well its hard enough, saying that if you get a blade its dead easy.
If you let em attack you well.
if the boss could run at you, maybe jump over you avoid some of your swings 
that kind of thing but I can't think of what else I could do for the bosses.
At 07:29 a.m. 11/12/2009, you wrote:
>Hi Yohandy,
>Got any ideas in mind how to make the bosses more interactive in MOTA? It is, 
>as you said, too much like run at it and shoot it which often isn't 
>challenging at all. The only factor in determining if you beat one so far is 
>how much ammo you have.
>
>Yohandy wrote:
>>I too agree. bosses really need to be more interactive in audiogames. not 
>>just run straight at it and shoot it. I really like q9 and super Liam, but in 
>>both games the first thing that came to mind when I got to the boss was ok 
>>let me try shooting it. and guess what? it worked like a charm. we really 
>>need a lot more uniqueness to the bosses. I think it would've been so awesome 
>>if you beat super Liam, and the credits rolled as usual. then right in the 
>>middle of the credits the boss got right back up, laughed and resumed 
>>attacking you right when you were distracted. except this time he was way 
>>harder to beat. that would've been so cool.
>
>
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