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Posted by Joystiq Jan 04 2012 08:00 GMT
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Remember Brent Kennedy, the guy who created those wonderful piano arrangements of the Super Meat Boy soundtrack early last year? Well, it looks like we weren't the only people impressed by his work: Super Meat Boy's composer, Danny Baranowsky, has been working with Kennedy for nearly a year, and the two have recently released the fruits of their labors on Baranowsky's Bandcamp profile.

Super Meat Boy! - Choice Piano Cuts is a $4.99 (or more, if you're feeling generous) collection of 10 tracks from the SMB soundtrack, composed by Baranowsky and arranged/performed by Kennedy. The purchase also includes a PDF of the Kennedy's sheet music for the entire album, which in itself is well worth the price of admission for the musically inclined out there.

The soundtrack's original arrangements are great and everything, don't get us wrong, but there's a deeper level to Baranowsky's skill as a composer that's exceptionally brought to life by Kennedy's mastery of the ivory keys. Do yourself a favor and give it a listen.

Posted by Joystiq Jan 03 2012 17:25 GMT
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The little infuriating platformer that could, Super Meat Boy, has surpassed a million sales. The announcement was made late yesterday by Team Meat on Twitter. Super Meat Boy passed the milestone last month, maintaining a healthy sales clip since jumping past 600,000 customers last April.

Super Meat Boy made our top ten games of 2010, deftly leaping into a not-so-deadly fifth place.

Posted by Joystiq Dec 25 2011 19:00 GMT
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It's true: Humble Indie Bundle 4 is the most appealing one yet. Bundle 4 added five earlier games (and their soundtracks) this week and has now earned more than $2 million.

It's becoming less and less surprising to report these bundles are earning millions of dollars. Back in October, the Humble Frozen Synapse Bundle earned $1 million, and Humble Indie Bundle 3 surpassed $2 million in the final hours of its existence. The quality of the games being offered is a big draw, but it's clear that the bundle creators haven't lost sight of their inclusive approach to customers.

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Posted by Kotaku Dec 23 2011 14:30 GMT
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#gamingappoftheday It was independent games development's darling of 2010, and all who dared cross it risked the righteous anger of its creators and fans. But badass platformer Super Meat Boy still is not available on mobile gaming's No. 1 platform. And I don't think it's because one of its creators got into a pissing contest with Apple. More »

Posted by Kotaku Dec 21 2011 02:30 GMT
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#streetfighter Did that headline get your attention? Good, because you should go and read this super-cool piece by Kill Screen's Lana Polansky about mechanics, practice, saxophone, jazz, and Street Fighter. (It also features the amazing illustration above, drawn by Daniel Purvis.) More »

Posted by Joystiq Dec 17 2011 03:50 GMT
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Er, not every game ever -- that'd be impossible, you guys. We're talking soundtracks for every game in the fourth Humble Indie Bundle: Gratuitous Space Battles, Cave Story+, Jamestown, Bit.Trip Runner, Super Meat Boy, Shank and Nightsky HD.

The soundtracks are free to anyone who pays above the current average for the Bundle and, as usual, to anyone who's already purchased the bundle. You can snag them in mp3 format or, in the case of Super Meat Boy and Nightsky HD, also in FLAC.

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Posted by Kotaku Dec 13 2011 23:40 GMT
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#humblebundle We've seen our share of Humble Indie Bundles over the past year or two—independent developers who gather under the "Humble" brand and release a bunch of their games priced at whatever people want to pay. More »

Posted by Joystiq Dec 13 2011 18:25 GMT
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As if you didn't already have enough fantastic games to play from this past year, the Humble Indie Bundle crew have made it their mission to completely overwhelm you with excellence. The fourth and latest package from the altruistic organization features an unparalleled lineup which includes Super Meat Boy, BIT.TRIP.RUNNER, Jamestown, Nightsky and Shank -- are and if you beat the average price with your choose-your-own-donation-level, you'll also grab Gratuitous Space Battles and Cave Story+. Note that all of these are PC, Mac and Linux compatible; a new feature for Jamestown and Shank.

As always, you can choose which portion of your donations go to the developers, to the charities (Child's Play and the Red Cross!) and to the Humble Indie Bundle platform itself. We think we speak for everyone when we say that this is an insane value that you'd be insane to pass up, you insane person.

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Posted by Joystiq Nov 29 2011 16:25 GMT
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The important info: This video features Team Meat (Edmund McMillen and Tommy Refenes) delivering commentary over an hour-long Light World run in Super Meat Boy. The more entertaining info: Said video is introduced by upside down chin people.

In other meat-related news, the Mac version of Super Meat Boy has been updated on Steam. The update fixes some crash bugs and also adds control options and command line inputs for 1920x1080 resolution and full screen.

Posted by Valve Nov 29 2011 01:08 GMT
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OS X version update:
-Fixed problem with PNGs loading in incorrectly causing warpzones with the retro palette to crash unexpectedly
-Fixed problem with chapters in Super Meat World having less than 20 levels not loading correctly
-Fixed problem with levels in Super Meat World chapters not being named correctly
-Fixed problem with not being able to exit the game via the menu
-Added buttonmap.cfg to install directory to allow for remapping of controls
-Removed Resolution and Fullscreen options from Settings Menu
-Added the ability to do full screen via the command line (-fullscreen)
-Added the ability to run 1920x1080 via the command line (-1920x1080)

Posted by Joystiq Nov 18 2011 03:45 GMT
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As if you didn't already have enough to play this holiday season, Steam is offering up a special anniversary bundle to celebrate Super Meat Boy's first birthday with a ton of games and news about a new update. To begin with, by laying down just $24.99 anytime from now until November 21, you get a bundle with some of the best Steam games of the last few years, everything from Half-Life 2 to the Bit.Trip titles, Braid, Machinarium, World of Goo, Gish, VVVVVV, and even Super Meat Boy itself. There are also soundtracks included in the bundle for Super Meat Boy, Braid, Machinarium, Bit.Trip Beat, and Bit.Trip Runner, and Super Meat Boy by its lonesome is 50% off as well.

And even if you already own all of those games (and let's be honest -- after all of these Steam sales, we probably all do), this coming Saturday Team Meat will finally unlock "Super Meat World" for all players who have ever owned the game, bringing in tons and tons of user-created levels to play. Additionally, the Mac version of the game is getting released as well, which means anyone who's ever bought the game on Steam will have access to that port too.

In other words, if you've ever wanted to play Super Meat Boy on a computer, now's your chance, and if you already own it, you're getting a whole lot of new content. Thanks a lot, Team Meat. We'll never get all of these games finished now.

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Posted by Kotaku Oct 31 2011 15:30 GMT
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#thebindingofisaac Edmund McMillen's The Binding of Isaac managed to be one of the creepiest, most f-ed up games come out in quite some time. So, it's especially fitting that the co-creator of Super Meat Boy's offering a sizable update on All Hallow's Eve for his action-RPG shooter. Here's what the update adds, from McMillen's blog: More »

Posted by Joystiq Oct 24 2011 15:20 GMT
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In honor of the first anniversary of Super Meat Boy's release on Xbox Live Arcade, Team Meat is planning to drop the price of the tenderizing hardcore platformer. The game will go on sale sometime next month ("so save your points," the team notes). The price hasn't been set, but it'll be less than the full price of 1,200 points, and thus better.

Next month will also see a free update adding "tons" more levels to Super Meat Boy's "Teh Internets" area. To keep you occupied until then, you can send Team Meat a picture of you "dressed up as something Meat Boy related for halloween" for a shot at copies of all three Super Meat Boy comic books.

Please don't put raw meat all over your body.

Posted by Rock, Paper, Shotgun Oct 03 2011 11:18 GMT
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The Binding of Isaac is a roguelike-or-is-it/shooter/body-horror/religion-bating curio from Edmund McMillen and Florian Himsl. It’s… different. It’s nasty. It’s funny. It’s lightning fast. It’s cruel. It’s a lot of things, in one small and very cheap package. But is it any good? In the name of finding out, Alec and Adam gathered to discuss mutant babies, shooting human waste products, dicing with the devil and laser eyeballs.(more…)


Posted by Joystiq Sep 09 2011 20:29 GMT
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The right to a personal opinion is the crux of humanity, freedom and guns, and Team Meat and Zen Studios are exercising their liberties to the fullest. Super Meat Boy's Team Meat has been vocal about its displeasure with developing for Microsoft's Game Feast promotion in 2010, and raised the issue again on the IndieGames Podcast this month.

Team Meat say Super Meat Boy didn't receive the promotion it was verbally promised, which was supposed to include a review from Major Nelson and an exclusive launch week. Neither happened, and McMillen promises that Indie Game: The Movie captures much of Team Meat's Microsoft frustration, including what felt like being tortured in a concentration camp (IndieGames Podcast 27:35).

Posted by Rock, Paper, Shotgun Sep 05 2011 09:17 GMT
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And we <3 Team Meat right back. Over the weekend, they've been chatting to the cool cats over at IndieGames.com, and Ed dropped this hefty knowledge bomb:

We’re never going to make a game that couldn’t also be on PC. That’s a stupid thing for most indies to do. PC is crucial

No surprises there, considering that the Steam sales of SMB outnumber the Xbox sales by 2:1.

Don’t just take my out-of-context quote for it though, listen to the interview yourself here. There’s talk about how Tommy’s ex really didn’t like him wearing pyjama pants outside, Ed discusses the development of The Binding of Isaac, and they dish out a bit of advice to indie devs hoping to get a Steam distribution deal.


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Posted by Kotaku Aug 29 2011 08:00 GMT
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#supermeatboy One of the guys behind Super Meat Boy has a new game. This is it! I enjoyed their last title (review here), and am looking forward to this, Binding of Isaac. More »

Posted by IGN Aug 05 2011 20:46 GMT
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A few weeks ago the guys at Team Meat spoke to IGN about piracy, and why they believe it can help a game reach new audiences. In the aftermath of that feature, a bunch of gamers who had played copied versions of games like Team Meat's Super Meat Boy contacted the guys directly to say they decided to buy legitimate copies. We asked Edmund McMillen for more information...

Posted by IGN Jul 27 2011 21:46 GMT
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Team Meat is two guys, Edmund McMillen and Tommy Refenes, best known for the highly regarded platformer Super Meat Boy, and the forthcoming The Binding of Isaac, a dungeon-esque shooter due out on Steam next month...

Posted by Giant Bomb Jul 27 2011 14:00 GMT
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Smash TV + roguelike + The Legend of Zelda + what else do you need to know about this game.

When the long, draining development of Super Meat Boy was finally over, programmer Tommy Refenes headed to Hawaii, seeking relaxation.

Edmund McMillen, the other half of the two-person powerhouse that is Team Meat, didn't rest. He stuck around in Santa Cruz, California.

(It is awfully sunny and warm there, though!)

"I can't seem to stay happy without having something to work on," admitted McMillen during a recent email conversation.

Instead, he got in touch with Florian Himsl, a programmer he'd previously collaborated with on smaller Flash-based projects like Twin Hobo Rocket and Coil. Both of them were in-between games, and began a week-long game jam. A what now? A game jam is meant to foster innovation by having a developer creates prototypes at a rapid-fire pace.

Himsl and McMillen produced something they both felt good about at the end of it. That prototype was then fleshed out into The Binding of Isaac, which McMillen announced on its blog last month.

The ups and downs of Super Meat Boy's final stages of development were filmed as part of Indie Game: The Movie, but McMillen pushed back on the public perception regarding that final stretch, despite what they said at the time.

"I know we talked a lot openly about the stresses of SMB dev," he said, "but that was a very isolated incident, the stress was brought on by the pressure of [a] console release, and the time we were forced to get the game finished in. Most indie game dev isnt at all this stressful and very fun and relaxing for the most part. Isaac was very much my vacation."

Looking at The Binding of Isaac, it's easy to tell Edmund McMillen was the same artist behind Super Meat Boy.

The Binding of Isaac would be best described as a Smash TV-esque roguelike set within a dungeon structure modeled after The Legend of Zelda. It's awfully hard to not smile at the craziness of the mashup, which fits perfectly in line with McMillen's past work, whether with Himsl or Refenes.

I haven't played the game yet, but the released screen shots and artwork suggest the same sort of cartoonish absurdity that rightly encouraged comparisons to Red and Stimpy with Super Meat Boy.

"One of the things that I love about Edmund's art is that it can be disturbing and disgusting, but also adorable," explained Super Meat Boy composer Danny Baranowsky, a close friend of McMillen's and the man behind Isaac's music. "To me, that's incredibly interesting. I'm not at all an artist, so I don't really understand the technical reasons or whatever, but I love the idea of...there's blood and shit everywhere and deformed people and headless children and stuff--but it's adorable."

Aww. Just...aww. Baranowsky and Meat Boys sittin' in a tree...

Baranowsky and McMillen have only met in person a few times--Baranowsky isn't even sure of the exact number. Two? Maybe three? In any case, the two chat constantly on instant messager. Their relationship sounds less like one of a designer and composer, and more like a guy who designs games and a guy who composes music who just happen to be good friends and can collaborate with one another.

At this point, if McMillen is working on a new game, Baranowsky is composing the music. No question. The only other designer Baranowsky has such a relationship with is Adam Saltsman, the designer of Canabalt.

As with Super Meat Boy, Baranowsky started composing The Binding of Isaac's music when a playable version was dropped into his lap. He started playing Super Meat Boy a full year before it was actually released. The turnaround time on The Binding of Isaac is much faster, but Baranowsky, who describes his work on this one as "dark," underscored the importance of actually playing the game before getting down to work.

"The very worst thing you could do with game music is take people out of it," he said. "It's very easy to do. If you overdo it or way underdo it, if you're just not matching up with how the game feels, it's just something people are going to want to mute. It's just one thing that people are conscious of a lot of the time--'there's something about this game I don't like and I don't understand it.' I guess it's not really shooting for the moon just to try avoid not sucking [laughs], but that's definitely the first consideration."

The Binding of Isaac is a roguelike, a niche subgenre of RPGs with a descriptor lifted from Rogue, a D&D-based game released in 1980. Roguelikes are best known for their harsh death penalties, and typically involve players winding through dungeon after dungeon in search of new loot. True roguelikes feature ASCII or tile graphics, but if the gameplay sounds familiar, that's because developers like Blizzard co-opted roguelike mechanics for mainstream success in games like Diablo.

That's Rogue. When I said the original roguelikes were simplistic looking, I wasn't kidding around.

McMillen is still working out the specifics of how The Binding of Isaac will play into traditional roguelike tropes. The game will have endings, for example, but he's unsure of the implementation.

"Isaac is going to be a very hard game, but not in the same way SMB was," he said.

The game will encourage players to keep coming back, even if they unlock an ending. More of the story will be revealed the more times you play. When you die, though, it's truly Game Over.

"So in that aspect the game is more hardcore then SMB," he said, "but also easier to continue to play because every game will be totally different."

The amount of items, characters and weapons hasn't been fixed, but expect tons.

As for the "Isaac" name check, McMillen is still mulling over how overt the biblical references will be in the game. He admitted to becoming enamored with over-the-top Christian scare tapes he's found online, chronicling tales of ritual sacrifice and satanism. In some respects, they've influenced the game, but with the narrative bits of The Binding of Isaac still up in the air, it's hard to say how they'll surface.

"I don't want anyone thinking the themes are serious in any way," he said.

There was discussion of releasing McMillen and Himsl's game jam projects for free, but after they started running with The Binding of Isaac, it was decided to release this as a real thing. It's not the next proper game from Team Meat, but it is the first game being released by one of them since that game. As such, headlines often read "from the co-creator of Super Meat Boy," creating a certain set of expectations.

These expectations make McMillen nervous. He's unsure if his newfound fans will dig this one.

"I have no *crag*ing clue, I've been reading press and it's starting to scare me," he said. "Isaac isn't SMB, and I'm not sure this game will be something SMB fans will dig at all. I'm in the dark here. [...] If it gets more people into roguelikes or more weird themed games then awesome. If they hate it I can just remind them that this isn't a Team Meat game, and they can hold their bitching till we release game two."

McMillen is not one to mince words. He's brutally honest, even outright blasting Microsoft's handling of Super Meat Boy's release in a post mortem feature for Game Developer (it's recommended reading). He's a creator that wears his heart on his sleeve, an endearing quality that no doubt contributes to why his fans love him so dearly and the games he works on resonate.

"Either way I try not to care or think about that stuff when deving," he said. "I'm just making games because I want to play them and they keep me sane."

Unconfirmed whether McMillen (left) and Refenes (right) will continue to wear sweaters.

You'll notice that McMillen did mention "game two" from Team Meat.

Yes, it's coming. Eventually.

When The Binding of Isaac releases next month, he'll head back into hiding with Refenes. McMillen doesn't have a timeline for the next one, but when it does get revealed, he hopes the final game will be about a year off--but no guarantees. Their experience with Microsoft over Super Meat Boy hasn't pushed them away from consoles, either.

"It's just made us a bit smarter on how to deal with business when it comes to console," he said. "We can say this about game two, it sure as hell won't be exclusive to console."

I told you he doesn't mince words.

The Binding of Isaac arrives next month through Steam for an unspecified price, but McMillen promises it won't cost that much.


Posted by Rock, Paper, Shotgun Jul 26 2011 12:03 GMT
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What will the next game from Super Meat Boy creators Team Meat be? Well, it probably won’t be a Super Meat Boy sequel, going on their earlier comments. But it does, apparently, have something to do with one, some or all of these things: stabbing, cardboard, cats, trolls, teabagging, ninja sais, Benny Hill.(more…)


Posted by Joystiq Jul 23 2011 00:40 GMT
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Lace Mamba Global has revealed the contents of its previously announced special boxed edition of Super Meat Boy. The Super Meat Boy Ultra Edition is headed to the UK and Ireland and, along with the game, will also include a 40-page comic and sketch book, a poster and a download of the game's soundtrack. For a few more bones, players can pick up the Ultra Rare Edition, which includes everything from the Ultra Edition to a snazzy Super Meat Boy T-Shirt.

The Super Meat Boy Ultra Edition will be priced at £19.99, while the Ultra Rare Edition will run £24.99. Both will hit UK and Irish retail on August 26.

Posted by Valve Jul 19 2011 17:56 GMT
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Update Notes
  • Fixed (and confirmed said fix) for chapter upload bug. Start uploading chapters people!
  • Added 4 more achievements along the same lines as the "Medium Rare"
  • achievement added last week
  • Renamed "Medium Rare" achievement to "Medium Well"
  • I did all this while watching "White Chicks"
capsule_231x87.jpg
Viddd
Best patch notes.
Fallen Shade
White Chicks wasn't actually a terrible movie I remember

Posted by Rock, Paper, Shotgun Jul 18 2011 09:27 GMT
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Holy… We’ve been pointed in the direction of DarkZero’s pretty fascinating chat with Super Meat Boy creators Tommy Refenes and Edmund McMillen, and amongst all manner of rumination on stuff like the importance of Steam sales and why “we don’t *crag*ing care” about piracy, they let slip a little number.

That number is 12. And what it relates to is how many copies of Super Meat Boy they sold on Direct2Drive.(more…)


Posted by Giant Bomb Jul 16 2011 00:35 GMT
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The headline says it all, doesn't it?

Even better, it's coming from Edmund McMillen, one half of the two-man development team behind Super Meat Boy. Titled The Blinding of Issac, McMillen revealed details on his blog today, a project he's working on as Team Meat begins putting together whatever's coming after Super Meat Boy.

While the dungeons are imitating the structure established in The Legend of Zelda, the layouts themselves are randomly generated. The game even has a frickin' treasure room with items to buy! The specifics are still being worked out, but there will be at least six worlds/dungeons to fight through, with a minimum of 10 different bosses. And tons and tons of items.

Oh, and Danny Baranowsky of Super Meat Boy, Canabalt and others is doing the soundtrack.

Basically, this sounds awesome.

The game's coming in August sometime through Steam. Just take my money already, won't you?


Posted by Joystiq Jul 08 2011 14:15 GMT
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Edmund McMillen, one half of Team Meat (the dev duo behind Super Meat Boy), has been working on a secret undertaking called The Binding of Isaac. The side project, which has nothing to do with Team Meat's next "feature length" project, finds McMillen working with programmer Florian Himsl (Coil, Triachnid, C word), and a score by Danny Baranowsky (Canabalt, Super Meat Boy, Cave Story 3D).

McMillen plans to reveal release date and platforms when the title is finished in about a month. The only hints we get for now are, "It's a play on my favorite game of all time," and that it's a roguelike. He hopes to share more information next week.

Posted by Viddd Jul 06 2011 01:07 GMT
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Super Meat Boy was released quite a while back, developed solely by a two-man indie team by the name of Team Meat. Granted that the development time for the pair was less than two years, I cannot applaud enough what they had accomplished in this time. The game itself is a brutally punishing platformer that will have you feeling like a god in the end. One level giving you trouble for half an hour will become your greatest sense of joy in the 20 seconds it took you to complete it; and this feeling will happen all the time.

The game starts out with the simplest of stories. A fetus has a beef with a square of beef and he steals Meat Boy's love interest, Bandage Girl, only to dangle it in front of Meat Boy in every single level, in where our hero gets to Bandage Girl and then Dr. Fetus steals Bandage Girl again, accompanied usually with a classic gaming move, like the Doctor doing his best falcon punch impersonation, or sticking a spear in Bandage Girl and pulling her into whatever weird zone Dr. Fetus goes into when he teleports away. The cutscenes are pretty good, and they've always got a bit of humor, along with the intros showing a nice homage of games past.

Of course, the story is already pretty much a throwaway and then we see the game's shining area; the gameplay. You start off easy, where it's nearly impossible to die. In the course of a few short levels, you get up to speed with mechanics and then you're subjected to fiery pits and sawblades in which you'll surely die multiple times. The game quickly becomes familiar, though, and eventually your skills are sharpened to where the levels no longer pose a threat. On later chapters, often it will become a test of sharp reflexes and muscle memory. On Rapture levels, it's easy to spend ten minutes on a single level. After the initial five minutes, though, the beginning portion of the level can be cleared within seconds, and it's suddenly the easiest thing to do, no matter how many times you died to it. In the end, nearly every level you thought was hard at some point becomes easy.

And then there's the boss fights. At the end of each chapter, after you beat 17/20 levels (if you didn't do all 20 you're a wimp), you get to fight the chapter baddie. Usually, it's just another platforming level with some elements of danger added in. Get chased by a giant chainsaw mech, and get to the end without being ground chuck. The levels are still fun, however, and are usually accompanied with good music to boot. An exception to the rule is the chapter 4 boss, which is primarily a memory level. Once you're done with that and the excellent music, however, you're sent on another level in which to exercise your anger. (Rapture!)

Warp zones and bandages also give another layer of fun to the game. Warp zones can unlock new characters with abilities to play the game, and getting enough bandages scattered around levels (Usually in difficult or hidden areas) can unlock other characters not found in warp zones. The characters are familiar indie icons, with people such as Captain Viridian or The Kid showing up in the roster. Each one has their own power, with people such as Ogmo affording double jumps, or Runman being able to run really, REALLY fast. Not all characters are right for the job (Most of them are slower than Meat Boy) but some will make your life much easier. They aren't usable in boss areas or the final chapter, but they'll definitely help you on the way.

With the massive amount of levels even doubled with the dark world, levels awarded by striking an excellent time on the light world parallel, there's a ton of content waiting for you in this game. Along with the levels in-game, the PC version includes a special player-made world called Super Meat World, in which user levels and additional creator levels are uploaded. Given the amount of difficulty in the later levels, you'll be trying to save Bandage Girl (And fail at it) for months to come. This game is worth every penny, normal priced ($15) or on sale.

[The game is also on the Xbox 360. Bandage-unlocked characters are different, and there's less content on Super Meat World (Known on the 360 as "Teh Internets"), but all in all it's still the same old good game.]

Viddd
yes it's too long i don't care
the game is good, ect.

Posted by Joystiq Jul 02 2011 21:30 GMT
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Still wondering what that whole Super Meat Boy thing is about? It's about $7.50 today, as part of Steam's Summer Camp Sale. Other big games you can get for tiny sums today include Plants vs. Zombies ($3.39), Magicka ($3.39), and Darksiders ($4.99).

If you're trying to win "tickets" to earn prizes during the Steam promotion, today's activities have you performing specific tasks in Magicka, Hoard, Jolly Rover, Super Meat Boy, and Garshasp: The Monster Slayer. Surprisingly, the challenge in the last one is more involved than just saying the word "Garshasp" without getting the giggles.

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Posted by Giant Bomb Jun 21 2011 18:06 GMT
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I'm not a huge fan of the term "indie" because it forces developers into a stereotype, but I dare you to try and not fall head over heels in love with Indie Game: The Movie after watching its trailer. You may have seen filmmakers James Swirsky and Lisanne Pajot trudging around massive film equipment to places like PAX the past year or so, as they've put together Indie Game: The Movie.

Indie Game: The Movie follows Edmund McMillen and Tommy Refenes as they launch Super Meat Boy, Phil Fish showing Fez for the first time and the genesis of Jonathan Blow's Braid.

The film has been shot and edited, but in order to put that final coat of paint on--audio, color, mastering--Swirsky and Pajot are looking for a little help through a second Kickstarter campaign.

"So far, we’ve done everything ourselves on this project," reads the Kickstarter page, hoping to raise $35,000. "The producing, directing, cinematography, editing, and writing for the feature film and all the web videos we’ve made during the process. But, now we need some help from others and support to get the feature film done right and taken to the next level, technically-speaking."

Given the Kickstarter is already at $21,000 (as of this writing, anyway), it's probably not going to take very long before Indie Game: The Movie has everything it needs. I can't wait to see it myself.


Video
Posted by Giant Bomb Jun 21 2011 18:06 GMT
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I'm not a huge fan of the term "indie" because it forces developers into a stereotype, but I dare you to try and not fall head over heels in love with Indie Game: The Movie after watching its trailer. You may have seen filmmakers James Swirsky and Lisanne Pajot trudging around massive film equipment to places like PAX the past year or so, as they've put together Indie Game: The Movie.

Indie Game: The Movie follows Edmund McMillen and Tommy Refenes as they launch Super Meat Boy, Phil Fish showing Fez for the first time and the genesis of Jonathan Blow's Braid.

The film has been shot and edited, but in order to put that final coat of paint on--audio, color, mastering--Swirsky and Pajot are looking for a little help through a second Kickstarter campaign.

"So far, we’ve done everything ourselves on this project," reads the Kickstarter page, hoping to raise $35,000. "The producing, directing, cinematography, editing, and writing for the feature film and all the web videos we’ve made during the process. But, now we need some help from others and support to get the feature film done right and taken to the next level, technically-speaking."

Given the Kickstarter is already at $21,000 (as of this writing, anyway), it's probably not going to take very long before Indie Game: The Movie has everything it needs. I can't wait to see it myself.