Huge classic platformer with several power-ups and 16+ hours of main story & 300+ hidden locations just begging for exploration · 56 big Levels · 5 huge worlds
User reviews: Mostly Positive (278 reviews)
Release Date: May 6, 2014

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"platformer like mario"

Recent updates View all (15)

July 13

8BitBoy 1.50 - Major design overhaul

The every level in every world is undergoing a design overhaul. This is to make some of the first levels I made for the game, up to the standard of the complexity of the later levels. This also means alternative routes and much more content.

This is also to stash a lot more hidden places in even more inventive ways. 8BitBoy has so much hidden content you won't believe it. Most people isn't going to find many of these hidden spots, but just knowing they are there to find, makes the game that much more exciting to play. And it's e

  • All levels in World 1 to 4 has received a major design overhaul.
  • Level 5-1, 5-2, 5-3, 5-4 has received a design overhaul and new hidden places or alternative routes to exit.
  • Extra warp zone hidden early in World 1 & World 4.
  • Quit from World map possible
  • Hidden coins and power-ups in some rocks
  • Fire particles on jumping fireballs
  • New loading screen for game booting up.
  • More time to complete each level (time for exploration).
  • Unable to shoot when green/red/black bug - fixed
  • Fireball in lava sound not tuned to volume settings - fixed

6 comments Read more

July 4

8BitBoy 1.49 - World 2 and 3 design overhaul

Polishing up and improving 8BitBoy in various places. New features and content are coming to an end for now, but there is still small bits that need to be tweaked and polished before I'm satisfied.

  • All levels in World 2 has received a major design overhaul.
  • Run and Shoot is now assigned to one key on both gamepad and keyboard. Keyboard can be configured for three keys still. X and B on gamepad are the same now.
  • Volume bug fixed. Volume lavels are saved automatically.
  • Added gradual transition entering hidden places
  • All new music in bonus levels
  • Black 8BitBoy was green in bonus levels
  • Added new or improved hidden places in 2-1, 2-2, 2-3, 2-4, 2-5, 2-6, 2-7, 2-8, 2-9, 3-1, 3-2, 3-3, 3-4, 3-5, 3-6, 4-1, 5-1, 1-5, 1-7
  • Dying when black in water randomly caused crash - fixed!
  • Green birds flaps wings when falling and floats slowly through air
  • Jumping from conveyor belt to falling stone causes insaly fast jump - fixed.

4 comments Read more


“A fun game that any fan of classic platformers will enjoy”
8/10 – Universal Gaming Reviews

“8BitBoy is an enjoyable yet quite hard learning experience that’s worth all the times you die, and more.”
8.5/10 – Novo Adagio

“It's this generations Super Mario 3, it's that good.”
Tanner Plays

About This Game

Huge classic platformer with tons of power-ups and 16+ hours of main story & 300+ hidden locations just begging for exploration. 8BitBoy is a tribute to all the greatest platformers of the 80s and 90s and a symbol of my endless love and passion for gaming.

· 16+ hours main story!
· 56 Levels + huge 5 Worlds
· 300+ Hidden Locations!
· Hidden Warp zones!
· Coin collecting game + tons of Power-Ups
· Boss-battles
· 60 fps frame rate (GPU dependent)
· Frequently updated with new content

Appropriate for all ages

* Full Xbox 360 Controller Support
(Auto switch - push button A to enable)

Who's 8BitBoy?

8BitBoy is out of a job, and quite frankly he's depressed about it. Then he suddenly remembers all the good times he had as a kid, playing his trusted 8-bit console. Deep down in the far and darkest corner of the basement he finds it along with a strange looking cartridge. He plugs in the cartridge right away, and get sucked into a vivid, but decaying world of platforming. And this is where your adventure takes off.

8BitBoy is the platformer I always dreamt about playing as a kid.

It's a fantastic mash-up of the greatest of the late 80's and 90's and a complete game on it's own terms. This is a true tribute to old school gaming and by no means a walk in the park, but it's also never unfair. With big challenges, the sense of accomplishment is always bigger and better.

To me, 8BitBoy is the ultimate classic platformer on PC and Mac. and a symbol of my love and passion for gaming.

Yours Sincerely,
Rasmus Kønig Sørensen
Indie developer and sole creator of 8BitBoy

System Requirements

Mac OS X
    • OS: Windows XP, Windows 7, Windows 8
    • Processor: Dual Core AMD or Intel / AMD E-350 APU
    • Memory: 1 GB RAM
    • Graphics: Intel HD 4000 / Radeon HD 6310
    • DirectX: Version 9.0c
    • Hard Drive: 100 MB available space
    • Additional Notes: Xbox 360 controller or Keyboard
    • OS: 10.8.1 or above
    • Processor: Core 2 Duo / i3 or better
    • Memory: 2 GB RAM
    • Graphics: Geforce 9400M / Intel HD 3000 or better
    • Hard Drive: 100 MB available space
    • Additional Notes: Xbox 360 controller or Keyboard
Helpful customer reviews
3 of 3 people (100%) found this review helpful
0.7 hrs on record
Posted: November 20
A good platformer that pays homage to the games it clearly draws inspiration from. The great thing however about this game compared to other newer retro titles is that instead of trying to emulate and clone the content it aspires to be, it makes its own improvements and feels like a new game. Crisp sprites, loads of awesome hidden content for those that want to find it, will make you want to stretch the most out of your limited time on each level. Often you find yourself in a tricky spot trying to determine whether or not to use precious time for that tantalising power up just out of normal reach.
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2 of 2 people (100%) found this review helpful
0.8 hrs on record
Posted: November 13
First the controller thing: I was able to play on my cheap gamepad by emulating a 360 controller using this utility: x360ce vibmod I have no idea how it works, but all I had to do was to unzip the contents into the game's directory, and it recognized my joystick. So +1 in fact for the fact that this is similar to many older games, in that you often had to scratch your head at least once to get them to install properly. But keyboard input is also just fine.

Alright with that out of the way, I found that this game is well worth the price of four dollars, but you can see by my saying that that it's really not that exciting of a game. I would almost say it's better for children, but I believe the original classics are all around a better choice.

The market is disgustingly lacking in simple retro platformers. Almost all of them feel rushed or just simply lack that charming excellence of Mario 3 or Sonic. This one feels sort of like the graphics are over-done, and the gameplay is under-done. But, it has that sense of individuality and experimentation. The first boss level which simply entailed a big ballonish bird kind of let me know it's no Commander Keen.
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3 of 4 people (75%) found this review helpful
4.3 hrs on record
Posted: November 1
This game it's so nice to play, the gameplay is not perfect, but remember the oldies classics, giving you a feeling of nostagia and an immense desire to relive your childhood.

The story is a case apart, really brings the touch of one big admirer of old games and again gives you que nostalgic sense.

So, it's a good game to play and worth the money spent.

Este é um grande game, a jogabilidade não é perfeita, porém, te remete aos velhos clássicos, te dando uma sensação nostalgica e uma imensa vontade de reviver sua infância.
A história é um caso a parte, realmente traz o toque de uma grande admirador dos oldies games e novamente aquele reboliço nostálgico dentro do estômago.
Então, é um ótimo game para jogar e vale cada centavo.
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2 of 3 people (67%) found this review helpful
17.1 hrs on record
Posted: November 6
Story is a man becomes unemployed starts feeling inadequate and magically gets sucked into 8 bit gaming/console. The game is a tribute to Giana Sisters, Wonderboy in Monsterland, Psycho Fox, Rick Dangerous, Megaman, Super Mario Bros and Sonic the Hedgehog as it has an element of all those games in one way or another, still it has a significant feel to it, to be an independent title.

The sound can be grating and the graphics slightly cheesy/corny, but that is the way it is designed, again giving homage to that era of gaming. The game's strength is it's game-play. There are five worlds, 56 levels, 300 hidden locations, and 50 secret coins to find in order to get the TRUE ending.

The game literally is what saved the designer Ramus from unemployment and gave him the ability to support his family somewhat, so this game is close to his heart. You can tell this as the designer is by no means finished with it and is still continuing to update it. He has redesigned levels and is planning to add achievements and a 'secret finder' tally.

It's the most fun I have had with a game for a long while. It's challenging and enjoyable finding all those secret places. If you love games like Mario and your one of those people who has to get every coin. GET IT!
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2 of 3 people (67%) found this review helpful
2.0 hrs on record
Posted: November 8
Pretty decent game if you like classic platformers
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3 of 5 people (60%) found this review helpful
2.8 hrs on record
Posted: November 4
This game appears to have all the elements that would make it fun, but it's faulty mechanics and a ton of other stuff just ruins the fun.
It is a very hard in all the wrong ways; very punishing and somewhat repetitive.

I'll try to justify why I'm not recommending it, since it seems like a lot of work was put into the game and the dev updates it regularly, which tells me at least he cares.

First about the levels.
  • Within each world some levels are super hard but others are a walk in the park. Specially if you are just shooting for the end without exploring. Having branching paths and secrets is ok, but have your main level be interesting as well. That's just like making an RPG have awesome side quests and a bad main story. Side quests are a bonus, not the main stuff, it's like the topings on an ice cream.
  • Variety is also an issue, each world has a lot of levels, but they all feel like the same level with rearranged stuff. Each world introduces some new baddies and graphics, but they are not well distributed or introduced.
  • Also, levels are long but they don't flow right, I find myself a lot waiting idle for a monster to get out of the way or a moving platform to reach me. Or sometimes the opposite, for example on the flooding levels, where you "escape" water that rises, since it expects you go down the bazillion secret paths, if you just follow the main level the water is never even close to you. This just tells me the levels were not really planned much, stuff was just thrown there. I would much prefer fewer levels but better planned than a ton of levels all the same.

The enemies don't follow any "consistent" pattern, they move, jump and shoot whenever they want. This extends to other stuff, for example one of the enemies throws a big snowball that sometimes hits the wrong pixel and rebound on a different direction from where it was supposed to go. This happens with a lot of stuff including the bosses, they rebound against the walls in a weird fashion when they jump.
You die because you can't predict stuff, it's just twitch reactions a lot of the time or simply impossible to dodge.
I'm honestly not sure if this is related to framerate or whatever, but it's just an ingredient for a bad plaformer.
Consistency is what makes these kinds of plaformers fun (at least the ones this game is trying to emulate). On most games from the NES/SNES/Sega era, the enemies and the enviroment reset on each life, and always move the exact same way when you respawn, so you can learn the level. This way when you die you know it was your fault.

Moving on to glitchy stuff
  • Hitboxes are weird. Sometimes you don't properly hit platforms or pass through them.
  • Solid blocks and non-solid blocks look the same.
  • Some of the background can be confused with platforms.
  • Breaking squares from below also behaves badly, sometimes you have to hit squares twice or more.
  • Throwables from enemies go through stuff. I was hit a couple of times by one of the small snowballs from an enemy I wasn't even seeing on the screen.

Finally, my biggest issues, several game mechanics are bad:
  • Level exploration is super punishing. On my playthrough I was going through levels in a straight line to the finish. Levels are super hard already without exploring, and exploring is just pointless, any benefit is crushed by the fact that any mistake and it's back to the start without power ups. Exploring stops being fun after the 30th death, where you have to redo the entire level from the beginning, while also loosing the power up. Risk is not worth it just to get a couple extra coins.
  • The power up system is very unbalanced. The game doesn't know if it wants to be a shooting plaformer or a jumping plaformer, and the mix is not well done. A power up makes enemies super easy, but no power up makes them a nightmare. You are massively underpowered without a power up. And, let's not overlook the fact that, if you don't have one, you die in 1 hit. So you can't shoot, but you also insta-die, it's the worst and not well balanced.
    Levels don't help at all, some enemies are even impossible to kill by jumping, for example the birds that fly high and shoot at you. If you compare this to super mario for example, the difference is that in super mario the main focus was jumping, and you could finish all levels just with small mario, the flower was just a "nice to have". And if you compare to most shooting plaformers the difference is that you already start with a gun or have means to handle enemies other way. In this game the balance is bad, and you start with nothing each time you die....
  • Last, the lives are just worthless. The fact that, loading the save restores your power up when entering the level, just makes it better to have 1 life with a power up and get a game over on each death. Also, harvesting lives is horrible. If you are going to make a game inspired in old games, bring only the good stuff, not the bad. In any case, harvesting lives doesn't work here, because A) it's super hard so you would need like 2000 lives B) there isn't any fun level to quickly get lives C) on each death you loose the power up D) it's better to get game over and continue than having lives

The rant ends here, these game mechanics were the last thing that ruined it for me, but they could be fixed with changes like:
  • Adding checkpoints would encourage exploration. Super nintendo games added them for a reason. If you want to keep the difficulty, you can do something like Shovel Knight or Bit Trip Runner 2 where you have the option to break or skip the checkpoint if you want.
  • For the power ups the easiest would be to make the shield be a default on death, and make the first pickup be the red berries. An alternative would be to better balance the levels for when you don't have any pickups. Since right now it's a death sentence.
  • The behavior on death should be the same as loading the last game or something similar. I would just get rid of the lives system entirely. The game could keep track of the deaths but have them be meaningless except for points or something.
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3 of 5 people (60%) found this review helpful
0.6 hrs on record
Posted: November 3
This 16Bit platfromer is like super mario bros 3 and the nestalga is amazing.
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3 of 6 people (50%) found this review helpful
0.1 hrs on record
Posted: November 1
its really good, but you need a pad plugged in as it gets trickier on the keys
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2 of 5 people (40%) found this review helpful
0.4 hrs on record
Posted: November 2
This game is, simply put, boring. As can be seen, the game is a Mario clone, and a very bland one at that. There's just no kind of personality or anything particularly memorable about it. It also has sort of an identity crisis, with the name 8bitboy, but graphics more akin to SNES or Genesis, and music and SFX sounding like a blend of Game Boy and Game Gear.

The levels are all fairly uninteresting, with no real flow from one part to the next. It's just one random platforming challenge after another, with no real theming or patterns to make the levels feel cohesive. Not only that, but the level design also frequently feels cramped. This isn't likely to get you killed, but it still doesn't help the overall feel of the game.

The physics aren't too good either. Running is incredibly loose and slippy, like everything is covered in ice. In addition, your character's hitbox is smaller than his sprite. This becomes a huge problem later when having to do jumps with pinpoint accuracy, especially when you add the slippery physics on top of it.

Should you get this game? If you can get it for under a dollar as part of a bundle of some sort and you really really need a Mario clone, then sure. It probably won't hold your attention for long though, as their are much better games out there with a similar asking price. From the boring level design, to the slippery controls, the game doesn't have much going for it.
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0 of 5 people (0%) found this review helpful
0.1 hrs on record
Posted: November 8
It's unfinished mario knock-off

It's ok for indie bundle though.
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61 of 90 people (68%) found this review helpful
5.1 hrs on record
Posted: June 25
Are you looking for a hardcore 2D platformer with plenty of precision jumps and no checkpoints that has subtle overtones to how Mario can stomp on any Angry Bird he likes because he's the man? Then 8BitBoy is for you!

While its obvious that it takes a lot from Mario games, 8BitBoy has its own flavor and style. 8BitBoy is a 2D platformer designed by one person like Cave Story. It looks and plays similar to your typical Super Mario game, and more specifically, Super Mario Bros 1 or even Super Mario Land because of its power ups. There are four tiers of power up. You'll first get a shield power up, that only allows you to take an extra hit. Then you'll get a bouncing red ball projectile, not like Mario's fireball, but like a bouncing ball. Its a nice dynamic weapon. The next tier is a double green fireball that goes faster and finally a fire version as the final tier. With all of that being said, you'll be lucky to have any of them. When you get hit, you'll lose a power up and if you have none, then you'll die. The power ups are rare.

The enemies feel good and there is a lot of look diversity, but for the most part they're your standard left and right variety. There are fish that jump out of water pits. A few enemies take two hits or head stomps ala Mario. When you bounce on an enemy it is an auto jump instead of being able to hold the jump button as a jump. That auto jump feels problematic especially when platforms are so small. I've learned to not jump on enemies with other enemies flying over them. Auto jump will get you killed.

Each level is pretty open and seems big enough. You're able to explore and find hidden blocks, and passageways that go through walls. The secret areas feel really nice. You'll go up, down, left and right, but never fly or swim. You'll never go to other maps within the level. Its just all within the same map. It just seems lacking when compared to Mario when that's clearly what he took inspiration from. The levels go in succession with no level map, just a world map with all 5 of the worlds, each having 10+ levels. These aren't worlds so much as levels. Levels going in succession without being able to select them just feels like a chore having to go through 10 levels to a boss. Its like Super Mario 1 or 2, and less like Mario 3 or Mario World, being able to move around a world and land. When you start each level it tells you level 1-2 world 1. Wouldn't the 1 in level 1-2 imply that you're at world 1?

For a game called 8-Bit Boy, it feels more 16-Bit with a bright and vibrant color pallet and four button controls. The controls are easy, and the game's creator has listened to feedback. There's a run / attack button, a jump button and a use item button. Thankfully the attack and run buttons have been merged, because it just felt awkward having them as separate buttons. The use item comes in handy, because when you get 100 coins, you earn a random item. Once the random item settles, you can save it for later ala Mario, but you don't have to get it as it falls. You'll just have it. To top it off, the story cut scenes are not in a retro 8 bit style, but they feel like the old VGA 256 color pallet games.

The game is difficult, but forgiving, especially on the standard difficulty. When you get a game over, you'll restart the level from the last save point. So if you started level 1-2 with 2 lives and fireballs, then die twice, you'll get a game over and restart with those 2 lives and fireballs again. Retro difficulty will only save when you find hidden save coins. I think restarting a level from a save point is just a way to compensate for how difficult the game is and how few extra lives you'll find. Even when you complete the world, and lose all of your lives, you still restart with the lives you had entering the world. So you're almost stuck with 1 last life all throughout the entire game. Imagine getting a gameover screen each time you die and having the wait to reload the level. Not just that, but use your analog stick as a mouse pointer to click reload game. You're able to use a 360 controller, but the menus turn your analog stick into the mouse cursor. It just feels inefficient, when I could just press a button to play again. Then after that, you need to wait for the game to tell you level 2-4 world 2, before you can move. Super Meat Boy at least throws you right back into the action.

It is only difficult in terms of constant jumps over death pits that you'll need to land on one block platforms over and over again. If you miss, its death. It is especially difficult on levels with raising / lowering death liquids or moving platforms. So much movement makes the FPS drop from 60 to 30 sometimes. The game even has a frames per second meter in the settings. Not just that, but the game can try to fake you out with backgrounds that look like blocks and ledges, but alas they're backgrounds. Perhaps grey means background. Eventually enemies will literally jump out of the background with no warning other than remembering where they are. This is especially problematic when there are jumps that require you to hit this background jumping enemies. Its like fan made Mario levels that have piranha plants coming out of the dirt instead of pipes.

Another problem I have with this game is screen control. Some jumps are blind jumps due to the screen being stuck to show 3/5s to the right of the character and 2/5ths to the left of the character. Each level can be a maze, which is a good thing, but it makes you blind to the left side, if not blind drops down to platforms. Using the L and R buttons to scroll the screen would have been helpful. Boss fights don't lock the screen to the boss's room, so you can be blind to where the fast moving bosses are if they're on the left.

Water is deadly too, even one block high water when your character is two blocks high and looks like his head would be above water. These are issues that the developer has told me on the forum that will be fixed in the sequel.

With all of that said, there is some fun here for the hardcore. People that like challenging jumps, but for everyone else, Super Mario Bros X (from the maker of Terarria) just feels like a more complete package, a level editor, diverse weapons and enemies. 8BitBoy just feels generic and one dimensional compared to what it draws inspiration from.
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17 of 21 people (81%) found this review helpful
4.8 hrs on record
Posted: July 2
ost will probably look at this game and think, "generic platformer" and pass it by. You are missing out, my friend.

I went into playing this with that exact attitude and I was so pleasantly surprised to find how well crafted this title is. Yes it is almost identical to Mario, but there are added features such as being able to shoot the bad guys with three different "stages" of boosts - Red, Green and Black.

I found my self completed hooked as soon as I loaded it up. Each level can last between 2-5 minutes each, and will gradually get harder and harder.

Xbox controller again, works wonders and makes the whole experience that bit more enjoyable.

The game does over exaggerate a bit when it claims to have 16+ hours of levels to explore, I managed to clear the game in just under five hours. Still, I was not expecting it to take that long anyway!

I highly recommend you pick this game up. It's so cheap, you would really need a good reason not too. If you want a Mario-clone on Steam, this is the game for you.
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9 of 9 people (100%) found this review helpful
2.0 hrs on record
Posted: September 4
This is a first impressions after 2 hours of gameplay

You often see games coming out that promise a nostalgia trip to the early days of gaming, but very few games deliver on that promise, and either fail when it comes to artstyle, music or most importantly; gameplay.

8BitBoy is not one of those games. It is a game that harkens back to the 16-bit era when Nintendo and Capcom rocked the world with their line of Super Mario and Mega Man games respectively. It is a game that manages to feel both fresh and familiar at the same time.

It is one of those games that are deceptivly simple. The controls consist only of the arrow-keys to walk jump, and crouch and the spacebar to use a projectile if you've got one, while holding it down makes you sprint, and shift to use an item you've obtained by collecting 100 coins. Despite of this, the game is extremely difficult, but it's not cheap. When you die, no one is to blame but yourself, and you're forced to learn from your mistakes. The game is comprised of 5 differently themed worlds.The gameplay is your standard 2D platforming fare; you go from left to right, killing enemies, avoiding hazards and jumping on platforms to reach the end and advance to the next level. The game is not without it's differences however. It's surprisingly open-ended, with many, if not all of the levels having branching paths and secret areas, rewarding you for taking the time to explore. The game also features an interesting Weapon-tier system, where at the first pick-up you will get a shield, on the second you will get a single fireball, on the third you will get two that fire in a rapid succession, and on the forth you will get more powerful fireballs. The projectiles bounce off surfaces, making killing the enemies extremely satisfying. The music in the game is absolutely fantastic, and I'm sure fans of Chiptune will get a kick out of it.

Unfortunately the game is not without it's flaws. The enemies for one are mostly boring and generic, being comprised of Bats, snakes, giant insects and birds. The same can be said about the bosses I've faced so far, which have been nothing special. There are also moments when objects in the background look like they're in the foreground, making it possible to mistake them for platforms, resulting in you falling to your death.

There are also a few bugs I encountered while playing, nothing too gamebreaking but some annoying nonetheless. The worst one was definetely the times when sprint suddenly decided not to work, forcing me to restart the game. The others are mostly visual bugs, like enemies walking on air when you destroy a block in their path. I also find the lack of trading cards and achievements a bit disappointing, but those are hopefully getting added in the future.

Despite it's flaws, 8BitBoy is an excellent Platformer that fans of the genre should find entertaining for a while, and for the price I absolutely recommend it.
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10 of 11 people (91%) found this review helpful
2.0 hrs on record
Posted: June 11
An authentic "retro" feeling platformer closely resembling NES era Mario games (you could probably tell that much from a single screenshot), although ~IMO~ more challenging.
Any time a platformer gets me swearing at the screen, I know it has to be good.
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6 of 6 people (100%) found this review helpful
0.1 hrs on record
Posted: June 14
So nostalgic, the moment you start this game, you will remember Super Mario and similar games on old consoles.
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6 of 6 people (100%) found this review helpful
5.9 hrs on record
Posted: June 12
I got this game in a bargain bundle off of This game was worth the purchase alone. It has simple platformer controls and is absolutely full of secrets in every level that keep the game interesting. The graphics remind of the Adventure Island series from the days of the NES. If you are over the age of 30 and spent a lot of time playing side scrolling platformers in your youth, you can't go wrong wtih this game. It is a gem. The developer has rolled out several updates in the last week and has made a fine game. Hats off to you developer. You have reawakened the boy I used to be!
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6 of 6 people (100%) found this review helpful
0.4 hrs on record
Posted: July 16
Kinda Like Mario. lol whats to complain about. i paid $1.00

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7 of 8 people (88%) found this review helpful
0.4 hrs on record
Posted: June 8
Great game for people that grew up with NES. Also, the fact that the developer is responding to requests and cares about the gamers is just awesome. Highly recommended!
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5 of 5 people (100%) found this review helpful
27.8 hrs on record
Posted: June 11
Being a gamer since the days of the Intellivision and Atari, when 8BitBoy's screenshots first graced themselves across my monitor, it became one of those games I was happy to throw my money at. It looked like a Mario clone and for the most part it is. The retro platforming aspect is here in full force, the puzzling element is thrown in and multiple ways to complete the level presents itself nicely. There is also much exploration and fun to be had.

Each of it's five worlds consist of nine levels and a final boss level. The backstory personally spoke to me as I could easily relate. The controls are out of the days of the Nintendo and C64. 2 buttons to control firing and jumping if you prefer and a directional pad to move around. For the most part the game performed and responding to my commands decently. I found a gamepad to be easier and more responsive then the keyboard. Like in Mario and so many other platformers of that bygone era, you spend your time avoiding various enemies, collecting coins and bonus trinkets. Powerups are smartly scattered around the level, making you have to use your noggin as well as your trigger finger to get at them. There are also many secret areas enclosed within each level. Each level also contains a save token for you to find, once you do, you can continue the game from that level with whatever your current specs were when you found the token.

This game is not easy by any means. The programmer dares you to beat it and it is a challenge to do so. The difficulty levels are erratic and vary greatly even amongst same world levels. For example I found level 4-8 to be extremely difficult if not downright frustrating while level 4-9 was hard but enjoyable.

Overall, I enjoy this game but it brings me to the one fatal issue I am having with it. It has to do with the constant updates. This in itself, is an extremely good thing and the creator is repsonding to many ideas that players have had. That is where my problem lies. To me, this says this was a somewhat unfinished early access game in disguise. When I purchased this game many of the features that are being added were not included. I don't mind one or two updates to fix bugs, but aside from some bugs there are constantly features being added and I am not sure this game would warrant another playthrough to see them. For example, speed running and warps were added when I was already upto world 5. All of this should have been implemented before a full program launch. Otherwise, it should have been labeled as early access which it clearly wasn't. If you are a fan of achievements, you should also know that they are not here as of this writing.

Still, the constant additions aside, this is a fun game and well worth a $6 asking price. But if you are not a fan of early access, you might want to put this on your wishlist and hold off for a month or two so you can play a completed game.
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5 of 5 people (100%) found this review helpful
0.8 hrs on record
Posted: June 14
The good old days and the unforgiving platformers. If you enjoyed Super Mario's (up to SM World on SNES) get this.
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