battling a living ceramic gnome and his weaponized flowerpot, followed by the gnome's pet Man-Eating Plant. But what takes the cake is the final stage, the Attic, who throws a Tin-Can Robot (resembling a 50s vintage robot toy) armed with a Wave-Motion Gun, followed by two different Flying Saucer bosses who constantly swap forms during battle.
  • Sin and Punishment: Star Successor has multiple stage bosses or a series of boss battles in every stage, but they go for broke on the final stage. This stage features an enhanced Boss Rush (previous bosses in completely new forms) along with new bosses and an ultimate multi-stage final boss.
  • Star Fox Zero has the last three stages predetermined. In Sector Omega, the boss is a souped-up Attack Carrier. In the second Corneria stage, the Gigarilla reappears and must be taken down. On Venom's surface, Fox takes on all four members of Star Wolf. After they're dealt with, all that's left is Andross, who is fought conventionally and again while escaping.

    Strategy RPG 
  • In the Fire Emblem series:
    • From a certain viewpoint, nearly every chapter of Fire Emblem: Genealogy of the Holy War could be considered this due to the way chapters worked in this game; however, the final chapters of each generation almost certainly count due to the number of plot-relevant bosses, and many chapters have more bosses than castles to capture. The final chapter, though, takes the cake.
      • In the first section of the chapter, one boss leads a charge on your castle, two lead armies guarding Edda, and a fourth sits atop Edda itself.
      • Once Edda is captured, two more bosses leave Dozel Castle in different directions, one trying to capture Chalphy (your starting base) with an army of Elite Mooks and the other trying to recapture Edda (though their troops are much weaker), while another, capable of long-range magic, sits atop Dozel. One of these is the first plot-relevant boss of the chapter.
      • Another plot-relevant boss, one who has in fact already been defeated in a previous chapter, leads an army of Mighty Glacier Barons (all of whom have a 25% chance to No-Sell any attack you throw at them, including Crits)to block the path to Friege Castle, a second one sits on Friege itself, and upon drawing aggro of any Friege troops or reaching a certain point, a third boss will show up from the south with a squad of Bow Knights and try to pin you between them.
      • After Friege is captured, four bosses charge towards it from the east, three of them fulfilling the otherwise player-exclusive Pegasus Trio archetype while being able to Life Drain, infamously avoid even the most accurate of attacks due to their extreme avoid rates and having Contractual Boss Immunity to Anti-Air and Crits, the fourth is That One Recurring Boss with an Infinity +1 Sword tome of Mjolnir, while a fifth boss comes onto the scene from the south with a few troops, near Chalphy, which can result in a quick Game Over if Chalphy is left unguarded and is captured. Mercifully, you can fend off this threat with a single unit, provided it's the right unit—Altena can talk to this boss to turn him and his troops into allied NPCs. Once you fend off the four bosses charging from the direction of Belhalla—where the Final Boss awaits, surrounded by twelve other bosses who will move to attack any units within range but will otherwise retreat back towards Belhalla, making it impossible to lure them away—you're expected to sneak past this barrage of bosses for the moment (note also that Julius has long-range magic) and defeat The Heavy, Manfroy, at Velthomer (Who's guarded by Elite Mooks with HP to 1 attacks), while not defeating the other boss-level enemy guarding Velthomer because she's one of your units whom Manfroy captured and brainwashed and talking to her after capturing Velthomer allows you to re-recruit her, which is almost a necessity for defeating Julius.
    • Fire Emblem: The Blazing Blade pits you in the final chapter against nine bosses, though thankfully not all at once. And when you're done, you fight the Final Boss, though that's technically another stage. Otherwise, you face one or maybe two bosses per chapter, tops.
    • Fire Emblem: Radiant Dawn has this in its 5 consecutive endgame chapters, each of which is themed around a particular named and plot relevant boss, and some chapters even have two. Even before that, every level leading up the endgame has a plot-important senator as a boss, whereas before that only every few levels had a boss that was actually meaningful to the plot.
    • Fire Emblem: Awakening: Chapter 20 gives you three bosses when every map before it had only one. Then in Chapter 22, all thirteen enemies are new, unique characters with powerful/legendary weapons, though you only need to kill a specific one to complete the chapter instead of defeating them all.
    • Fire Emblem Engage: Chapter 17 features 6 bosses, all carrying Emblem Rings. The Four Hounds, a resurrected King Hyacinth and The Heavy Veyle. You need to beat them all to win, and unlike most games in the series, bosses have multiple health bars here.
  • Heroes of Jin Yong:
    • The four brothers of the Plum Mansion challenge are fought as individual bosses, in four different areas, before eventually becoming a Wolfpack Boss where you'll need to defeat the quartet together.
    • The last stage is essentially one long Bonanza of Wulin challengers, where you've proven your worth as a fighter and must now challenge the various major wushu experts, one at a time. You even let out this Badass Boast after defeating the first three bosses (with five more to go): "I've rested enough already, who's next?"
  • Mario + Rabbids Sparks of Hope has four bosses right near the end, without any other required fights or puzzles in between them. First is the final Spark Hunter Daphne, fought at the end of the penultimate area, Barrendale Mesa. Then after a few cutscenes and advancing to Cursa's Stronghold, there are two Mirror Boss fights against Darkmess Bowser and Darkmess Edge before a massive final showdown against Cursa herself. This is especially noteworthy given there are only four other required boss fights in the entire game (three if you don't count Wiggler).
  • In King's Bounty The Legend near the end of the game you have to venture forth into the Dragon Labyrinth and fight the seven incarnations of Haas, the Big Bad dragon. Each of them is an optional boss fight, but killing all seven of them will grant you an easier passage across the maze. After that there are the Orclands, which are full of bosses (as in: hostile armies led by a leader, hence more dangerous and capable of spells.)
  • Stella Glow: Unlocking the Golden Ending requires defeating a total of three new bosses during the endgame, one after another: Xeno (the true identity of Klaus), Eve (the standard Final Boss) and Cartesia (the True Final Boss, only available upon meeting certain missable conditions and refusing to continue the battle against Eve halfway during the battle to tune her instead).

    Third-Person Shooter 
  • Splatoon 2:
    • Salmon Run manages to do this as a tutorial level, of all things. Granted, its purpose is to familiarize one with the various bosses in the game mode and offer strategies for taking them down, but it can still feel far more hostile.
    • On higher levels in Salmon Run, several bosses spawn in a single wave, meaning players can easily become overwhelmed if they're slow in taking bosses down.

    Western RPG 
  • Gacha World: In story mode, every world has five NPCs where the last one of the five is the boss enemy of that world ... or so you thought. When you finally defeat the last NPC of world 8, which is a boss enemy, you reach world 9. And in world 9, every single NPC is a boss enemy. Then after defeating all five of those NPCs, you reach world 10. And lastly, the first NPC you encounter in world 10, being the only NPC there, is the Final Boss.
  • LISA:
    • After getting all of the boat items from the Area 3 bosses in The Painful, you have to fight Sticky if he wasn't killed earlier right before the Point of No Return. After that, you fight Tardy Hernandez and Marty Armstrong in quick succession. Then you reach the final area and fight Sticky's father, your final party, all of Rando's army, and finally Rando himself.
    • After beating all six Warlords in The Joyful, the ending sequence triggers. You first fight Sweetheart, who you can simply survive against for a few turns or beat outright, then Dr. Yado and his mutant throne, then said throne as a hallucination of Rando, then Yado as a hallucination of Brad, and lastly Buzzo's Joy Mutant form.
  • In Chapter 12 of Marvel: Avengers Alliance, all normal mission hotspots (aside from deploys) are Boss battles. It's possible to finish each mission in a single battle (because the game's mechanics allows the player to fight as many Bosses in one battle), with the exception of Mission 2, which contains the Epic Boss of that chapter.
  • In Undertale, there's the endgame of a Neutral/Pacifist run. At the end of the CORE, Mettaton EX is fought. After beating him, you move onto New Home, where you get numerous plot revelations before fighting Asgore. Once he goes down, Flowey returns, hijacks the entire game, and turns into the final boss of the Neutral Route. If no one has been killed prior to Asgore, you can reload the save file and, after some backtracking and a few events, enter the True Lab, where you fight five tough mini-bosses. After escaping, Flowey becomes the True Final Boss, Asriel Dreemurr.
  • BoxxyQuest: The Gathering Storm has a few near the end:
    • Her World is a Sequential Boss Bonanza. First there’s a two-phase fight with the Scrapped Avatars, then a three-phase fight against Wolfram ALPHA, then a four-phase battle with Arianna, and finally a three-phase fight against STORM.
    • The Deep Web’s latter half is made up of six paths branching from a hub, with a different Optional Boss waiting at the end of each one.
    • The Sky Abyss tops the list with seven boss fights – four during the climb and three more at the top, including the game’s True Final Boss.
  • Epic Battle Fantasy 5:
    • The Temple of Trials opens up with a quartet of superbosses against Evil Counterparts of the human members of the party, with all of them having their own permanent debuff they inflict. Beating all four gives access to yet another fifth, harder superboss.
    • The Greenwood Library in the 2.0 Update ends with a series of four "sketch" bosses fought one after another as waves, each unique.
    • The Data Bunker crosses this over with Nostalgia Level, as it consists of two "simulations" from each of the past games in the series. Since all eight of them end on a different boss, it makes for a boss-dense bonus area, although the player is given breaks between each simulation.

  • Angry Birds 2: An early 2017 update changed the King Pig challenge from a single 5-stage level with a random boss pig at the end to three levels with increasing amounts of stages with a boss pig at the end of each in no particular order.