Huge classic platformer with several power-ups and 8-12 hours of main story & 300+ hidden locations just begging for exploration · 56 big Levels · 5 huge worlds
User reviews:
Mostly Positive (1,025 reviews) - 76% of the 1,025 user reviews for this game are positive.
Release Date: May 6, 2014

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“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

“8BitBoy is an excellent re-creation of the games that started it all”
7.9/10 – ManaPool

About This Game

Big classic platformer with tons of power-ups and 12+ 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.

· 8-12 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)

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
    • Storage: 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
    • Storage: 100 MB available space
    • Additional Notes: Xbox 360 controller or Keyboard
Customer reviews
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Mostly Positive (1,025 reviews)
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539 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  Overall
39 of 45 people (87%) found this review helpful
3 people found this review funny
61.7 hrs on record
Posted: November 2, 2015
One of the consequences of games being so very easy to create right now is that there are all kinds of people making games. For independent developers, the ability to build retro throwback games to their youth is one of the most compelling drawcards of having access to all these game creator tools. And this is where 8BitBoy comes from.

“What am I doing with my life?” is a common question that people ask themselves. As the hero of 8BitBoy ponders this question to himself he thinks back to the good old days when he got to sit around and play as much as he wanted to on his trusty old video game system. Thinking on that, he wonders, do I still have that system? He descends to the basement and starts to rummage through all the old stuff trying to find it. His old 8 bit system in all of its glory with all of his old games worn with the passing of time. Then joy suddenly turns into curiosity has he discovers one brand new game with no label simply sitting there. He loads up the console and the mysterious cartridge and then gets sucked into the game, becoming an 8 bit character in the process.

8BitBoy is a throwback to the old platforming days where games featured not more than a few different buttons to play with, and players had only one goal to be accomplished, such as “make it to the end of the level without dying.” Graphically this game is pretty, with a nice application of the 8 bit aesthetic. The main character, the enemies, and the environments are very well polished and smooth which creates a seamless landscapes for the stages that you pass through from one world to the next. Oddly enough the game is almost too pretty, with the clean visuals damaging the illusion that you're playing an 8 bit game somewhat.

There are two different ways to play; Kiddy or Retro Mode. Kiddy Mode grants more time within levels and autosaves after every level which makes dying and game overs later on a little bit easier to handle. Retro Mode requires finding a very specific coin that is hidden in the levels to be able to save. These coins are tough to find and the one thing to remember is, the clock is ticking. If you really are an old school gamer, this title will challenge you.

From the different worlds to the various enemies that can be encountered, 8BitBoy really feels like an homage to the 8-bit days of Nintendo’s Super Mario Bros. series. To say that 8BitBoy is a simple experience would be to take away from its retro elegance. Platforming traditions of all types are represented in the game, from disappearing platforms to raising quicksand. The game steadfastly refuses to pick up on some of the more modern game design elements found in platformers, and it's almost quaint in its dedication to old school gameplay, even to the detriment of its playability compared to other games that are now on the market.

Available to the main character within the stages are two forms of powerups. The first is a shield that will protect the character from any one hit, while the second is a red fruit that turns his clothes red and allows him to shoot fireballs. Now if the launching of fireballs was not enough, there is a second fruit that is available only after attaining the first one which turns the clothes green and allows for two simultaneous fireballs to be launched. It's not exactly a subtle reference to Super Mario Bros, but it's a fun touch nonetheless.

8BitBoy will frustrate players who haven't kept up with their old school play skills. The game requires precise platforming skills, and there are moments where a well timed jump will still just fail, or missing an attacking jump by a single pixel can cost a death. That said, 8BitBoy is a great throwback to the NES era of platform gaming where skill and mastery were required if you were to make it through to the end of the game. It’s games like these that remind us that button mashing does not always win the day and sometimes, just sometimes, perseverance can be a reward into itself.
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80 of 114 people (70%) found this review helpful
2.8 hrs on record
Posted: May 6, 2014
This game is tough as nails on the Retro side. Otherwise its a very fun game. Has great levels, good controls, Nice Music. The story is about a older gamer growing up not being as educated as alot of folks are now a days. So he remembers his childhood playing video games and having fun. While going to his basement he finds his old console, and a game thats un labeled. When plugging it in he suddenly is transported to the Gaming World. Nice Game pick it up for the sale price its $7 right now. Worth the purchase.. I dont think its as hard as say Super Meat Boy but its a great challenge.
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82 of 118 people (69%) found this review helpful
Not Recommended
5.8 hrs on record
Posted: June 25, 2014
8BitBoy is a 2D platformer that falls between slow fun and challenging with pinpoint jumps. While its obvious that it takes a lot from Mario games, 8BitBoy has its own flavor and style. It looks and plays like your typical Super Mario game. To be more specific, Super Mario Bros 1 or even Super Mario Land because of its power ups. There are four tiers of power ups. 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.

The enemies feel good and there is a lot of diversity, even if they are color swapped birds for the most part. Blue birds take two hits, green birds fall off platforms, black birds throw snowballs, pink birds shoot arrows. There are fish that jump out of water pits. Most of them can get taken out with 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 nice and are usually found pushing up against walls. You'll go up, down, left and right, but never fly or swim. Each level goes to the next. You will never have a choice. It just seems lacking when compared to Mario when that's what the developer 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?

The controls are easy, and the developer has listened to feedback. There's a run / attack button, a jump button and a use item button. After listening to feedback, the attack and run buttons have gotten merged together. It just felt awkward having them as separate buttons. The stopping can be slippery. Without running, 8-Bit Boy just feels slow. When you get 100 coins, you earn a random item to use when you want to. That keeps the game going. If you die and need a quick power-up, just use that. You don't even need to catch it. You'll just have it.

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. Then you 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 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 game over 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 for constant jumps over death pits that you'll need to land on one block platforms over and over again. If you miss, its death. In the desert, enemies will jump out of the background with no warning other than remembering where they are. This is especially problematic when there are jumps that need you to hit this background jumping enemies.

For a game called 8-Bit Boy, it didn't feel 8-Bit. The introduction cut scenes don't look 8-Bit either. The resolution is too high for the images. While the game felt like Mario, it didn't feel 8-Bit.

Another problem I have with this game is screen control. There are some 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 that use only one screen don't lock the screen to the boss's room. So you can be blind to where the fast moving bosses are.

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 get fixed in the sequel.

The reloading saves via mouse after every death is an issue, when five lives could be easily granted after using a continue. Pinpoint jumps aren't fun, but really its how slow 8BitBoy moves. There is a run button, but I just think the game could be more fun than it currently is. All of the levels feel the same, even if they're different. There are no new elements added to them except maybe conveyer belts in the fourth world. In the end, there are better games out there even if the game has some fun. It just pales in comparison to the game it tries so hard to be.
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57 of 77 people (74%) found this review helpful
3 people found this review funny
Not Recommended
2.8 hrs on record
Posted: November 4, 2014
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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52 of 71 people (73%) found this review helpful
4 people found this review funny
0.3 hrs on record
Posted: September 23, 2015
Decent copy of Mario, but all it really makes me want to do is play Mario because it just feels like a flash game with too loose of controls.

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56 of 79 people (71%) found this review helpful
8.3 hrs on record
Posted: May 6, 2014
If you enjoy Super Mario and the Great Giana Sisters, you will enjoy 8BitBoy. Great controls, really good level design which rewards the adventurous, bonus levels and some fun end of level bosses. Can be challenging at times, but that only adds to the excitement and joy when you overcome the challenges - just like the classic platformers. Highly recommended!
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25 of 32 people (78%) found this review helpful
2 people found this review funny
1.3 hrs on record
Posted: September 22, 2015
Old school Mario-style game that brings back memories of the Nintendo days.
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23 of 29 people (79%) found this review helpful
1 person found this review funny
28.7 hrs on record
Posted: May 25, 2015
This game is fun, addictive, and holds all of the fun challenges from yesteryear of 8 Bit gaming. This is a must own for anyone that played on the original 8 bit to even the 16 bit games.
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26 of 36 people (72%) found this review helpful
1 person found this review funny
Not Recommended
0.4 hrs on record
Posted: October 6, 2014
At first glance, I wasn't especially impressed with 8BitBoy, but a few of the reviews were positive and the game was heavily reduced in price so I thought I'd give it a go. To its credit, it does evoke a sense of nostalgia; the visuals and music are very reminiscent of a Genesis/SNES game (thus making 16BitBoy a more appropriate title, but that's splitting hairs). The graphics are simple and cartoony, everything is brightly-coloured and you can clearly see what is an enemy, what is a powerup, a platform, etc. The game's presentation is fine.

However, in an attempt to emulate some of the classic platformers of the 8-bit and 16-bit eras, I feel that 8BitBoy has not quite hit the mark in terms of quality gameplay; your character seems to slide around very easily, almost as if every level were an ice level. I've also noticed that the main character's hitbox when it comes to platforming is smaller than its sprite; classic platformers like Mario and Sonic allowed you to land your foot on the edge of a platform and be fine, yet in 8BitBoy you had better make sure you land square on a platform, otherwise you're likely to fall and die.

Death is another problem with this game. Lives are in short supply, and the levels have no checkpoints. Granted, they're not really long enough to warrent them, and there is little downtime between dying and respawning. However, because of the aforementioned hitbox detection, death is very likely. And the power-ups you'll have collected (which amount to a series of slightly different projectile attacks), will be lost. There is a plus-side to this; the game autosaves at every level, keeping track of your lives total and power-ups when you enter a level. Hence, when you get a game over, you can restart the level with everything. However, this completely invalidates the point of having extra lives. If I die in a level and lose all my power-ups, why would I want to play the level without them, when I can just suicide until I get a Game Over and restart the level with my arsenal intact?

I can't really say I can recommend 8BitBoy. I've not played it long, but the brief period I've spent trying it has been enough to dissuade me from ever playing it again. I would say the developer has their heart in the right place, but I feel they have more lessons still to learn from the classic platformers they clearly idolise. A solid attempt, but that is all.
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42 of 69 people (61%) found this review helpful
7.5 hrs on record
Posted: May 7, 2014
The game is very similar to mario games but if you like this kind of platform games then you will enjoy it like i do. The price is good for what you get
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Recently Posted
0.1 hrs
Posted: October 22
Controls are stiff. Graphics and sound are average, not unique.
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5.0 hrs
Posted: October 20
It's not a simple Mario clone as some other newly-made deliberate old-school platformers set out to be. Instead you'll recognize many nods to various games of yore. Sure, you bump against blocks and collect coins like in SMB, but e.g. the fireball bounces around similar to Super Mario Land, when frozen in the beginning of a stage the protagonist resembles Master Higgins aka Takahashi Meijin from Adventure Island, the glowing eye of the final boss resembles the Chozo statues from Super Metroid, occasionally you'll feel like in an Alex Kidd game or one of the later Wonderboy games on Master System. And the intro of the game even alludes to the Master System. Overall, though, the visual style mostly resembles Atari or DOS platformers, which is in no way meant negatively. It's great to see somebody use aesthetics somewhere between 8- and 16-bit to not ape NES games, but do something a bit different.

Gameplay-wise, I was about to give up on the game rather quickly. Jumping while running feels slippery, some platforms and enemies have been placed in a way developers of old (from the real 16-bit days) wouldn't have (or at least the good ones of yore wouldn't have), conveyor belts work in a stupid way (only the most outward one allows for high jumps, for no discernable reason) and so on.
There are tons of little nuisances, biggest of which is probably how the game cannot decide whether it wants to reward or discourage exploration. Each and every of the 45 stages (plus 5 boss fights) is loaded with hidden stashes, but only the one hiding each stage's bonus coin is really worth going out of your way for. Otherwise you risk losing a life for nothing but coins (100 give an extra life) or upgrades that can't shield your from one of the MANY abysses, spiky pits, streams of lava, etc., making them just worth much of an extra risk to take.

After a while, though, you get a grip on the slightly wonky physics and start hunting down the 50 bonus coins necessary for the true (and depressing) ending. Here is where 8BitBoy truly shines as most secrets are hidden rather cleverly. Sure, you'll have to endure the occasional leap of faith and the occasional invisible passageway right in your path, but as time goes on you learn how the developer thinks and you learn the rules of the game and what tricks it might have up its sleeve. By this point you watch the level structure closely for possible hints and test out theories, often to be rewarded with one of the elusive bonus coins.

In the end it was a close-call whether I'd recommend this game or not, seeing there are so many other platformers out there attempting to harken back to the good old days. Plus, there obviously still are tons of platformers from the 90s you probably haven't even played yet! Wonderful Euro platformers like this such as Gods, R.O.B., Plok, Jazz Jack Rabbit and so on. But still, for the small asking price and due to the addictive and cleverly designed hunt for the bonus coins, I give it a thumb up. Also, kudos to the developer for the fireball mechanics: You either shoot fireballs forwards in mostly a straight line, or by pressing down you aim them diagonally up, which is a simply and ingenuitive way of giving you more control over your projectiles.
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left OvR pudinS
5.4 hrs
Posted: October 14
Honestly, I want to finish this game, and I probably will. But the 8 to 12 hours of gameplay might be more because the physics are awful. I am already more than halfway through in what is currently a 2 hour playthrough. The hit boxes seem to either be pixel perfect or a square around the player, but it switches randomly and usually not in your favor. You slide on surfaces that you shouldn't slide on, making more of your movements overcorrections than actual movements. I have died so many frustrating times simply because the physics do not match the surfaces I am running on.

The graphics are cool and the asthetic are super retro and definitely fit the genre. I love that about this game. But honestly, this is more of a rage platformer than a game like Mario, simply because you do not die of your own misaction most of the time. Usually it is from sliding off something you shouldn't be able to slide off of, or because the collision detection changes randomly and decides that a bird can clip through a wall and shoot you, yet the first pixel they collide with you is an instant death without any powerups.

Which brings me another point. Powerups should be more plentiful because they are lost so easily and often. Sure, this may add challenge and difficulty to some who are looking for it. But when you die mostly cheap deaths and you lose your power ups so easily, there should be more scattered in the map.

Finally, this game encourages exploration. That is great. The problem is that many areas have spiky or open floors, so you die a lot trying to figure out whether something is hidden down below or not because the game is not consistent with "death areas". A few of them are marked with skull signs to say "Hey, you will die if you fall here". But most are not, and again, many deaths will come from the fact that you cannot tell which is which.

Because of these factors, I will finish the game, but I am not looking to try to find all the secrets or anything like that. It is too frustrating and unforgiving to truly encourage exploration like it wants. Not all is bad about the game. Unfortunately, what is bad is more central to the game itself, and thus strips the shine away from some of the other elements. As much as I love these kinds of games and have forever, I would not recommend this game unless the physics get a reworking.
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3.8 hrs
Posted: October 13
Yet another clone of Super Mario Bros. Clunky, boring, copy&paste-like without any sort of innovation. Level, enemies and bosses (same bird with different coloring) design is just generic and lazy. Don't buy it.
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0.4 hrs
Posted: October 11
so i played it for 25 minutes ALONG time ago then like 1 year later or something i feel like playing it and when i try to start it it just stays on the loading screen! iTS SO BORKEN I CNAT PLAY IT ITS SO BUGGY DARNIT!
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Barrfind V.
0.2 hrs
Posted: September 26
Mario Boy? No much to say. Platformer, you run right and jump.
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0.6 hrs
Posted: September 25
A colorful and vibrant retro platformer.
But because I wasn't born in the 90's and I suck at platformers, I can't really get that far into. I read up a bit on the devs website, and there's a pretty deep, emotional, and sad story hidden in the game that reflects the devs own life.
I highly recommend 8Bit Boy both for people tired of the average retro platformer and looking for something new, and for people who want to get a first toe into the world of retro platforerms.
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1.9 hrs
Posted: September 20
Here we have another mario copy with bad controlls and terrible level design, i stopped playing this game after noticing that second boss is same as first one but with 15 second autoscroller, overall game is bad and you should not buy it even with 1 euro, it wont deserve that.
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AV Archivist
12.5 hrs
Posted: September 19
It's not a Mario clone... It's what the developer says: an homage to retro platformers. Tight controls, creative level design, and a nice level of challenge. It took me a little while to really get into it and a lot my early frustrations were a simple matter of needing to "get gud" but this title ultimately stands out to me as a success.

My only criticisms of the game are the lack of achievements/trading cards and the Casual/Retro difficulties. Imo, the only difficulty should be Retro, wherein it saves when you find the secret hidden coins. When playing Retro you can tell the game was designed such that it's meant to be played that way, and the difficulty of certain parts is tuned such that it expects you to have either just saved or that you're just about to save. Conversely, on Casual, where you save at the start of every level, the difficulty sometimes seems lopsided and sporadic.

If you buy this game I strongly encourage playing on Retro and taking the time to explore and find the secret coins, which you need in order to see the real ending anyways.
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