![]() Meat Boy can complete every stage in the game, but he can’t obtain every bandage or make it to every warp by himself.įinal recommendation, buy it, with a caveat. And they need to be used for any of those people going for 100% completion. That’s the big thing, all of the unlockable characters are from other indie-games out there, including, but not limited to, Commander Video (of bit.trip series), Tim (of Braid), and The Guy (of I Wanna Be The Guy), each with their own speed and jump power, as well as special ability. Each world (spread between all Light, Dark, and Warp stages) contains 20 bandages, which are collected to also unlock bonus characters. Some of these warps take you to a special set of stages where completion unlocks a new character. Each world also has a “boss” stage, which typically presents a unique challenge in itself. One of the fun little features at the end of each stage is that it shows a replay of the stage with every single life you used up on it, all playing at once, and is pretty wild. To put it simply, this game is pure skill, and if you fail (and you will), then it’s entirely your fault (or maybe the sweaty controller), and the game gets you back in the action very quickly, usually within one or two seconds. The controls let you get through this, and many harder challenges with precision. And consider that all of that will probably happen over the course of maybe 5 seconds, and that is, within this game, a very simple challenge. I know its hard to imagine with just words (indeed, it might be better to watch a youtube video of SMB in action), but imagine a stage where you have to run to the edge of a platform and long jump onto a wall, wall-jump between two walls several times, followed by a jump between two close set saw blades onto another wall and time your wall-jumps so as to not hit the saw blade that’s moving along the now opposite wall. What makes it interesting is how those things are used. And that is just the kinds of things in the stages, not how the stages are actually set up to challenge you. And that’s just the first world, the second brings in cascades of spikes, allowing them the developers to put them anywhere, and the third world has missile launchers. From buzz saws to moving grinders and beds of spikes. That’s where the stages come in.Īfter a few stages to help the player learn the controls, the difficultly starts ramping up, each stage giving the player a new challenge with which to test their skills. He can run, stop on a dime, and bounce back and forth between walls with absolute precision. Meat Boy controls perfectly, running, jumping, wall-jumping. Well, I’m pleased to say, SMB has them both in spades. If the levels are dull, then it doesn’t matter how well it controls, since the game wouldn’t be making good use of them. If it doesn’t control well, the entire thing falls apart. Controls are the most important part of games of this type. ![]() I figured at the time it was a homophobic joke but I want to see how far I take it as a serious idea.So what does a platformer need to be successful? Controls and level design. ![]() Even at the time it'd been years since it came out, but I remember hearing that Dr. I remember being young when I heard about the first Super Meat Boy game. ![]() ![]() KingFranPetty Fandoms: Super Meat Boy Forever (Video Game), Super Meat Boy (Video Game) ![]()
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