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Syobon Action

Syobon Action

Arcade

Overview

Syobon Action, affectionately dubbed "Cat Mario" by its players, stands as a fascinating paradox in the platformer genre. This deceptive love letter to classic Mario games wraps brutal, often unfair challenges in a charming pixel-art exterior, creating an experience that oscillates between controller-throwing frustration and triumphant exhilaration. The game's masochistic appeal lies in its unpredictable traps and gleeful cruelty, turning each death into a darkly comic lesson rather than a defeat. While its short length and intentionally obtuse design won't appeal to everyone, Syobon Action carves its niche as a cult classic for those who find joy in pixel-perfect punishment.

This game is unfair instead of difficult. There are so many invisible coinblocks it will drive you insane.

Anonymous

A Masterclass in Malicious Level Design

Syobon Action's core identity emerges through its fiendishly creative approach to platforming conventions. What appears as a faithful Super Mario Bros homage quickly reveals itself as a sadistic playground where every familiar element becomes a potential death trap. The true brilliance lies not in traditional difficulty curves, but in the game's relentless subversion of player expectations. Innocent-looking question blocks transform into deadly obstacles, platforms crumble without warning, and enemies materialize at precisely the worst moments. This isn't merely hard—it's deliberately engineered to exploit decades of platforming muscle memory.

The game's "artificial difficulty," as several players noted, stems from its reliance on unpredictable elements rather than skill-testing sequences. Invisible blocks materialize to block critical jumps, platforms rise into unreachable heights, and environmental hazards activate without visual cues. Yet within this chaos lies a perverse logic. Success demands treating each screen as an unsolvable puzzle until trial-and-error reveals the developer's twisted intentions. The satisfaction comes not from flawless execution, but from deciphering the game's malicious rulebook through repeated failure.

The Delicate Dance of Frustration and Fun

What elevates Syobon Action beyond mere trolling is its uncanny ability to transform rage into laughter. Players consistently report a strange alchemy where initial fury gives way to grudging admiration and eventually, hysterical enjoyment. The game's charm weaponizes its own cruelty through absurd scenarios—watching your feline avatar get crushed by suddenly multiplying goombas or flung into space by rogue springs becomes dark comedy rather than genuine annoyance. This delicate balance explains why so many describe it as "hilariously hard" despite its blatant unfairness.

It's a very frustratingly fun game which will take the best out of you. Enjoy.

Gohst

This emotional rollercoaster works because Syobon Action operates by consistent, albeit merciless, rules. Every death feels theoretically preventable, encouraging "just one more try" mentality. Players discover hidden mechanics through perseverance, like the crucial run button (activated by spacebar) that enables otherwise impossible jumps. The game rewards pattern recognition and memorization, turning initial confusion into satisfying mastery. When you finally bypass a screen that claimed twenty lives, the victory feels earned precisely because the odds were so stacked against you.

Short but Memorable Journey

With only four core levels, Syobon Action delivers a compact experience that respects players' time despite its difficulty. The brief runtime prevents exhaustion, allowing its cruelest tricks to remain memorable rather than tedious. Clever players discovered additional depth through the secret mode (activated by pressing '0' on the title screen), which amplifies the challenge for veterans. While some lamented the lack of content, others appreciated the focused design—every screen serves as a self-contained torture chamber with unique mechanics to unravel.

Presentation-wise, the game thrives on nostalgic minimalism. The chiptune soundtrack receives consistent praise for its catchy, upbeat melodies that ironically contrast with the on-screen suffering. Visually, the deliberately crude pixel art enhances the game's parody nature, though some players wished for more polish. The now-infamous ending sequence—involving oversized poultry and gravity-defying cheese strategies—perfectly encapsulates the game's absurdist spirit, leaving players equal parts bewildered and amused.

Technical Quirks and Community Wisdom

Syobon Action's design intentionally omits modern conveniences, creating additional hurdles beyond its core gameplay. The lack of a reset function forces players to manually restart after deaths, amplifying frustration during particularly tricky sections. First-time players frequently overlook the run mechanic, unaware that holding spacebar enables critical long jumps. This knowledge gap transforms early playthroughs into accidental hard mode runs until community wisdom intervenes.

You can't play this game without dying at least once (for your first time).

Anonymous

The game's cult status thrives on shared suffering. Players bond over specific traps, trading strategies for notorious screens like the disappearing bridge or the minecart gauntlet. This communal aspect softens the solo experience—knowing others endured the same ridiculous deaths makes each failure feel like initiation into an exclusive club. The Steam version notably solves earlier audio issues, preserving the game's essential soundscape of cheerful melodies punctuated by the cat's comical death cries.

Verdict

Brutally unfair yet hilariously addictive platformer parody

STRENGTHS

70%
Creative Challenge90%
Replay Value75%
Dark Humor85%
Nostalgia Parody80%
Catchy Music70%

WEAKNESSES

30%
Artificial Difficulty85%
Short Length65%
Unclear Mechanics60%
Weak Ending50%
No Reset Function40%

Community Reviews

20 reviews
Gohst
Gohst
Trusted

Have you playedI Wanna Be The Guy, yet? If not, that's probably good because its so darn difficult. Taking that formula and mixing it softly into a Mario inspired platformer is a neat idea, and it works surprisingly well - and this is a lot easier. The game begins the same as any gamer would recognize - the opening screen of Mario. The enemies, yep, you jump on their heads and smash that brick with your head. But - what - it suddenly raised into the air so high I can't reach it. This next block... what? An invisible block suddenly appeared stopping me from breaking it. The rest of the level is infused with other such moments of Why did that kill me? And How am I supposed to get past here now? Well, don't fret, it is possible to beat, but its about making mistakes - then finding the solution. Don't forget (unlike me, who died more than a dozen times before finding out) that space bar is run. Hold it down to jump over things that you normally couldn't. There are four levels and you'll know when you're properly finished by the end credits appearing. That won't happen by accident, though, it is a very frustratingly fun game which will take the best out of you. Enjoy.

Anonymous

Anonymous

A game in which you play as a cat in levels from SMB1. The game itself is well made, controls are decent and the game has a certain appeal to itself. But this game is easy as hell. The developer must have realized that so he made this game unfair instead. There are so many invisible coinblocks it will drive you insane. There are other invisible obstacles and enemies I wont spoil for you. All in all, a decent game with only artificial difficulty. Others have compared this to IWBTG which has some assholish suprizes but the game is genuinly difficult.

Anonymous

Anonymous

Funny and good game.Everything allready said by ghost :)Except that the end is crap xD ---- WARNING - SPOILER ---- I don't know, if I did wrong but at the end you see a huge chicken and yourself a second time or something but you can't walk over those bridge because you die if you try it. The solution is jump on a enemy, use the jump of the energy to get ON the top of the wall over the whole level and just walk to the end, where you find an apple. The END xD Sounds stupid and is stupid...

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