Super Meat Boy

Super Meat Boy
A red background is overlaid with a large cartoonish smile with a missing tooth and two eyes, one of which is swollen. Above them is written "Super Meat Boy".
Developer(s) Team Meat
Distributor(s) Steam, Direct2Drive, Xbox Live
Designer(s) Edmund McMillen
Tommy Refenes
Composer(s) Danny Baranowsky
Platform(s) Xbox Live Arcade, Windows
Release date(s)
Genre(s) Platform game
Mode(s) Single-player
Rating(s)

Super Meat Boy is an independent video game designed by Edmund McMillen and Tommy Refenes and developed by Team Meat. It is the successor to McMillen and Jonathan McEntee's October 2008 flash game Meat Boy. Super Meat Boy was released on the Xbox 360 through Xbox Live Arcade in October 2010, and on Windows PC in November 2010. Versions for Mac and Linux operating systems are planned for future release. Players control Meat Boy, a red, cube-shaped character, as he attempts to rescue his girlfriend, Bandage Girl, from the villainous Dr. Fetus. The gameplay is characterized by fine control and split-second timing as the player runs and jumps through over 300 hazardous levels while avoiding obstacles. Additional player-created levels are available for free download.

Development of the game began in January 2009. McMillen worked on level design and artwork, while Refenes coded the game; it was tested primarily by the pair and their families. Initially intended for release in early 2010 for the PC and the WiiWare download service, the release date was pushed back as the design was changed to include more levels and exclude multiplayer modes. The WiiWare version was canceled due to technical limitations of the service. The music for the game was created by Danny Baranowsky, who had also composed the music for Meat Boy. The soundtrack has been released as an album, and music from it has been included in Rock Band 3.

The game was acclaimed by critics. In 2010, it received awards for Most Challenging Game from IGN, and for Best Downloadable Game from GameSpot and GameTrailers. Critics lauded the game's precise control, retro artwork, and soundtrack. Reviewers generally praised the game's challenge, although some warned that not all consumers would appreciate the level of difficulty. The game has been a commercial success, and has sold more than 600,000 copies.

Contents

Gameplay

A two-dimensional screen is filled with a large U-shaped structure covered in saw blades. A small, red figure is seen moving towards a wall and away from a crumbling dirt patch.
In Super Meat Boy, players must navigate the character through over 300 levels, while avoiding traps and hazards such as saw blades and crumbling blocks.

Super Meat Boy is a platform game in which players control a small, red, cube-shaped character named Meat Boy, who must save his girlfriend Bandage Girl from the evil Dr. Fetus.[1] The game is divided into chapters, which together contain over 300 levels.[2][3] Players must guide Meat Boy to the end of each level while avoiding spinning saw blades, crumbling blocks, and various other fatal obstacles. The player can jump and run on platforms, and can jump off or slide down walls. The core gameplay requires fine control and split-second timing, and has been compared to traditional platform games such as Mega Man and Ghosts 'n Goblins.[1]

Levels in each chapter can be played in any order, but a certain number of levels need to be completed to access the boss stage, which unlocks the next chapter if cleared.[4] The player has an unlimited number of attempts to complete each level. If Meat Boy is killed, he immediately restarts the level, though the red blood left behind on surfaces that the player has touched remains.[4] A replay function, which may be accessed after a level has been completed, shows all the player's attempts to complete the level simultaneously.[5] Completing a level within a certain time earns an "A+" grade, which unlocks a harder alternate version of the level in the "dark world", an optional set of difficult levels. Hidden stages called warp zones are accessed by finding portals in specific levels. These warp zones feature bonus levels that have either the art style of older video games and a limit of three lives, or are patterned after another indie video game.[2]

The Xbox Live Arcade version features an unlockable mode called "Teh Internets", which is updated with new, free, officially curated levels.[6] The PC version has a "Super Meat World" section, which allows users to play and rate additional levels that players have created with a level editor, released on May 3, 2011.[6][7] The Mac version, when released, will have access to the editor.[8] Players can also access an unsupported developer mode inside the game to edit their own levels using the "rough" tools that Team Meat used to create the game.[9]

Characters

The player may control characters other than Meat Boy, many of whom first appeared in other indie video games.[3] Each character has different attributes, such as Commander Video's ability to momentarily float in midair. These characters can be unlocked by collecting bandage items placed throughout the game's levels or completing certain warp zones. Some bandages can only be collected by using certain characters.[10] Some levels, such as warp zones and boss levels, can only be played with specific characters. The available characters vary depending on the version of the game played.

Development and marketing

The original Meat Boy is an Adobe Flash game created by Edmund McMillen and programmed by Johnathan McEntee. The game was developed over a three week period, and was released on Newgrounds on October 5, 2008.[12][13] By April 2009 it had garnered over 840,000 views at Newgrounds, and 8 million overall.[1] A map pack for the flash version was released on December 8, 2008.[14] McMillen began development of Super Meat Boy after Nintendo and Microsoft requested that he make a game for their download services, WiiWare and Xbox Live Arcade (XBLA), as they were impressed by the success of his Flash games Aether and Meat Boy.[1][13] At the time, he was working with Tommy Refenes on a Flash game titled Grey Matter. Although McMillen initially pitched the companies a sequel to Gish or Aether, the pair decided to form Team Meat and work on an expanded version of Meat Boy instead.[13][15] Team Meat also includes soundtrack composer Danny Baranowsky and sound effects designer Jordan Fehr.[3] According to the developers, Super Meat Boy is "a big throwback to a lot of super hardcore NES classics like Ghosts 'n Goblins, Mega Man, and the Japanese version of Super Mario Bros. 2",[12] with the plot being "a mash-up of every videogame story from the early 90s".[1] The game was explicitly designed by the team to be their version of Super Mario Bros..[13]

McMillen worked on level design and artwork, while Refenes coded the game; it was tested primarily by the pair and their families.[13][15] McMillen and Refenes lived on opposite sides of the United States, and met only a few times in person while working on the game. They developed the control scheme by iterating through several designs, trying to find one that felt fluid and logical.[15] Rather than use a pre-built game engine, Refenes programmed an original one. The game was initially set to include around 100 levels, and to have both co-operative and competitive multiplayer modes. However, the multiplayer option was dropped in favor of increasing the number of levels.[1] The pair designed the game to be deliberately "retro", imitating the aesthetics of traditional platform games, but with a modern sensibility regarding difficulty. They wanted the game to be rewarding and challenging, rather than frustrating; to this end they included infinite lives, quick restarts of levels, obvious goals, and short levels. They felt the replay feature transformed death in the game into a form of reward.[13]

Development of Super Meat Boy began in January 2009.[1] Initially announced for WiiWare and PC, the game was set to be released in the first quarter of 2010. The release date was pushed back to the fourth quarter because the developers wanted more time to create extra levels, such as the dark worlds. A picture released on Team Meat's Twitter page on February 22, 2010 revealed that the game would also be released for XBLA.[16] The next day, they announced that, while all versions would be released in the same month, the game would be released for XBLA first because of "contractual obligations".[17] In August 2010, the developers were contacted by Microsoft with the prospect of being included in Microsoft's 2010 Fall GameFeast XBLA promotion two months later. As they were almost out of money, they did not believe that they could financially support themselves until the Spring event.[13] They had four months' worth of work left to complete on the game, so, for the final two months, they worked daily, slept five hours a night, and frequently forgot to eat—a process that McMillen said he "would never voluntarily go through" again.[18] Due to Microsoft's low expectations for the game, Super Meat Boy was only lightly promoted. The level of promotion was not increased during the GameFeast, despite the game greatly outselling all of the other games in the event. The team described the effort required to finish the game for the promotion as "by far the biggest mistake [they] made during SMB's development".[13] The game was released on XBLA in October 2010 and on PCs via Steam and Direct2Drive a month later. The PC release was more heavily promoted than the XBLA version.[13] Versions for Mac and Linux operating systems are planned for future release.[19]

Because of Sony's initial disinterest in the game, Team Meat entered into contractual obligations that prohibited Super Meat Boy from ever being sold on the PlayStation Network.[20] The WiiWare version was canceled as a result of the challenge of meeting the file size limitations imposed by Nintendo, primarily because of the expansion in the size of the game from the initial proposal.[13] Team Meat looked into releasing it as a retail Wii game, but were told by all of the third-party publishers they approached that a budget title would not be profitable so late into the Wii's lifecycle.[21][22] A limited edition retail version of the PC game was released in April 2011. It included bonuses such as behind-the-scenes videos, a sample disc of the game's music, and a Super Meat Boy comic.[23]

Team Meat released several pieces of merchandise related to Super Meat Boy. These include Super Meat Boy Handheld, an iOS app released on April 3, 2010 and styled on a Tiger Electronics handheld. It was released as a joke after Refenes' game Zits & Giggles was removed from the iTunes store following a statement by Refenes that likened the iPhone to a Tiger handheld.[24][25] McMillen has released a Super Meat Boy microgame for WarioWare D.I.Y..[26] Team Meat sells charms, plush toys, and posters related to the game,[27] as well as t-shirts, stickers, stress balls, and a limited edition Super Meat Boy comic.[28][29][30] In 2011 Voxelous released a set of four Super Meat Boy figures of Meat Boy, Bandage Girl, Brownie, and Tofu Boy.[31]

Music

Super Meat Boy's soundtrack was composed by Danny Baranowsky, who previously composed the soundtracks for the indie video games Canabalt, Cortex Command and Gravity Hook. He also composed the music for the original Meat Boy. McMillen knew of Baranowsky's other work, and approached him late in Meat Boy's development, asking him to supply whatever tracks he had on hand. For the soundtrack of Super Meat Boy, Baranowsky incorporated the music he had provided for Meat Boy into an expanded soundtrack. He tried to ensure that the music would accompany the action on the screen without overpowering the sound effects.[32] Baranowsky was given complete freedom for the game's music, and retained all of the rights to it;[13] McMillen believed that being more invested in the game would let Baranowsky express the part of him that was "manic, obsessive, complex, and full of life". McMillen feels that the soundtrack "gets your heart rate up, complements every aspect of its gameplay, and stays with you for days".[13]

On October 26, 2010, the game's soundtrack was released as a download-only album via the online Bandcamp store titled Super Meat Boy! Soundtrack. This release features 34 tracks and a 100 minute runtime, and includes several remixes of tracks from the game.[33] On January 11, 2011, Baranowsky and Team Meat released a special edition soundtrack on Bandcamp as both a downloadable and physical release. This edition includes a second disc of songs not included in the original release, as well as additional remixes. The album, titled Nice to Meat You, has a total of 73 tracks, is 2'25'' long, and features album artwork by McMillen.[34] Three music tracks from the game were released as downloadable content for Rock Band 3 in January 2011.[35]

Nice to Meat You tracklist

Reception

 Super Meat Boy
Aggregate scores
Aggregator Score
GameRankings 91.25% (PC)[36]
90.41% (X360)[37]
Metacritic 88/100 (PC)[38]
90/100 (X360)[39]
Review scores
Publication Score
Edge 8/10
Eurogamer 9.0/10[40]
Game Informer 9.0/10[41]
GamesRadar 9.0/10[5]
GameTrailers 9.1/10[42]
IGN 9.0/10[43]
Official Xbox Magazine (UK) 10/10[44]
PC Gamer UK 90%[45]
X-Play 5/5 stars[46]
Joystiq 4.5/5 stars[47]

Super Meat Boy was critically acclaimed. The Xbox 360 version of the game has aggregate scores of 90/100 and 90.41% at web sites Metacritic and GameRankings, respectively.[39][37] The Windows version has similar scores, with a 91.25% at GameRankings and 88/100 at Metacritic.[38][36] After being showcased at the Penny Arcade Expo 2010, Super Meat Boy was declared Game of the Show by Destructoid and nominated for the same award by Machinima.com.[48] The game received nominations for the Grand Prize and Excellence in Audio awards at the 2010 Independent Games Festival.[49] It won the award for Most Challenging Game in IGN's Best of 2010 awards, and received nominations for Best Soundtrack and Best Retro Design.[50][51] It was voted GameSpot's Best Downloadable Console Game of 2010,[52] and won the Best Downloadable Game award from GameTrailers.[53] Sales were strong, with the Xbox 360 version selling nearly 140,000 units by the end of 2010.[54] The Steam and Xbox 360 versions have sold over 600,000 copies combined as of April 2011; 400,000 of these sales were through Steam.[55]

Critics praised Super Meat Boy's platforming elements, and often commented on the game's difficulty. X-Play reviewer Alexandra Hall said the game had "riveting platforming action", and added that "Super Meat Boy's designers are masters of their craft."[46] Henry Gilbert of GamesRadar felt the platforming was "perfect". He wrote that "while it's always tough and demanding, it never feels cheap, or like the game is cheating you."[5] A reviewer from GameTrailers stated that "the difficulty rides the perfect line between driving you utterly bonkers when you fail and making you feel like a platform pro when you succeed."[42] Joystiq's Richard Mitchell echoed other reviewers' comments: "Super Meat Boy is tough, as tough as the toughest nails in the toughest universe."[47] Gilbert cited the level of difficulty, which he believed made the game inaccessible to some players, as his reason for not awarding the game a perfect score.[5] Tom McShea of GameSpot praised the game's "precise control", "excellent level design", and "smooth difficulty curve".[56] Reviewer Tom Bramwell of Eurogamer warned that Super Meat Boy is "a hard game. It should make you want to throw the pad across the room."[40]

Critics gave high marks to the game's retro art direction and presentation. Official Xbox Magazine (UK)'s Mike Channel appreciated the variety found in each set of levels. He stated that "while the graphics may look crude, the presentation is exceptional. Each level has a distinct visual style."[44] Daemon Hatfield, a reviewer for IGN, noted the uniqueness of the game's visual presentation. He commented that the warp zone levels pay tribute to classic 8-bit games, and lauded the game's soundtrack: "The rocking chiptune soundtrack is the best I've heard since Scott Pilgrim vs. The World: The Game".[43] Joe Leonard of 1UP.com noted that the game's humor and over-the-top gameplay help to calm frustrations regarding the difficulty. "Super Meat Boy's greatest strength has to be how it never takes itself too seriously—as maddening as some of the levels got, I could never stay angry at the game for too long," said Leonard.[57] Destructoid's Jonathan Holmes wrote that the game's design was of "master level craftsmanship."[58] MTV Multiplayer reviewer Russ Frushtick praised the game's visual design. He appreciated the game's cutscenes, which he noted are "hand-drawn animated [shorts] which [bear] more than a passing resemblance to a classic video game intro."[59]

While the game received high praise, certain publications voiced complaints. Hatfield noted that the cutscenes had low production values, stating that "they don't have the polish of the rest of the game".[43] The reviewer for PC Gamer mentioned "a few minor, yet-to-be-patched bugs."[45] Eduardo Reboucas of Game Revolution said that "a lot of the levels in Super Meat Boy depend a little too much on twitch reflexes and trial-and-error memorization." He also stated that "there are some bits of toilet humor here and there that are duds", and that the game's high level of difficulty "will make most casual players shy away".[60] Mitchell Dyer of GamePro agreed, saying that certain "absurdly difficult" levels broke the flow of the game, especially in the boss levels and the later chapters.[61]

Meat Boy has made cameo appearances in the video games Bit.Trip Runner and Bit.Trip Fate, as well as in the XBLA game ilomilo.[62] A parody flash game, Super Tofu Boy, was released by People for the Ethical Treatment of Animals (PETA) on December 1, 2010 to promote veganism;[63] in response, Team Meat added their own interpretation of Tofu Boy to the PC version on December 2, 2010.[64]

References

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