Super Meat Boy

Last updated
Super Meat Boy
SuperMeatBoy cover.png
Developer(s) Team Meat
Publisher(s) Team Meat
Producer(s) Kevin Hathaway
Designer(s)
Programmer(s) Tommy Refenes
Artist(s) Edmund McMillen
Composer(s) Danny Baranowsky [a]
Engine Tommunism Engine
Platform(s)
Release
October 20, 2010
  • Xbox 360
    • WW: October 20, 2010
  • Microsoft Windows
    • WW: November 30, 2010
  • OS X
    • WW: November 18, 2011
  • Linux
    • WW: December 13, 2011
  • PlayStation 4, PlayStation Vita
    • WW: October 6, 2015
  • Wii U
    • WW: May 12, 2016
  • Nintendo Switch
    • WW: January 11, 2018
Genre(s) Platform
Mode(s) Single-player

Super Meat Boy is a 2010 platform game designed by Edmund McMillen and Tommy Refenes under the collective name of "Team Meat". It was self-published as the successor to Meat Boy, a 2008 Flash game designed by McMillen and Jonathan McEntee. In the game, the player controls Meat Boy, a red, cube-shaped character, as he attempts to rescue his girlfriend, Bandage Girl, from the game's antagonist 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. The game also supports the creation of player-created levels. Super Meat Boy was first released on the Xbox 360 through Xbox Live Arcade in October 2010, and was later ported to Microsoft Windows, OS X, Linux, PlayStation 4, PlayStation Vita, Wii U, and the Nintendo Switch. A Wii version was in development but was ultimately cancelled.

Contents

Development of the game began in early 2009. McMillen worked on level design and artwork, while Refenes coded it. The game's soundtrack was written by Danny Baranowsky, who had also worked on the original Meat Boy. Super Meat Boy won several awards and has been cited as one of the greatest video games of all time. Critics lauded the game's controls, art, soundtrack, and challenging gameplay. The game was also a commercial success, selling over a million copies by January 2012. A sequel, Super Meat Boy Forever , was released on December 23, 2020, without McMillen's involvement. [1]

Gameplay

Players navigate Meat Boy through each level while avoiding traps and hazards, such as saw blades and crumbling blocks. SuperMeatBoy gameplay.png
Players navigate Meat Boy through each level 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, dark red, cube-shaped character named Meat Boy, who must save his cube-shaped, heavily bandaged girlfriend Bandage Girl from the evil scientist Dr. Fetus. The game is divided into chapters, which together contain over 300 levels. [2] [3] Players attempt to reach the end of each level, represented by Bandage Girl, while avoiding crumbling blocks, saw blades, 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 was compared to, regarding both gameplay and level of difficulty, traditional platform games such as Super Mario Bros. and Ghosts 'n Goblins . [4]

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. [5] The player has an unlimited number of attempts to complete each level. If Meat Boy is killed, he immediately restarts the level, though the ornamental red meat juice left behind on surfaces that the player has touched remains. [5] A replay function, which may be accessed after a level is completed, simultaneously shows all the player's attempts to complete the level. [4] 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 especially 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 such as Castle Crashers or Braid . [2] [4] The player may control characters other than Meat Boy, many of whom first appeared in other independent 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. [6] Some levels, such as warp zones and boss levels, can only be played with specific characters. [7] The available characters vary depending on the version of the game played. [8]

The Xbox Live Arcade (XBLA) version features an unlockable mode called "Teh Internets", which is updated with new, free, officially curated levels. [9] 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. This editor was released in May 2011. [10] 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. [11]

Plot

The game's opening describes that Meat Boy (a boy born without skin) and his girlfriend Bandage Girl (a girl whose body is covered in bandages) love one another, though the antagonist Dr. Fetus (an intelligent fetus in a jar piloting a mechanical body) is unloved: thus, he hates everybody.

One day, Bandage Girl is kidnapped by Dr. Fetus in a fit of jealousy. Meat Boy proceeds to chase Dr. Fetus to rescue her, though the latter causes a forest fire and pursues Meat Boy in a large mech "Lil' Slugger". Lil' Slugger is destroyed after Meat Boy tricks the doctor into piloting it into a variety of hazards. Dr. Fetus then escapes to an abandoned hospital where he unleashes a giant monster made of blood "C.H.A.D". Meat Boy causes it to evaporate upon exposing the creature to sunlight, and kills it offscreen by smothering the creature with a pillow before continuing after Dr. Fetus, who has ventured to an abandoned salt factory. There, Dr. Fetus creates an evil clone of Meat Boy from his own feces "Brownie" who he directs to attack Meat Boy, though the two are interrupted from fighting when salt floods the factory: presumably killing Brownie. Dr. Fetus then ventures to hell, with Meat Boy discovering that, due to the game's difficulty, a variety of Meat Boy corpses are present. A large golem, "Little Horn", is created from these corpses, though it kills itself by repeatedly slamming its own head into the ground, allowing Dr. Fetus to escape whilst triggering a nuclear missile, which causes the rapture and opens a path to a ruined city. There, Meat Boy fights three large worms "The Larries": tricking them into jumping into sawblades.

In the final level, Dr. Fetus, frustrated by Meat Boy's ability to respawn, chases him wielding a rocket launcher, though Meat Boy manages to destroy Dr. Fetus' mechanical body by destroying a bridge he stands on during the fight. Dr. Fetus tries to kill Meat Boy and Bandage Girl by triggering a self-destruct sequence, though is unsuccessful when Brownie reappears to saves the two: sacrificing himself. As Bandage Girl hugs Meat Boy after escaping, Dr. Fetus suddenly lands on Bandage Girl and tries to pummel her as the game cuts to credits. If Dr. Fetus is beaten in the Dark World, It is shown in an extended ending that Fetus's attacks were ineffective and Bandage Girl proceeds to stomp on him.

A bonus chapter "Cotton Alley" appears after beating the game: in which Meat Boy is kidnapped by Dr. Fetus, and Bandage Girl must save him.

Development and marketing

The original Meat Boy is an Adobe Flash game created by Edmund McMillen and programmed by Jonathan 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. [14] A map pack for the Flash version was released on December 8, 2008. [15] 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, as they were impressed by the success of his Flash games Aether and Meat Boy. [13] [14] 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] [16] 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 written as "a mash-up of every videogame story from the early 90s". [14] The game was explicitly designed by the team to be reminiscent of Super Mario Bros. , [17] and McMillen considered it a tribute to Shigeru Miyamoto, the developer of Super Mario Bros. [18]

McMillen and Refenes at Indie Game: The Movie 2012 GDC panel Team Meat (Edmund McMillen and Tommy Refenes) at GDC 2012.jpg
McMillen and Refenes at Indie Game: The Movie 2012 GDC panel

McMillen worked on level design and artwork, while Refenes coded the game; it was tested primarily by the pair and their families. [13] [16] 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. [16] 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 co-operative and competitive multiplayer modes. During development, however, the multiplayer option was dropped and the number of levels was greatly increased. [14] [19] 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 into a form of reward. [17]

Development of Super Meat Boy began in January 2009. [14] 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. [20] The next day, they announced that, while all versions would be released in the same month, the game would be released for XBLA first due to "contractual obligations". [21] In August 2010, the developers were contacted by Microsoft with the prospect of inclusion 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, but felt they had four months' worth of work left to complete on the game. [19] For the final two months of development 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. [22] According to McMillen, due to Microsoft's low expectations for the game, Super Meat Boy was lightly promoted. The level of promotion was not increased during the GameFeast, though the game greatly outsold the rest of the 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". [23] Their development struggle is depicted in the documentary Indie Game: The Movie . The game was released on XBLA in October 2010 and on PCs via Steam and Direct2Drive a month later. McMillen noted that the PC release was more heavily promoted than the XBLA version. [17] [23] A version for Mac OS X was released in November 2011, while another version for Linux operating systems was released in December 2011 as part of the Humble Indie Bundle #4 game pack. [24] [25]

Due to Sony's initial lack of interest in the game, Team Meat entered into contractual obligations that prohibited Super Meat Boy from ever being released on the PlayStation 3. [26] Despite this, a version for the PlayStation 4 and PlayStation Vita was eventually announced. [27] The WiiWare version was canceled because the game's file size had been expanded beyond the limits imposed by Nintendo. [19] Team Meat looked into releasing it as a retail Wii game, but were told by all third-party publishers they approached that a budget title would not be profitable so late into the Wii's lifecycle. [28] [29] Versions of the game were eventually released for Nintendo's follow up systems Wii U [30] [31] and the Switch. [32] The PlayStation 4, PlayStation Vita, Wii U, and Switch ports were produced by BlitWorks. The Switch version includes a platform-exclusive "Race Mode", allowing two players on the Switch's split-screen and using separate Joy-Con to race through sets of levels. [33] This mode was added to the Windows version in October 2018. [34]

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. [35] In 2012 Team Meat began prototyping an iOS and Android version of the game. The game was intended to be a different take on the Super Meat Boy concept that is more adapted to touch-screen controls than a direct port would be. [36] This project would develop into the new endless runner game Super Meat Boy Forever , revealed in 2014 at the video game convention PAX. [37]

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. [38] [39] McMillen has released a Super Meat Boy microgame for WarioWare D.I.Y. [40] Team Meat sells charms, plush toys, and posters related to the game, [41] as well as T-shirts, stickers, stress balls, and a limited edition Super Meat Boy comic. [42] [43] [44] In 2011, Voxelous released a set of four Super Meat Boy figures of Meat Boy, Bandage Girl, Brownie, and Tofu Boy, later making figures of Commander Video, Jill, Ogmo, and Dr. Fetus. [45] [46]

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. [47] Baranowsky was given complete freedom for the game's music, and retained all of the rights to it; [17] 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". [17]

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. [48] On January 11, 2011, Baranowsky and Team Meat released a special edition soundtrack on Bandcamp as both a downloadable and physical album. 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 hours 25 minutes long, and features album artwork by McMillen. [49] Three music tracks from the game were released as downloadable content for Rock Band 3 in June 2011. [50]

Baranowsky's music was not used for the PlayStation 4, Nintendo Wii U, Nintendo Switch and PlayStation Vita versions, as he "no longer [had] a working relationship with Team Meat" and they could not agree on licensing terms. [51] Instead, those versions of the game feature a soundtrack composed by Ridiculon (Matthias Bossi and Jon Evans), David "Scattle" Scatliffe, and Laura Shigihara, who have previously worked on games such as The Binding of Isaac: Rebirth , Hotline Miami , and Plants vs. Zombies respectively. [52] A soundtrack album for the new music, titled Songs in the Key of Meat: Music from SMB 5th Anniversary, was released on Bandcamp on October 6, 2015. [53] On April 13, 2017, Tommy Refenes introduced the alternative soundtrack on the PC port. [54]

Reception

Super Meat Boy received critical acclaim. 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. [69] The game received nominations for the Grand Prize and Excellence in Audio awards at the 2010 Independent Games Festival. [70] 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. [71] [72] It was voted GameSpot 's Best Downloadable Console Game of 2010, [73] and won the Best Downloadable Game award from GameTrailers . [74] Sales were strong, with nearly 140,000 units of the Xbox 360 version sold by the end of 2010. [75] The Steam and Xbox 360 versions had sold over 600,000 copies combined by April 2011; 400,000 of these sales were through Steam. [76] On January 3, 2012, Team Meat announced on Twitter that the game had surpassed 1,000,000 sales. [77]

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." [68] 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." [4] 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". [64] Joystiq 's Richard Mitchell echoed other reviewers' comments: "Super Meat Boy is tough, as tough as the toughest nails in the toughest universe." [65] 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. [4] Tom McShea of GameSpot praised the game's "precise control", "excellent level design", and "smooth difficulty curve". [78] 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". [62]

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." [66] 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". [7] 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. [79] 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". [80]

While the game received high praise overall, 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". [7] The reviewer for PC Gamer mentioned "a few minor, yet-to-be-patched bugs". [67] 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". [81] 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. [82]

Legacy

Meat Boy has made cameo appearances in the video games Bit.Trip Runner , Bit.Trip Fate , and Bit.Trip Presents... Runner2: Future Legend of Rhythm Alien , as well as in Spelunky , Dust: An Elysian Tail , Ori and the Blind Forest , Retro City Rampage , ilomilo , and Indie Pogo . [83] [84] A parody Flash game, Super Tofu Boy , was released by People for the Ethical Treatment of Animals (PETA) on December 1, 2010, to protest the game and promote veganism. [85] In response, Team Meat added its own interpretation of Tofu Boy to the PC version of the actual Super Meat Boy on December 2, 2010. [86] The game's success spurred the development of the 1930s-style animated indie video game Cuphead , which is also noted for its difficulty. [87]

On August 29, 2014, Team Meat announced that a sequel, Super Meat Boy Forever , was in development for smartphones, tablets, and Steam. [88] The game would remain in development limbo until the project was restarted in 2017, without the assistance of McMillen. [89] In August 2017, the game was confirmed for release for Microsoft Windows, Nintendo Switch, PlayStation 4, Xbox One, iOS and Android systems. [90] [91] The Switch and Windows versions were released in December 2020, with other platforms following in 2021. [92]

McMillen made the spiritual successor The End Is Nigh , released in 2017.

Notes

  1. Ridiculon, David Scatliffe, and Laura Shigihara composed for the PS4, PS Vita, Wii U, and Switch versions, replacing Baranowsky's original soundtrack after a licensing disagreement

Related Research Articles

Metroid is an action-adventure game franchise created by Nintendo. The player controls the bounty hunter Samus Aran, who protects the galaxy from Space Pirates and other malevolent forces and their attempts to harness the power of the parasitic Metroid creatures.

<i>Earthworm Jim 2</i> 1995 video game

Earthworm Jim 2 is a 1995 run and gun platform video game and the sequel to Earthworm Jim, and the second and final game in the Earthworm Jim series developed by original creators Doug TenNapel, David Perry and Shiny Entertainment. It was released in late 1995 and early 1996 depending on region and video game console, initially being released for the Sega Genesis and Super Nintendo Entertainment System, before being ported to other platforms.

<i>Super Castlevania IV</i> 1991 video game

Super Castlevania IV is a 1991 action-platform game developed and published by Konami for the Super Nintendo Entertainment System. It has been re-released multiple times, including for the Super NES Classic Edition.

WiiWare was a service that allowed Wii users to download games and applications specifically designed and developed for the Wii video game console made by Nintendo. These games and applications could only be purchased and downloaded from the Wii Shop Channel under the WiiWare section. Once the user had downloaded the game or application, it would appear in their Wii Menu or SD Card Menu as a new channel. WiiWare was a companion to the Virtual Console, which specializes in emulated games originally developed for other systems instead of original games.

<i>Aether</i> (video game) 2008 video game

Aether is a video game designed by Edmund McMillen and Tyler Glaiel and published by Armor Games, released on September 3, 2008. Players control a lonely boy and an octopus-like monster that the boy encounters, solving puzzles on different planets to restore them from monochrome to color. The pair travel through space by swinging on clouds and asteroids with the monster's elongated tongue, searching other planets for life to which the boy can relate. It is also a part of The Basement Collection.

<span class="mw-page-title-main">Edmund McMillen</span> American video game designer and artist

Edmund Charles McMillen is an American video game designer and artist. He is known for his Adobe Flash games with unconventional visual styles. His works include 2010's side-scroller Super Meat Boy, 2011's roguelike game The Binding of Isaac, and its 2014 remake The Binding of Isaac: Rebirth.

<span class="mw-page-title-main">Tommy Refenes</span> American video game programmer

Tommy Refenes is an American video game designer and programmer, best known for his work on the game Super Meat Boy, a platformer he co-created with designer Edmund McMillen.

<span class="mw-page-title-main">OverClocked ReMix</span> Video game music community, founded 1999

OverClocked ReMix, also known as OC ReMix and OCR, is a non-commercial organization dedicated to preserving and paying tribute to video game music through arranging and re-interpreting the songs, both with new technology and software and by various traditional means. The primary focus of OC ReMix is its website, ocremix.org, which freely hosts over 4,000 curated fan-made video game music arrangements, information on game music and composers, and resources for aspiring artists. In addition to the individual works, called "ReMixes", the site hosts over 70 albums of music, including both albums of arrangements centered on a particular video game, series, or theme, and albums of original compositions for video games. The OC ReMix community created the Super Street Fighter II Turbo HD Remix soundtrack for Capcom in 2008, and began publishing commercially licensed arrangement albums in 2013.

<i>Gish</i> (video game) 2004 platform video game

Gish is a 2004 platform game developed and published by Chronic Logic. After eight months in development, it was released in May 2004 to a positive reception. A sequel, Gish 2, was canceled. The game became open-source software in May 2010 and received a 15th-anniversary update in January 2020.

<i>Desktop Dungeons</i> 2013 video game

Desktop Dungeons is a single-player roguelike-like puzzle video game developed and published by QCF Design. Released in November 2013, the game underwent a lengthy public beta phase, during which it was available to customers who pre-ordered the game. In the game, players navigate a dungeon filled with monsters before battling a final dungeon boss. The game has qualities of a puzzle as players must find the best methods to use items, spells, and upgrades to reach the final boss without losing too much of their character's health. Desktop Dungeons has been compared to a roguelike but with condensed gameplay. Desktop Dungeons received an award for Excellence in Design at the 2011 Independent Games Festival. The game is available for Windows, Mac, Linux, iOS, and Android. A video game remake titled Desktop Dungeons: Rewind was announced in 2022 and released April 18, 2023.

<i>The Binding of Isaac</i> (video game) 2011 video game

The Binding of Isaac is a roguelike video game designed by independent developers Edmund McMillen and Florian Himsl. It was released in 2011 for Microsoft Windows, then ported to OS X, and Linux. The game's title and plot are inspired by the Biblical story of the Binding of Isaac. In the game, Isaac's mother receives a message from God demanding the life of her son as proof of her faith, and Isaac, fearing for his life, flees into the monster-filled basement of their home where he must fight to survive. Players control Isaac or one of the 6 other unlockable characters through a procedurally generated dungeon in a roguelike manner, fashioned after those of The Legend of Zelda, defeating monsters in real-time combat while collecting items and power-ups to defeat bosses and eventually Isaac's mother.

<span class="mw-page-title-main">Game & Watch</span> Series of handheld electronic games by Nintendo

The Game & Watch is a line of handheld electronic games created by Nintendo. Released from 1980 to 1991, these devices were the brainchild of designer Gunpei Yokoi. Their name reflects their dual functionality: a single game paired with a digital clock on an LCD screen. Starting in 1981, models also included an alarm. In North America, the games were originally released through Mego Corporation as the Time-Out series; this line, consisting of Ball, Flagman, Vermin, and Fire, was discontinued later that year, with Nintendo of America subsequently distributing the series themselves under their original titles.

Nicalis, Inc. is an American video game developer and publisher based in Santa Ana, California. The company focuses primarily on indie games and has developed and published both original games as well as ports of existing games. Nicalis was founded in 2007 by Tyrone Rodriguez, a game designer and former game journalist. In 2017, Nicalis announced that they had acquired SuperVillain Studios and Cowboy Color.

<span class="mw-page-title-main">Danny Baranowsky</span> American electronic music composer

Danny Baranowsky, also known as Danny B or by the company name dB Soundworks, is an American electronic music composer, composing music mainly for indie films and indie games. He founded dB Soundworks to sell and promote his music. He is most known for providing the music for games such as Canabalt, Super Meat Boy, The Binding of Isaac, and Crypt of the NecroDancer. Baranowsky has also contributed to the soundtrack of the 2016 Amplitude remake.

<i>Sonic Lost World</i> 2013 video game by Sega

Sonic Lost World is a 2013 platform game developed by Sonic Team. It is part of the Sonic the Hedgehog series, and was released in October 2013 for the Wii U and Nintendo 3DS in PAL regions by Nintendo and by Sega in North America and Japan. A port of the Wii U version for Windows was later released in November 2015.

<span class="mw-page-title-main">PETA satirical browser games</span> Satirical browser games created by PETA

People for the Ethical Treatment of Animals (PETA), an animal rights organization based in the United States, has released a number of browser games on its website that have parodied existing video games. Various PETA parodies have been made based on games such as New Super Mario Bros., Cooking Mama 2: World Kitchen, New Super Mario Bros. Wii, Super Meat Boy, Super Mario 3D Land, Pokémon Black 2 and White 2, and Pokémon X and Y. PETA creates these games to spread attention about real-life animal rights and animal welfare concerns and to advocate for vegetarian and vegan diets.

<i>Super Meat Boy Forever</i> 2020 video game

Super Meat Boy Forever is an indie platform video game developed by Team Meat for Nintendo Switch, Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, iOS, Android and Linux. Originally planned as a mobile-only version of Super Meat Boy, Super Meat Boy Forever was gradually developed into a full-fledged sequel featuring its new auto-runner control scheme and randomly generated levels.

<i>The End Is Nigh</i> (video game) 2017 video game

The End Is Nigh is a platform action-adventure video game developed by Edmund McMillen and Tyler Glaiel. It was released on July 12, 2017 on Microsoft Windows via Steam. Ports of the game were released on August 15, 2017, on macOS, December 12, 2017, for Linux and Nintendo Switch and on April 30, 2019, for PlayStation 4. The game has been described as a spiritual successor to McMillen's Super Meat Boy.

<i>Mewgenics</i> Upcoming 2025 video game

Mewgenics is an upcoming tactical role-playing roguelike life simulation video game developed by Edmund McMillen and Tyler Glaiel. The game has players breed cats, which assume character classes and are sent out on adventures, featuring tactical combat on a procedurally-generated grid. Originally announced by Team Meat in 2012 as a follow-up to Super Meat Boy, the game experienced a protracted development cycle, before being cancelled and subsequently reacquired by McMillen for development with Glaiel in 2018. Mewgenics is tentatively set to be released via the digital distribution platform Steam in 2025.

References

  1. "Just making sure you guys know that i wasn't a part of super meat boy forever's end result..." 2021-03-02. Archived from the original on 2021-07-01. Retrieved 2021-07-05.
  2. 1 2 Casamassina, Matt (2009-10-14). "Super Meat Boy's Hidden Depth". IGN. Archived from the original on 2011-05-07. Retrieved 2010-12-16.
  3. 1 2 3 Adams, Ian (2010-10-19). "Interview: Super Meat Boy's Silly Take On Classic Platformers". Gamasutra . Archived from the original on 2010-11-07. Retrieved 2011-04-12.
  4. 1 2 3 4 5 6 Gilbert, Henry (2010-10-20). "Super Meat Boy". GamesRadar. Archived from the original on 2011-05-07. Retrieved 2010-12-18.
  5. 1 2 "Exclusive Meaty Commentary". GameTrailers . 2010-10-04. Archived from the original on 2011-05-07. Retrieved 2010-12-16.
  6. McMillen, Edmund (2010-09-18). "Character roster update!". Team Meat. Archived from the original on 2011-05-07. Retrieved 2010-12-16.
  7. 1 2 3 4 Hatfield, Daemon (2010-10-18). "Super Meat Boy Review". IGN. Archived from the original on 2022-03-31. Retrieved 2010-12-18.
  8. Dutton, Fred (2011-07-21). "Super Meat Boy PC special edition dated". Eurogamer . Archived from the original on 2011-08-07. Retrieved 2011-12-01.
  9. Watts, Steve (2010-09-23). "Super Meat Boy Getting Free DLC on XBLA". 1UP.com . Archived from the original on 2011-07-05. Retrieved 2011-12-01.
  10. Kollar, Phil (2011-05-05). "Super Meat Boy Level Editor Arrives". Game Informer . Archived from the original on 2011-12-04. Retrieved 2011-12-01.
  11. McMillen, Edmund (2010-12-11). "Devmode leaked!". Team Meat. Archived from the original on 2011-05-07. Retrieved 2011-04-11.
  12. 1 2 Dillard, Corbie (2009-09-01). "Team Meat Interview – Super Meat Boy". Nintendo Life. Archived from the original on 2009-06-16. Retrieved 2010-12-16.
  13. 1 2 3 4 McMillen, Edmund; Refenes, Tommy (2011-04-14). "Postmortem: Team Meat's Super Meat Boy". Gamasutra . p. 1. Archived from the original on 2011-05-07. Retrieved 2011-04-14.
  14. 1 2 3 4 5 Meunier, Nathan (2009-04-05). "Indie Queue: Meat Boy Gets Supersized". The Escapist . Archived from the original on 2009-06-15. Retrieved 2010-12-16.
  15. McMillen, Edmund. "Meat boy (map pack)". Newgrounds. Archived from the original on 2009-04-28. Retrieved 2010-12-16.
  16. 1 2 3 McAllister, Gillen (2010-11-17). "Team Meat Vs The World: Part 1". Gamereactor . Archived from the original on 2011-05-07. Retrieved 2011-04-11.
  17. 1 2 3 4 5 McMillen, Edmund; Refenes, Tommy (2011-04-14). "Postmortem: Team Meat's Super Meat Boy". Gamasutra . p. 2. Archived from the original on 2011-05-07. Retrieved 2011-04-14.
  18. Working, Sam (July 22, 2015). "The Binding of Edmund McMillen". Good Times. Archived from the original on February 16, 2016. Retrieved February 11, 2016.
  19. 1 2 3 McMillen, Edmund; Refenes, Tommy (2011-04-14). "Postmortem: Team Meat's Super Meat Boy". Gamasutra . p. 3. Archived from the original on 2011-05-07. Retrieved 2011-04-14.
  20. "Its a secret to everyone!". Team Meat via Twitter. 2010-02-22. Archived from the original on 2011-05-07. Retrieved 2010-12-17.
  21. McMillen, Edmund (2010-02-23). "Meat Boy on XBLA!". Newgrounds. Archived from the original on 2011-05-07. Retrieved 2010-12-17.
  22. Orland, Kyle (2011-02-28). "GDC 2011: Team Meat Discusses Super Meat Boy's Nearly Lethal Development". Gamasutra . Archived from the original on 2011-05-07. Retrieved 2011-04-12.
  23. 1 2 McMillen, Edmund; Refenes, Tommy (2011-04-14). "Postmortem: Team Meat's Super Meat Boy". Gamasutra . p. 4. Archived from the original on 2011-05-07. Retrieved 2011-04-14.
  24. Dutton, Fred (2011-11-18). "Super Meat Boy gets Mac release". Eurogamer . Archived from the original on 2011-12-01. Retrieved 2011-12-01.
  25. Brown, Mark (2011-12-14). "Gaming Humble Indie Bundle 4 zips up Cave Story, Meat Boy, Shank and more". Wired . Archived from the original on 2011-12-17. Retrieved 2012-01-17.
  26. Purchese, Robert (2010-11-12). "Team Meat "can't ever do a PS3 version"". Eurogamer . Archived from the original on 2010-11-15. Retrieved 2011-12-03.
  27. Refenes, Tommy (2015-06-08). "Super Meat Boy Coming to PS4, PS Vita (Yes, Really!)". PlayStation Blog. Archived from the original on 2015-06-09. Retrieved 2015-06-08.
  28. McWhertor, Michael (2010-11-01). "Size Limit Spoils Super Meat Boy's November Release On WiiWare". Kotaku. Archived from the original on 2010-11-06. Retrieved 2010-12-17.
  29. "Twitter / @Team Meat". Team Meat via Twitter. 2010-12-23. Archived from the original on 2011-05-07. Retrieved 2010-12-24. There will not be a Wiiware version of SMB. we are looking in to retail Wii, bit its also looking grim.
  30. McFerran, Damien (2016-03-04). "Super Meat Boy Confirmed For Wii U eShop Release". Nintendo Life . Archived from the original on 2016-03-08. Retrieved 2016-03-08.
  31. McFerran, Damien (2016-03-07). "We'll Be Cursing At Super Meat Boy's Insane Difficulty "Very Very Very Soon"". Nintendo Life . Archived from the original on 2016-03-08. Retrieved 2016-03-08.
  32. Matulef, Jeffrey (August 9, 2017). "Super Meat Boy is leaping onto Switch". Eurogamer . Archived from the original on August 10, 2017. Retrieved August 9, 2017.
  33. Carter, Chris (December 15, 2017). "Meat Boy Switch is coming in a few weeks, with a kick ass 'Race Mode'". Destructoid . Archived from the original on December 31, 2017. Retrieved October 24, 2018.
  34. Glagowski, Peter (October 24, 2018). "Super Meat Boy's Switch exclusive race mode is coming to PC today". Destructoid . Archived from the original on August 9, 2020. Retrieved October 24, 2018.
  35. Sullivan, Lucas (2011-04-08). "Check out all the additives in the retail release of Super Meat Boy Ultra Edition". PC Gamer . Archived from the original on 2011-08-14. Retrieved 2012-01-22.
  36. Dutton, Fred (2012-02-08). "Team Meat prototyping Super Meat Boy iOS concept". Eurogamer . Archived from the original on 2012-02-10. Retrieved 2012-02-10.
  37. Farokhmanesh, Megan (August 29, 2014). "Super Meat Boy Forever is an endless platformer, not a little 'throwaway game'". Polygon. Archived from the original on January 14, 2022. Retrieved January 14, 2022.
  38. Nagata, Tyler (2010-04-05). "Tiger Handheld version of Super Meat Boy is supposed to suck". GamesRadar . Archived from the original on 2011-05-07. Retrieved 2010-12-17.
  39. Totilo, Stephen (2010-03-19). "Apple Bans Game, Days After Developer Publicly Trashes App Store". Kotaku. Archived from the original on 2012-02-28. Retrieved 2010-12-17.
  40. Magrino, Tom (2010-03-23). "WarioWare DIY gets 'big name' creators". GameSpot . Archived from the original on 2019-12-11. Retrieved 2011-12-01.
  41. McMillen, Edmund (2011-02-11). "You Need this stuff!". Team Meat. Archived from the original on 2011-05-07. Retrieved 2011-04-11.
  42. "Super Meat Boy Shirt". Newgrounds. Archived from the original on 2011-05-07. Retrieved 2010-12-17.
  43. "EdmundM on Etsy". Etsy. Archived from the original on 2011-05-07. Retrieved 2010-12-17.
  44. McMillen, Edmund (2010-11-08). "Super Meat Boy Store in full effect!". Team Meat. Archived from the original on 2011-05-07. Retrieved 2011-04-11.
  45. Good, Owen (2011-04-09). "The First Four Super Meat Boy Figurines Have Arrived". Kotaku. Archived from the original on 2011-04-13. Retrieved 2011-04-11.
  46. "Voxelous – Super Meat Boy". Voxelous. Archived from the original on 2011-09-10. Retrieved 2012-02-07.
  47. Lahti, Evan (2011-04-04). "Behind the music: an interview with Super Meat Boy composer Danny Baranowsky". PC Gamer . Archived from the original on 2011-05-07. Retrieved 2011-04-12.
  48. "Super Meat Boy! Soundtrack". Bandcamp. Archived from the original on 2011-05-07. Retrieved 2010-12-17.
  49. McMillen, Edmund (2011-01-11). "Super Meat Boy Physical Soundtrack is out!". Team Meat. Archived from the original on 2011-05-07. Retrieved 2011-04-11.
  50. Dutton, Fred (2011-02-09). "Super Meat Boy tunes for Rock Band". Eurogamer . Archived from the original on 2011-02-13. Retrieved 2011-12-01.
  51. Baranowsky, Danny (2015-10-02). "Regarding my Super Meat Boy soundtrack". Danny Baranowsky. Archived from the original on 2015-10-04. Retrieved 2015-10-03.
  52. Refenes, Tommy (2015-10-02). "Super Meat Boy Leaps Onto PS4, PS Vita on October 6th with New Soundtrack". Playstation.Blog. Sony. Archived from the original on 2015-10-04. Retrieved 2015-10-03.
  53. Bossi, Matthias; Evans, Jon. "Songs in the Key of Meat: Music from SMB 5th Anniversary". Bandcamp. Archived from the original on 2015-10-04. Retrieved 2015-10-03.
  54. Refenes, Tommy (2017-04-13). "Version 1.2.4 is now up on the beta branch". SuperMeatBoy.com. Archived from the original on 2017-04-18. Retrieved 2017-04-16.
  55. "Super Meat Boy for Xbox 360 Reviews". Metacritic . CBS Interactive. Archived from the original on 2011-05-07. Retrieved 2010-10-19.
  56. "Super Meat Boy for PC Reviews". Metacritic . CBS Interactive. Archived from the original on 2011-05-07. Retrieved 2011-03-03.
  57. "Super Meat Boy for PlayStation 4 Reviews". Metacritic . CBS Interactive. Archived from the original on 2018-12-17. Retrieved 2018-12-11.
  58. "Super Meat Boy for PlayStation Vita Reviews". Metacritic . CBS Interactive. Archived from the original on 2019-05-08. Retrieved 2018-12-11.
  59. "Super Meat Boy for Wii U Reviews". Metacritic . CBS Interactive. Archived from the original on 2018-12-23. Retrieved 2018-12-11.
  60. "Super Meat Boy for Switch Reviews". Metacritic . CBS Interactive. Archived from the original on 2019-04-30. Retrieved 2018-12-11.
  61. "Super Meat Boy Reviews". OpenCritic .
  62. 1 2 Bramwell, Tom (2010-10-18). "Super Meat Boy Review". Eurogamer . Archived from the original on 2011-05-07. Retrieved 2010-12-18.
  63. Marchiafava, Jeff (2010-10-21). "Super Meat Boy!". Game Informer . Archived from the original on 2011-05-07. Retrieved 2010-12-18.
  64. 1 2 "Review Pod – Super Meat Boy". GameTrailers. 2010-10-25. Archived from the original on 2011-08-31. Retrieved 2010-12-18.
  65. 1 2 Mitchell, Richard (2010-10-06). "Super Meat Boy Review". Joystiq . Archived from the original on 2011-05-07. Retrieved 2010-12-16.
  66. 1 2 Channel, Mike (2010-10-19). "Super Meat Boy". Official Xbox Magazine . Archived from the original on 2011-05-07. Retrieved 2011-04-13.
  67. 1 2 Wilde, Tyler (2010-10-12). "Super Meat Boy Review". PC Gamer . Archived from the original on 2012-01-14. Retrieved 2011-12-07.
  68. 1 2 Hall, Alexandra (2010-10-21). "Super Meat Boy Review". X-Play . Archived from the original on 2011-05-07. Retrieved 2010-12-18.
  69. McMillen, Edmund (2010-09-08). "We Won Something!". Team Meat. Archived from the original on 2011-05-07. Retrieved 2010-12-18.
  70. "2010 Independent Games Festival Winners". Independent Games Festival. Archived from the original on 2010-10-27. Retrieved 2010-12-18.
  71. "Best of 2010 – Most Challenging". IGN. Archived from the original on 2011-05-07. Retrieved 2010-12-18.
  72. Goldstein, Hilary (24 November 2010). "IGN's Best of 2010 Awards Nominations". IGN. Archived from the original on 2022-06-06. Retrieved 2010-12-18.
  73. "Best Downloadable Console Game". GameSpot . Archived from the original on 2011-05-07. Retrieved 2010-12-20.
  74. "Best Downloadable Game". GameTrailers. 2010-12-27. Archived from the original on 2011-01-11. Retrieved 2010-12-27.
  75. Langley, Ryan (2011-01-28). "In-Depth: Xbox Live Arcade's 2010 Sales Revealed". Gamasutra . Archived from the original on 2011-03-07. Retrieved 2011-12-03.
  76. Orland, Kyle (2011-04-06). "Team Meat: Roughly 600,000 Sales For Super Meat Boy". Gamasutra . Archived from the original on 2011-05-07. Retrieved 2011-04-06.
  77. Caoli, Eric (2012-01-03). "Super Meat Boy sells 1 million copies". Gamasutra . Archived from the original on 2012-01-06. Retrieved 2012-01-04.
  78. Mc Shea, Tom (2010-10-21). "Super Meat Boy Review". GameSpot . Archived from the original on 2022-01-17. Retrieved 2010-12-18.
  79. Leonard, Joe (2010-10-18). "Super Meat Boy Review". 1UP.com . Archived from the original on 2012-10-18. Retrieved 2010-12-18.
  80. Frushtick, Russ (2010-10-07). "'Super Meat Boy' Review – It Builds Character". MTV Multiplayer. Archived from the original on 2011-05-07. Retrieved 2010-12-18.
  81. Rebouí§as, Eduardo (2010-10-22). "Super Meat Boy Review for the Xbox 360". Game Revolution. Archived from the original on 2021-04-17. Retrieved 2011-07-16.
  82. Dyer, Mitchell (2010-10-18). "Super Meat Boy review". GamePro . Archived from the original on 2011-12-03. Retrieved 2011-07-16.
  83. "Bit.Trip Runner Video Game, Debut Trailer". GameTrailers. 2010-03-08. Archived from the original on 2010-03-12. Retrieved 2010-12-17.
  84. Carmichael, Stephanie (2015-02-12). "Why Spelunky, Meat Boy, and other indie stars are photo-bombing each other's games". VentureBeat . Archived from the original on 2015-03-10. Retrieved 2015-10-18.
  85. "Play PETA's Super Meat Boy parody game, Super Tofu Boy". People for the Ethical Treatment of Animals. Archived from the original on 2011-05-07. Retrieved 2010-12-17.
  86. Frushtick, Russ (2010-12-02). "'Super Meat Boy' Honors PETA With Unlockable Character". MTV. Archived from the original on 2012-02-08. Retrieved 2011-12-01.
  87. Purdom, Clayton (July 14, 2014). "Where Did Cuphead Come From?". Kill Screen. Archived from the original on 2014-08-08. Retrieved August 2, 2014.
  88. "Announcing Super Meat Boy Forever!". Archived from the original on 2014-11-02. Retrieved 2014-11-01.
  89. Wilde, Thomas (September 30, 2019). "Heading Back to the Murder Party: Super Meat Boy Forever". GameSkinny. Archived from the original on January 14, 2022. Retrieved January 15, 2022.
  90. Crecente, Brian (August 30, 2017). "'Super Meatboy Forever' Coming to Nintendo Switch in 2018". Glixel . Archived from the original on August 31, 2017. Retrieved August 30, 2017.
  91. Devore, Jordan (August 30, 2017). "Super Meat Boy Forever is a 'true sequel' due out in 2018". Destructoid . Archived from the original on August 30, 2017. Retrieved August 30, 2017.
  92. Romano, Sal (December 10, 2020). "Super Meat Boy Forever launches December 23 for Switch, in January 2021 for PS4 and Xbox One". Gematsu. Archived from the original on November 4, 2021. Retrieved December 11, 2020.