Oh hey, speaking of retro-style 2D platformers, my current favorite of the bunch Pizza Boy [$1.99] just got a pretty nice little update. Pizza Boy was released back in September, and when we reviewed the game we noted its wonderful 16-bit style pixel art and absolutely spot-on controls. In fact I would say that Pizza Boy has the best controls out of any traditional platform game on iOS that uses virtual buttons. About the only thing we didn't like in the game was how positively short it was, and as enjoyable as the gameplay is in Pizza Boy it just feels like it ends much too quickly.

Developer Acne Play realized this shortcoming and has rectified it somewhat with the game's first ever update. They have added additional levels to the game, but you're going to have to work for them. As you traverse through the original levels, you can now seek out and collect 8 different keys hidden throughout the game. Each key then unlocks one of 8 new bonus levels to play. For a game that originally came with only 12 levels, an additional 8 is quite a nice thing, and is good incentive to replay the original levels over again.

Also part of this update is the badly needed critical fix to the P-I-Z-Z-A letters that you can collect in each level. Some levels were missing certain letters, preventing you from collecting the entire word, and this update rectifies that. Also, there are new monsters and graphics along with general bug fixes and optimizations. If you like 2D platforming games, you owe it to yourself to check out Pizza Boy, and there is a forum thread full of positive impressions to back that up. I'm happy to see Acne Play adding new content to the game, even if it did take a few months, and hopefully they won't stop here and will come out with additional updates for Pizza Boy in the future.

  • Kwkeh

    This game is way too hard! It needs checkpoints in the middle of the levels or else, i won't be able to play it through!!

    • http://www.facebook.com/profile.php?id=1044648021 Richard Sanchez

      I agree with Kwkeh, the levels need checkpoints. I haven't beaten the core game because of the endless trial and error I'm experiencing through the final act. Perhaps add three shades of difficulty in the next update, as well?

      All in all, my favorite platformer in the app store, hands-down. Controls are ultra precise for being virtual (and it was wise of them to exclude the Up and Down buttons on the D-pad, as well as placing the action "above" the control area).

      The Chiptune soundtrack kicks ASS.

  • Anonymous

    Control issues are present in every platformer on iOS. This game is no different. You need tight precise controls for hardcore platformers like pizza boy, mega man and others. iOS simply fails at delivering that.

    • http://twitter.com/dusser Rasmus Andersson

      This game is different, in that the controls are the best for a touchscreen ever. Sure they're not on par with a physical controller, but they're good enough. They work just fine.

      And this game is sweet.

    • spiffyone

      Not totally accurate. For one thing, the accelerometer controlled platformers like DoodleJump have no control issues whatsoever. And even those platformers that mimic ones found on game systems that use the multitouch screen have little issue , just a learning curve. A game like Hook Champ has no issues. Even a game like Gold Miner Joe has little issue, and that's with the original swipe/hold control method mind you. That game, and the desire for onscreen virtual controls by some who didn't "get it" showed me that it isn't so much the platform that's an issue, but some gamers failing to grasp a new paradigm and think outside the box.

      You'd be amazed how many iOS gamers take their thumbs/fingers off the screen instead of rocking or swiping their thumb to-and-fro without lifting off the controls as one should do with even a physical dpad. Similar sort of deal with the motion sensing games: there are some gamers on iOS that just make silly spastic motions that are not necessary when simply slight movements of the wrist will do.

  • RUMENA

    This game is way too hard this game is different and this game is sweet conttrol issues are present evry platformer on IOS.

  • MotionDemon

    I still don't get all the praise for the controls. Don't get me wrong, they are definitely quite good and among the best out there, but I don't see them as significantly better than (off the top of my head): Soosiz, PapiJump Cave (very underrated platformer), and Spybot Chronicles all of which have very similar control schemes. That being said, the game definitely needs checkpoints.

    • spiffyone

      They aren't that significantly better. Just a bit less imput lag perhaps? And kudos for mentioning PapiJump Cave. It was a friggin' personal triumph when I beat that game. Sunflat is an evil genius when it comes to level design, cause there were some areas there that were BRUTAL.

      I'd also toss in Gold Miner Joe in there, in that the virtual onscreen control option is good, but the swipe/hold method (which seems to have gone over some people's heads even though it's just fluid and wonderfully thought out) should be what other platformers mimic instead of keeping up the crutch that is onscreen virtual controls.

  • Taylor

    Unfortunately no Retina support yet.

  • Robert

    i'm only missing a key, could someone tell me where are all the keys